Kent C. Koopa: Difference between revisions

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==Battle==
==Battle==
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 whilst 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.
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.


==Names in other languages==
==Names in other languages==