K64:02: Difference between revisions

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(Created page with "{{DISPLAYTITLE:02}} = 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 Some strats may be outdated.''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 invulner...")
 
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= 100% Route =
''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 Some strats may be outdated.''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 Some strats may be outdated.''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.
The ''real'' final world, featuring a nice powerless section and a Star Fox-like final boss.
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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.
The part before 0<sup>2</sup> can be done with a lot of sliding, though this is not necessary. Some people like to puff the last N-Z enemy, but I like to inhale it because the camera angle there is terrible.
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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).
0<sup>2</sup> is a fairly straightforward boss with RNG that can managed without losing (significant amounts of) time. Each cycle of the fight proceeds in three steps. In the first step, shoot the eye 30 times while 0<sup>2</sup> shoots back. For VC, you can slightly tilt the control stick to the bottom left to avoid 0<sup>2</sup>'s shots. For N64 (and an alternative strat for VC), you can repeatedly tap down and left. Afterwards, shoot the halo 10 times and the bandaid once. Once that's been damaged, 0<sup>2</sup> reveals a green spike. Hitting the spike is the part that actually reduces its health meter.


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.
Ribbon's shard gun (apparently that's the official name) shoots out four crystals at a time, each of which has its own cooldown timer, so sometimes they'll fire at irregular intervals even when mashing the B button. Overall, the irregularities don't make too much of a difference.
 
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.