◉ BOSS
Skeletwins |
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| |  |
Health: | 20 | 10 + 10 |
Points: | 2 | 1 + 1 |
Right out of the gate, we're in a boss fight. Take that as a statement of intent for things to come.
Charge up during the pre-battle scene. When the skulls enter the foreground, immediately unload to kill the leftmost one. From there, you'll need to dodge a rain of fire. Jump to maintain horizontal mobility, and rapid-fire at the remaining skull for a quick one-cycle.
◉ ACT
Silent Machi |
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A pace-setting first action stage, the player will have to deal with wisp formations, fire wheels, and periodically spawning combat Zako. The last of the opening wisp chains ends with a blue one - kill it for
Dumplings if you need to top up.
Two fire wheels follow the wisp chains, which can be sniped for 1UPs to bolster a survival run.
◉ SETPIECE: Bull Stampede
Make sure to stay on top of the bulls, and proceed as usual. Don't rush, as the waves of wisps and harassment zako make it difficult to progress without taking a hit.
◉ BOSS
Bone Brothers |
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| |  |
Health: | 60 | 30 + 30 |
Points: | 2 | 1 + 1 |
◉ MINI-ACT
Bridge |
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◉ BOSS
CENTIPEDE |
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|  |
Health | 20 |
Points | 0 |
◉ ACT
Market Street |
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◉ BOSS
Blue Spider Demon |
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|  |
Health | 50 |
Points | 1 |
Crouch and charge an attack at mid-screen, then turn and release when he charges over you. Mash out a few extra hits, and repeat.
When it fires a series of lock-on lasers, either tap-dodge from the far edge of the screen or slide back and forth.
◉ ACT
Alley of Faces |
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These guys. |
◉ BOSS
Fisher Ogre |
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| |  |
Health: | 231 | 10 + 10 + 10 + 1 + 200 |
Points: | 5 | 1 + 1 + 1 + 1 + 1 |
His first four forms constitute the pole, the arm, the other arm, and the body, after which he will transform.
His transformed head and arm will separate over the course of the fight, adding new redundant targets to manage, and granting access to an extend-o-punch, a grab, a vertical needle thrust, and fire breath.
Grabs can be escaped by wiggling the directional pad.
After he transforms, I can crouch at his feet to neutralize his Akira arm and projectile attacks.
I can easily maintain a lock on his body, but only if I don't change direction.
My Chain Lightning will arc from any limb to his core, trivializing target management.
Aimed correctly, my Lightning Bolt does more damage.
◉ BOSS
Bone Kaiju |
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|  |
Health | 100 |
Points | 1 |
Focus on the boss and spam charge, jumping to avoid the kite ninjas' lock-on projectiles.
◉ MINI-ACT
Forest Path |
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◉ BOSS
Fulcrum Skeleton |
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Health | 100 |
Points | 1 |
You can bait his targeted punch attack to hit the seesaw, which will launch you if you're on the opposite side. This spawns several rows of wisps to endanger you on the way down, but includes blue ones which will drop
Dumpling.
It's best to stall your descent via defend hovering, picking off blue wisps where possible. All offscreen wisps will despawn when you return to ground level.
◉ ACT
The Floor is Spiders |
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◉ BOSS
Lone Bitch and Snake |
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| Wholesome. |
Health | 80 |
Points | 1 |
The safest way to deal with her flying bomb -> flying bomb -> chakram is to defend thrice and retaliate with a charge.
◉ ACT
House of Spinning Poles |
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The
Blue Ninja on the first screen will drop a
Riceball on death.
Take this area slow and careful, dealing with ninjas from outside aggro range for safety.
To deal with the wisp rings, shoot a hole in them, jump out, then use the bought time to rapid-fire the rest.
Some
Dumplings can be found in the top right. Move to the far left, then drop down for another serving of
Dumplings. From there, drop down again to find 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.
◉ BOSS
Thingu Da |
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|  |
Health | 100 |
Points | 1 |
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 free hits until it stops bleeding.
◉ BOSS
Manipulator |
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|  |
Health | ~100 |
○ Pre-fight
- 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
○ Fight
- 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
- When the boss dies, keep moving and charge; the tengus have too much health to mash on
◉ ACT
Temple Grounds |
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- The blue ninja on the first screen drops a rice ball
- Take this 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
◉ BOSS
Onmyoji |
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|  |
Health | 100 |
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.
◉ MINI-ACT
River Path |
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WARNING: Heavy Amphibian Crossing |
◉ BOSS
Great Frog |
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Health | 200 |
Points | 0 |
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.
◉ BOSS
Belly of Great Frog |
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Health | 200 |
Stand at the edge of the screen to avoid acid, charge until an orifice is in range, then unload. By canceling attack recovery, you can fit two full charges in per cycle.
When the worms start appearing:
- As Taromaru, prioritize hitting them with full charges if they're in range
- Chain lightning will bounce from the worms to the orifices, even those out of range
- As Enkai, continue as before and kill worms if them come within a half screen or make an obvious charge
- Defend to deflect them if they get too close
◉ ACT
Minecart Madness |
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- The right side of the screen is safer, as dynamite explosions will move left on landing
- 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
◉ BOSS
Thungu Da II - BIG CORE |
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Health | 100 |
- Move to point-blank when it fires dual lasers.
- 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. If within range, you can alternate between targeting the wall and core for free damage; jump forward while mash-attacking to push toward the core.
◉ ACT
Descent |
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- 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
◉ BOSS
Thingu Da III - Heart Shaped Box |
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Health | 100 |
- 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
◉ ACT
Super Ninja Ball |
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Remain airborne as much as possible to retain control over your momentum. Don't use defend on a slope, as it doesn't stop the ball's momentum; plink Jump -> Defend while grounded to avoid this.
○ Downhill
The mines trigger when you pass over them in midair, so defend to delay in cases where there's no safe landing spot. The blue ninja at the bottom will drop
Dumplings.
I need to approach slowly and methodically.
I can safely chain airdashes all the way down.
○ Uphill
Push to the right, hypno-bombing the Ninja spawns where necessary.
Make sure to reset the ball's momentum by jumping if it begins to rotate backwards.
Chain Lightning will help control the enemy count.
I should make liberal use of Discharge Cancel to keep pushing forward.
◉ BOSS: Curse of Maru Madness
Curse of Maru Madness |
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| FAAAAACK M88888 |
Health | 100 |
Points | 1 |
- One slide will move you 90 degrees
- For the most part, you only need to slide, jump, charge and defend here
My airdash allows for safe rotation.
◉ ACT
City in Flames |
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- A Blue Ninja with a Riceball appears early on.
- Another Blue Ninja carrying Dumplings appears just before the rolling log.
◉ MINI-ACT
Channeler |
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Health | 60 |
- Destroy the cannons before moving close to the jetty (15 Health each)
- Then, jump back onto the log, duck, and attack the channeler to trivialize this sequence
◉ BOSS
Claw Crane |
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Health | 200 |
- The claw attack can be avoided by walking from left to right
- Use attack recovery canceling to stay mobile
- Staying on the left side of the screen helps avoid accidental claw lock-ons
- When the conductor balls come out, either jump the lasers or use defend if they intersect with a claw attack
- When the conductors balls begin to bounce around, slide in and out of the corner while charging
◉ ACT
Hallway Interlude |
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Tip: Hypnotize one of the Red Ninjas here, but keep it alive. The goal is to have him soak up attrition damage over the next few rooms, raising his attack speed enough to be effective against the location's endboss.
◉ BOSS
Haunted Armor |
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Health | 200 |
Points | 1 |
○ 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
- Use the away-toward manual relock if the possessed piece stops next to you
○ Phase Two
- When the pieces float to the ceiling, either jump to herd the bullets into an upper corner, or slide under them
- He has two spear attacks with distinct audio cues
- The vertical slice will launch a screen-height projectile that should be defended through
- The stab combo can be crossed up with a max height jump and / or airdash
- Run to the other side of the room to buy some charge time You should notice your ninja's attack rate getting significantly faster toward the end of phse two
In the next room is a pair of red and blue ninjas. Kill the blue one for a
Riceball.
◉ BOSS
Kitsune |
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Health | 200 |
Points | 1 |
The game's trickiest fight; very difficult if you don't know the tech, but trivial otherwise.
- Prioritize the eyestalks to minimize the amount of projectiles you need to deal with during her barrage attack
- Retarget away from the head and mash from the lower-left corner to break through it
- Though make sure to keep your ninja in range 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
Thingu Da the whole time! Defeated, it leads you to its master for the final showdown.
○ Tech
If you still have a hypnotized ninja, move to the lower-right corner to drag him in range of the boss. If he's above 20-40% health, jump to maneuver him into the corner so he'll take some extra damage. Otherwise, don't jump, and leave him on the left.
From there, crouch inside his hitbox and mash fire. With a fast enough attack, he'll knock all projectiles out of the air before they can hit you, rendering the boss inert until its phase 2 hitboxes activate.
◉ BOSS
Water Snake |
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Health: | 200 | 100 + 100 |
- 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
◉ BOSS
Red Spider Demon |
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Health | 80 |
Points | 1 |
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, and repeat.
Say hello to your brother... But wait!
◉ BOSS
From Software Antecedent |
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|  |
Health | 100 |
Points | 1 |
- During her lightning beam, remain grounded and defend through for a damage opportunity
- 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
◉ BOSS
Monki-Paki |
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Health | 200 |
○ Creeping Columns
- Be standing 2-3 character widths left of the right edge as he summons
- Walk right to avoid the column hitbox
- Unload
- Move back and repeat
○ 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
- Open with as many charge spams as possible
- 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
◉ BOSS
Enma's Brass Bollocks |
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| Polished to a mirror sheen. |
Health | 100 |
○ Safe Strategy
- Defend against the vertical and horizontal projectile attacks
- Charge while jumping over the spindash, and unload as soon as the core reappears
○ Stylish Strategy
- Slide the vertical projectiles
- Jump the diagonal projectiles
- Unload and recharge during the spindash
- Opportunize around its quick-peek fakeouts
◉ BOSS: Enma's Spoor
Enma's Spoor |
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| Ssssssss. |
Health | 100 |
○ 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-through if you make a mistake or take too long to kill the body
- Alternately, don't shoot the sattelites, take a hit, and abuse the iframes to switch sides, then continue attacking
○ Phase Two
- Continue charge spam, dodge to inner / outer part of playfield
- Alternately, prioritize sattelites to destroy them and revert to phase 1
◉ MINI-ACT
Shoot This Guy |
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|  |
Health | 1 |
Go on.
Do it.
◉ BOSS
Ghoulish Puppetry |
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Health | 200 |
Points | 1 |
As Taromaru, make sure to stay at middle-left; close enough to target 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
- These are actually separate events with slightly staggered trigger points
- If pressured, 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
◉ BOSS
Gurren Dragann |
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|  |
Health | 200 |
Points | 1 |
Appropriately, the game's final boss is its toughest. Huge health pool, broad move variety, and hard-hitting.
- 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 strategy 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
- Will chain lightning to his main hitbox
- Make sure to mash-wipe them as he recombines