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MKnightDH

Kid Icarus Uprising Bomber Arm VS Bosses

Apr 4th, 2018
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  1. *Twinbellows - because Bomber Arm is an atrocious piece of garbage, it is likely you will run afoul of Twinbellows's lunge spam attack. Try to move where Twinbellows isn't facing in order to dodge that headache. Really, just keep strafing him so that TB's attack have a more difficult time.
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  3. *Dark Lord Gaol - I'm ultimately thankful that she isn't durable, especially when her Mega Laser wants to be RNG shenanigans and her close range deterrent still likes to be obnoxious.
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  5. *Hewdraw - the first significant RNG boss to show that RNG just plain likes to add up. When Hewdraw gets uncooperative, you'll be seeing no chance to knock him out of the water and scale formations that are nightmarish to overcome. Hewdraw is also the first boss showcasing why Bomber Arm's insane homing works *AGAINST* it when you can't even shot cancel the scale effectively because the shots will home in on other things and fail miserably to do anything useful.
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  7. *Great Reaper - you see I have to get creative to get the damage output going. Top floor camping can still happen, but it takes its time. Also troublesome is that the Bomber Arm's homing can cause shots to fire at whatever they like, so finishing off Great Reaper is a definite problem.
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  9. *Pandora - I think Pandora has some minor damage resistance against melee attacks. Whatever the case, the Bomber Arm's homing once again proves to work against it when trying to shot cancel, particularly a bother against the spinning energy discs during Pandora's second phase.
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  11. *Dark Pit - surprisingly not so bad in general if you can get past the rage arrow shower attack, but that's because Bear Claws, despite being less mobile, can replicate efficient Bomber Arm play for better results in this fight. At least I learn to dodge-and-Forward-Shot with fights like this. Heaven knows I could use the relative breather.
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  13. *Tanatos - what forms Tanatos rolls is RNG and it affects difficult, but thankfully it doesn't become completely absurd. You would hope for the Sword Form or the Matryoshka Form, but the other 3 forms are still tolerable. You have to evade the mini-bats twice for the Bat Form, assuming you hit it with 2 charge shots each time Tanatos is in the big bat form; the Skull Urn Form can't be melee'd so you'd have to keep dodging stuff anyway; and the Foot Form for some reason can have its AI space out, seemingly if you alternate between walking and dash shotting, but don't rely on it. As for Tanatos's regular form, just make sure to be wary about melee dash attacking it so that you don't get ambushed by the flurry shot attack.
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  15. *Kraken - I make sure any attacks on tentacles near enough one another are thought out because I can't very well crowd control them and I really would want to focus fire on any tentacle I go near to make it retreat. As for Kraken itself during the 2nd phase, what I do to keep the close range deterrent attack from getting out of hand is make my approach in reaction to a laser attack. Fortunately, Kraken only seems to use laser attacks or the close range deterrent attack when Pit is close.
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  17. *Medusa - *ANOTHER* significant RNG boss. Beating her isn't too hard. Beating her without taking damage is a different story altogether. First off, the Bullet Heck segment is STILL a Bullet Heck segment, and even though the Bomber Arm's homing for once works in its favor by easily picking off the spiral shot generators, the spiral shots themselves still like to be obnoxious. Once you get to attack Medusa, however, the Bomber Arm's homing gets back to working against it by making it a pain to poke the slow shots Medusa fires at you as you approach her. After the first phase, Medusa being reasonable to handle without using the Special Attacks becomes RNG. Her poison hand attack likes to move wherever it wants without rhyme or reason, her bomb traps can really suffocate your movement when you absolutely don't want it to, and her poison orbs can be a headache to dodge.
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  19. *Phoenix - borders on RNG when his positioning can make his firebird and fire breath attacks absolutely problematic, and in a fight that begs to take a LONG time, that can get really irksome. When Phoenix is flying around, there's no point trying to catch it, and even when it's flapping at Pit, hitting its beak within the Bomber Arm's God awful range and nonsensical targeting homing is a pain, and even when you do hit its beak, don't expect to deal enough damage to ground this bird momentarily. The Jump Pad doesn't make things fun either because you could move onto unexpectedly and especially when you absolutely do not want to.
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  21. *Cragalanche - if you don't use melee dash attacks on its keister, Cragalanche is going to prove a durable nuisance. Don't even think of using dash attacks carelessly, because Cragalance can still easily ambush you and it will HURT.
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  23. *Reset Bomb Pod - once again, carelessly attacking formations is going to be troublesome. The Bomber Arm's charged shots can hit 2 of the guards, but no more than that. I also prefer to clear space to be able to keep shelling the Reset Bomb Pod itself with more impunity because, of course, the Bomber Arm's DPS is still glaringly bad.
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  25. *Arlon - thankfully Arlon does still prove competently designed when he encourages a competent mix of gameplay. I swear to Palutena that the designers had their boss design dartboard all the way in America and happened to have the Arlon dart actually hit the dartboard, even if you can tell that Arlon is still easy in general when the Bomber Arm still tears through him.
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  27. *Phosphora - we have a perfect combination of a ridiculously high HP speedster against a weapon with garbage DPS and she has minor RNG shenanigans by being able to use two attacks within a short enough time of each other, made even worse by how the second attack can be that freaking lunge during her Turns Red phase. BTW, I do like the nice touch that the 2 trees in the BG are each inbetween the lanterns Phosphora uses for her EX attack. Nice touch to indicate a harmony between nature and technology within the Forces of Nature.
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  29. *Aurum Core - the first of the 3 Aurum bosses, all of whom can't be melee'd and all of whom are significant RNG bosses. Aurum Core's case is that freaking electrical flooring that especially gets in the way in the Turns Red phase when you'd really want to deal as much damage to Aurum Core as you can to bring it down before the emplacements respawn and suffocate you.
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  31. *Aurum Generator - *****WHO IN THE FLIP DESIGNED THIS DRAGGED OUT, ARBITRARY IDIOCY?!?!?***** (Seriously, I'm glad this run managed to stick, not least because I actually did overcome Aurum Generator electrifying the left and middle Grind Rails when I was on the left one.)
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  33. *Aurum Pyrrhon - as usual, the shield generators being able to fire is its own self-explanatory idiocy even without the enacting of Touhou on a ground, view limited charater. You can't 1HKO each of them either, so you'd need to dodge their shots anyway. And why do I play cautiously on the Turns Red phase anyway? Because evading the mines attack without sufficient vision of their placement is miserable, and the fireballs and dragon attacks aren't fun to handle at too close either.
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  35. *Pit's Body - this has nothing to do with Bomber Arm, and everything to do with idiotic design.
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  37. *Chariot Master - ya know, Chariot Master really concerned me just because he screams brute force stupidity, but thankfully, Bomber Arm's homing does help. Still don't like taking too much damage this late though, and the Bomber Arm's DPS is still mediocre at best.
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  39. *Possessed Palutena - yet again, the Bomber Arm's homing can work against it by hitting Palutena when trying to hit Chaos Kin, made worse if Palutena summons mooks, which already points out the design decision behind this whole fight even without the Bomber Arm's issues; or if Palutena makes an emplacement that of course you can't just shot cancel because the shot may try to track the Chaos Kin instead.
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  41. *Chaos Kin - I've already complained before about this fight involving Dark Pit's Stop Helping Me idiocy making close range combat even worse than usual. With the Bomber Arm, as its damage output is bad, taking out Dark Pit isn't even a viable option.
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  43. *Amazon Pandora - you know how bad the Bomber Arm is when this reject actually becomes suffocating enough. You can't just stay away or you'll deal no damage, but trying to get close means having to outmaneuver Amazon Pandora's shenanigans so directly.
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  45. *Hades' Heart - oh my God this is really stupid. It is an absolute *MUST* to hit Hades' Heart with 2 Side Shots and 1 Neutral Shot and then a Melee Dash Attack or you WILL have to deal with the berserk mode, which already speaks for itself in general, no fewer than *FIVE* times. You see how long I take to try to herd this pain in the rear generally toward the corner with the L block to make the berserk mode more tolerable, and it's not enough to just herd it there, oh no, because I have to make sure the bloody Bomberman wannabes don't get in the way of my movements. I am still wondering how Hades' Heart actually does die before going into the berserk mode the 4th time, because the math definitely confuses me.
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  47. *Magnus and Gaol - I don't even know why the Back Shot even sends Magnus flying TOWARD me. Not intolerable, but every little problem does add up with how the Bomber Arm's damage output is mediocrity.
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  49. *Pseudo Palutena - with the Bomber Arm's awful range, there's no way I can just make this big fake who isn't beautiful repeatedly use her "Time to die" attack. Simultaneously, Pseudo Palutena likes to move *AWAY* from Pit making melee also problematic.
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  51. *Great Sacred Treasure - so much HP to wade through and the dakka spam attacks are happy to suffocate your movement. I'm left wondering how game designers would even make a penultimate OR final boss become inexplicably easier in its Turns Red phase. At least Meta Knight in Kirby Super Star has the excuse that his disregard to unpredictability is sudden enough to potentially catch Kirby with the speed burst.
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