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Finally time to get back around to this guy! Permafrost Guy only appears outside Crystal Palace if you did not defeat him in Shiver City. If you defeated him in Shiver City, you won't fight him here. This is the reason why my Standard Curse file was not initially able to do this fight. But now that I'm doing the CantWin run, it was definitely time to get back and do this one. NOTE: This video is NOT what I did for the CantWin run. There will be a separate video coming for CantWin. For stats, Permafrost Guy has 50 Base HP, 8 Base Attack, and 3 Defense. 9x Difficulty scales his HP and Attack up to 450 and 72 respectively. Yes, he does have lower attack here when compared to Shiver City. Permafrost Guy is immune to Fire, Explosions, and Electric attacks. He also takes -9 damage from Water and Ice attacks (Tidal Wave deals damage to him only if you hit at least 13 commands). His attack naturally also inflicts Freeze if you fail to block. Just like his fight in Shiver City, you still have to deal with a turn counter here. The Intense Cold will inflict a permanent freeze after 6 turns. Feeling Fine will prevent this permanent freeze from occurring, but it does NOT stop the subsequent freeze damage that takes place after Permafrost Guy's attack. The base damage of the freeze here is 4, which scales up to 36. This fight against Permafrost Guy is separate from his fight in Shiver City due to the lower attack stats, higher turn counter, and the fact that you can't have Quake Jump for this fight. For a standard curse file you can get Quake Jump in Chapter 7, but you have to defeat Permafrost Guy in Shiver City to do so. Not to mention that you can get the Crystal Palace badges, notably Triple Dip and P-Up D-Down, before doing this fight. Due to the lower attacking stats, this fight is significantly easier than his Shiver City incarnation. But that said, don't go into this fight expecting it to be easy; it still is difficult! It was the difficulty in planning that made this fight harder for me to get a good read on. I did have a framework initially in the form of Watty's 6x clear, but Watty is better at Mega Bounce execution than I am. That meant Watty got through needing only 3 Life Shrooms, a Yoshi Biscuit, a Golden Shroom Cake, and a couple Hustle Drinks. So I needed to plan the remainder of the items to do this. For badges, Mega Bounce and Dodge Master are used for attacking since you need the damage here. Triple Dip allows me to use 3 items at once, and Quick Change allows me turn-free partner swapping. 1 Power Plus, P-Up D-Down, Flower Power, and Mega Rush are my attack boosts. Mega Rush is enabled by having a Max HP of 25. Pity Flower gives me FP recovery back to better maintain Flower Power. Feeling Fine protects from the permanent freeze, and Perfect Stand reduces the damage taken at full HP. So how did I expand the item build to make 9x possible? This took a lot of planning to do. I did use the same base framework of 3 Life Shrooms to revive back to full HP once, 2 Hustle Drinks so I don't lose Mega Bounce turns, and a Yoshi Biscuit to boost a Golden Shroom Cake. Having a Miracle Golden lets me survive the freeze damage at the end so I can take advantage of Mega Rush. I added 3 Boo Leaves since they are compatible with Hustle Drinks, and I added 3 more Hustle Drinks (totaling 5) to make use of those. The Stop Watch lets me immobilize Permafrost Guy once for 2 turns. I added 2 Ultra Shroom Cakes to help combat the freeze damage in that section of the fight since you need Perfect Stand and Cloud Nine active to outpace that damage with regen. I added 2 more Yoshi Biscuits, one to boost 1 of the Ultra Shroom Cakes, and the other to boost the final item of the build in the form of 1 Power Shroom. There is precisely 1 Power Shroom available in Chapter 7, and the 3rd Yoshi Biscuit boosts this so that its +2 Attack Boost lasts for 6 turns. For partners, Lakilester uses Cloud Nine for damage reduction. Bow uses Curse at the start to drop Permafrost Guy's Defense, then Outta Sight so that its attack can be dodged during the freeze damage section. Finally, Goombario uses Megabonk for extra damage. You'll notice at the end that I didn't need Megabonk in that final turn to get the KO. This means as long as you get within 7 damage of the KO with the last 2 Mega Bounces used, you will be able to get through this fight. Overall, very satisfying to figure this one out!