KatAM:NCA: Difference between revisions

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(Created page with "{{DISPLAYTITLE:No Copy Abilities}} In No Copy Abilities, movement relies far more on fundamental mechanics as opposed to relying on abilities like Wheel. The order you defeat the bosses in the run can vary, but usually comes down to dealing with the most RNG-heavy ones first. Defeating bosses involves using enemies or stars that they spawn and spitting them back at the boss, ideally stacking them to shoot double-stars. ==King Golem== Calling Kirbys to assist will genera...")
(No difference)

Revision as of 18:20, 21 December 2023


In No Copy Abilities, movement relies far more on fundamental mechanics as opposed to relying on abilities like Wheel. The order you defeat the bosses in the run can vary, but usually comes down to dealing with the most RNG-heavy ones first. Defeating bosses involves using enemies or stars that they spawn and spitting them back at the boss, ideally stacking them to shoot double-stars.

King Golem

Calling Kirbys to assist will generally lose time as they have trouble targeting King Golem. Instead, use the falling rocks as projectiles, and try to stack them to shoot double-stars.

Recommended Abilities:

  • Parasol (The fastest ability assuming the Kirbys behave ideally)
  • Ice
  • Hammer
  • Stone

Kracko

Metal Blocks

In order to progress you need to destroy metal blocks that are in the way. However, you need to rely on other Kirbys in order to use the required abilities.

Missile

Missile is the most consistently ability, as the Kirbys are far more likely to break the metal blocks with Missile than Burning or other abilities. The best way to make them acquire Missile is to navigate towards the Cabbage Cavern button after defeating King Golem. Then, call them and make them inhale a Bang-Bang. If that fails, you can also activate the Olive Ocean button, then use the room later to call Kirbys and make them pick up Missile, however doing so is slower.

Burning

Burning can also be used to break the metal blocks, which is convenient since you can call Kirbys and immediately get them to acquire Burning in the same spot you pass the barrier. The main issue is that when using Burning, the likelihood of the Kirbys breaking the blocks is lower than when using Missile.

If you don't have 2 batteries after breaking the blocks, you will need to pick one up along the way.

Batafire

Ideally, you defeat this mini-boss with the help of candy acquired from Shadow Kirby. However, the chance of that happening is low, so you will need to call Kirbys.

Recommended Abilities:

  • Ice (ideal due to +4 damage)
  • Hammer
  • Stone
  • Parasol

Kracko

Call Kirbys for this fight, however without the right abilities they will not help much as Kracko remains in the air and easily damages the Kirbys. Instead, use any abilities they lose as star projectiles, or ideally, stack 2 ability stars for a double-star projectile. You should use any enemies that Kracko will spawn. In the ideal scenario you obtain a double-star, the best way to use it is to shoot it while Kracko is sweeping across the bottom of the screen, therefore landing multiple hits as Kracko moves with the projectile.

Recommended Abilities:

  • Burning
  • UFO

Wiz

Wiz is by far the most RNG-heavy boss of the run. Not only does Wiz have a lot of HP, the Kirbys will have trouble targeting Wiz, and will often get hit instead. You will have to rely on using star projectiles to deal damage, both from the abilities the Kirbys lose, and the enemies that Wiz spawns. Though difficult to set up, Wiz grants numerous double-star opportunities that are useful in dealing damage, particularly if Wiz spawns balloons or clouds. This is especially true if a double star is shot while Wiz dashes across the bottom of the room.

Recommended Abilities:

  • Parasol
  • Fire
  • Ice
  • Spark

Moley

Bonkers

Bonkers can easily be dealt with in only 4 shots. In order to defeat him faster, inhale a Rocky earlier in the room, and shoot it at Bonkers.

Moley

Also an RNG-heavy fight. Double star opportunities are harder to come by, so rely on Kirby abilities and the items Moley spawns. In some cases, the Kirbys will copy the abilities of Moley's items, which may be beneficial if they inhale an oil drum (for Burning) or a saw (for Cutter).

Recommended Abilities:

  • Burning (Especially good, in some cases it may be worth to call Kirbys in the Radish Ruins lobby and make them acquire Burning)
  • Fire
  • Laser
  • Cutter
  • Sword
  • Parasol

Master & Crazy Hand

Mr. Flosty

If at least 1 Kirby has Burning or Fire, they can defeat Mr. Flosty very quickly. In order to ensure that the Kirbys have more time to aquire abilities, consider doing Master and Crazy Hand before doing Wiz, which will increase the amount of movement needed before reaching the Mr. Flosty fight. This will postpone the RNG-heavy Wiz fight however.

Recommended Abilities:

  • Burning
  • Fire

Master Hand (Mini-boss & Boss)

It is worth noting that calling Kirbys for this fight can be a viable choice even in the main categories. For the mini-boss, make sure to stay far to the left before calling Kirbys.

Recommended Abilities:

  • Fire
  • Ice
  • Stone
  • Parasol
  • Sword
  • (various other abilities can also work, though they won't be quite as efficient)

Dark Meta knight

Master Hand

(See above)

Dark Meta Knight

Calling Kirbys is not necessary. Slide into Meta Knight to encourage a down thrust, and shoot any spawned stars back. Make sure to shoot only when Meta Knight is stunned or is facing away to prevent Meta Knight from blocking.

Mega Titan

Shoot any stars that spawn at Mega Titan to push him into the electrical barrier. If you're lucky, you can inhale a second star while Mega Titan is recovering from getting hit, and immediately shoot again. Calling Kirbys can save a bit of time against Mini Titan.

Gobbler

Boxy

Stay far to the left before calling Kirbys.

Recommended Abilities:

  • Sword
  • Ice
  • Fire
  • Spark
  • Parasol

Gobbler

Simply squirt at Gobbler until he is defeated.

Dark Mind

Phase 1

Place yourself right above your lives counter facing left, and drop Master right before Dark Mind shoots stars. Then stack master with the stars for a double star, and shoot it in order to one-shot Dark Mind.

Phase 2-4

Drill rush into Dark Mind. With proper spacing, you should defeat the 2nd and 3rd phases with only 2 drill rushes.

Phase 5

Using Master for this fight is also viable in the main categories for less experienced players. Up thrust at the eye while it's open, without jumping if possible. When Dark Mind spawns mirrors, target those with either chained Slashes, Sword Spins, or Down Thrusts.

  • If Dark Mind attacks with his mirrors in a figure-8 pattern, target the mirrors, and then attack both mirrors in the middle as the attack ends.
  • If Dark Mind rushes across the floor from the left, place yourself at a sweet spot between Kirby's and Dark Mind's health bars.
  • If Dark Mind rushes across the floor from the left, place yourself at a sweet spot above the multiplication sign in Kirby's lives counter.