Hooktail: 1:05:16
For some context, check out the introduction and rest of the series here: https://www.youtube.com/playlist?list=PLGO2gDJk105dHmAg2qlrcGzcQRRUosuxJ
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https://www.youtube.com/watch?v=gnj5sJeW5xA
Magnus 2.0
Badges: Mega Rush, Mega Rush P, Last Stand
Items: None
T1: Jump (68), Defend (No Guard) (Y=5, M=4)
T2: Power Lift (+2+1), Defend (No Guard) (Y=1, M=1)
T3: Ground Pound, Jump (34)
T4: Ground Pound, Jump (0)
Magnus 2.0 (2)
Badges: Mega Rush, Mega Rush P, Power Rush P
Items: None
T1: Defend M, Appeal Y (Guard) (Y=5, M=6)
T2: Power Lift (+2+1), Defend Y (Guard) (Y=1, M=1)
T3: Ground Pound (44), Spin Jump (fail second AC) (26)
T4: Ground Pound (0)
Magnus 2.0 (3) - Kappy strat
Badges: Mega Rush P, Power Rush P
Items: Point Swap
T1: Power Lift Lift (+2+1), Point Swap Y (Guard)
T2: Spin Jump, Ground Pound (35)
T3: Spin Jump, Ground Pound (0)
Kappy made the second strat, using an item. I like the first two for having no items (since they're a bit out of the way if you don't prep in advance) but it's inarguably much cleaner looking than the other two.
Level One rules:
10HP, 5FP, 3BP
No Superguards
No partner upgrades
Cannot lower HP to 5
HP Plus/FP Plus are allowed
Start each battle fully healed
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https://www.youtube.com/watch?v=7LZHThjZur0
Rawk Hawk: 1:39:49
Magnus von Grapple: 1:46:57
For some context, check out the introduction and rest of the series here https://www.youtube.com/playlist?list=PLGO2gDJk105dHmAg2qlrcGzcQRRUosuxJ
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https://www.youtube.com/watch?v=hCstylyf048
General Guy
No Jump, No Hammer
Stats: 10HP/10FP/3BP (Level 2)
Badges: Double Dip
Items: Egg Missile, Dusty Hammer, Fire Pop, Life Shroom, Thunder Rage x2, Thunder Bolt x2
*Shy Squad*
T1: Charge, Egg Missile
T2: Charge, Double Dip (Dusty Hammer+Fire Pop), Charge
*Stilt Guys*
T3: Charge, Star Storm
*Shy Stacks*
T4: Charge, Double Dip (Thunder Rage+Thunder Rage)
*General Guy*
T5: Headbonk, Double Dip (Thunder Bolt+Thunder Bolt)
You can do this at Level 1 as well (with 5HP Mario), by using one more item, or by guarding the attack T1.
Either 1) Double Dip Egg Missile+Thunder Bolt
or 2) Guard 5/9 of the Shy Squad hits.
You can do this at Level 3 as well (with 15HP Mario) with a Dusty Hammer T1 instead of an Egg Missile, which also looks cooler. However, the Life Shroom only heals to 10/15HP in that case, which doesn't look as clean.
I did it at level 2 because I thought it looked cleanest. (Life Shroom heals exactly 10/10HP, Egg Missile does exactly enough to not need to guard or to use an additional item - 8 items also just looks cleaner to me than 9 which you need for Level 1)
5HP/10FP Mario also feels like it's cheating a bit to achieve "Level One" lol
I don't like how many items you need for this strat, obviously, but I do think it's impressive getting a 5 turn KO with these restrictions. The "glitch"/second partner turn is necesasry, as you simply won't have options to KO in 5 turns. Even with Jump/Hammer, you'd be hard-pressed to find a 4 turn KO without pre-damage peril setup.
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Other strat ideas I had:
-Counting up from 1 to 11.
-1 and 2 damage hits on Shy Squad
-3 and 4 multi-hits on Stilt Guys (perfect damage)
-5, 6, 7 hits (one multi, two single) on Shy Stack
-8 on Bulb (perfect damage)
-9, 10, 11 on General Guy (perfect damage)
-Hammerman variants
-Standard hammerman
-Mario Alone
-Pacifist Partners
None of these worked perfectly the way I wanted them to, so I went for more of a silly strat. Shoutout to Aaran for finding this glitch.
"Pacifist Partners" is the only one that I got to work "perfectly", but I didn't like the condition itself that much if it didn't give me a really cool strat.
Hopefully coming up with something a little different than my usual "hammerman + [x]" still goes well. LOL
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https://www.youtube.com/watch?v=Q8E_1fluJa4