David Wonn
Smash Ace
I have been experimenting in Crazy Orders lately since I have well over 100 tickets to use. By now everyone knows the current "First Strike, Home Run, Quick Batter" setup, which I shall refer to as FHQ. For most characters it may very well be the best setup if you're trying to maximize the number of rounds possible in ten minutes. But for some, I have come up with an alternative:
Trade-Off Defender
Home-Run Bat
Desperate Immortal
The "THD" setup probably looks insane, so allow me to explain:
Trade-Off Defender equipment starts you out with 30% damage, with the tradeoff of only taking 0.8 times the normal damage. In Crazy Orders, that means it actually ADDS 30% damage to the start of each round. That probably already sounds ludicrous.
The Home-Run Bat is obvious. There is simply no faster way to clear giant and metal matches.
Desperate Immortal gives 7 seconds of invincibility when your damage reaches 100% (or higher, in fact.) And this is where the beauty of this setup lies.
Essentially the way this works is that your early rounds will have no invincibility at all, so you will be vulnerable. Even if you clear the first round without getting hit, your damage will gradually rise from one round to the next, until it eventually tapers off. The game always multiplies your damage at the end of a round by 0.7, rounding to the nearest integer percent, and that is what you have on the selection screen for the next round. You will then get 30% tacked on as you start the next round.
Eventually the damage will taper off, starting with 71% on the selection screen and starting every round with 101% damage, which is just enough for the invincibility to kick in. So after a few rounds (if not sooner) you will ALWAYS begin each round invincible! That's right, you don't even have to land the first strike anymore; it is automatic.
So which characters benefit from this? Lucario is perhaps the most likely candidate for obvious aura reasons. This may also be the most ideal setup for speedy characters with no forward projectiles, like Captain Falcon and Sonic. While my Captain Falcon using THD has not yet surpassed my record number of turns with Fox (82) or Zero Suit Samus (60) using FHQ, I did get halfway there in half the time, so it looks promising.
So to summarize, I will list the pros and cons of using THD over FHQ.
Pros of THD:
+ Always get invincibility in later matches. You have no worries of landing the first strike anymore!
+ Later matches tend to be faster with this setup. Just run up and swing bat without any other preemptive strike.
+ Giant battles are arguably easier. Under FHQ, they are more likely to evade your first strike in later rounds, nullifying advantage.
+ Always start the final boss battle with a decent number of hit points. You have to gamble more under FHQ.
+ Some characters can be invincible twice! (See below.)
Cons of THD:
- Only get 7 seconds of invincibility instead of 10, so make each strike count, as you are far more vulnerable afterward!
- Early matches could be longer and certainly more vulnerable, so get your damage up early or just be efficient.
- No invincibility in the final boss battle, so capitalize on your decent HP level.
- No room in inventory to add Quick Batter since the three bonus effects are extremely co-dependent.
- No means to delay invincibility, except for certain characters (see below)
As you can see, the cons may outweigh the pros for most characters, but for some, this will be better. Some characters, in fact, can benefit from getting the invincibility TWICE in a round. Robin, Wario, and Wii Fit Trainer can very easily lower damage from 101% to 99% with Nosferatu, eating bike (parts), and Steady Breathing / Sun Salutation, respectively, due to how easy it is to hover right near the magic 100% mark in this setup. If you then take light damage, and I emphasize light, then you can get another deferred 7 seconds of invincibility! This is of course risky, but may be a life saver if you are forced to go to a large stage with multiple opponents.
Try it out and see what you think!
Trade-Off Defender
Home-Run Bat
Desperate Immortal
The "THD" setup probably looks insane, so allow me to explain:
Trade-Off Defender equipment starts you out with 30% damage, with the tradeoff of only taking 0.8 times the normal damage. In Crazy Orders, that means it actually ADDS 30% damage to the start of each round. That probably already sounds ludicrous.
The Home-Run Bat is obvious. There is simply no faster way to clear giant and metal matches.
Desperate Immortal gives 7 seconds of invincibility when your damage reaches 100% (or higher, in fact.) And this is where the beauty of this setup lies.
Essentially the way this works is that your early rounds will have no invincibility at all, so you will be vulnerable. Even if you clear the first round without getting hit, your damage will gradually rise from one round to the next, until it eventually tapers off. The game always multiplies your damage at the end of a round by 0.7, rounding to the nearest integer percent, and that is what you have on the selection screen for the next round. You will then get 30% tacked on as you start the next round.
Eventually the damage will taper off, starting with 71% on the selection screen and starting every round with 101% damage, which is just enough for the invincibility to kick in. So after a few rounds (if not sooner) you will ALWAYS begin each round invincible! That's right, you don't even have to land the first strike anymore; it is automatic.
So which characters benefit from this? Lucario is perhaps the most likely candidate for obvious aura reasons. This may also be the most ideal setup for speedy characters with no forward projectiles, like Captain Falcon and Sonic. While my Captain Falcon using THD has not yet surpassed my record number of turns with Fox (82) or Zero Suit Samus (60) using FHQ, I did get halfway there in half the time, so it looks promising.
So to summarize, I will list the pros and cons of using THD over FHQ.
Pros of THD:
+ Always get invincibility in later matches. You have no worries of landing the first strike anymore!
+ Later matches tend to be faster with this setup. Just run up and swing bat without any other preemptive strike.
+ Giant battles are arguably easier. Under FHQ, they are more likely to evade your first strike in later rounds, nullifying advantage.
+ Always start the final boss battle with a decent number of hit points. You have to gamble more under FHQ.
+ Some characters can be invincible twice! (See below.)
Cons of THD:
- Only get 7 seconds of invincibility instead of 10, so make each strike count, as you are far more vulnerable afterward!
- Early matches could be longer and certainly more vulnerable, so get your damage up early or just be efficient.
- No invincibility in the final boss battle, so capitalize on your decent HP level.
- No room in inventory to add Quick Batter since the three bonus effects are extremely co-dependent.
- No means to delay invincibility, except for certain characters (see below)
As you can see, the cons may outweigh the pros for most characters, but for some, this will be better. Some characters, in fact, can benefit from getting the invincibility TWICE in a round. Robin, Wario, and Wii Fit Trainer can very easily lower damage from 101% to 99% with Nosferatu, eating bike (parts), and Steady Breathing / Sun Salutation, respectively, due to how easy it is to hover right near the magic 100% mark in this setup. If you then take light damage, and I emphasize light, then you can get another deferred 7 seconds of invincibility! This is of course risky, but may be a life saver if you are forced to go to a large stage with multiple opponents.
Try it out and see what you think!