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- - The charge is full after six loops of the sound effect, but will continue to increase in pitch beyond that point
- - The slide can pass through regular ninjas
- - As airborne enemy contact cancels charge, remaining grounded and sliding is safer
- - Bombing only does damage once the animation is finished
- - Its length is the same as the defend animation, so plink defend -> bomb for extra safety
- - Flying caltrop ninjas aren't safe to bomb, as it will only destroy their wings
- - As Taromaru, strip their wings with a chain lightning first
- - Don't mash at max speed when dealing with flurries of one-hit zako
- - The lock takes a moment to reacquire, so any interim presses are wasted effort
- - When the lock icon is misbehaving, a quick away-toward move at close range can reset it more efficiently than the retarget button
- - Chain lightning won't multi-hit against certain bosses, so recognize them and mash out extra hits instead
- Skeletwins
- ----------
- - Charge up during the pre-battle scene
- - Immediately unload to kill the left skull when it comes into range,
- then jump to retain mobility and mash the right skull to death for an easy one-cycle
- Silent Machi
- ------------
- - Hypnotize the first ninja you see
- - Mash or chain lightning the wisps, making sure to get the blue one for some dumplings
- - Detonate your friend to kill the second wave of sword guys and flying caltrop ninja before the first fire wheel
- - Shoot the fire wheel five times when it appears to remove half of its sattelites,
- then cross it up and shoot the rest before killing it to claim a hidden 1UP
- Blue Spider
- -----------
- - Easy; crouch and charge at mid-screen, release when he charges, turn and mash out extra hits, then repeat
- Ogre Fisherman
- --------------
- - As Taromaru, it's safest to crouch at his feet post-transformation, as it neutralizes his akira arm and projectiles
- - Grabs can be escaped by wiggling the directional pad
- See-Saw Skeleton
- ----------------
- - You can bait his targeted punch attack to hit the seesaw, which will launch you if you're on the other side
- - This spawns several rows of wisps to endanger you on the way down, but includes a blue one which will drop a dumpling
- Lone Bitch And Snake
- --------------------
- - The safest way to deal with her flying bomb -> flying bomb -> chakram is to defend three times and then hit her with a charge
- House of Spinning Poles
- -----------------------
- - Blue ninja on the first screen drops a riceball
- - Take it slow and careful
- - Deal with ninjas from outside aggro range for safety
- - Shoot a hole in wisp rings, jump out, then use the bought time to mash-zap the rest
- - Dumplings in the top right
- - Move to far left, drop down for more dumplings
- - Drop down again for a 1UP
- - When climbing away from the fire, the rightmost riceball can be grabbed easily as Taromaru
- - Enkai has a harder time with this, so it may be better to skip it and go for the dumplings at the top instead
- You Got Heart, Rocky!
- ---------------------
- - Come in with a full charge and unload a sneaky shot as soon as the fight begins
- - When the room rotates, hold right and slide once per side
- - The boss' weak point is vulnerable for longer than the animation would suggest, so mash out those free hits until it stops bleeding
- Manipulator Skeleton (Prelude)
- ------------------------------
- - The safest position is on the right of the screen
- - As Taromaru, you can repeatedly spam chain lightning on the manipulators to keep them retracted and wipe the tengus
- Manipulator Skeleton
- --------------------
- - As Taromaru, the optimal position is at the right edge of the fire field to guarantee your lock-ons
- - As Enkai, stand at the right of the screen to give yourself more safety margin
- - Hit each fireball with 3-5 regular attacks, then switch target and repeat
- - Defend when a large fireball comes near
- - You can have a DBZ beam struggle and make a really big fireball if you're targeting the same one as the boss, but it's a risky style move
- Post-Skeleton
- -------------
- - Safe approach is to ignore the tengus and rush to the top of the stairs
- - Blue ninja at the top who drops a rice ball
- - Take the next section carefully
- - The miko girls can't be hypnotized, and will fuck with your lock-on
- - Don't rush right without a bomb, as the screen will fill up with a horrible cocktail of enemies
- Summoner
- --------
- - Kill the miko girls as fast as possible, as their lock-on interference will make this fight much harder
- - When he summons floating heads, position yourself on the opposite edge of the screen, walk up to him while charging to dodge their bullets, and unload
- - For the beam, quickly cross him up, then unload until he teleports
- Great Frog
- ----------
- - The one-two can be dodged by standing in the middle of the screen and jinking opposite to the incoming hand
- - When he begins to inhale
- - If you read it early, simply hit one hand with three consecutive charge shots
- - If you read it late, hit one hand with two consecutive charge shots and then mash like a madman
- - For the flying seeds, charge and tap-dodge their aimed radial shots
- - He'll do a one-two attack halfway, so jink or defend at the middle of the screen if necessary
- - The tadpole eggs are best handled with mashing, and can be defended to push them away
- Belly of the Great Frog
- -----------------------
- - Stand at the edge of the screen to avoid acid, charge until an orifice is in range, then unload and mash until it disappears
- - Retargeting will be necessary when the worms start appearing, but is not of utmost priority until they come within a half-screen or make an obvious charge
- - Defend to deflect them if they get too close
- Minecart Madness
- ----------------
- - Come in with a full hypno charge and try to get one of the flying bombers; very tricky and not critical, but handy
- - The minecart ninjas can't be hypnotized
- Big Core (a.k.a. You Got Heart, Rocky! MkII)
- --------
- - Move to point-blank when it fires dual lasers
- - As Taromaru, use chain lightning to get some damage in when it spawns flesh balls
- - When the screen shakes, defend through the falling rocks
- - When it spawns an energy wall, retarget and mash to slow it
- - Enkai can alternate between targeting the wall and core for free damage
- - Possible for Taromaru, but much harder due to his reduced range; safer to focus on the walls
- - Wall seems to recover quicker when using Taromaru
- Going Down
- ----------
- - Mash while dodging the first few waves for extra kill points
- - Once the wheels start targeting you, move to the center and time defends for the remainder of the sequence
- Heart Prison (a.k.a. You Got Heart, Rocky! MkIII)
- --------------------------------------
- - Shooting the lower core moves you inward, upper core moves you outward
- - While slow, the projectiles can line up awkwardly at times - prioritize making it dead
- - Mashing seems more effective here on account of its low health pool, particularly as Taromaru
- Super Ninja Ball
- ----------------
- - Downhill
- - Don't use defend on a slope, as it doesn't stop the ball's momentum
- - Plink jump -> defend to avoid this
- - As Taromaru, take it slow and hypno-bomb your way down
- - The mines trigger when you pass over them in midair
- - Defend to delay in cases where there's no safe landing spot
- - As Enkai, charge hypnotize while chaining airdashes, bomb, repeat
- - Kill the blue ninja at the bottom for dumplings
- - Uphill
- - Continue taking it slow and hypno-bombing the claw ogres using the helpful ninja spawns
- - If you're playing Enkai... Just do your best :S
- Soul of Super Ninja Ball
- ------------------------
- - One slide will move you 90 degrees
- - The hitwall only moves in 90 degree increments
- - Therefore, you only need to slide, jump and charge here
- - Enkai has it easy, since his airdash allows for safe rotation
- City in Flames
- --------------
- - Blue ninja with riceball appears early on
- - And another with dumplings just before the rolling log
- Dowser
- ------
- - Destroy the cannons before moving close to the jetty
- - Then, jump back onto the log and duck to trivialize this sequence
- Claw Crane
- ----------
- - Taromaru can avoid the claw attack by walking
- - Enkai is too slow, so needs to use defend
- - Staying on the left side of the screen helps avoid accidental claw lock-ons
- - When the conductor balls come out, use defend at mid-screen to avoid the combined laser + claw attacks
- - When the conductors balls begin to bounce around, slide in and out of the corner while charging
- Haunted Armor
- -------------
- - Phase one
- - Charge while retargeting to the piece of armor possesed by the wisp, and unload until it leaves
- - As Taromaru, stay at the edge of the ring to make sure all the pieces are in range
- - It will only attack you if you don't hit the possessed piece in time
- - Don't wait until it stops rotating to begin retargeting, as the lock order may be unfavourable
- - Phase two
- - When the pieces float to the ceiling, prepare to slide or defend against an aimed bullet barrage
- - He has two spear attacks with distinct audio cues
- - The vertical slice will launch a screen-height projectile that should be defended through
- - Stab combo
- - For Enkai, cross him up with an airdash
- - For Taromaru, make a full-height jump into him and defend-hover
- - After the fight, the next room contains a pair of red and blue ninjas
- - Kill the blue one for a riceball
- - Hypnotize the red one for the next fight
- Kitsune
- -------
- - If you're lucky, your hypnotized ninja will walk up to her and carve his way through phase one in short order
- - Otherwise
- - Prioritize the eyestalks to minimize the amount of projectiles during the barrage attack
- - Mash from the corner to break through it
- - Phase two is easy - jump to the leftmost side of the hanging bar and tap-dodge your way through the tails, spamming charge until it dies
- - Once you kill it, note that it was Rocky under the mask the whole time! Onto the final stretch.
- Double Rectum
- -------------
- - Stand at the edge of the screen and spam charges at the nearest orifice
- - The claw attack can't reach directly beneath either one
- - For the giant fly
- - Start on the right side
- - Use defend to reflect the spinning projectiles
- - Try to stay airborne to prevent awkward interactions between the roof and boss floor
- - Kill the maggots as soon as they hatch for maximum safety
- Red Spider
- ----------
- - Largely the same strategy as before; duck to trivialize its dash attack and spam charge
- - When it uses the lock on, position yourself at the left of the screen, charge, slide in, unload, slide out, repeat
- Kabuto Witch Quelaggu
- ---------------------
- - Use defend hovering at the left of the screen to avoid her lightning beam
- - Enkai can spam airdash instead to charge for free
- - When she uses the lock-on, charge and tap-dodge toward her to spread the locks across the platform, then unload at point blank
- - When she uses the wind and blue spheres, use chain lightning as Taromaru to stop them early, or defend through them as Enkai
- Dr. Monk-io
- -----------
- - Creeping columns
- - As Taromaru, carefully target the red core on each tower with a full charge for free chain lightning damage
- - As Enkai, stand under the boss and repeatedly full charge him
- - Needs confirming - towers spawn slightly to the left as Taromaru
- - Laser array
- - Crouch in the lower-right quadrant and spam charge until the boss stops
- - Prepare to defend if either of the orbs closest to you flash in sequence with another on the bottom row
- - Grasping portal
- - Jump and mash to break through the fireballs and finish him off
- - Try and stay left of mid-screen to avoid getting hit by his surprise three-way lightning
- Enma's Brass Bollocks
- ---------------------
- - Safe Strategy
- - Defend against the vertical and horizontal projectile attacks
- - Charge while jumping over the spindash, and unload as soon as the core reappears
- - Flashy Strategy
- - Slide the vertical projectiles
- - Jump the diagonal projectiles
- - Unload and recharge during the spindash
- - Opportunize around its quick-peek fakeouts
- Enma's Nut
- ----------
- - Phase One
- - Spam charges or mash on the main body
- - Retarget and carefully single-shot each sattelite when its beam nears you
- - Rotation speed increases with each hit, necessitating a quick mash-kill if you make a mistake or take too long
- - Alternately, don't shoot the sattelites, take a hit, and abuse the iframes to switch sides
- - Phase Two
- - Focus on the sattelites to make them drop to the ground and revert to phase one
- Ghoulish Puppetry
- -----------------
- - As Taromaru, make sure to stay at middle-left; in lock range of the head, but out of hand range
- - Focus on the head, as damaging the hands only disables them temporarily
- - Herd the green bullet barrage into the bottom-left, jump, release charge at the apex, then defend for safety
- - Halfway through the arms will fall off and the head will begin floating
- - Favour jump-mashing at this point, as the attacks will layer in ways that are only safe to defend through
- - Remain aware of the head, which will peroidically rain damaging blood droplets
- - Defend through the large sigil attack
- Dragon Demon Voltron
- --------------------
- - Easily the toughest boss - huge health pool, lots of moves, and hits hard
- - Periodically switches between combined and split forms
- - Learn his pose tells well
- - Combined form
- - Fire breath
- - Jump, mash out some regular attacks, and defend on the way down
- - Upper / lower chakram toss
- - A sneaky one, with similar tell poses for upper / lower
- - Jump at 1/3 across the screen or defend through
- - Sword slash / extend-o-bo
- - The sword slash is harmless if you're spacing properly,
- but may be followed up by a screen-width bo attack that can be crouched under
- - Good charge opportunity
- - Full-screen lightning strike
- - He'll start using this after the first split
- - Watch for the cast and defend through
- - Split form
- - Fire breath
- - Same strat as before, but with a steeper angle
- - His upper half can be manipulated rightward to buy space if you stay close
- - Legs laser
- - Should be harmless if you're jumping the fire breath,
- but use defend hovering or leftward airdashing if they overlay inconveniently
- - Annelids
- - These can be ignored for the most part
- - Just make sure to mash-wipe them as he recombines
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