K64:HR: Difference between revisions

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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 Some strats may be outdated.''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 Some strats may be outdated.''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.
The great RNG boss. It's one of those bosses that theoretically can take an indefinite amount of time to beat. In the first phase, there are four possible attacks: "slap", "clap", rockets, and lasers. When HR does one of the latter two attacks, it can't be damaged. During the other two attacks, HR exposes his arms. The strategies for attacking are designed for fire sword (fire + cutter), which can be picked up at the end of 5-4.
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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.
HR can be damaged during his "slap" attack (left video) simply by holding the sword out and jumping over the outstretched hand. A simple strat for the "clap" shown in the middle can get three hits on HR. It's possible to squeeze in four attacks into one clap with the strat in the video on the right. There is a small space where Kirby can stand: too far to the left and the sword doesn't hit the arm, and too far to the right causes Kirby to get hit. My visual cue is to align the end of Kirby's left foot with the green and black part of the walkway. I've found that getting the fourth hit is easier when you jump.
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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).
During the second phase, you can hold the fire sword vertically and hit HR's "nose." After three hits, HR will fly up into the sky and try to drop on top of you. The goal is to manipulate HR into the middle so he becomes vulnerable again sooner. Once he lands, do another three hits to finish him off. It's possible to throw the double-powerup, but I don't think it's worth it since it can hit one of its attacks instead.
 
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.
In this phase, HR has three attacks: rockets, claws, and one big rocket. For rockets, the attack probably won't hit you. The claws will attack in front of HR, so stand farther to the right while still attacking. The big rocket, will get hit by the sword as long as Kirby stands still.

Latest revision as of 03:33, 16 August 2023


100% Route

Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.

The great RNG boss. It's one of those bosses that theoretically can take an indefinite amount of time to beat. In the first phase, there are four possible attacks: "slap", "clap", rockets, and lasers. When HR does one of the latter two attacks, it can't be damaged. During the other two attacks, HR exposes his arms. The strategies for attacking are designed for fire sword (fire + cutter), which can be picked up at the end of 5-4.

HR can be damaged during his "slap" attack (left video) simply by holding the sword out and jumping over the outstretched hand. A simple strat for the "clap" shown in the middle can get three hits on HR. It's possible to squeeze in four attacks into one clap with the strat in the video on the right. There is a small space where Kirby can stand: too far to the left and the sword doesn't hit the arm, and too far to the right causes Kirby to get hit. My visual cue is to align the end of Kirby's left foot with the green and black part of the walkway. I've found that getting the fourth hit is easier when you jump.

During the second phase, you can hold the fire sword vertically and hit HR's "nose." After three hits, HR will fly up into the sky and try to drop on top of you. The goal is to manipulate HR into the middle so he becomes vulnerable again sooner. Once he lands, do another three hits to finish him off. It's possible to throw the double-powerup, but I don't think it's worth it since it can hit one of its attacks instead.

In this phase, HR has three attacks: rockets, claws, and one big rocket. For rockets, the attack probably won't hit you. The claws will attack in front of HR, so stand farther to the right while still attacking. The big rocket, will get hit by the sword as long as Kirby stands still.