KSS:Plasma: Difference between revisions

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(Created page with "=Damage Information= ==Moveset Specifications== {| class="wikitable" style="text-align: center;" !Move Name !Button Action !Application !Range !Power !Attributes !Knockback !Breaks Blocks? !Goes through... !Other Notes |- |Save Power |D-Pad | |Self | | | | | |See specification for details |- |rowspan="2"|Plasma Needle |rowspan="2"|Press Y with charge value 0 - 1 |Projectile |Far |5 |Thunder |Weak |Yes |Walls |rowspan="2"|Helper's Underwater Attack |- |Hand |Close |4 |Non...")
 
 
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=Damage Information=
{{DISPLAYTITLE:Plasma}}[[Category:KSS_Abilities]]
=Technical Information=
==Moveset Specifications==
==Moveset Specifications==
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
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|Plasma Spark
|Plasma Spark
|Press Y with charge value 5 - 8
|Press Y with charge value 5 - 8
|
|Projectile
|Far
|Far
|30
|30
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|Plasma Laser
|Plasma Laser
|Press Y with charge value 9 - 15
|Press Y with charge value 9 - 15
|
|Projectile
|Far
|Far
|32
|32
Line 87: Line 88:
|Plasma Wave
|Plasma Wave
|Press Y with charge value 16 - 255
|Press Y with charge value 16 - 255
|
|Projectile
|Far
|Far
|40
|40
Line 106: Line 107:
|
|
|
|
|}
==Boss Damage Chart==
*Anything in the strategy that isn't a ball can be substituted for a charge of higher damage.
*Alternative options are for misfires and non-TAS mashing. The most optimal option is the first listed on the left, with the least optimal on the right.
*Balls/Helixes are always preferred over Sparks because they do not disappear after contact with an enemy, meaning you can shoot them early and still get a hit.
*Bosses' HP are cut in half during the first playthrough of Spring Breeze on a new file.
{| class="wikitable" style="text-align: left;"
!style="width:"|Boss
!style="width:"|Health
!style="width:" colspan=3|Strategies
|-
|Poppy Bros Sr
|80
|colspan=3|2 Balls
|-
|Lololo & Lalala
|100 each
|colspan=3|1 Ball, 2 Helixes
|-
|Cook Kawasaki
|100
|colspan=3|1 Ball, 2 Sparks
|-
|Mr. Frosty
|110
|colspan=3|2 Balls, 1 Spark
|-
|Jukid
|130
|colspan=3|1 Ball, 3 Sparks
|-
|Iron Mam
|140
|colspan=3|2 Balls, 2 Sparks
|-
|Bonkers / Buggzy
|160
|style="width:"|4 Balls
|style="width:" colspan=2|5 Helixes
|-
|Kracko
|170
|colspan=3|2 Balls, 3 Sparks
|-
|Whispy Woods
|190
|colspan=3|4 Balls, 1 Spark
|-
|Combo Cannon
|190
|style="width:"|4 Balls, 1 Helix
|style="width:" colspan=2|6 Helixes
|-
|Waddle Dee (Boss)
|200
|colspan=3|7 Sparks (Balls and Helix lift him off the ground)
|-
|Chameleo Arm
|210
|style="width:"|5 Balls, 1 Arrow
|style="width:" colspan=2|3 Balls, 3 Helixes
|-
|King Dedede
|220
|style="width:"|5 Balls, 1 Spark
|style="width:" colspan=2|4 Balls, 2 Helixes
|-
|Wham Bam Rock
|225
|style="width:"|5 Balls, 1 Spark
|style="width:" colspan=2|2 Balls, 5 Helixes
|-
|Dyna Blade / Fatty Whale
|230
|5 Balls, 1 Spark
|1 Ball, 5 Helixes, 1 Spark
|8 Sparks
|-
|Twin Woods
|128 Each
|colspan=3|4 Balls (back spark hits the one which the ball doesn't)
|-
|Meta Knight
|270
|style="width:"|6 Balls, 1 Spark
|style="width:" colspan=2|2 Balls, 5 Helixes, 1 Spark
|-
|Heavy Lobster
|275
|7 Balls
|3 Balls, 3 Helixes, 2 Sparks
|3 Helixes, 6 Sparks
|-
|Marx
|350
|style="width:"|Phase 1: 7 Balls<br>Phase 2: 1 Ball, 1 Helix
|style="width:"|Phase 1: 5 Balls<br>Phase 2: 3 Balls, 1 Helix
|style="width:"|Phase 1: 6 Balls<br>Phase 2: 1 Ball, 1 Helix<br>Phase 3: 1 Ball
|-
!colspan=5|Battle Windows
|-
|Witch
|80
|colspan=3|2 Balls
|-
|Knight
|180
|style="width:"|Phase 1: 2 Balls, 2 Helixes<br>Phase 2: 1 Ball
|style="width:" colspan=2|Phase 1: 1 Ball, 3 Helixes<br>Phase 2: 1 Ball, 1 Helix
|-
|Dragon
|250
|style="width:"|Phase 1: 2 Balls, 2 Helixes<br>Phase 2: 2 Balls, 1 Helix
|style="width:" colspan=2|Phase 1: 1 Ball, 3 Helixes<br>Phase 2: 1 Ball, 3 Helixes
|}
|}

Latest revision as of 14:47, 9 July 2023

Technical Information

Moveset Specifications

Move Name Button Action Application Range Power Attributes Knockback Breaks Blocks? Goes through... Other Notes
Save Power D-Pad Self See specification for details
Plasma Needle Press Y with charge value 0 - 1 Projectile Far 5 Thunder Weak Yes Walls Helper's Underwater Attack
Hand Close 4 None Weak Yes
Plasma Arrow Press Y with charge value 2 - 4 Projectile Far 10 Thunder Medium Yes Walls
Hand Close 14 None Weak Yes
Plasma Spark Press Y with charge value 5 - 8 Projectile Far 30 Thunder Strongest Yes Walls
Plasma Laser Press Y with charge value 9 - 15 Projectile Far 32 Thunder Strong Yes Enemy/Wall Commonly referred to as "Helix"
Plasma Wave Press Y with charge value 16 - 255 Projectile Far 40 Thunder Strong Yes Enemy/Wall Commonly referred to as "Ball"
Plasma Barrier Automatic with charge value of 16 - 255 Close 6 None Strong No

Boss Damage Chart

  • Anything in the strategy that isn't a ball can be substituted for a charge of higher damage.
  • Alternative options are for misfires and non-TAS mashing. The most optimal option is the first listed on the left, with the least optimal on the right.
  • Balls/Helixes are always preferred over Sparks because they do not disappear after contact with an enemy, meaning you can shoot them early and still get a hit.
  • Bosses' HP are cut in half during the first playthrough of Spring Breeze on a new file.
Boss Health Strategies
Poppy Bros Sr 80 2 Balls
Lololo & Lalala 100 each 1 Ball, 2 Helixes
Cook Kawasaki 100 1 Ball, 2 Sparks
Mr. Frosty 110 2 Balls, 1 Spark
Jukid 130 1 Ball, 3 Sparks
Iron Mam 140 2 Balls, 2 Sparks
Bonkers / Buggzy 160 4 Balls 5 Helixes
Kracko 170 2 Balls, 3 Sparks
Whispy Woods 190 4 Balls, 1 Spark
Combo Cannon 190 4 Balls, 1 Helix 6 Helixes
Waddle Dee (Boss) 200 7 Sparks (Balls and Helix lift him off the ground)
Chameleo Arm 210 5 Balls, 1 Arrow 3 Balls, 3 Helixes
King Dedede 220 5 Balls, 1 Spark 4 Balls, 2 Helixes
Wham Bam Rock 225 5 Balls, 1 Spark 2 Balls, 5 Helixes
Dyna Blade / Fatty Whale 230 5 Balls, 1 Spark 1 Ball, 5 Helixes, 1 Spark 8 Sparks
Twin Woods 128 Each 4 Balls (back spark hits the one which the ball doesn't)
Meta Knight 270 6 Balls, 1 Spark 2 Balls, 5 Helixes, 1 Spark
Heavy Lobster 275 7 Balls 3 Balls, 3 Helixes, 2 Sparks 3 Helixes, 6 Sparks
Marx 350 Phase 1: 7 Balls
Phase 2: 1 Ball, 1 Helix
Phase 1: 5 Balls
Phase 2: 3 Balls, 1 Helix
Phase 1: 6 Balls
Phase 2: 1 Ball, 1 Helix
Phase 3: 1 Ball
Battle Windows
Witch 80 2 Balls
Knight 180 Phase 1: 2 Balls, 2 Helixes
Phase 2: 1 Ball
Phase 1: 1 Ball, 3 Helixes
Phase 2: 1 Ball, 1 Helix
Dragon 250 Phase 1: 2 Balls, 2 Helixes
Phase 2: 2 Balls, 1 Helix
Phase 1: 1 Ball, 3 Helixes
Phase 2: 1 Ball, 3 Helixes