Kappy’s Spotlight — Mega Jump

It’s that time again: #KappySpotlight time, where I talk about badges/items/partners/etc… that are generally seen as “bad” and not used very often by challenge runners. I dive deeper into why they’re perceived the way they are with some cool strategies centered around them mixed in! Today, I’ll be covering my first badge in 64, and probably the worst Jump badge of them all in said game — MEGA JUMP!!

Mega_jump_badge
BP Cost: 3
FP Cost: 6
Move: Deals Jump (3+3) + 4 damage to a single enemy.
Glitz Pit Rank: F

Mega Jump is one of the last badges you get in Paper Mario 64. You get it in Chapter 7, and while it has the “Jump is a Hammer” property of Power Jump and an added 2 damage compared to that badge, it costs triple the FP of Power Jump and triple the BP. Triple the FP and BP for +2 damage? Yeah, it’s easy to see why challenge runners don’t really use the move often. And by the time you get it, you’ve got basically every option that outclasses it. When you can just Power Bounce (or even Power Jump!), it’s tough to compete, especially when the other two are just so much more FP efficient. However, if you’ve got a lot of FP to spare, you can make some use of that extra damage.

CRYSTAL KING STRAT

15 HP, 40 FP
BADGES: Mega Jump, All or Nothing, Power Plus, Last Stand, Damage Dodge x2, Flower Saver, Mega Rush (27 BP. 30 with HP Plus)

ITEMS: Shooting Star

T1: Mega Jump (60), Electro Dash (55) [Guard 2]
T2: Mega Jump (45), Electro Dash (40)
T3: Turbo Charge, Do Nothing
T4: Mega Jump (25), Electro Dash (20)
T5 or T6: Mega Jump (5), Electro Dash [potential KO]

If heal T4 & T5

T7: Jump (6), Do Nothing
T8: Shooting Star [KO]

This is actually a pretty cool strat, but look at how much FP you need! Crystal King has 70 HP, 6 ATK, and 2 DEF. Despite these actually pretty good stats, he’s a huge pushover with easy-to-abuse AI, meaning we can destroy him with Mega Jump provided we have the FP. This strategy also nicely showcases the power of Peril combined with Last Stand in 64.

The goal of this strategy was to get rid of the RNG that Crystal King has for healing with Mega Jump and Electro Dash. Let’s start with the setup. Turns 1 & 2, we just Mega Jump and Electro Dash for 15 damage per turn. At base, Mega Jump deals 10 damage. With Crystal King’s DEF, we’re at 8, so we equip a Power Plus and All or Nothing to get that back up to 10. Now, Crystal King uses Bit Spit if he has Ice Bits on the field, which he does Turn 1. We take 4 damage each from those without guarding. With guarding, we take 1. So, we get hit by one then Guard two of them for (4+1+1) damage to be at 9 HP. Turn 2, Crystal King will summon Ice Bits. Turn 3, we set up Mario with Turbo Charge so that Mario will be dealing 15 damage instead of 14 damage in Peril. Mario does nothing to ensure Crystal King doesn’t try to heal just yet. He’ll use the Ice Bit Spit attack. We don’t guard any attacks, putting Mario at 5 HP with the first Ice Bit. Now that Mario’s at 5 HP, Last Stand kicks in, which means the other two Ice Bit attacks deal 2 damage instead of 4. With those two 2 damage attacks, Mario’s gone from 9 HP to 1 HP, putting us in Peril.Turn 4, we begin our manipulation and continue on this path until Crystal King is KO’d. On Turn 4, Crystal King is triggered to use Ice Beam. If he heals, we just Mega Jump and Electro Dash again Turn 5, and if he heals again after that, we Mega Jump and Electro Dash Turn 6, then take the guaranteed Ice Beam and do it again. Turn 7, Turbo Charge wears off, so we Jump and Do Nothing. At this point, Crystal King can either Ice Beam or create 3 clones. To circumvent the cloning, we use a Shooting Star to guarantee he gets hit and is KO’d. if he uses Ice Beam earlier, then we KO him earlier. Perfect damage and a lot of Mega Jump — nice! If you wanted, you could have 45 FP and not need a Flower Saver. I just liked being able to fit in 30 BP perfectly if HP Plus is used.

Now, there are a couple other places you can use Mega Jump, and that’s against Hallway Bowser and Final Bowser. Given that both can get rid of Water Block/Cloud Nine/Turbo Charge, as well as having an extremely punishing 3-cap most of the time for Power Bounce, you can get around the same damage over time with Mega Jump, even if you’re Power Bouncing in Peril, especially since it can be hard to maintain if you’re not great at Guarding Bowser’s attacks. Other than that, I see no reason to try and use this in normal battles., It’s likely overkill and just a waste of FP.

All in all, Mega Jump comes way too late to really be useful, but try it out next time you’re fighting Final Bowser! You might be surprised. As always, feel free to use the strategy I made or adapt it into something yourself! I’ll be doing a vote for my next spotlight, so please be sure to follow me on Twitter or join my Discord server to get notified when I ask for suggestions!!

Just Sayin’