Why on earth does the Anti Guy Unit battle have to come so dang late in the game? I wish I could test my strategy, lol.
EDIT: Here's a sample outcome, assuming 4 hits per Power Bounce.
Mario HP/FP Used/Enemy HP, Turns
50/00/50-50-50 T0
26/00/44-50-50 T1
DG/00/38-50-50 T2/3 (Smooch turn needed if at 6 HP)
DG/00/38-50-50 T3/4 (Chill Out turn)
PL/03/16-50-50 T4/5 (about a 52.2% chance of getting in Peril the first turn in Danger w/o Close Call, less with it)
PL/05/09-43-43 T5/6
PL/07/02-36-36 T6/7
PL/07/02-36-36 T7/8 (Chill Out turn)
PL/09/KO-29-29 T8/9
PL/12/KO-07-29 T9/10
PL/14/KO-KO-22 T10/11 (If you can't get this resulting HP or lower, or 7-7-7 or lower, Focus this turn)
PL/17/KO-KO-KO T11/12 (Chill Out if necessary; if you Smooched on turn 3, the Focus with one Deep Focus on will push you barely above 2 SP - you wouldn't hit it without 1 Deep Focus! - surely you can clean them out in four more turns)
Minimum turns: 11, FP Used: 17~25
Revised badge list:
Power Plus
Defend Plus
P-Down D-Up
Damage Dodge x2
Last Stand
Power Rush
Mega Rush
Close Call (optional)
Power Bounce
Dodge Master
Multibounce
Deep Focus
Total - 30 BP
Also, I simplified the wording on the guarding requirements for the non-Danger turns.