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Shinrei Jusatsushi Taromaru Technotes

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Jan 13th, 2023
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  1. - The charge is full after six loops of the sound effect, but will continue to increase in pitch beyond that point
  2. - The slide can pass through regular ninjas
  3. - As airborne enemy contact cancels charge, remaining grounded and sliding is safer
  4. - Bombing only does damage once the animation is finished
  5. - Its length is the same as the defend animation, so plink defend -> bomb for extra safety
  6. - Flying caltrop ninjas aren't safe to bomb, as it will only destroy their wings
  7. - As Taromaru, strip their wings with a chain lightning first
  8. - Don't mash at max speed when dealing with flurries of one-hit zako
  9. - The lock takes a moment to reacquire, so any interim presses are wasted effort
  10. - When the lock icon is misbehaving, a quick away-toward move at close range can reset it more efficiently than the retarget button
  11. - Chain lightning won't multi-hit against certain bosses, so recognize them and mash out extra hits instead
  12.  
  13. Skeletwins
  14. ----------
  15. - Charge up during the pre-battle scene
  16. - Immediately unload to kill the left skull when it comes into range,
  17. then jump to retain mobility and mash the right skull to death for an easy one-cycle
  18.  
  19. Silent Machi
  20. ------------
  21. - Hypnotize the first ninja you see
  22. - Mash or chain lightning the wisps, making sure to get the blue one for some dumplings
  23. - Detonate your friend to kill the second wave of sword guys and flying caltrop ninja before the first fire wheel
  24. - Shoot the fire wheel five times when it appears to remove half of its sattelites,
  25. then cross it up and shoot the rest before killing it to claim a hidden 1UP
  26.  
  27. Blue Spider
  28. -----------
  29. - Easy; crouch and charge at mid-screen, release when he charges, turn and mash out extra hits, then repeat
  30.  
  31. Ogre Fisherman
  32. --------------
  33. - As Taromaru, it's safest to crouch at his feet post-transformation, as it neutralizes his akira arm and projectiles
  34. - Grabs can be escaped by wiggling the directional pad
  35.  
  36. See-Saw Skeleton
  37. ----------------
  38. - You can bait his targeted punch attack to hit the seesaw, which will launch you if you're on the other side
  39. - This spawns several rows of wisps to endanger you on the way down, but includes a blue one which will drop a dumpling
  40.  
  41. Lone Bitch And Snake
  42. --------------------
  43. - The safest way to deal with her flying bomb -> flying bomb -> chakram is to defend three times and then hit her with a charge
  44.  
  45. House of Spinning Poles
  46. -----------------------
  47. - Blue ninja on the first screen drops a riceball
  48. - Take it slow and careful
  49. - Deal with ninjas from outside aggro range for safety
  50. - Shoot a hole in wisp rings, jump out, then use the bought time to mash-zap the rest
  51. - Dumplings in the top right
  52. - Move to far left, drop down for more dumplings
  53. - Drop down again for a 1UP
  54. - When climbing away from the fire, the rightmost riceball can be grabbed easily as Taromaru
  55. - Enkai has a harder time with this, so it may be better to skip it and go for the dumplings at the top instead
  56.  
  57. You Got Heart, Rocky!
  58. ---------------------
  59. - Come in with a full charge and unload a sneaky shot as soon as the fight begins
  60. - When the room rotates, hold right and slide once per side
  61. - The boss' weak point is vulnerable for longer than the animation would suggest, so mash out those free hits until it stops bleeding
  62.  
  63. Manipulator Skeleton (Prelude)
  64. ------------------------------
  65. - The safest position is on the right of the screen
  66. - As Taromaru, you can repeatedly spam chain lightning on the manipulators to keep them retracted and wipe the tengus
  67.  
  68. Manipulator Skeleton
  69. --------------------
  70. - As Taromaru, the optimal position is at the right edge of the fire field to guarantee your lock-ons
  71. - As Enkai, stand at the right of the screen to give yourself more safety margin
  72. - Hit each fireball with 3-5 regular attacks, then switch target and repeat
  73. - Defend when a large fireball comes near
  74. - 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
  75.  
  76. Post-Skeleton
  77. -------------
  78. - Safe approach is to ignore the tengus and rush to the top of the stairs
  79. - Blue ninja at the top who drops a rice ball
  80. - Take the next section carefully
  81. - The miko girls can't be hypnotized, and will fuck with your lock-on
  82. - Don't rush right without a bomb, as the screen will fill up with a horrible cocktail of enemies
  83.  
  84. Summoner
  85. --------
  86. - Kill the miko girls as fast as possible, as their lock-on interference will make this fight much harder
  87. - 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
  88. - For the beam, quickly cross him up, then unload until he teleports
  89.  
  90. Great Frog
  91. ----------
  92. - The one-two can be dodged by standing in the middle of the screen and jinking opposite to the incoming hand
  93. - When he begins to inhale
  94. - If you read it early, simply hit one hand with three consecutive charge shots
  95. - If you read it late, hit one hand with two consecutive charge shots and then mash like a madman
  96. - For the flying seeds, charge and tap-dodge their aimed radial shots
  97. - He'll do a one-two attack halfway, so jink or defend at the middle of the screen if necessary
  98. - The tadpole eggs are best handled with mashing, and can be defended to push them away
  99.  
  100. Belly of the Great Frog
  101. -----------------------
  102. - Stand at the edge of the screen to avoid acid, charge until an orifice is in range, then unload and mash until it disappears
  103. - 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
  104. - Defend to deflect them if they get too close
  105.  
  106. Minecart Madness
  107. ----------------
  108. - Come in with a full hypno charge and try to get one of the flying bombers; very tricky and not critical, but handy
  109. - The minecart ninjas can't be hypnotized
  110.  
  111. Big Core (a.k.a. You Got Heart, Rocky! MkII)
  112. --------
  113. - Move to point-blank when it fires dual lasers
  114. - As Taromaru, use chain lightning to get some damage in when it spawns flesh balls
  115. - When the screen shakes, defend through the falling rocks
  116. - When it spawns an energy wall, retarget and mash to slow it
  117. - Enkai can alternate between targeting the wall and core for free damage
  118. - Possible for Taromaru, but much harder due to his reduced range; safer to focus on the walls
  119. - Wall seems to recover quicker when using Taromaru
  120.  
  121. Going Down
  122. ----------
  123. - Mash while dodging the first few waves for extra kill points
  124. - Once the wheels start targeting you, move to the center and time defends for the remainder of the sequence
  125.  
  126. Heart Prison (a.k.a. You Got Heart, Rocky! MkIII)
  127. --------------------------------------
  128. - Shooting the lower core moves you inward, upper core moves you outward
  129. - While slow, the projectiles can line up awkwardly at times - prioritize making it dead
  130. - Mashing seems more effective here on account of its low health pool, particularly as Taromaru
  131.  
  132. Super Ninja Ball
  133. ----------------
  134. - Downhill
  135. - Don't use defend on a slope, as it doesn't stop the ball's momentum
  136. - Plink jump -> defend to avoid this
  137. - As Taromaru, take it slow and hypno-bomb your way down
  138. - The mines trigger when you pass over them in midair
  139. - Defend to delay in cases where there's no safe landing spot
  140. - As Enkai, charge hypnotize while chaining airdashes, bomb, repeat
  141.  
  142. - Kill the blue ninja at the bottom for dumplings
  143.  
  144. - Uphill
  145. - Continue taking it slow and hypno-bombing the claw ogres using the helpful ninja spawns
  146. - If you're playing Enkai... Just do your best :S
  147.  
  148. Soul of Super Ninja Ball
  149. ------------------------
  150. - One slide will move you 90 degrees
  151. - The hitwall only moves in 90 degree increments
  152. - Therefore, you only need to slide, jump and charge here
  153. - Enkai has it easy, since his airdash allows for safe rotation
  154.  
  155. City in Flames
  156. --------------
  157. - Blue ninja with riceball appears early on
  158. - And another with dumplings just before the rolling log
  159.  
  160. Dowser
  161. ------
  162. - Destroy the cannons before moving close to the jetty
  163. - Then, jump back onto the log and duck to trivialize this sequence
  164.  
  165. Claw Crane
  166. ----------
  167. - Taromaru can avoid the claw attack by walking
  168. - Enkai is too slow, so needs to use defend
  169. - Staying on the left side of the screen helps avoid accidental claw lock-ons
  170. - When the conductor balls come out, use defend at mid-screen to avoid the combined laser + claw attacks
  171. - When the conductors balls begin to bounce around, slide in and out of the corner while charging
  172.  
  173. Haunted Armor
  174. -------------
  175. - Phase one
  176. - Charge while retargeting to the piece of armor possesed by the wisp, and unload until it leaves
  177. - As Taromaru, stay at the edge of the ring to make sure all the pieces are in range
  178. - It will only attack you if you don't hit the possessed piece in time
  179. - Don't wait until it stops rotating to begin retargeting, as the lock order may be unfavourable
  180. - Phase two
  181. - When the pieces float to the ceiling, prepare to slide or defend against an aimed bullet barrage
  182. - He has two spear attacks with distinct audio cues
  183. - The vertical slice will launch a screen-height projectile that should be defended through
  184. - Stab combo
  185. - For Enkai, cross him up with an airdash
  186. - For Taromaru, make a full-height jump into him and defend-hover
  187. - After the fight, the next room contains a pair of red and blue ninjas
  188. - Kill the blue one for a riceball
  189. - Hypnotize the red one for the next fight
  190.  
  191. Kitsune
  192. -------
  193. - If you're lucky, your hypnotized ninja will walk up to her and carve his way through phase one in short order
  194. - Otherwise
  195. - Prioritize the eyestalks to minimize the amount of projectiles during the barrage attack
  196. - Mash from the corner to break through it
  197. - 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
  198. - Once you kill it, note that it was Rocky under the mask the whole time! Onto the final stretch.
  199.  
  200. Double Rectum
  201. -------------
  202. - Stand at the edge of the screen and spam charges at the nearest orifice
  203. - The claw attack can't reach directly beneath either one
  204. - For the giant fly
  205. - Start on the right side
  206. - Use defend to reflect the spinning projectiles
  207. - Try to stay airborne to prevent awkward interactions between the roof and boss floor
  208. - Kill the maggots as soon as they hatch for maximum safety
  209.  
  210. Red Spider
  211. ----------
  212. - Largely the same strategy as before; duck to trivialize its dash attack and spam charge
  213. - When it uses the lock on, position yourself at the left of the screen, charge, slide in, unload, slide out, repeat
  214.  
  215. Kabuto Witch Quelaggu
  216. ---------------------
  217. - Use defend hovering at the left of the screen to avoid her lightning beam
  218. - Enkai can spam airdash instead to charge for free
  219. - When she uses the lock-on, charge and tap-dodge toward her to spread the locks across the platform, then unload at point blank
  220. - When she uses the wind and blue spheres, use chain lightning as Taromaru to stop them early, or defend through them as Enkai
  221.  
  222. Dr. Monk-io
  223. -----------
  224. - Creeping columns
  225. - As Taromaru, carefully target the red core on each tower with a full charge for free chain lightning damage
  226. - As Enkai, stand under the boss and repeatedly full charge him
  227. - Needs confirming - towers spawn slightly to the left as Taromaru
  228. - Laser array
  229. - Crouch in the lower-right quadrant and spam charge until the boss stops
  230. - Prepare to defend if either of the orbs closest to you flash in sequence with another on the bottom row
  231. - Grasping portal
  232. - Jump and mash to break through the fireballs and finish him off
  233. - Try and stay left of mid-screen to avoid getting hit by his surprise three-way lightning
  234.  
  235. Enma's Brass Bollocks
  236. ---------------------
  237. - Safe Strategy
  238. - Defend against the vertical and horizontal projectile attacks
  239. - Charge while jumping over the spindash, and unload as soon as the core reappears
  240. - Flashy Strategy
  241. - Slide the vertical projectiles
  242. - Jump the diagonal projectiles
  243. - Unload and recharge during the spindash
  244. - Opportunize around its quick-peek fakeouts
  245.  
  246. Enma's Nut
  247. ----------
  248. - Phase One
  249. - Spam charges or mash on the main body
  250. - Retarget and carefully single-shot each sattelite when its beam nears you
  251. - Rotation speed increases with each hit, necessitating a quick mash-kill if you make a mistake or take too long
  252. - Alternately, don't shoot the sattelites, take a hit, and abuse the iframes to switch sides
  253. - Phase Two
  254. - Focus on the sattelites to make them drop to the ground and revert to phase one
  255.  
  256. Ghoulish Puppetry
  257. -----------------
  258. - As Taromaru, make sure to stay at middle-left; in lock range of the head, but out of hand range
  259. - Focus on the head, as damaging the hands only disables them temporarily
  260. - Herd the green bullet barrage into the bottom-left, jump, release charge at the apex, then defend for safety
  261. - Halfway through the arms will fall off and the head will begin floating
  262. - Favour jump-mashing at this point, as the attacks will layer in ways that are only safe to defend through
  263. - Remain aware of the head, which will peroidically rain damaging blood droplets
  264. - Defend through the large sigil attack
  265.  
  266. Dragon Demon Voltron
  267. --------------------
  268. - Easily the toughest boss - huge health pool, lots of moves, and hits hard
  269. - Periodically switches between combined and split forms
  270. - Learn his pose tells well
  271. - Combined form
  272. - Fire breath
  273. - Jump, mash out some regular attacks, and defend on the way down
  274. - Upper / lower chakram toss
  275. - A sneaky one, with similar tell poses for upper / lower
  276. - Jump at 1/3 across the screen or defend through
  277. - Sword slash / extend-o-bo
  278. - The sword slash is harmless if you're spacing properly,
  279. but may be followed up by a screen-width bo attack that can be crouched under
  280. - Good charge opportunity
  281. - Full-screen lightning strike
  282. - He'll start using this after the first split
  283. - Watch for the cast and defend through
  284. - Split form
  285. - Fire breath
  286. - Same strat as before, but with a steeper angle
  287. - His upper half can be manipulated rightward to buy space if you stay close
  288. - Legs laser
  289. - Should be harmless if you're jumping the fire breath,
  290. but use defend hovering or leftward airdashing if they overlay inconveniently
  291. - Annelids
  292. - These can be ignored for the most part
  293. - Just make sure to mash-wipe them as he recombines
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