I’m sure you see where this is going, but let me explain: this new gimmick actually makes Hammer a more viable choice than Jump when fighting him. This means a Jump increases his ATK by 2, and Hammer by 1. His entire gimmick was changed – he now starts at 0 ATK (first form) / 1 ATK (second form) / 2 ATK (final form) for his basic attack (his combo moves have set damage), and with every strike you inflict on him, his ATK for the basic attack increases by 1. If you’re curious, click here to check out the release trailer that contains a link to download!Īnyway… one boss, in particular, stood out to me in Pro Mode, and that was The Master. Enemies do double damage, badge costs have changed, FP costs have changed, new enemy layouts, smart AI, new areas to explore… it’s quite a lot of new content. If you’re unaware, someone by the name of Clover created a mod of Paper Mario that enhances its difficulty. I should be releasing another post in early October comparing Items and Star Power/Special Moves!Ĭontinuing with gushing about things I like in my last post about Pre-Hooktail Pit Runs, today’s topic covers something I found exceptionally interesting in Paper: Mario Pro Mode, and that’s how you approach The Master. What do you think of each list? Agree, disagree? Let me know in the comments below, or on Twitter, or on Facebook! I swear I’ve got something new coming for this blog for Paper Mario Talks soon. Those are the big differences I wanted to comment on, and that’s it for this post. While I voted F, I can actually understand how it ended up here, since when looking at other F Tier badges, this one can have niche use. Pity Flower (GPRB: E- Kappy: F) - A lot of casual players know this badge is pretty bad, si it might come as a surprise that the collective challenge run community got it into E tier (albeit on the lower end). It’s an aerial hammer-esque move for Jump! I’d pick this over Spin Jump until you either get Ultra Boots or until you’ve got a couple ATK+ badges, especially against enemies with even 1 DEF. Power Jump (GPRB: C Kappy: B) - Power Jump is actually a great option for early-game and with Flower Savers can be an amazing (and more damaging for a portion of the game) alternative to Spin Jump when stacked with 2 of them. Many players felt they didn’t really need it, but I feel it’s an invaluable resource that makes set up ultra fast, ultra easy, and ultra awesome. I like free actions, and this badge provides them in spades for items. I’ve already explained why Fire Drive is in my Top 10 Badges in TTYD in my video on the subject, so I’ll defer to that for my explanation, but to summarize - my S vote comes from how this badge enables the possibility of ultra-hard challenges like 10 HP Prologue Pit, 10 HP No Mega Rush P Pre-Hooktail Pit, etc…ĭouble Dip (P) (GPRB: B+ Kappy: S ) - Again, another set where my video explains my reasoning here. 2 BP for +4 vs 1 BP for +5, and with how easy it can be to get into Peril if you know what you’re doing, it’s really not an issue of difficulty when it comes to manipulating HP.įire Drive – (GPRB: A Kappy: S) - This one’s a weird one. In that context, I voted for A, because 2 Power Rush badges just aren’t as good as 1 Mega Rush. While, obviously, this badge is one of the most potent in the game and Danger Mario is easily the most optimal and broken strategy, we were rating them as if you could only get 2. Power Rush (GPRB: S Kappy: A) - Yeah, I’m assuming heads will spin here.
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