
Tons of tiny tidbits you never knew about Paper Mario: TTYD's battle system! Account run by @jdaster64.
New York, NY
Joined October 2023
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As if Battle Bits #007 already covering highly specific janky interactions weren't enough for him already, Rawk Hawk's ceiling prop attack can revive fallen partners! #TTYDBattleBits
TTYD Battle Bits #027: Outta Spite
Enemies can "hold" Spite Pouches in TTYD without you being able to tell! #TTYDBattleBits
For more information on the differences between the international and Japanese GameCube releases' SP regen (including which Stylish commands didn't exist at all in the latter), check out this Super Mario Files video:
youtube.com/watch?v=Vi8DwF0e…
TTYD Battle Bits #026: Star Power Level
The amount of Star Power you gain by attacking in TTYD is possible to calculate exactly! #TTYDBattleBits
TTYD Battle Bits #025: Switched-up Spoils
By popular request, here's a short description of how item drop logic changed for the Switch version of TTYD! #TTYDBattleBits
These are the Action Command params for regular Jump, Multibounce, and Power Bounce (in the GCN game, these shared one table); the values are apparently w/respect to 60Hz. I'd say this probably seems intentional, but single-Unsimplifier having two early FP inputs is wild, lol.
TTYD Battle Bits #024: Banking Badges
Almost every badge TTYD supports stacking the effects of can be farmed infinitely from enemies! #TTYDBattleBits
TTYD Battle Bits #023: Nary a Drop
Getting an item or badge drop that enemies aren't holding from battle in TTYD is a surprisingly rare occurrence! #TTYDBattleBits
TTYD Battle Bits #022: Crowd Control
Being used to the limelight, Flurrie has a unique reaction when targeting audience members throwing good items! #TTYDBattleBits
As an addendum to my previous post, Superguards appear to be 2 frames in the Switch version of TTYD, not 3 (making them only a third more lenient than the original game):
youtu.be/MzhBTiUOq0Q&t=305











