Alright, so this is an edited version of the vanilla game's L5M6, that I edited for fun to make the mission more difficult and what I think to be more fun. It isn't much but just kinda improves the mission a bit IMO. Decided to un-unlist it because I thought it was somewhat interesting. ... https://www.youtube.com/watch?v=Y9GcG64LvBQ
Rating: C Tier
This is basically discount Bonetail. She's even got the same amount of HP. The differences are that Mario is essentially Level Zero, but with Quick Change and Mega Rush P.
Rules (subject to change as run continues)
10x enemy HP
No Superguards
No OHKO
No Fright Masks
Start each battle fully healed
No badge/item drops
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https://www.youtube.com/watch?v=zX1CwDE5pOc
Another custom car race, with the Blue Falcon. I definitely did not cheat in this video
Note: This footage was recorded back in August along with most of the other footage; I just have neglected uploading it until now.
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https://www.youtube.com/watch?v=LD87Bf9XwZs
Final Bowser
25HP/15FP/18BP (Level 11)
Badges: Mega Rush, D-Down Jump, Damage Dodge, Zap Tap, Feeling Fine, Double Dip, Quick Change
T1: Tidal Wave** (88), Double Dip (Shooting Star, Shooting Star) (76) (Attack, M=17)
T2: Shell Shot (71), Double Dip (Shooting Star, Shooting Star) (59) (Star Rod)
T3: Tattle, Star Beam
T4: Peach Beam, Fire Shell (55) (Attack, M=17)
T5: Spiny Flip (52), Star Storm (45) (Attack, M=9)
T6: Electro Dash (40), Double Dip (Shooting Star, Shooting Star) (28)
85%: Attack, M=1
T7A: D-Down Jump (8), Outta Sight
75%: Star Rod
T8A.1: Peach Beam (Life Shroom used)
T9A.1: Bomb (3), Jump (1)
25%: Attack
T8A.2: Hammer (0)
15%: Star Rod
T7B: Peach Beam, Bomb (23)
80%: Non-Shockwave
T8B.1: D-Down Jump (3) (Life Shroom used if necessary)
T9B.1: Jump (1)
20%: Shockwave (M=5)
T8B.2: Spicy Soup (M=9) (M=1)
T9B.2: D-Down Jump (3) (Life Shroom used if necessary)
T10B.2: Jump (1)
**I used a 12 damage tidal wave in the video, but the exact damage varies a bit by the amount of Zap-dependent attacks used (0-4 used; a 50/50 chance if one has not been used yet), and the damage can be standardized by the use of Bomb. A 13 damage tidal wave should give you a 31/32 chance to succeed exactly (though you can also just use Hammer to guarantee a win without changing anything else). The damage math written in the strat assumes no zap hits, which is rare (1/32), and again can just be replaced by Hammer.
Three Defensive badges:
-Damage Dodge: Makes Bowser's Fire do 8 base, guarded for 9. (Fire Shield also works, but is inconsistent for making Lightning deal 8, which matters in the 15% B routes)
-Feeling Fine: Makes Bowser's Claw not inflict Poison, unguarded for 8
-Zap Tap: Makes Bowser's Jump not inflict Command Loss, unguarded for 8 (This gives Bowser's HP a variance of 4 depending on what moves are used)
These badges ensure a consistent 8 damage to Mario to get into Peril in the first 3 turns of the second phase.
Healing ranges, as relevant to this strategy:
17/25: Bowser's HP less than 43** -- this is why Bowser must have 43 HP or greater at T5 (if Bowser gets hit by Zap twice, this is the most damage you can deal by this point in the fight without introducing a 75% chance to heal)
9/25: Bowser's HP less than 11
1/25: Bowser cannot heal
AI (First Phase)
-Attack (Fire, Stomp, Claw)
-Star Rod
-Fight ends after using Star Beam
AI (Second Phase)
-Guaranteed to attack T1
-Can heal, otherwise guaranteed to attack T2
-Can attack or use the Star Rod T3
-Can attack, use the Star Rod if not powered up, or use Lightning (same as Fire) or Shockwave (does less damage; matters in one case)
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https://www.youtube.com/watch?v=tFDoF0fzhjI
I am a true god gamer
This is done through use of multi accounting, primarily allowing me to access certain destinations faster by teleporting, and making combat easier by having the main toon fight, which is most important for the boss fight as completing it solo is near impossible without grinding.
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https://www.youtube.com/watch?v=hio3OomPdB8