Glitz Pit Strategy Contest - Anti Guy (#5)
Anti Guy - FP Spent greater than (or equal to) Damage Dealt
Stats: 10HP, 15FP, 12BP (Level 6)
Badges: Damage Dodge, Defend Plus, Double Dip, Sleep Stomp, Mega Rush
Items: POW Block, Goomnut, Spicy Soup, Maple Shroom, Dried Shroom, Spaghetti, Boiled Egg, Lemon, Dried Pasta, Fried Shroom
Partners: Bombette (Super Rank)
Guard every Jump (12 damage). Guard 1 Tackle (10 damage), and do not guard the rest.
T1: Power Bomb (44), Double Dip (6FP) (POW Block (42) + Goomnut) (9FP) [M=1]
T2: Power Bomb (36), Double Dip (0FP) (Spicy Soup+Maple Shroom) (14FP) [M=3]**
T3: Power Bomb (30), Double Dip (5FP) [Dried Shroom+Spaghetti) (9FP), [M=1]
T4: Power Bomb (24), Double Dip (0FP) (Boiled Egg+Lemon) (10FP) [M=1]
T5: Power Bomb (18), Double Dip (1FP) (Dried Pasta+Fried Shroom) (5FP) [M=1]
T6: Bomb (12), Sleep Stomp (0)
**This strategy assumes that from one of Anti Guy's first four attacks (on turn 1, 2, 3, or 4), he will use Tackle. It does not matter what turn it happens, but this written route assumes on Turn 2, since it looks the cleanest.
If Anti Guy only uses Jump each turn (including on turn 5), you lose. 1/32 chance.
Anti Guy AI:
Tackle (10)
Jump (12)
My dissertation:
-Sleep Stomp is used as a bait and switch ("oh he's relying on status?"), for the most part, but it actually matters. Due to the condition, I can only use a POW Block (or maybe a Fire Flower) on Turn 1 to deal damage, and on subsequent turns, I have to be making full use of my HP recovery options. This means I have to get out a powerful 12 damage Jump attack for 2FP, and this is a clean way to do it.
-This strategy uses all unique items. It would be simpler to use the same 9HP and whatever FP recovery loop, but I was surprised to get a working combination of 10 unique items that heal 35FP, heal Mario to exactly 9HP/7HP each turn, and deal damage to supplement the rest of the strategy. Also, note that there are certainly a finite number of unique 9HP combinations (three of them), and it's why I need to get hit once for 7 damage instead of just 9 every time.
-Power Bomb and Double Dip are used because they are the fastest way to use FP. (Power Bomb is any partner's highest FP move by this point, and Double Dip is only tied with Power Bounce by this point). Bombette hasn't gotten much use so far; admittedly still more than Kooper though I think.
-I only realized post-submission that Anti Guy not using Jump once is a fail condition, rather than an "oh well, overheal" condition. That was a mistake on my part. The strategy was supposed to be 100% consistent, but I just messed up. Oh well.
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