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General Guy: Grrr!!! Stop it!! That's unfair! You're going to go and break my extremely expensive tank! CantWin is a File Code in Dark Star Edition that sets you to level 27, gives you all 128 badges, and the 5 unlockable stones immediately (all but Greed, Badge, and Rainbow). However, in return, it forces all encounters to be at least 4.5x difficulty, the equivalent of Super + Mega Curse. Equipping Curse badges does NOT stack with this multiplier, but if you equip Ultra + Mega Curse or all 3 Curses, you will do a fight on that respective difficulty instead of the innate 4.5x difficulty that CantWin forces. General Guy EX has 75 Base HP, scaling up to 337, and has 8 Defense. Explosions don't work on General Guy in this fight. The Light Bulb on his tank has 25 Base HP (I think; you can't Tattle it), and has 2 Defense. The Light Bulb cannot be hit by Electric Attacks in this fight either. I didn't mention his base attack values here, and that's because there's more to the story due to the changes that were added between his fight in Chapter 4 and here. First thing is that he'll now always maintain having 2 allies fighting alongside him. These will be either Ember Guys or Practitioner Guys, enemies which are from Chapter 8. Ember Guy has 12 Base HP (54), 8 Base Attack (36), 1 Defense, and is fiery against attacks that make direct contact. Water and Ice Attacks deal +1 Damage to it and pierce its defense, but Ember Guy gets +4 Attack each time you strike this weakness. Practitioner Guy has 9 Base HP (40), 5 Base Attack (22), and 1 Defense. It takes +1 damage from Throw moves due to being Aerial, and it can attack and heal its allies in the same turn. If it heals only 1 ally, that heal will be 8 HP. If healing all allies, it will be 5 HP. Thankfully these heals do NOT scale up with Curses. However, If you KO General Guy's allies while he is still alive, he will call in new allies without losing any turns. He can also increase the attack of said allies by 2 without losing any turns (he won't buff them beyond +4 though), or even cure their status if they have one. Finally for General Guy's attacks. He has his standard Red and Blue bombs from Chapter 4, but he has a Green Bomb and a Light Blue Bomb that he can toss now (though we won't see those in this video). Each bomb of his has different effects that can be inflicted. And of course, we can't forget that he can still attack with the Light Bulb in the same turn as well, so long as it's active. The Base Attack values of his attacks, as well as their effects, are as follows: Blue Bomb: 7 (31), inflicts Shrink if it's not blocked. Red Bomb: 9 (40), decreases Mario's Attack by 2. Green Bomb: 9 (40), decreases Mario's Defense by 2. Light Blue Bomb: 7 (31), inflicts Freeze if it's not blocked. Light Bulb: 9 (40), inflicts Paralysis if it's not blocked. This also hits Mario's partner with a base damage of 2 (9), however Watt is immune to the Light Bulb due to its damage being Electric. Unlike the previous 4.5x clear on this fight, I did find another way to deal with the other sections. Previously I used Mega Bounce and hide since it made sense. While we still need Mega Bounce this time around, it's not the main attack to use. I split this fight into 3 distinct phases - Practitioner Guy, General Guy, then Ember Guys. The attacking moves also signify which Phase I'm in for this fight. Phase 1 lasts for literally only the first turn of the fight. Use Mega Bounce to KO Practitioner Guy. Note that if you have the Ultra Boots, you'll have to do this on the faster Mega Bounce speed. If you fail the KO, just reset right away. Even if you have the Ultra Boots over the Super Boots, you can simply use Merlee's Spell to get the damage needed. Phase 2 is General Guy. Your attacking move to use here is D-Down Jump in order to pierce his 8 Defense. Note that D-Down Jump was nerfed in the form of having an innate -1 to its damage. However, the attack boosts in your badges/items will make up for this, especially with D-Down Jump hitting twice. Bow is your partner up to this point in the fight for her Outta Sight use. Also note: with the Super Boots, you do strictly need to have All or Nothing in your badge build alongside the other attack boosts. I tried it with Flower Power instead and came up short by 3 damage. You need the consistency in your attack boosts to get through this. Phase 3 is the Ember Guys. You still need Time Out here, but we can instead use Spin Smash to punish the attack boosts that Ember Guys get from you striking their weaknesses. You switch to Sushie to ensure that the boosts get piled on as quickly as possible. The use of Spin Smash also negates the need for Ice Power as well since we no longer make direct contact with them. With the different attacking moves used here, the only inconsistency with this fight now is Turn 1 due to Mega Bounce. Once you get past Turn 1, basically nothing else can go wrong with this fight anymore.