Kent C. Koopa
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“Hey, you in the hat! Wait! It's fine weather, isn't it? My name is Kent C. Koopa. Please remember it, OK? If you want to use this road, you need to pay me 100 coins. So sorry, but that's how it is. You don't pay, you don't pass. Coins make the world go round. It's all about the money!”
Kent C. Koopa is a red-shelled Big Koopa Troopa that blocks Pleasant Path, the road to Koopa Village and the Koopa Bros. Fortress in Paper Mario. He appears after Chapter 5, blocking Kolorado's way home after the explorer's adventures on Lavalava Island. He demands a toll of one hundred Coins in order to let people pass, but he can be battled instead as an optional boss, similar to Gus from the following game, Paper Mario: The Thousand-Year Door.
Unlike the original Big Koopa Troopas from Super Mario Bros. 3, Kent C. walks on his hind legs, similar to Hookbill the Koopa, a boss from Super Mario World 2: Yoshi's Island. He wears glasses, with his name even being a pun of "can't see". It is implied by Russ T. that Kent C. Koopa taught the Koopa Bros. how to fight.
Kent C. Koopa has comparatively high attack and defense, if compared with bosses from the rest of the game. To simplify fighting him, Mario should target Kent C. Koopa's tail, instead of his shelled body. The Koopa can use a Ground Pound attack on Mario to squish him and do ten damage, and a slow Shell Toss to flatten Mario and his partner, inflicting the injured status effect, for three damage. He is susceptible to the sleep status effect, with the most efficient way of inflicting him with the status effect being Mamar's special move Lullaby. Using the Spin Smash attack on Kent C.'s tail while he is flipped over makes him spin around, causing him to drop a few coins. Unlike other Koopas, Kent C. Koopa requires two jump-based hits to be flipped rather than one (so an action command is required on Mario's jump to flip him for the currently active partner's turn). Also unlike other Koopas, instead of wasting a turn struggling to get up, and then wasting another turn actually getting up if left unattacked (or continuing to struggle if hit with a jump-based attack but not defeated), Kent C. Koopa will get up the very same turn he's flipped on, and proceed to attack as if he wasn't flipped, unless he's put to sleep.
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