My FIRST IMPRESSIONS of the Badges in the Thousand Year Door Remake! (Tier List)

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  • Опубліковано 6 чер 2024
  • RIP Zap Tap, Heart Finder, and Hammer Throw...
    These are my first impressions of how good badges are in the TTYD Remake in a tier list! These opinions will definitely change as I play the game more and complete more challenges LOL Some badges got nerfed, a few got buffed, and most...stayed the same.
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КОМЕНТАРІ • 235

  • @imaginaryboy2000
    @imaginaryboy2000 21 день тому +240

    Bump Attack's way better than First Attack, but only because it's viscerally satisfying to run over enemies with your Yoshi car

    • @trunguss
      @trunguss 21 день тому +7

      Was nerfed in remake due to projectile damage but ye

    • @ShyRanger
      @ShyRanger 21 день тому +40

      @@trunguss But it technically also got a buff since now you don't pause after bumping enemies and killing them, you just keep going.

    • @Christoph8
      @Christoph8 21 день тому +6

      5 BP is not worth it.

    • @imaginaryboy2000
      @imaginaryboy2000 21 день тому +59

      ​@@Christoph8 Why would you need to use BP for anything but Yoshicular manslaughter, it's not like Speedy Spin's in the game

    • @gregoryfuller9736
      @gregoryfuller9736 21 день тому +7

      Not really you can take power pluse badge when it just going back to weak emeny and put it back on when you at harder part

  • @BackpackBanjo
    @BackpackBanjo 21 день тому +94

    [In regards to Quick Change]
    "convenience does not make a badge good"
    First Attack Badge in A Tier: 😏

    • @Kappy0
      @Kappy0  20 днів тому +36

      Fair point! I normally don’t rank badges like First Attack because there’s no real “combat” use; it’s only good in the overworld, so I tried to rank it based on that and the 0 BP cost really helps boost it up. LOL

    • @DkKobaADV
      @DkKobaADV 19 днів тому +11

      convenience and being free does help though

  • @lucasabreu223
    @lucasabreu223 21 день тому +119

    Quick Change is the only one I never turn off

    • @XiremaXesirin
      @XiremaXesirin 15 днів тому +8

      Quick Change I will turn off
      ..... To replace with Bump Attack. Don't need to quick change partners if you're never in combat!

  • @EliteWizzerd946
    @EliteWizzerd946 21 день тому +51

    The remake actually added a 3rd Power Plus P.
    It's a Hidden Block on the rooftop of Wonky's building.

    • @fireman6986
      @fireman6986 21 день тому

      Good bait

    • @Kappy0
      @Kappy0  21 день тому +53

      It's not bait; it's real LOL

    • @EliteWizzerd946
      @EliteWizzerd946 21 день тому +7

      @@fireman6986 As Kappy said, it's real.

  • @robertm5110
    @robertm5110 21 день тому +51

    Spike Shield is excellent if you want to commit to Jumpman

    • @philosophyandhappiness2001
      @philosophyandhappiness2001 18 днів тому +6

      So is ice power (or whatever let's you jump on fire enemies)

    • @robertm5110
      @robertm5110 18 днів тому +1

      @@philosophyandhappiness2001 thankfully, you can get it before really facing any fire enemies unlike Spike Shield which feels like you get it so late

    • @IamCanadian3333
      @IamCanadian3333 13 днів тому +3

      @@philosophyandhappiness2001 Sadly, Fire enemies are pretty rare.

    • @SuspiciousTemmie
      @SuspiciousTemmie 10 днів тому

      Yeah, if we were considering Jumpman and Hammerman runs, Spike Shield (and probably Hammer Throw too) would be higher.
      Also, side note, can we just take a second to appreciate how much depth Hammerman and Jumpman add in a casual playthrough? They have a really cool dynamic of both a big positive and a big negative - You do even more damage, but are also forced to rely on things other than just Mario's attacks a lot more

    • @squid_cake
      @squid_cake 6 днів тому +3

      As a Spike Shield + Jumpman main, I can confirm that Spike Shield almost completely negates the weakness of Jumpman and makes battles with spiky enemies go by way easier, especially in the pit. Kappy did it dirty with that E ranking. Without Spike Shield, you're just half a Jumpman

  • @OlmiOP
    @OlmiOP 21 день тому +44

    So what you're saying is that I need to do a challenge run where only F and G tier badges are allowed
    Gotcha

    • @Kappy0
      @Kappy0  21 день тому +21

      This is the way

    • @Slenderquil
      @Slenderquil 21 день тому +6

      The head rattle and partner hp meta

  • @jdaster64
    @jdaster64 21 день тому +77

    20:40 Correcting since I think I verified this after the fact, but in addition to dealing with stronger enemy Sleep, Feeling Fine protects against all negative statuses except Slow (and Allergic) in the Switch game, and no longer prevents Electric. Still expensive and niche, but at least it opens more consistent Bonetail no-guard strats.

    • @Kappy0
      @Kappy0  21 день тому +36

      Literally, like, not even 24 hrs after this stream you found that and I was like "...WELP" LOL Dunno if it'll change its position, but it might!

    • @LapaduAnthony
      @LapaduAnthony 21 день тому +18

      I'd argue it's effective for some Stage Hazards IF they occur. Could prevent a slippery slope of using resources to cure negative effects ASAP. Super niche and situational badge you get WAYYY too late in game. Plus you could just end the battle as quickly as possible, lol

    • @AkameGaKillfan777
      @AkameGaKillfan777 21 день тому

      At least ONE badge was buffed

  • @thewolfgabe3656
    @thewolfgabe3656 21 день тому +31

    Spike Shield IMO should be higher since it can render a lot of later enemies a complete non issue especially with enough attack buffs. I think Hammer Throws biggest problem is that it quickly becomes outclassed by so many other badge setups.

    • @IamCanadian3333
      @IamCanadian3333 13 днів тому +2

      Especially considering you get Hammer Throw later in the game. Earliest I think is Chapter 4.
      I am genuinely puzzled why they decided to nerf it or thought this change was a good idea (it wasn't).

    • @dbpages6327
      @dbpages6327 12 днів тому +3

      They probably realized it’d make piercing blow obsolete. But I’m like, just increase the BP at that point. Piercing defense is cool and all, but not a lot of enemies have a lot of defense and for the ones that do - just buff your attack and it’s GG.

    • @tysonvienneau1830
      @tysonvienneau1830 7 днів тому +1

      @@dbpages6327 I dropped the hammer throw as soon as I saw the damage. I'd rather take fire drive, piercing blow and spike stomp since those are much better at the job with more benefits like rendering those flying spike beetles useless and slapping chain chomps

    • @dbpages6327
      @dbpages6327 6 днів тому

      @@tysonvienneau1830 yeah, same. They did hammer throw dirty. R.I.P.

  • @ShyRanger
    @ShyRanger 21 день тому +62

    It's so weird that Hammer Throw of all badges got this weird overhaul like you'd see in possible overhaul hacks despite this Remake being pretty close ot the original. Yea there's small changes throughout, but not to the level of making Hammer Throw piercing AND changing it's damage.
    It feels like one of the devs just wanted to play around with coding on day, went "Eh no one will care about this one badge" and just messed with it and no one else noticed.

    • @kingcrimson2643
      @kingcrimson2643 21 день тому +15

      It's like with Sleepy Stomp. beforehand if you were able to get an enemy to fall asleep, there was always a high chance they would wake back up if you used another attack or attack item on them. In the remake I don't think they can wake back up that way until the duration ends.
      I was actually able to defeat Macho Grubba this way, used Sleepy Stomp and took out most of his HP while he was asleep.

    • @jebronlames987
      @jebronlames987 20 днів тому +6

      @@kingcrimson2643That’s why I had to ban Sleepy Stomp in my run. It was trivializing every fight because of the massive buff the Sleep status got.

    • @AkameGaKillfan777
      @AkameGaKillfan777 19 днів тому

      I mean I don't blame them since all I've seen people say about it in the original is: "Why use this when Quake Hammer exists?"
      But for some reason people suddenly act like they actually cared about it beforehand. It's like how Space Jam was barely known before the sequel was announced, which only then did people act like the first movie was a hidden classic and not a glorified shoe commercial.

    • @jebronlames987
      @jebronlames987 19 днів тому +11

      @@AkameGaKillfan777 What? People loved Space Jam before the sequel. You must have been in a bubble.

    • @AkameGaKillfan777
      @AkameGaKillfan777 19 днів тому

      @@jebronlames987 I didn't even know the movie existed until my friends told me about it years ago. The Looney Tunes movies and Who Framed Roger Rabbit are FAR more memorable.

  • @shiningstarcaper
    @shiningstarcaper 21 день тому +55

    we all know the W emblem is S tier

    • @aidencook5524
      @aidencook5524 21 день тому +38

      its a free w every battle

    • @Kappy0
      @Kappy0  21 день тому +18

      Wait a minute... LOL

    • @AkameGaKillfan777
      @AkameGaKillfan777 21 день тому +3

      I can hear Wario Laughing already

    • @Goomba456
      @Goomba456 19 днів тому +5

      the buff to W emblem giving you new dialogue in chapter 4 makes it S+ tier now

  • @georgeshaw4017
    @georgeshaw4017 21 день тому +21

    I found Flower Saver is pretty good when used with Power Bounce and Fire Drive. It does use 8 BP but if you don’t know exactly what to put on and have enough, you can have a 1 FP Power Bounce and 3 FP Fire Drive.
    Also Quick Change, I believe that when switching partners, you can save Buffs that you had on that partner. That can be pretty useful.

    • @VariaBug
      @VariaBug 19 днів тому +1

      Yeah, I did that with the Smorg boss, Charged Goombella turn 1, then boosted with star, got Vivian to destroy arms, then changed to Goombella still with charge.

  • @arios6443
    @arios6443 21 день тому +79

    Listen, we all know that Nostalgic Tunes is an easy S Tier. It's only 0 BP!
    EDIT: Bruh, Hammer Throw was already terrible... How did they make it WORSE?!

    • @loganmiller7827
      @loganmiller7827 21 день тому +22

      They overestimated how much of a buff it would be to make it pierce and thought it needed to come with another nerf to balance that out

    • @poochycosme
      @poochycosme 21 день тому +3

      I agree although the new songs are also really good

    • @aprinnyonbreak1290
      @aprinnyonbreak1290 21 день тому +20

      ​@@loganmiller7827
      They buffed it to be a perfect badge for the early game for muscling through Bristles, but then forgot it was late in the game and didn't move it.

    • @JaCaBrA144
      @JaCaBrA144 21 день тому +1

      No it’s F tier because it makes the music worse

    • @typhlocube9359
      @typhlocube9359 21 день тому +4

      @@poochycosme The new songs aren't removed by Nostalgia Tunes, so no problem !

  • @SeamstarSmokey
    @SeamstarSmokey 21 день тому +10

    As someone who cheesed through the entire game with Dodge Strats + Peril, I consider stuff like Close Call and Pretty Lucky and all that stuff S-Tier.
    Dodging stuff will always be better than blocking imo, especially when you’re always at 1 hp so you can get that omega damage lol

    • @philosophyandhappiness2001
      @philosophyandhappiness2001 18 днів тому +2

      Danger strats work too with the dodges. I have a bunch of close call, lucky day, pretty lucky, and last stand badges on as well. I never take damage even on the rare occasion I actually get hit😂
      Edit: and with the power rushes? Just 10 and you're dealing stupid damage

  • @javierascanio4309
    @javierascanio4309 21 день тому +34

    There's also the stupidly obscure third power plus P after chapter 6, in a invisible blick by the underground town

    • @CR1MSONACE
      @CR1MSONACE 21 день тому +10

      And the 2 Power Plus P badges that drop during chapter 8 because my luck is cartoonish.

    • @regretinglifechoices5519
      @regretinglifechoices5519 20 днів тому +5

      ​@@CR1MSONACEfeel that, first playthrough of the game and in chapter 8 i had 2 wizzerds wear power plus P back to back. Yoinked them with ms mowz

    • @CR1MSONACE
      @CR1MSONACE 20 днів тому +4

      @@regretinglifechoices5519 It gets better, I've just started a new save file and in Hooktail's castle 2 paratroopas have held power rush badges. (Neither of them dropped though)

  • @NolChannel1
    @NolChannel1 21 день тому +39

    Quick Change needs to be in its own tier above S.
    1. Its not "convenience", it lets you get a partner to Peril and keep them in Peril behind over 100 HP of other partners.
    2. That might make it sound like its just an accessory to Danger strats, but it goes better than that. Your buffs don't decrease if the partner is not active. You can Power Lift, and then next turn have the partner attack in front and then Quick Change out the partner without burning Mario's turn.
    3. Even disregarding THAT, you can just leave Bobbery in the front in non-active turns to tank HP while protecting higher damage but frailer partners.
    Outside of infinite farming, Quick Change is so, so much better than any other badge in the game. Its not even close.

    • @Slenderquil
      @Slenderquil 21 день тому +13

      Quick change is the first thing I thought of when seeing S tier. Ttyd becomes an entirely different game when you do that. Your options expand so much. I can see it being a bit less useful when you've got the game as optimized for peril as Kappy, but even then it feels like it could only drop to the bottom of S. Best badge in the game for sure, well worth the 7 bp.

    • @A2ZOMG
      @A2ZOMG 21 день тому +10

      Yeah I was gonna say Quick Change was the primary placement I disagreed with. Until Danger Mario reaches oneshot territory the badge is beyond godlike for getting value on additional turns and that's something that helps literally any playthrough immensely in practice.
      If he's going to rank partner defense that low, Quick Change needs to be S tier.

    • @ShyRanger
      @ShyRanger 21 день тому +5

      While I love Quick Change and used it a lot, I actually think Quick Change is "Nerfed" in this game for one reason, they made running away EVEN EASIER
      One of the main uses Quick Change has is to allow you to just go into a fight with whatever partner and be fine, not having it on means you need to run away, switch a partner, and come back. And in the remake running is even easier so it's less of a scare against strong enemies.
      Ad that long with 7 BP which allows you to put on basically anything else, and yeah I'd say Quick Change isn't exactly S, it was already debated before, now even more.

    • @Kappy0
      @Kappy0  21 день тому +17

      I'm well aware of all the exploits Quick Change has, but once you learn to route HP/FP against bosses and know how to quickly and efficiently beat normal battles, it becomes entirely unnecessary unless you're *really* trying to make a strategy that utilizes it. Even then, it's probably not gonna be as optimal as a strategy that just doesn't use it.
      The only real "keep a partner in Peril" use it has is for Pre-Hooktail Pit, but that got nerfed because all partners heal on level up and partners heal into peril at the end of battle when KO'd. Still good, and definitely good for Bonetail, but not as good as it used to be.
      You can destroy bosses with as little as 2 BP in this game with *just* Mega Rush P and Power Rush P (literally just one copy of each). There's no world where Quick Change ever comes close to that level of power.
      Quick Change boils down to this: "oh, I didn't bring the right partner to this fight. Now I either A) don't need to lose a half turn, or B) I don't need to run away to swap my partner and restart the fight". I used it so I could do Tattles faster because I like to move around the overworld with Yoshi, and I was only doing that for 100%. Otherwise, I basically never used it and was just fine with 10 HP and 5-15 FP depending on if I had FP Plusses equipped. Sorry fam, it's not as good as you think LOL I will say that it's definitely better for first-time playthroughs, but I still don't think it's *absolutely* insane. Maybe high B or low A in that case.

    • @rainpooper7088
      @rainpooper7088 21 день тому +6

      @Kappy0
      Or you can, ya know, super guard everything. Taking damage is just a matter of "Oh I didn't hit the button at the right time", and as long as you can keep up the timing, there is literally no need to think about your own damage output. If we're talking "optimal plays", literally nothing *actually* matters because *optimally* it's impossible to lose anyways. Most people (and especially the game's actual target audience) however choose to play the game *normally* and do come across situations like bumping into an encounter they want to scan with Goombella right after solving a puzzle that required someone else's ability quite frequently. So even though it may be useless for your purposes specifically, but to the vast majority of players, Quick Change is a massive game changer more so than any other badge in the game.
      But that's the beauty of old Paper Mario, isn't it? If you want to maximize damage and destroy every boss in one turn, you can do that. If you're a kid who wants to try out what every single badge does, you can do that too. One player's trash is another player's treasure.

  • @ViIvaNunner
    @ViIvaNunner 21 день тому +23

    man i didnt know how much worse i had it. my casual playthrough was hammer man and hammer throw felt fine. stacking it was super underwhelming though; i had no idea it was just nerfed and owned completely
    also they changed the action command from 4 dots then the let go to 3 dots then let go like normal hammer moves; completely unusable

    • @Kappy0
      @Kappy0  21 день тому +11

      The devs had something against Hammer Throw, I tell ya...

    • @Robbie_Haruna
      @Robbie_Haruna 15 днів тому +5

      The funny thing is that if you can stack it, the new one isn't really notably worse than the original.
      But actually *getting* more than one before the end of chapter 6 is an exceptionally tedious grind.
      I really want to know why buying Hammer Throw at the Piano Parlor was progress gated to post chapter 6 when it's been one of the shittiest attacking badges since its conception lol

  • @slenderMax28
    @slenderMax28 21 день тому +33

    I agree that, being at least a four-hit move, it would be unreasonable to say Power Bounce is anywhere close to bad, but I just don't agree it's S-tier anymore. Costing 3 BP and 3 FP when Ground Pound is completely free is a bad look.

    • @Kappy0
      @Kappy0  21 день тому +14

      Not necessarily. 4 hits can be more than enough to take care of bosses, especially if combined with Rally Wink.
      Let's put it this way: Ground Pound always has -2 ATK to Power Bounce/Multibonk, right? That means you need to be at 9 ATK for Ground Pound to deal more damage. (9+8+7+6+5+4 = 39 | 11+10+9+8=38). That's a 1 damage difference at 9 ATK! Once you reach 9+ ATK, Ground Pound starts out-damage Power Bounce, Multibonk. Factor in DEF on late-game bosses, and quickly you can see Power Bounce/Multibonk pull ahead sometimes. Now, I think Ground Pound > Multibonk in the remake, but Rally Wink keeps Power Bounce clearly in S-Tier because of the ability to hit twice in a single turn.
      Also, keep in mind that this is *just* for 4 bounces. I've seen a lot of players get pretty good at Power Bounce/Multibonk, and the more of those you can land, the worse Ground Pound becomes in comparison.
      Also, just to further drive this point home, but Mini-Egg actually out-damages Ground Pound between 2-7 ATK (7+6+5+4+3+2 = 27 ATK | 7x4 = 28 ATK), so it's not even Yoshi's best option until you start skyrocketing ATK. Easy enough with Mega Rush P and Power Rush P, but still something to consider LOL

    • @BadShotDR
      @BadShotDR 21 день тому +2

      I ran 2 Flower Savers for 1 FP power bounces; as probably unnecessary as it was to do so, dealing so much damage in 1 turn with just 1 FP felt super satisfying.

    • @ThunderMouse1999
      @ThunderMouse1999 14 днів тому

      Charge combined with Power Bounce can completely obliterate bosses

  • @peco595
    @peco595 21 день тому +11

    In defense of hammer throw, it is indeed useful for hammer man runs. That's how I played through the remake just for fun and going through the pit and hitting the spiky parabuzzies pre-chapter 4 was pretty miserable lol
    Having 2 powerplus and the P-Up D-down makes it oneshot spiky parabuzzies, so it's certainly still useful if only barely. Piercing blow is certainly better for general damage, but hammer throw does still have it's niche.

    • @Kappy0
      @Kappy0  21 день тому +5

      In a Hammerman I get it, esp if you don't use Special Moves or items, but if you are using Special Moves, Earth Tremor is BIG competition LOL

    • @peco595
      @peco595 21 день тому +2

      @Kappy0 Oh yeah, earth tremor was my only option at the time!
      Overall though I'm okay with the tradeoff, they made hammer throw have a very intended purpose rather than the general use it was originally. It's hard to find that general use when you're competing with quake hammer and fire drive though

    • @dragnjames2190
      @dragnjames2190 21 день тому +3

      Legit the only time I've ever used Hammer Throw is for the stupid spine parabuzzies when I don't wanna use Earth Tremor.
      Those little guys suck so much.

    • @RockStoneLee19
      @RockStoneLee19 21 день тому +1

      ​@@dragnjames2190was thinking the same... along with flurrie lip lock

  • @WhimsicottFanatic
    @WhimsicottFanatic 21 день тому +10

    Peekaboo basically got made obsolete by the Tattle Check feature
    The ability to double-check the Tattles of enemies in battles at almost any time incentivizes always doing a Tattle [certainly did for me], so you're basically going to be seeing enemy HP anyway as long as you're Tattling everything

    • @WhimsicottFanatic
      @WhimsicottFanatic 21 день тому +1

      Speaking of things being obsolete-and I'm just gonna confine this to a reply because it really didn't need to be part of the main comment, and is unpopular/"No one asked" enough of a take to not warrant its own regular comment-with my experience through TTYD being completely casual, my thoughts on Jumpman and Hammerman are similar to my thoughts to Choice items in Pokemon
      They blow. Both of 'em.
      I dunno dude, the whole "Jump's the best" this and that thing just seems really dumb to me
      I know the way attack boosts scale on jumps and all, a +1 is more like an effective +2 because it hits twice while hammers only get +1 despite each hammer upgrade having a base +2
      But likewise enemy defense spikes jumps out of the sky because, in a similar vein, 1 point of enemy defense is -2 for jump, and jump just cannot get around that since ol' D-Down Jump didn't stick around like D-Down Pound did
      The way I see it, both options exist together for a reason, even with how overly restricted hammer's been since 64 for, let's be real, absolutely no goddamn reason
      Hopefully if one of the next games is like 64 and TTYD again, hammer can finally ditch that "Front-line only" restriction
      Not hitting flying enemies is enough of a restriction as it is, the M&L series made that pretty clear
      Speaking of ol' D-Down Pound/Piercing Blow, I feel like it and Power Smash are pretty interchangeable for the most part
      They have the same FP cost, just mostly boils down to enemy defense
      At 0-1 def, Power Smash is the one to use, no question
      2 def, either or works, it makes no difference
      But for 3 onwards, Piercing Blow reigns supreme, and the only thing stopping PB from just being overall better is that enemies with defense that high are infrequent, the majority of enemies and bosses tend to just have a range of 0-2

    • @Scratchy_Wolf
      @Scratchy_Wolf 18 днів тому

      I always tattle, seeing defense stats is nice rather than wasting a turn to find that out, and tattle check made it easier for me to see defense if its been awhile since I seen an enemy in the pit of 100 trials, also as a Casual I really liked Jump Man for the Pit of 100 trials, especially since I used Spike Shield and Ice Power with Power Plus

  • @hdckighfkvhvgmk
    @hdckighfkvhvgmk 15 днів тому +5

    IDK why but something about this rubs me the wrong way. It feels like all the badges are being ranked based only off of somewhat specific "optimal play" scenarios. Like I get I don't have the """authority""" to speak against this ranking or whatever but I feel that a lot of these badges you can use in your casual playthrough just fine because the game isn't that hard. I don't know about anybody else here but I don't think "routing HP" is a thing that happens in most casual playthroughs of the game, and it felt strange to hear chet rippo setting max HP to 5 never being mentioned (or maybe I wasn't paying attention).

    • @Kappy0
      @Kappy0  15 днів тому +1

      This list wasn't made specifically for casual playthroughs LOL It factors in general use as far as how I play the game + challenge running.

    • @hdckighfkvhvgmk
      @hdckighfkvhvgmk 15 днів тому +1

      @@Kappy0 yeah that makes sense, I must have missed the part where you explained that.

  • @poochycosme
    @poochycosme 21 день тому +3

    Interesting tier list, here are a few things I want to say about it :
    -I did think about flower finder but haven't tried it but now I will
    -I don't find charge to be very useful to me, probably because I don't plan extremely precise strats and I don't generally use items so I don't usually do point swap strats but I understand the placement
    -I didn't initially think sleep stomp was that good but I often equiped it in my php because I had space and then it hard carried me in certain fights like the closest fight in my successful attempt, floor 96 with 4 poison puffs and I just sent 3 of them to sleep while the last one so I agree that it's fairly solid
    -I find quake hammer pretty useful like top of d or bottom of c
    -I find close call pretty good, especially in combination with last stand and power rush because with last stand, you are in danger but still several hits from death so it's very likely that you dodge one the hits (is it 30% chance per hit ?) and you can even equip 2 of them, all that for 1 bp (or 2 if equiping 2) definitely a c tier badge for me
    -pity flower isn't good but I think it's f, it's a badge that is useful for early pit runs on bonetail since it's a nice little harmless badge and you don't really have anything to equip anyways. Basically, it's a badge I would equip, unlike money money, simplifier, unsimplifier, tornado jump, lucky start and hp drain
    Otherwise, I pretty much agree on everything.

  • @Goomba456
    @Goomba456 19 днів тому +1

    As a casual player I actually got the most use out of lucky start and quick change, with the latter allowing me to rip bonetail into pieces despite not knowing what I was getting into lmao

  • @DaniDoyle
    @DaniDoyle 21 день тому +15

    Im glad they nerfed hammer throw, because bullying is funny

  • @ElecManEXE
    @ElecManEXE 21 день тому +9

    I've been enjoying Lucky Start in my current run, though I've never used it before. Its nice that the heal status ticks at the start of the battle if it procs one of those two effects, because it means you can still benefit even in quick fights where you win in just 1 turn.
    Its definitely a more casual-based badge, but for that purpose I think its pretty nice.

  • @UniversalSketch
    @UniversalSketch 21 день тому +2

    the flower savers are pretty even imo too but if I was in a position where I was tight on BP I feel like I'd choose the partner one over mario's more often than not

  • @aronthegreat2935
    @aronthegreat2935 21 день тому +4

    I ran FP drain and power plus+2 FP savers once I hit endgame, cause I wanted to throw out all the FP moves I wanted but I didn’t want to make bosses explode. It’s really good build for the Pit.

    • @Kappy0
      @Kappy0  21 день тому +3

      Yeah, love making Multibounce essentially free to use :)

    • @aronthegreat2935
      @aronthegreat2935 21 день тому +1

      @@Kappy0 that and spin jump! I know stacking attack is the name of the game, but my favorite way of playing is to just have as many attacks as possible, available, and cheap so that I can use em as much as I want

  • @sk_555
    @sk_555 21 день тому +2

    Love videos like these :D

  • @1020percent
    @1020percent 21 день тому +2

    I like using Flower Saver+FP drain cause it makes most of Mario’s moves free. It helps since I like to do no item runs. Mostly done with Hammer runs. I’ll have to add flower finder for the partners moves

  • @PSIclops_
    @PSIclops_ 6 днів тому

    Hammer throw nerf is negated by the fact that it’s one of the most satisfying moves to end boss fights with lol

  • @chriskoloski32
    @chriskoloski32 21 день тому +1

    I use simplifier for 2 reasons. 1 is because its really not that hard to gain star points if you keep up stylish moves and 2 is because it greatly helps me with spring jump and power bounce

    • @Kappy0
      @Kappy0  20 днів тому +2

      Unfortunately, Simplifier no longer helps with Power Bounce. It doesn’t fix the 1 frame 4th bounce which really sucks LOL
      Star Power Regen was also nerfed, so Simplifier makes it even worse, now.

  • @electroamp
    @electroamp 21 день тому +9

    The way this game puts jump attacks all the way above hammer ones is a mess. At least the first paper mario gave you a new hammer a chapter before each pair of boots.

    • @Robbie_Haruna
      @Robbie_Haruna 15 днів тому +1

      Hammer still had no real use in the original game outside of quake hammer utility (or rather power quake utility.)
      It giving you the hammer upgrades earlier than the boots really didn't matter in the grand scheme of things.

  • @CathyDotUK
    @CathyDotUK 21 день тому

    Thank god a long video to use as background noise

  • @de-meister6437
    @de-meister6437 21 день тому

    Ngl slapping on 2-3 super appeals kicks ass because you get a free sweet treat (or 2 SP in the remake) in 1 turn. I usually have low Mario stats so I practically never had to carry healing items

  • @glebs
    @glebs 18 днів тому

    I did a hammerman run so I tried to find value in hammer throw. It took out 1 or 2 spiked parabuzzy's but that's all.
    But you can just buy thunder rages that champter so it's worthless.
    Great list!

  • @justwantawholename
    @justwantawholename 21 день тому +1

    Good and reasonable list based on the challenges you run and how you play
    Some badges seemed weird to rank at all (Like bump attack, because its not like you strategize around it) but i get doing it for making the list feel more complete. And then if you didnt people would ask about it
    Kinda tricky too because in some challenges certain badges obviously become more useful. In an FP only run that I did most of this list was unusable.
    What would you recommend spending the 15 star pieces on for PHP now?

    • @Kappy0
      @Kappy0  20 днів тому +1

      For PHP, I recommend Power Plus, Power Plus P, or Quick Change + Flower Finder/Item Hog from Dazzle!

  • @a.Trickster
    @a.Trickster 21 день тому +4

    close call is amazing if you're running danger Mario, S tier

    • @Kappy0
      @Kappy0  21 день тому +10

      If you're stacking Power Rushes and KO'ing everything in one hit, does evasion *really* matter??

    • @a.Trickster
      @a.Trickster 21 день тому +1

      @@Kappy0 not all bosses die in one turn, and sometimes you don't have enough power rushes to use all your bp, 2 close calls reduce your chances of being hit to 55%, not a big deal if you have life mushrooms but it can save you

    • @poochycosme
      @poochycosme 21 день тому +2

      @@Kappy0no, but if you only have 1 power rush, it's very useful and even if you don't do any low hp strat, it can easily save you and it's only 1 bp so it's not unlikely that you have bp to fill
      Definitely not S or A or even B though, I think C

    • @RockStoneLee19
      @RockStoneLee19 21 день тому +1

      The parlor has infinite rushes post chapter 6, where the real moments begin. Yeh, OHKOing the toughest like Bonetail too makes close call irrelevant...

    • @DeitySkullKid
      @DeitySkullKid 12 днів тому

      ​@@RockStoneLee19you can get infinite close calls chapter 1 from the goombas right outside petalburg though, and you can make your evasion go insane
      If you dont wanna farm that much (25%/33% drop on hold) you can get infinite after chapter 4 with mowz
      All danger badges are broke

  • @justanaveragejoe4265
    @justanaveragejoe4265 11 днів тому +1

    I never understood the obsession with Quick Change. Why go through all of the complicated buff stalling and versatility of Partners when having Mario with only 5 Max HP, a bunch of Dodge Chance, and like 10 Power Rushes plus any attacks you want just clears any group of enemies you'd ever encounter in one turn?

    • @varietychan
      @varietychan 10 днів тому

      I'd use Mega Rush over Power Plus. 6bp is steep

  • @MrMariobros222
    @MrMariobros222 21 день тому +2

    I just use double pain just to make the game harder for myself since I never get a game over unless I start using double pain.

    • @danielgonzalez-vm5lj
      @danielgonzalez-vm5lj 21 день тому

      Same i like the game harder
      If i wanted to just crush anything on My way with no challenge id just play a platformer Mario game
      Still remember when i used double pain and angered beldam in chapter 2 .... that did not end well ( marylin had charged twice ) vivian did 4 damage to both characters beldam also did 4 ... Marilyn did 12 .....( As you might assume i died

  • @benox50
    @benox50 20 днів тому +1

    Ik you all about peril strats, but man, sleep stomp on Gruba and he never attacked once is just plain crazy

    • @Kappy0
      @Kappy0  20 днів тому

      Yeah, def undersold Sleep a little. LOL. When I re-do this list in a few months it’ll definitely be higher.

  • @DeitySkullKid
    @DeitySkullKid 12 днів тому

    I wish more badges had synergy like the danger badges
    If I'm in danger, it's harder to hit me, and if you do, I'll half the damage or better, and while I'm not dying, I'll do a bunch of extra damage, all just for a small handful of bp

  • @rickstar6276
    @rickstar6276 21 день тому

    I think in the original the charge badges only made your attack go up by 1 but now it goes up by 2

    • @CR1MSONACE
      @CR1MSONACE 21 день тому +1

      No, it's always been +2. Even back in 64 it was +2

  • @philosophyandhappiness2001
    @philosophyandhappiness2001 18 днів тому

    FP drain, when paired with flower saver and danger strats, is OP as fuck. I have like, 20 power rushes, ice power, and spike shield. A single multi-bounce takes out everyone (aside from some bosses) and it doesn't coat any FP.

  • @ElecManEXE
    @ElecManEXE 21 день тому +5

    You're kidding me. When I read the description of Hammer Throw and saw it mention piercing I was kinda psyched. I thought it might actually be marginally useful in a handful more niche situations now. I always kind of like the idea of just bashing a fool in the head with a thrown hammer. Wasn't going to use it this playthrough, but I was looking forward to playing with it in the future. Even considered maybe making my next run a Hammerman.
    How... Why... What?! Why would you make it worse? A hammerman run sounds even more miserable now since most flying enemies don't even have defense. Nothing like needing to hit something like a Swooper with 2 or 3 hammer throws to kill it, what the heck. That's so sad.

    • @Robbie_Haruna
      @Robbie_Haruna 15 днів тому

      The badge used to have zero actual use, and now it has a few new niches, I guess?
      They probably handed its damage like quake hammer because otherwise, it's just a better Piercing Blow.
      But this badge has always been garbage it really should be something you get in the prologue instead of halfway through the game where it no longer has any use.

  • @javedkamall6943
    @javedkamall6943 20 днів тому +1

    Im playing TTYD right now on my gamecube again and before even beating Hooktail and doing a pit run, i was able to buy jumpman from Charlieton and GAWD is it an S tier for me simply on how early you can get that badge.

    • @Kappy0
      @Kappy0  20 днів тому

      Charlieton doesn’t appear until after Chapter 1 LOL Still really early, though!

    • @javedkamall6943
      @javedkamall6943 20 днів тому

      @@Kappy0 you're right thats my fault. BUT with that badge i was still able to get to 80 on the pit. A personal best being that early in the game

  • @houndoomdude2
    @houndoomdude2 19 днів тому +1

    Hammer throw used to have no use. Now it’s a way of doing guaranteed chip damage by piercing defense on flying and back line enemies. It’s definitely stronger than it used to be for use in the midgame, like against the spiky parabuzzies in the chapter where you get it. By the time you’re realistically doing enough hammer damage that it makes the defense piercing worse than the scaling damage, hammer throw was entirely obsolete in the original game anyway.
    I actually wouldn’t be surprised if that one situation, those spiky parabuzzies in chapter 4, was the whole purpose of this change. Since you can’t go back and get spike shield until post chapter, hammer throw seems to be a good option against those enemies but isn’t viable against them without defense piercing.

    • @Kappy0
      @Kappy0  19 днів тому

      There aren't any Spiky Parabuzzies in Chapter 4 (they are in Chapter 6, though!), only Spike Tops, which can be dealt with by using Quake Hammer (and has the added benefit of targeting everything else on the ground). You could also just use Earth Tremor LOL

    • @houndoomdude2
      @houndoomdude2 19 днів тому

      @@Kappy0oh I must be misremembering the well enemies. I do still imagine the spike tops are the reason Hammer Throw was placed in that area though. Lower BP cost than quake hammer i suppose

    • @Robbie_Haruna
      @Robbie_Haruna 15 днів тому

      It has some very niche use if you stack it in the mid game now at least, the problem is that getting a second one to stack before you're passed the midgame is obnoxious (1/300 drop from Swoopers, baby!)
      If stacked, it could have some very niche Pit use to defense pierce high defense enemies at the backline, which is more than one can say about the original, I guess.
      It still falls into the same core problems as the original where literally every situation you might want to consider it there's just a straight-up better option (even in Hammerman runs.)
      This badge always felt like a badge that should have been obtained in the prologue, where it *might* have had some short-lived functionality. Instead, it was mid game after its usefulness had passed and the inability to easily obtain more via the Pianta Parlor until after chapter 6 just shits on it.

  • @pokedude720
    @pokedude720 13 днів тому

    Man, this tier list made me realize that I play waaaaaay differently
    All the utility badges (Quick Change, Feeling Fine, Spike Shield, etc.) are always on as they feel like "key items" in ither RPGs that add QoL once you get them
    Lucky Start was also an always on b/c a free buff is always helpful
    the "X-Man"s I never really used outside when Jolene/Grubba told you to not use a certain type as I like to keep my options open
    On that, I like to have a good variety of moves available so both hammer and jump have pretty equal options, depending on how the BP is looking
    I never really used the Danger/Peril badges because if I'm at low HP I just heal

  • @TheTurribleDonPatron
    @TheTurribleDonPatron 21 день тому +1

    I've never used the frog noise cause I hate it so much. I'd rather fight Hooktail at full power.

  • @pluubooruu
    @pluubooruu 21 день тому +5

    It's weird that rather than try to buff what was bad in this game... they don't and in some case nerf it instead (sigh hammer's going through hard times)... and what was already busted (Last Stand/ Powerbounce) was virtually unchanged and is even more busted as a result.

  • @Wiz1975
    @Wiz1975 19 днів тому

    Oh Hammer Throw... what a special little badge that is.
    I'm actually doing a little challenge run with the remake (because why not?) and I've decided to just keep using the Hammerman badge. Never really used it before on the GameCube, I just always used Jumpman instead. And man.. man. It's a little rough sometimes when I know I can be doing so much more stuff with Jumpman lol

  • @cantthinkofbettername5065
    @cantthinkofbettername5065 21 день тому

    On the subject of specifically Hammer Throw, I remember the other day looking into it out of curiosity (in the context of "Hammerman Mario, Mario Solo", which is just to say only comparing to other hammer attacks), and the new Hammer Throw is only better (in terms of immediate damage to 1 target) than all of Piercing Blow, Quake Hammer, Fire Drive, and old Hammer Throw simultaneously against Parabuzzies, Spiky Parabuzzies, and literally the back-most Elite Wizzerd in those enemy formations that are just 5 Elite Wizzerds (since they levitate, Fire Drive deals 5, 4, 3, 2, 1 to the 5 Wizzerds before modifiers, and 2 from Hammer Throw is technically greater than 1) assuming I didn't miss anything. Even in those situations, it's only "better" than its past self before you get the Ultra Hammer. I presume the developer intent was probably to make it better against Spiky Parabuzzies exactly (which is Hammer Throw's most obvious "use case" from a game development PoV), which I guess they technically succeeded at.

    • @aprinnyonbreak1290
      @aprinnyonbreak1290 21 день тому

      Or good against early game Bristles.
      Except they forgot the badge isn't in the beginning of the game

  • @shakeweller
    @shakeweller 14 днів тому

    Danger Mario related stuff should all be s tier because of how op it is. Its braindead and just wins without planning

    • @Kappy0
      @Kappy0  14 днів тому

      If you're stacking Power Rushes to the point where you're dealing 30-50+ dmg with one hit of Jump (60-100+ dmg with both hits of Jump), you don't need Close Call or Last Stand at all LOL

  • @CR1MSONACE
    @CR1MSONACE 21 день тому

    9:46 My luck with the evasion badges has been absurd. The moment mario goes into danger, I equip the close calls and then I don't get hit. They just don't hit. Granted, my luck in general is _stupid._ I did a partners only run and got a *Flower Saver P in Chapter 4 and 2 Power Plus P badges* in chapter 8. No Ms. Mowz (wanted to make it a bit harder), just them appearing in battle and item hog.

  • @Mothuzad
    @Mothuzad 21 день тому

    I used Close Call and Power Rush as fillers since I never upgraded HP. Also Last Stand x2 was mandatory.
    (I banned Special Moves outside of the pit because then the game is almost balanced. Also had to ban reducing to 5 max HP, map damaging to 5, and Mario's jump moves. 😂 Much more interesting combat, but still quite easy.)

  • @JDavies345
    @JDavies345 16 днів тому +1

    Doesn't Hammer Throw Pierce now? cause i seen a challenge player play the remake and say it's BASICALLY Hero Mode's Piercing Throw

    • @Kappy0
      @Kappy0  16 днів тому

      It does, but its base damage was reduced to 2 and ignores Hammer Upgrades, so even with the Ultra Hammer it'll deal...2 damage. You have to equip badges like Power Plus to increase its ATK. It's much worse than Hero Mode's Piercing Throw LOL

    • @JDavies345
      @JDavies345 14 днів тому

      @@Kappy0 pfffff what why? Why lower it's damage? XD do they hate HammerMan?

  • @squid_cake
    @squid_cake 6 днів тому

    Why did you put Attack FX G in F? It's literally free and makes the Hooktail battle objectively less difficult

  • @nintendonut999
    @nintendonut999 21 день тому

    I think i found a use for Hammer Throw. Spiky Parabuzzy are a pain for casual players to fight without Spike Shield or Art Attack, so Hammer Throw helps there. Is it still good? Noooooooo. But there is a weird niche

  • @BrianGeller
    @BrianGeller 21 день тому

    Jumpman is s teir for me if doing a only mario run jumpman spikesheild and frost badge to jump on flame enemies and other badges that boost power break the game.

  • @Gremblebemble
    @Gremblebemble 20 днів тому

    G tier fer GANGSTER tier B) Gangster badge life is for me

  • @memelurd7341
    @memelurd7341 16 днів тому

    Disagree with sleepy stomp in C tier since it allows you to cheese so many bosses.

  • @EarselBill-bi4xr
    @EarselBill-bi4xr 2 дні тому

    Eh just for the sake of saving time, I like to keep Spike Shield and Ice Power on….bout the only time I take them off are against bosses, otherwise I’d probably rank those a bit higher myself, when they’re useful they’re EXTREMELY useful, which might not be all the time, but it’s often enough imo
    As far as some of the defensive partner badges go, I kinda like them….at least against bosses. I HATE using Danger/Peril Mario (too cheap) to cheese the game, so I kinda prefer to make partners more tanky. If they DID NOT consume a Life Mushroom upon death, it feel way different, but since they can waste your Life Shrooms I’d rather just spend some badge points and make them more tanky…I don’t prioritize that over powering Mario of course, but I think it can be more important than G tier for sure….id probably put HP+P and Def+P in like, C or even B tier…but that’s just me, again I don’t like Danger Mario and play pretty casual, mostly going for basic builds
    Regular Defense Plus is the only other badge that’s really out of place for me I think, again I usually build more defensively, but since I ONLY level my BP I guess can afford to use defensive stuff….i still use Power Pluses and anything that grants attack power like Jump Man, All or Nothing, etc

  • @Hectorlph
    @Hectorlph 13 днів тому

    Now do a playthrough with only C-tier and below badges :P

    • @Kappy0
      @Kappy0  13 днів тому

      Wouldn't be a bad idea LOL Maybe I'll make that a sub goal in the future!

  • @pandafanta1223
    @pandafanta1223 21 день тому

    I always play the game wihtout the damage ups but hp drain mario and Partner + 1 damage up mario and Partner makes you realy unkillabel

  • @dna_and_dan_komasansy
    @dna_and_dan_komasansy 20 днів тому

    Im my personal Opinion Money Money can be very helpfull if you want to Max out Money, Piantas or buy there more Badges, without playing the Minigames. I love to Buy a few Moey Moneys, then go Amazy Dazy Hunting and just be Bobarded with Money. While Grindin Levles im Gettinng more Money to Buy more Badges, More Power rush, More Money Money etc to get even more. Its for me a Win Win thing.

  • @BiggestSniff
    @BiggestSniff 7 годин тому

    do you play the mario & luigi games?

  • @RockStoneLee19
    @RockStoneLee19 21 день тому

    I am unsure.. correct me if I'm wrong.. and if you said this already in the video, good since I'm still watching as I post this comment....
    But uh.. did Damage Dodge reduce pierce damage on the OG? If so... then.. idk if it's a nerf or not, but it doesn't reduce pierce damage in the remake.

    • @Kappy0
      @Kappy0  21 день тому

      Damage Dodge did NOT reduce piercing damage in the original. LOL

    • @RockStoneLee19
      @RockStoneLee19 21 день тому

      @@Kappy0 Thanks for clarification! I had a feeling.

  • @triplepain522
    @triplepain522 18 днів тому

    6:42
    IVE BEEN SAYING THIS FOR SO LONG

  • @Christoph8
    @Christoph8 21 день тому +2

    I think Power Bounce and Multibonk were nerfed, because I can never hit more than 9.

    • @WhirlyBeepBoops
      @WhirlyBeepBoops 21 день тому +3

      I'm surprised you didn't notice the window of bounce number 4

    • @Christoph8
      @Christoph8 21 день тому +1

      @@WhirlyBeepBoops Wait, that's a thing?

    • @WhirlyBeepBoops
      @WhirlyBeepBoops 21 день тому +3

      Yeah, they made that specific bounce frame perfect

    • @veghesther3204
      @veghesther3204 21 день тому +1

      About that unlike the SNES mario RPG when I played the original 1000 year door I failed to do a 2nd Multi Bonk/Power Pounce hit single target boss fights 100% of the time.

    • @themustardman219
      @themustardman219 21 день тому +1

      It's honesty strange to see how the frame perfect bounce is actually extremely easy compared to most frame perfects things I know of for some reason

  • @bigtimetimmyjim6486
    @bigtimetimmyjim6486 15 днів тому +3

    I think this should be specified as an "expert/speedrun" tierlist that is not really meant for beginners and is meant for those who wish to min-max after beating the game already. There is nothing wrong with this, but I think it does a disservice to those who wish to use it as resource for their first playthrough.
    Probably an unpopular opinion, but I think general tier lists should take into account the "average" play experience, since those looking for tier lists are not those who already know how to break the game, but those looking for guidance regarding which badges they should consider for a first time playthrough without needing to commit to very specific strategies or farm for materials. Is Danger Mario absolutely broken? Of course. Is it fun? Not really, you remove any and all interaction with the enemy, need to farm for materials to one-shot everything or get really good with superguards to avoid dying, and will probably leave someone who adopts it casually with a very lukewarm impression of the game.

    • @Kappy0
      @Kappy0  14 днів тому

      Good thing I don't advocate for Danger Mario, then LOL This list is perfectly serviceable for first-time players -- stacking ATK is very powerful and is a solid choice for, well...anyone, IMO. It won't be as good as a list specifically catered to first-time players, but you can definitely still get good value out of it.

  • @EarselBill-bi4xr
    @EarselBill-bi4xr 2 дні тому

    Ugh the Hammer Throw badge….they shouldn’t have nerfed it’s damage…yeah, the piercing defense can be nice against those flying spiked Beetles in the Pit, but it’s just so redundant when the Spike Shield and Ice Man badges exist…..if Hammer Throw didn’t cost FP it’d be different, but it takes up a badge slot AND costs FP to use…it should do FULL PIERCING DAMAGE
    Even then Jump is still 99% of the time the better option….i guess I get what the developers were going for, I’m sure the badge was redesigned with those para-spike Buzzy Beetles in mind, but the damage nerf was so unnecessary
    Off topic, but Ms Mowz needed her basic attack reworked….since she’s the “piercing damage” partner, her attack should’ve been a projectile imo…at least then she’d be worth using…she still would probably be bottom tier….a projectile would’ve made sense with her anyway since she’s supposed to be a “ninja” lol….oh well

    • @EarselBill-bi4xr
      @EarselBill-bi4xr 2 дні тому

      Sorry, I referred to Ice Power as Ice Man earlier lol, I forget the names of some of this stuff lol

  • @robosuit
    @robosuit 20 днів тому

    Kappy casually being factually wrong about Close Call.

    • @Kappy0
      @Kappy0  20 днів тому +1

      *factually right fixed it for ya LOL

    • @robosuit
      @robosuit 20 днів тому

      @@Kappy0 Partially in jest, but I do really like it. It's not meant to be looked at in a vacuum, but when used alongside other danger badges like Last Stand (which you like and also said is chance-based).

    • @Kappy0
      @Kappy0  19 днів тому

      @@robosuit Last Stand isn’t chance-based, but if I did say it was, that’s my bad LOL

    • @robosuit
      @robosuit 19 днів тому

      @@Kappy0 Chance-based probably wasn't the best word choice on my end, as it always reduces damage taken when active, but "Sometimes you can take a couple hits and you won't die because of Last Stand." Which is true. And is also true of Close Call. Sometimes you won't die.

    • @tessaPMpro
      @tessaPMpro 19 днів тому

      ​@robosuit the difference is that you have to rely on luck with Close Call but not with Last Stand, that's one of the things that makes Last Stand better.

  • @EarselBill-bi4xr
    @EarselBill-bi4xr 2 дні тому

    lol to me Power Jump is SUPER OVERRATED!!! But that’s only because I SUCK at timing those, haha, ESPECIALLY against bosses which are usually high up in the air….now I’m a big fan of Multi Bounce since I can ground all flying Koopas and Beetles in one turn, then take them out with Koops…………it’s strange too since I’m pretty much a master of Super Jumps in Mario RPG, I’ve did 100 jumps numerous times over the years. I can’t CONSISTENTLY get 100, or even 70 jumps, probably get 30-50 on average every attempt, but I’m lucky to do 3 Power Jumps
    I do understand the power in that badge, I’m just not a fan lol, I NEVER use it and instead just go for Mario’s standard special moves against bosses

  • @Zom_bike
    @Zom_bike 21 день тому +13

    Dont know about you but nostalgic tunes deserves the S tier

  • @Magenta_Nimbat
    @Magenta_Nimbat 21 день тому

    This list really shows how much favoritism the game has to jump attacks compared to hammer attacks. To the point where if you know what you are doing, you never are ever gonna need the hammer and that’s kinda crazy to think about

    • @Kappy0
      @Kappy0  20 днів тому

      Yup, Jump is just crazy strong compared to Hammer LOL

    • @thealientree3821
      @thealientree3821 19 днів тому

      No wonder Mario needed an entire Pixl in SPM to do basic hammering.

  • @GreyVictory1510
    @GreyVictory1510 21 день тому

    So if I don't do Danger strats, because it makes me anxious I can disregard this entire list? Okey.

    • @Kappy0
      @Kappy0  20 днів тому

      No one’s ever obligated to follow any tier list LOL People can (and should) use whatever badges they want! I just like talking about this game and offering a veteran’s perspective.

  • @TheKingSothis
    @TheKingSothis 13 днів тому

    I’ve watched your content for a long time and I’ve also been playing TTYD since its release in 2005 when I was just 6 years old. Quick Change should be S, it’s one of the first badges I get and I utilize it during the entire game.
    I also have seen a bit of discourse since the game came out about making the game so easy it becomes boring and the only badge I find that to be a problem with is Mega Rush. I’m sorry and I know you guys hate this opinion, but this badge makes the game boring. The only time I ever use it is during challenge runs in the pit and even then I don’t use it the entire time. If you play enough TTYD you get really good at the guarding and super guarding, so Mega Rush just makes the game faster. I almost never have to use a strategy when using Mega Rush because it makes everything so squishy and frail.
    Also the tier list seems to be how useful the badges are and I won’t deny the usefulness of Mega Rush, but it doesn’t mean I don’t find it to be an incredibly boring badge. Also this badge is so easy to use and it’s given to the player so damn early.
    Also Power Bounce should be A for this game, not S. I use Power Bounce so often in the OG TTYD and while I had it equipped 90% of the time in the remake, I ended up barely using it minus Bonetail where I went in ready to do giant damage numbers to whittle her down easier. The new frame perfect 4th jump just makes it worse, you can call me bad at the game, but I do think Power Bounce isn’t as good as it once was in the original. In fact I think Multibounce is more useful now, I used this badge the entire game, it + Power Shell destroyed a good chunk of the pit during my first remake run.

    • @Kappy0
      @Kappy0  13 днів тому

      When I tier badges, I'm not usually placing a ton of weight on "fun factor"; I'm tiering them on usefulness LOL Power Bounce, even with only 4 bounces, is still S Tier, especially since Rally Wink still exists.
      Surprised you're so against Mega Rush and not Power Rush, which is what I'd think most players use to actively destroy all challenge the game has to offer with Danger Mario. LOL

    • @TheKingSothis
      @TheKingSothis 13 днів тому

      @@Kappy0 I have mixed feelings on Power Rush, I’m more okay with using it and the danger requirement is actually plausible in battle. With Mega Rush, at least for me is niche in the sense that I’m never in Peril and it’s difficult to actually get to peril without doing the fish thing or just letting an early game enemy hit you a bunch. This is my personal opinion on the game and I mentioned that I knew it was because how good they were and the whole Mega Rush opinion is kinda just my personal experience with it.
      I still stick by what I said about Mega Rush being boring to use, but I do want to acknowledge that Power Rush is what I actually like in that type of badge. My boyfriend played TTYD for the first time when the remake came out and even at his beginner level the Power Rush and Mega Rush badges just made him OP.
      Also as a final note, I never used Rally Wink until the remake. I’ve played TTYD for almost 20 years and I kinda just evaded it. So I’ve just been out of the loop on certain strategies. I also don’t play TTYD for intense strategies or to just bust down everything and everyone, I play it to have fun which I think everyone should strive for.
      Again all of this is just my opinion.

  • @WhirlyBeepBoops
    @WhirlyBeepBoops 21 день тому

    Simplifier doesn't even work on superguards anymore, that's how useless it is XD

    • @GavGamePad
      @GavGamePad 21 день тому +2

      Wait it doesn’t…? So all those times I superguarded the Super Boss was all done because of my inherent skill as a player?

    • @Kappy0
      @Kappy0  21 день тому +1

      It does, you just need 2 equipped LOL

  • @teamluxk274
    @teamluxk274 20 днів тому

    ranks badges based off pre hooktail pit, but says its for the remake

  • @setk1189
    @setk1189 21 день тому +1

    The chance of getting hit with a first strike, enemy ranged attack, stage obstacle or level obstacle isn't high but is never zero. Putting mega rush over power rush just seems illogical.

    • @MettanAtem
      @MettanAtem 21 день тому

      Your chance of getting hit with a first strike is zero if you equip Chill Out.

    • @setk1189
      @setk1189 20 днів тому

      and that still leaves the other 3 sources of game over

    • @tessaPMpro
      @tessaPMpro 19 днів тому

      I don't see how this makes Power Rush better.

    • @setk1189
      @setk1189 19 днів тому

      1. threat of instant gameover and +5 attack, vs low hp and +2 attack
      2. Availability; it takes a long time of farming hammer bros to get another mega rush, whereas it is 102 coins at the parlor and as many as desired can be purchased

    • @tessaPMpro
      @tessaPMpro 19 днів тому

      @@setk1189 1. duplicates should not be taken into account when tiering badges as you can theoretically get an infinite amount of most badges.
      2. You also don't need to worry about an instant game over when you have Shell Shield or Boo's sheets.
      3. Danger Mario is lame and not an optimal way to play at all, it requires way too much BP which requires being at a high level, optimisation is way more than just how fast you can kill everything.

  • @coopinatormusic6214
    @coopinatormusic6214 21 день тому +2

    This list tells me that we have VERY different priorities in our badges. I want to have every possible attack option at my disposal, (except Power Bounce because it's a cheap, easy win badge and ruins the experience for me), so having every Jump and Hammer badge is a must. And since I'm pretty good at keeping my health up, Mega Rush is USELESS to me.

    • @A2ZOMG
      @A2ZOMG 21 день тому +2

      Having more attacks doesn't make the game easier when you can minmax around Multibounce which even with Spike Shield equipped is very cost efficient in terms of both BP and FP.

    • @Kappy0
      @Kappy0  21 день тому +4

      For sure LOL My priorities are quickly and efficiently winning battles, so this list definitely reflects that.

    • @miyamotomusashi6450
      @miyamotomusashi6450 21 день тому

      ​@@A2ZOMG it doesn't seem like the game being easy is a priority for this guy. It even seems like it being easy is a negative for him.

    • @AkameGaKillfan777
      @AkameGaKillfan777 21 день тому

      ​@@miyamotomusashi6450It's almost like he's trying do some kind of challenge runs. Have you heard of them?

    • @coopinatormusic6214
      @coopinatormusic6214 21 день тому +3

      @@AkameGaKillfan777 Oh I'm not doing a challenge run. This is my very first playthrough of TTYD ever, so it's very casual. I just like having a lot of variety in attacks so it never feels boring. And I'm also making sure my stats feel balanced with the game.

  • @thedizzytuna
    @thedizzytuna 10 днів тому

    Close call badges are great theyre not for relyinf on but put a couple on with any low health build and it's an extra layer of protection to help whiffed super guards and the chance of it proccing is actually pretty damn high
    Editing after watching more of the video but this video is almost exclusively terrible takes.

    • @Kappy0
      @Kappy0  10 днів тому +1

      If you think offense being better than evasion/defense is "terrible take" material for Paper Mario TTYD then I dunno what t'tell ya LOL

    • @thedizzytuna
      @thedizzytuna 10 днів тому

      @@Kappy0 no offense is absolutely priority one but a stacking 33% chance to dodge all damage when staying in peril is massive. Defense is whatever but taking no damage when you're trying to stay at 1 hp to maximize damage is a pretty critical ability to tack on, surely better than freaking double dip. You shouldn't even need items if you're effectively using badges

    • @thedizzytuna
      @thedizzytuna 10 днів тому

      ​@@Kappy0 the FP plus and HP plus badges are absolutely worthless when they cost the same as a levels worth of investment. Double damage is an absolute waste of space all it accomplished is quicker set up which is virtually nothing if you're playing effectively. Like you have so many bottom tier badges at the upper half it's ridiculous. Like yes they have use for playing for fun or whatever but if you're trying to rank these based on how good they are half your list is completely out of whack

    • @thedizzytuna
      @thedizzytuna 10 днів тому

      ​@@Kappy0 You have attack badges like fire drive high up but dunk on quake hammer and spike shield which open up enemies making them unable to function entirely and allow for even more effective multi hit attacks. Multibounce +spike shield is infinitely more useful than fire drive

    • @Kappy0
      @Kappy0  10 днів тому +1

      @@thedizzytuna It's not a critical ability when you lay waste to everything once you're in Peril LOL I have a ton of videos on my channel showcasing various strategies where I beat a boss in 1-3 turns from full HP and I've never once had to use Close Call for any of them. Sorry, fam, it just ain't that good LOL

  • @BowlOSoup6661
    @BowlOSoup6661 19 днів тому

    I KNEW HAMMER THROW SUCKED FOR SOME REASON. IT'S BECAUSE IT'S NERFED

  • @Robbie_Haruna
    @Robbie_Haruna 15 днів тому

    Hammer Throw definitely didn't get nerfed.
    Let's be real here. It was always a terrible badge that came way too late, with an extremely limited niche that was almost never the best option even in a Hammerman run.
    They basically sidegraded the damn thing by shifting its niche (still stupid limited,) but retaining basically all the factors that made it terrible to begin with.

  • @animefreak2438
    @animefreak2438 19 днів тому

    About half way in and I started to hate your list.
    Most cause of your reasoning. Sounds like your based your rankings mostly of each badge’s specific use in specific strategies. And the changes of some of the badges made a specific strategy worse, so you rank it lower than what it probably deserves.
    Re evaluate for more general uses

    • @Kappy0
      @Kappy0  19 днів тому +1

      This list takes general use into account, but I doubt you were actually listening if this is the comment you're making LOL