Any6-B: Difference between revisions
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*What you do at the beginning doesn't matter that much - just find a route that's consistent. You can glide, bounce or roll through enemies if needed. | *What you do at the beginning doesn't matter that much - just find a route that's consistent. You can glide, bounce or roll through enemies if needed. | ||
*You want to be as low as possible in the water when the lightning strikes so you fall off the screen faster. A good way to position yourself is to drop into the water as soon as the red spike reaches the left edge of the screen. <br /><br /> | *You want to be as low as possible in the water when the lightning strikes so you fall off the screen faster. A good way to position yourself is to drop into the water as soon as the red spike reaches the left edge of the screen. <br /><br /> | ||
<b><u>Phase 1 : Octulent </b></u><br /> *Octulent's damage output is terrible, so the key to optimizing Octulent is to have it end as fast as possible by moving right and getting hit 3 times. | |||
*In order for Cirra's first 3 attacks to hit, she needs to be higher up or else the 2nd (and possibly 4th) attacks will miss, losing about 2 seconds each. | *In order for Cirra's first 3 attacks to hit, she needs to be higher up or else the 2nd (and possibly 4th) attacks will miss, losing about 2 seconds each. | ||
*Cirra's vertical position will change due to her idle oscillation, depending on when the fight starts, which depends on how quickly you reach the fight and fall off screen after the lightning strike. It's possible to find a pace through the level that consistently gives her a high position. | *Cirra's vertical position will change due to her idle oscillation, depending on when the fight starts, which depends on how quickly you reach the fight and fall off screen after the lightning strike. It's possible to find a pace through the level that consistently gives her a high position. | ||
*You can hold up and attack to make Octulent's attacks wobble, making it easier to hit her. Aim for 4 hits in this phase, but don't worry if you miss some. <br /><br /> | *You can hold up and attack to make Octulent's attacks wobble, making it easier to hit her. Aim for 4 hits in this phase, but don't worry if you miss some. <br /><br /> | ||
<b><u>Phase 2 : Pip Captain </b></u><br /> *Pip Captain is the real star of the fight, but this phase is difficult to do optimally and if he gets knocked out you will lose a lot of time. Pip Captain can only take 4 hits, so playing carefully is far more important than trying to go as fast as possible. | |||
*Hold up and attack to combo Cirra as fast as possible. If the fight begins with Cirra in a low position due to her idle oscillation, you can combo her faster. She doesn't always get a low position, so you may have to just deal her slower hits if she's at the top. | *Hold up and attack to combo Cirra as fast as possible. If the fight begins with Cirra in a low position due to her idle oscillation, you can combo her faster. She doesn't always get a low position, so you may have to just deal her slower hits if she's at the top. | ||
*If you hit Cirra then immediately hit a snowball, it's possible for your attack hitbox to persist and destroy the snowball, saving you from taking damage. This occurs just after 1:00.5 in the video. It's difficult to do this consistently. | *If you hit Cirra then immediately hit a snowball, it's possible for your attack hitbox to persist and destroy the snowball, saving you from taking damage. This occurs just after 1:00.5 in the video. It's difficult to do this consistently. | ||
*You can lose a few seconds in this phase if she spawns high up, or if you get overwhelmed and need to clear out a few snowballs before continuing your assault. | *You can lose a few seconds in this phase if she spawns high up, or if you get overwhelmed and need to clear out a few snowballs before continuing your assault. | ||
*Cirra's health bar has 28 ticks and the fight ends when she has 8 HP remaining (assuming Pip Captain survives). Therefore, you can count out 20 hits between Octulent and Pip Captain to know when this phase ends. <br /><br /> | *Cirra's health bar has 28 ticks and the fight ends when she has 8 HP remaining (assuming Pip Captain survives). Therefore, you can count out 20 hits between Octulent and Pip Captain to know when this phase ends. <br /><br /> | ||
<u><b>Phase 3 : Lunosa </u></b><br />*All you need to do in this phase is hug the bottom of the screen and wait for 8 bugs to fly into the boss. The bugs have a fixed spawn time, meaning that you don't need to drag her to the left side of the screen for them to spawn faster. To optimize this stage, just try to take damage as little as possible (to reduce freeze frames), and try to score the last hit on the left side of the screen. | |||
*If you didn't get all 20 hits in the first two phases, you may need to dodge around a little bit to make Lunosa's health bar last. | *If you didn't get all 20 hits in the first two phases, you may need to dodge around a little bit to make Lunosa's health bar last. | ||
Revision as of 11:10, 15 July 2026
The final boss features cameos from three of the game's former bosses, who have now come to assist you. There is a short platforming section at the start, and an impactful second phase with Pip Captain - the rest of the level functions as mostly an autoscroller.
Marbles start
Marbles is easier and theoretically faster in this stage, since Marbles can complete the platforming section faster. Swapping to Marbles in Home or at the start of this stage is likely worth it, although what happens during the boss fight might completely mitigate the time save.
- What you do at the beginning doesn't matter that much - just find a route that's consistent. You can glide, bounce or roll through enemies if needed.
- You want to be as low as possible in the water when the lightning strikes so you fall off the screen faster. A good way to position yourself is to drop into the water as soon as the red spike reaches the left edge of the screen.
Phase 1 : Octulent
*Octulent's damage output is terrible, so the key to optimizing Octulent is to have it end as fast as possible by moving right and getting hit 3 times.
- In order for Cirra's first 3 attacks to hit, she needs to be higher up or else the 2nd (and possibly 4th) attacks will miss, losing about 2 seconds each.
- Cirra's vertical position will change due to her idle oscillation, depending on when the fight starts, which depends on how quickly you reach the fight and fall off screen after the lightning strike. It's possible to find a pace through the level that consistently gives her a high position.
- You can hold up and attack to make Octulent's attacks wobble, making it easier to hit her. Aim for 4 hits in this phase, but don't worry if you miss some.
Phase 2 : Pip Captain
*Pip Captain is the real star of the fight, but this phase is difficult to do optimally and if he gets knocked out you will lose a lot of time. Pip Captain can only take 4 hits, so playing carefully is far more important than trying to go as fast as possible.
- Hold up and attack to combo Cirra as fast as possible. If the fight begins with Cirra in a low position due to her idle oscillation, you can combo her faster. She doesn't always get a low position, so you may have to just deal her slower hits if she's at the top.
- If you hit Cirra then immediately hit a snowball, it's possible for your attack hitbox to persist and destroy the snowball, saving you from taking damage. This occurs just after 1:00.5 in the video. It's difficult to do this consistently.
- You can lose a few seconds in this phase if she spawns high up, or if you get overwhelmed and need to clear out a few snowballs before continuing your assault.
- Cirra's health bar has 28 ticks and the fight ends when she has 8 HP remaining (assuming Pip Captain survives). Therefore, you can count out 20 hits between Octulent and Pip Captain to know when this phase ends.
Phase 3 : Lunosa
*All you need to do in this phase is hug the bottom of the screen and wait for 8 bugs to fly into the boss. The bugs have a fixed spawn time, meaning that you don't need to drag her to the left side of the screen for them to spawn faster. To optimize this stage, just try to take damage as little as possible (to reduce freeze frames), and try to score the last hit on the left side of the screen.
- If you didn't get all 20 hits in the first two phases, you may need to dodge around a little bit to make Lunosa's health bar last.
Then just wait for the bow, and jump to the goal. GG!
Checkers start
- Briefly release right after bouncing the dragonfly and before bouncing the beaver at 0:06 to avoid crashing into the shield bee.
- Initiate the dropdash at 0:08 from approximately the middle of the fissure and jump at max height to reach the beaver.
- Get very close to the dragonfly at 0:11 and do a max height jump to clear all 4 enemies.
Sub-2:20 is good on this level. 2:15 or better is great.