Super Mario RPG Switch Restricted Weapons/No Deaths Run - Jester display
Video "Jester has 80 Magic Evade" for original version's handling of Jester; minor spoilers:
https://www.youtube.com/watch?v=ZN9aBBNP7pk
Playlist:
https://www.youtube.com/playlist?list=PLO2o0_k4kOryFUHsFDdkj9f0n2YfuNKar
In the original, Jester had 80 Magic Evade, so any spell that had a sub-100 Hit value had an 80% chance within succeeding in the initial hit roll of still missing Jester. All of our debuff spells will fall under that, but no others do. Super Mario RPG Revolution expanded the list to Thunderbolt, 2 other all-target Specials, and Geno's next Special Geno Whirl, although it nerfed the characterizing Magic Evade values, but digressing aside, the big point within Booster Tower was Bowser's Terrorize being more actively able to miss.
Sadly, Magic Evade was not imported into the remaster, which is a shame because it did add to Jester's character and the character of some other enemies who had some, but I can understand why the gameplay effect was deemed too marginal while damaging the debuff spells' usability. Just that I'd like to tell the developers that any vets who played the original SMRPG when that first came out would be able to handle a little issue with luck at this point.
Still, Jester is able to do something that can disrupt involved utility, in this case Bowser's Physical DEF Ally Buff. His regular attack is confounding and as usual a case of patience is a virtue, which by itself is something we'd be used to by now, but Jester has another trick up his sleeve: Card Toss (originally Full House) and Card Rain (originally Royal Flush) having early block timings. That much has me not able to block these two attacks reliably even with just Success, so both of these attacks easily jeopardize my Chain. However, the good news is that Jester has only 48 Physical ATK, granted that this ends up being his strong stat leading to a Special Jester having 72 which would be dangerous without the multipliers, but regular Jester consequently struggles to punch through Bowser's Physical DEF Ally Buff, which not only will still apply for an attack where a full failure to block happens, but additionally has the added bonus that sweetspot blocking is not strictly needed to maintain the Chain, which further hampers the regular attack as a result of that being reliable to block when you know what is going on with it.
Funny how the involvement of the new timings adds implications to help with what we will still miss.