Advertisement
MKnightDH

Kirby Triple DX - boss descriptions

May 11th, 2014
248
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.29 KB | None | 0 0
  1. *Miniboss Allstars 1: all grounded guys who only use their BG attacks once each if that and they don't have much durability. NEXT!
  2. *Miniboss Allstars 2: see Miniboss Allstars 1. NEXT!
  3. *Flowery Woods: This guy has the sense to stay in the BG in general once he Turns Red so he actually gives credit to the idea of Whispy Woods fights. Still, his most annoying aspect by far is that multi-spike attack during the Turns Red phase that I swear to God is probably screaming at the player to use dodge moves.
  4. *Paintra: Oh hey. An aerial boss with BG attacks and a small size. Just be smart and use positional Bomb Bowls as well as Upward Bomb Throws.
  5. *Kracko: another aerial boss but sadly the BG attacks aren't frequent. I would fear Kracko being lightning-fast, but he's pattern based in this game as well. Too bad.
  6. *Coily Rattler: this guy is a funny story with Bomb, which turns his biggest strength, his metal body, into a painful weakness, namely by giving the bombs somewhere to explode simply NEAR his head for only the explosions (which I need to point out deal more damage than direct hits) to hit it for increased damage. Of course, Bomb wouldn't be Bomb if it did something like that.
  7. *Pyribbit: Pyribbit spends a lot of time in the BG, but when he's possible to hit, he's generally on the ground for Bomb Bowls to strike him out.
  8. *Nightmare Four member 1: I like this villain, especially for the aesthetics, but sadly that is spoiler territory. So let's talk about what he does in combat: he's an aerial boss with BG attacks. He's bigger than Paintra, but you still need to be smart about what you attack with to bust him down to size.
  9. *Nightmare Four member 2: despite spending much time on the ground, this guy is capable of causing no end of problems unless you stay ready to react to what he can do. Get control of the center if you can but also keep some distance so he doesn't catch you off guard. Especially be aware of the jumping he does in his Turns Red phase; it creates shockwaves.
  10. *Nightmare Four member 3: the only difficulty is having to pay close attention to your position. With Bomb, I shouldn't need to justify anything else. By the way, if you know who this guy is, you shouldn't have a difficult time believing that I find what he does going right into the Turns Red phase to be Fridge Brilliance. Naturally, Bomb handles that particular thing less than optimally but something in this fight has to give it decent resistance.
  11. *Nightmare Four member 4, Phase 1: Ugh. This fight. It's another aerial boss, but it's one that prefers to keep you busy dodging instead of abusing BG attacks to stay safe. Even worse, once it is in 3rd and 4th parts, there is an actual abyss feature going on, so please for the love of God do not get hit or your ability may fall into it. Just keep close attention to what is happening and you should be fine.
  12. *Nightmare Four member 4, Phase 2: This phase surprised me with how doable it is without having to take like 90 years to kill it. Namely, when it's flying around, it actually has a momentary but still there hitbox for Bomb's upward throw to catch it. I found this out trying to strategize around the attack it is about to use when it does that. The biggest annoyance, of course, is those bloody Antr mook spawns. The big ones especially take FOUR bombs each to destroy, don't ask me why.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement