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Master Mush Sheet
Basics
- Name: Master Mush
- Fusers: The Master, Prince Mush
- Affinity: Thunder » Thunder | Fire
- XP:
Weapon Levels
- n/a
Support Levels
- : B
- : B
Inventory
- 1)
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- Armor: None
- Money: None
Combat Stats
- HP: 195 » Array + 96
- VP: 195 » Array + 96
- MP: 195 » Array + 96
- Attack Power: 16 » Array + 6
- Magic Power: 2 » 1 + 1
- Defense Power: 6 » 0 + 6
- Brain Power: 11 » Array + 6
Field Stats
- Strength: 17 » 8 + 9
- Hand-Eye: 18 » 9 + 9
- Platform: 16 » 7 + 9
- Knowledge: 18 » 9 + 9
- Clever: 17 » 8 + 9
- Charisma: 16 » 7 + 9
- Unique: n/a
- Weight: 6 » 3 + 3
Attacks
- Basic Attack: Walks up to the target, does a form in place, then rushes forward to strike.
Weapons
- 1)
- 2)
- 3)
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Special Attacks
- Combo~ Attack: x0.5 [/] (1st Hit), x0.5 +1 [/] (2nd Hit), Hits: 2, VP: 1, Target: One
"Rushes forward with a chop, then deals a flying uppercut. Both hits are weakened but pierce Defense." - Triple Threat Triad~ Attack: x0.5 (1st Hit), x0.5 +1 (2nd Hit), x0.5 +2 (3rd Hit), Hits: 3, VP: 2, Target: One
"Performs the double combo, then upon landing flexes and rushes in for another strike. Doesn't pierce Defense, though." - Split Strike~ Attack: x0.5, x0.5 [/] to VP, Hits: 2, VP: 1, Target: One
"A falling kick that deals half of its damage to the target's VP instead of HP." - Charge~ Charge: 3, VP: 2
"Strikes a Dragon Ball powering-up pose, building up power for his next attack." - Supercharge~ Charge: 3, VP: 2, Doesn't use up his turn, but can only be used at or below half max HP
"Charges without using up his turn. Typically used one or three times, but possibly more." - Mush Rush~ Attack: +2 [/], Hits: 5, VP: 7, Target: One
"Appears near the target, strikes, and repeats five times in quick succession, with stylistic variation." - Mushroom Ring~ VP: 3, Creates two illusory copies of himself that each get their own action per turn
"Moves quickly back and forth to create two illusory copies of himself. They vanish if attacked, but can attack independently."
Psychic Attacks
- None
Magical Attacks
- None
Elemental Modifiers
- Earth x0 » -- | x0
- Ice x0 » -- | x0
- Water x0 » -- | x0
- Wind x0 » -- | x0
- Fire x0 » -- | x0
- Thunder x0 » -- | x0
- Poison x0 » -- | x0
- Plant x0 » -- | x0
Information
A fusion of The Master (in his third form, so no red tape) and Prince Mush, two powerful Toad warriors from the Paper Mario series. Despite The Master being, well, a more traditional master, he mostly just contributes HP and Attack here, while Mush grants his high Defense, more interesting moveset, and ability to no-sell many attacks. Both of these guys were arguably tougher than the final bosses of their respective games, so together they pack one heck of a punch. Pretty impressive for a species usually relegated to the role of frightened NPC.
Notes
- ~Immune to all Status Problems, and damage from Reciprocity
- ~When Master Mush's HP is above half of its max (more than 97), he will switch between two different stances, which he can do at the beginning of his turn before taking an action, or in the middle of somebody else's turn as a response to being hit by an attack. In one stance, he hops up and down and will always automatically dodge any "ground" attacks, which include everything from normal punches to the majority of melee and projectile weapons, but notably not things like earthquakes. In the second stance, he hops from side to side and will always automatically dodge any "aerial" attacks, which include jumps, dives, swoops, etc. For Master Mush's purposes, all attacks are classified as either ground or aerial, and so will be dodged by one or the other stance, with the main exceptions being [O] attacks and fieldwide multitarget attacks, and other exceptions being arguable with the Maestro. All that being said, if Master Mush attacks a target who is Spiky, is Defending while wearing the Superguard Badge, or has a similar countering ability that is not canceled out by his Elemental or Reciprocity immunities, Master Mush will take damage from these conditions as normal and fall into a "defeated" stance until the beginning of his next turn. In this stance he will not dodge anything and his Defense Power drops to zero.
- ~When Master Mush's HP is below half of its max (97 or less), he enters a "burning fighting spirit" stance in which he will take no damage from anything whatsoever except for the same kinds of counters that put him into his defeated stance, which will still do so. Thus, such counters are the only way to fully defeat him short of emptying his HP from above 97 in one blow. Due to this, Master Mush may be used as an impassable obstacle for the players, or else a special system may be created to allow the players a chance to "Superguard" without needing the Badge. I would structure this as follows: if Master Mush attacks a target who is currently Defending, then Master Mush's Hand-Eye stat is compared to the target's, and if the target's is greater, they always pull off a Superguard, while if the two are equal, there is a 50% chance that they pull one off. Since Master Mush's Hand-Eye stat is 18, only other fusions would have a chance to Superguard unless items or other abilities are used to temporarily boost the Hand-Eye stat. An alternative to the Superguard strategy would be to allow attacks from an Invincible character to damage Master Mush in his fighting spirit stance, but without dealing their extra +10.
- ~While Master Mush is in his fighting spirit stance, if he successfully lands any attack without being countered, he will automatically gain the two clones from his Mushroom Ring attack without using any VP. He can only have two clones at a time, so no more will manifest if two already exist. Countering a clone will not put Master Mush into his defeated stance, but will cause that clone to vanish.