K64:Pix: Difference between revisions

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(Created page with "{{DISPLAYTITLE:Pix}} = Any% and 100% Route = ''Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.'' This fight can be done in many different ways, but here are the strategies that have worked the best for me. In the first phase, there are three Whispy Jr.'s that pace back and forth, either puffing of jumping at the end of their walk. Each Whispy Jr. takes two hits, and the reason why double fire is so effective for this fight is that...")
 
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{{DISPLAYTITLE:Pix}}
{{DISPLAYTITLE:Pix}}


= Any% and 100% Route =
= 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 Some strats may be outdated.''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 Some strats may be outdated.''


This fight can be done in many different ways, but here are the strategies that have worked the best for me.
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.
 
In the first phase, there are three Whispy Jr.'s that pace back and forth, either puffing of jumping at the end of their walk. Each Whispy Jr. takes two hits, and the reason why double fire is so effective for this fight is that grazing over an enemy and hitting it is really easy with double fire's huge hitbox.
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The left pattern starts with jumping, and while this video shows the strat where jumping is the second attack, the concept is the same when the second attack is a puff. The middle and right clips are the two patterns that start with puff. There are backups for these strats if you hit one too early, etc., but usually I just improvise. Finally, note that Whispy Jr. becomes vulnerable about half a second after the health meter fills up.
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.
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Ideally, you should end up near Whispy's face at the end of the first phase, since the first root that spawns during the second phase is directly in front of Whispy. This strat can get three hits, and since Whispy has 6 hitpoints, this will 2-cycle him. If you're standing to the left of Whispy (like in this clip), the roots will spawn in clockwise order, and vice versa. By switching sides after he attacks, you get to target the first and last roots that appear, instead of the first and second. While this doesn't save any time, the last root disappears 0.7sec after the second root, so the room for error is significantly larger.
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).
 
There are two other strategies for 2-cycling Whispy Woods, but these should only be used when you kill the last Whispy Jr. far away from Whispy's face. The middle clip is slightly slower than the first strat, plus it requires you to fire at the right height. The right clip's strat puts you far away from the shard if you try it on the second cycle.
 
Besides just spawning roots, Whispy will alternate with apples. If he starts off with apples, this costs about four seconds. In between these attacks, Whispy can also puff, losing around a second each time that happens.


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.


'''[[K64:Rock Star|Rock Star]]'''
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.

Latest revision as of 03:31, 16 August 2023


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.

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.

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).

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.

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.