K64:Magman: Difference between revisions

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(Created page with "{{DISPLAYTITLE:Magman}} = 100% Route = ''Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.'' In the 100% route, the standard powerup to enter this fight is double-spark, which is obtained near the end of 2-4. For most of Pix's patterns, the best strat would work with any double powerup, but there is one specific pattern where double-spark is invaluable. {| class="wikitable" | | |} The first minute is an autoscroller where Pix is invu...")
 
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''Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.''
''Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.''


In the 100% route, the standard powerup to enter this fight is double-spark, which is obtained near the end of 2-4. For most of Pix's patterns, the best strat would work with any double powerup, but there is one specific pattern where double-spark is invaluable.
Magman is best fought with the fire sword (Fire + Cutter), which can be obtained during the fight or at the very end of 4-4. The fastest strat in the previous level involves entering the Magman fight with just cutter. The Magoo enemies that spawn before Magman attacks give fire, so it can be combined in the following way:
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One out of ten times, none of the three Magoos spawns next to where Kirby is standing. Instead of risking a long throw, I keep the cutter powerup and deal two hits to Magman, and then try combining again in the next cycle.
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The first minute is an autoscroller where Pix is invulnerable. Pix can move in two different ways: the lone red part can move clockwise or counter-clockwise. For the former, just stand still and duck underneath the red attack (left). For the remainder of the first phase, you can continue standing in the same spot. When Pix turns counter-clockwise (right), Kirby can stand in a different position a little off to the left.
There are three possible attacks in the first phase. There is a slow pattern where three columns of lava come out (left video), and two hits are possible. The "curly arm" pattern (middle) is vulnerable for long enough to get three hits. The third pattern, where four columns come out one by one, is the nicest because you can get four hits off. In terms of which patterns are possible, the third pattern never shows up as the first cycle, and no pattern is repeated twice in a row.
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After the platform stops elevating, the second phase begins and Pix is finally vulnerable. Each diamond requires four hits, but throwing a double powerup or an "atom" (the projectiles that spawn on the ground) of the same color does two damage. For both clockwise and counterclockwise patterns, there are three classes of attacks, and the clockwise attacks are roughly symmetric with the counterclockwise ones (though the colors of the atoms will be different).
The second phase also has three different types of attacks, but Magman can be finished off before he starts a second attack. After each of these attacks, finish Magman off by throwing the double powerup for two hits of damage.
 
In one attack, Magman can spawn a bunch of rocks (left). These rocks are randomly positioned, but usually you can headbutt them out of the way without getting hurt.


In the first two attacks (left and middle), the double powerup is used to hit two parts of Pix for two damage, and the rest is matching atoms. Most importantly, the powerup is thrown in the opposite direction that Pix is moving in. Otherwise, it will only hit one of the enemies and the 1-cycle becomes much tougher. The first attack is always the same, and Pix hovers at a higher height (roughly Kirby's maximum jump height). The second, lower attack actually has multiple possible movements: the amount of time it takes for Pix to change direction can be many different values.
Magman can also breathe fire (middle). It's possible to get three hits in before he starts the attack. While he's breathing the fire out, you can hide right underneath, and for some reason, throwing the sword next to him actually connects with his hitbox.


For the third attack (right), the three parts stick together and start spinning. Double-spark is used to get four hits in. I like to take damage after the third hit to knock myself back in time for the fourth hit, but this is not necessary.
In the third attack (right), Magman will dive, leaving him invulnerable for about seven seconds. It's possible to do risky strats with the Burnis enemies, but I don't think it's worth it.
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It's easy to mess up getting the fire sword, even with the safer strat in the previous stage. An easy backup is to go back into 4-3 and get drill, in the same way as our first pass through that level. You could also try to use fire from the Magoos, but it's much more dangerous and you'll likely miss cycles this way.