123456789a123456789b123456789c123456789d123456789e123456789f123456789g123456789 -=Kirby Super Star Ultra=- "Helper to Hero" In-Depth FAQ Last updated Sept. 30, 2008 Version Number .65 Written by GenoGar (C) 2008 -=Version History=- .65 - Updated Introduction, Conclusion, Tires Don Exits - Minor fixes and changes in The Helpers and The Bosses - Major changes in Best Times .60 - Added Introduction, Tires Don Exits, The Helpers, Best Times, Frequently Asked Questions, About me and the FAQ, Conclusion, Legal Stuff - First set of Bosses and Helper strategies added -=Things to be Added=- -Second set of Bosses and Helper strategies -Final set of Bosses and Helper strategies -=Table of Contents=- Use the "Find" function on your internet browser (Ctrl+F) and type in the code in brackets to jump to a section (e.g. [B01], [C13]). 1. [A01] Introduction [A02] - About this FAQ 2. [B01] Tires Don Exits 3. [C01] The Helpers [C02] - Knuckle Joe [C03] - Parasol Waddle Dee [C04] - Chilly [C05] - Sword/Blade Knight [C06] - Simirror [C07] - Sir Kibble [C08] - Plasma Wisp [C09] - Waddle Doo [C10] - Poppy Bros Jr. [C11] - GIM [C12] - Birdon [C13] - Bio Spark [C14] - Bonkers [C15] - Burning Leo [C16] - Capsule J2 [C17] - Buggzy [C18] - TAC [C19] - Wheelie [C20] - Rocky 4. [D01] The Bosses [D02] - 1st Boss: Whispy Woods [D03] - 2nd Boss: Mid-Boss All Stars 1 [D04] - 3rd Boss: Kracko [D05] - 4th Boss: King DeDeDe [D06] - 5th Boss: Dyna Blade [D07] - 6th Boss: Fatty Whale [D08] - 7th Boss: Chameleo Arm [D09] - 8th Boss: Mid-Boss All Stars 2 [D10] - 9th Boss: Twin Woods [D11] - 10th Boss: Heavy Lobster [D12] - 11th Boss: Computer Virus [D13] - 12th Boss: Meta Knight [D14] - 13th Boss: Wham Bam Rock [D15] - 14th Boss: Wham Bam Jewel 5. [E01] Best Times 6. [F01] Frequently Asked Questions 7. [G01] About me and the FAQ 8. [F01] Conclusion 9. [G01] Legal Stuff =============================================================================== 1. [A01] -=Introduction=- =What is Helper to Hero?= It is a brand new subgame released specifically for this game. It is unlocked after you have completed The Arena subgame at least once. In this mode, it plays similarly like a The Arena but with a twist. Instead of Kirby, you play as his Helpers! This mode lets you tackle 13 set bosses and 1 secret boss with any of the 20 Helpers available. In this Arena type game, each level consists of a boss you have previously fought, but each boss sporting different color specifically for this game. After you defeat a boss, you'll be taken to a special resting room where you are given 3 unreplacable Maximum Tomatoes to heal. Each Maximum Tomato will then be replaced by regular tomatoes. After consuming the regular tomato, nothing else will grow back. You are given 0 lives, which means you can't afford to die even once. It is all or nothing. Strike hard... Stay safe... and most importantly... ...Don't get cocky. =About this FAQ= [A02] This FAQ was made to help people beat this sub-game with every single helper in the game. It isn't required to achieve the 100% for this game, but you if you do accomplish the task of beating it with every helper, you'll unlock content that would otherwise be unobtainable by other means. To truly 100% this game, you MUST complete this mode with every single helper. Some helpers are clearly better suited than others for boss fights and such, but you're forced to use all of them regardless. For this guide, I will assume that you know nothing about the helpers themselves and their abilities. I know that even beginners at this point would know most of the copy abilities, but this guide will go indepth on how moves should and should not be used. Who knows, you might know a helpful trick when using your favorite helper/ability. Also, excuse the use of Super Smash Bros terms. They were both made by the same division (Hal Laboratories), so I always find that some of the Smash Terms suit well with some of the mechanics in this game. =============================================================================== 2. [B01] -=Tires Don Exits=- For those who only wish to complete this once, here's a tier list of the best helpers available. Tiers aren't exactly needed, but they are ranked on what I (me, myself, and not others) think are the best and worst helpers available to beat this mode. If you want a good chance of beating this mode with little to no problem, helpers on the higher end of the tier would probably be your best bet. This list accounts for the helpers abilities and strengths, but not ease of use (this assumes that you know how to use all the helpers). All abilities have a small learning curve, some larger than others, so don't be too intimidated by it. * Top * Bonkers TAC Rocky Plasma Wisp Capsule J2 ^ High ^ Wheelie Knuckle Joe Simirror Bio Spark GIM - Mid - Sword Knight Blade Knight Bugzzy Waddle Doo Parasol Waddle Dee v Low v Poppy Bros Jr. Chilly Birdon Sir Kibble Burning Leo Note: This list is subject to change in any future update. =============================================================================== 3. [C01] -=The Helpers=- In this section, each helper will be talked about indepth. Their description, abilities, and usefulness will be noted here. This is NOT a guide for Helpers in general, but for the sub-game Helper to Hero. If you want, search for your favorite helper (Ctrl+F on Keyboard) to read about them. The basic format is as follows... -=Helper Name=- Ability: Description: Moves: Move Name/ Button Input Move Description Summary The descriptions and move names are taken straight from the game itself. This will start with the first character from the top left and end with the last character at the bottom right. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ^ Knuckle Joe ^ [C02] Ability: Fighter Description: Hi-yaa! Hold the B Button longer for a stronger blow! That punch is an instant KO! Moves: Vulcan Jab/ Short B Quickly tapping B will give you quick tiny Multi-hit jabs. They are fairly weak, but start and end very quickly. Smash Punch/ Long B Holding B a bit will give you a giant Punch. It has great range and power, and can instantly kill small enemies or objects. The ending lag of the move is probably the only flaw to this move, BUT you can cancel the lag by moving after the punch. You can also use this trick to Smash Punch, then retreat while you are canceling it. Leg Sweep/ Dash+Short B Probably not the greatest of all moves, especially in Helper to Hero. It does propel you forward just a bit, so you could use it to avoid things... The damage isn't all that great either. Spin Kick/ Dash+Long B A greater Leg Sweep that rushes you forward farther with a stronger hit. There's ending lag though, so it's best not to use it recklessly. This move DOES give you invincibility frames, so use this to avoid certain moves. Down Kick/ Short B in air A small kick aimed diagonally downwards. This should be used to hit enemies prior to landing, but it isn't all that strong. Double Kick/ Long B in air A large kick similar to Smash Punch. Great range and power, and kills small enemies with ease. It has a bit of ending lag, but nothing big. It does not go through walls. You will be using this almost as often as Smash Punch. Rising Break/ Up+Hold B A multi-hit rising punch, it sends you upwards with a giant punch. The last hit does the most damage. Make sure you HOLD B for this move to work. On top of all that, you're invincible during this move, so use it to avoid otherwise unavoidable attacks. Grab foe/ Any Direction+B near foe A standard grab similar to most grabs, press any direction (not backwards) and press B to grab them. While you're holding your enemy/object, you're invincible. Arm Throw/ Grab+B After you successfully grab your enemy/object, you can throw them upwards by pressing B. Kirby can throw them backwards, but Knuckle Joe can not. It's difficult to throw them at most bosses because of the wide arc it's thrown at, but if it hits, you will deal a lot of damage. Knuckle Joe is extremely versatile, and decently balanced in every area. He has a strong move, a semi-projectile, an invincibility move, and a grab. Everything you want in a Helper is in Knuckle Joe. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - v Parasol Waddle Dee v [C03] Ability: Parsol Description: Guard against falling objects! Twirl to attack or just drift. Or do a parasol throw! Moves: Parasol Swing/ B A basic swing. You can deal the most damage by hitting with the wind that comes out at the far end of the parasol... direct contact with the parasol is actually weaker. You can use this move repeatedly to keep up a barrage of swings. Parasol Shield/ Hold B Waddle Dee "spins" his parasol and guards against most projectiles and advancing enemies. If used on a boss, it can continually hit them if held out. Still, it is very weak. Parasol Drill/ Dash+B Waddle Dee rushes forward with stars flying out of his parasol. It advances you forward quite a bit. There are no invincibility frames, so this is pretty much useless other than maneuvering. If you dash, then jump+B, you'll be sent clear across the screen. Parasol Dive/ Down+B in air Waddle Dee drills his parasol downwards while speeding diagonally downward with stars flying out. Again, no invincibility frames, so it's hard to use effectively. Don't use this to land on anything. Holding B will keep the Parasol Dive out. Circus Throw/ Any Direction+B near foe Waddle Dee "grabs" enemies/objects and bounces it on his parasol. Holding no direction will launch it straight up while holding forward will launch it forward. This move completely slaughters aerial bosses if used directly below them because of the interesting properties of the "bouncing" part of this attack. Even if you miss, you can still throw the enemy at bosses for a lot of damage. Parasol Drift/ Drop If you're falling, the parasol will automatically catch air and you will slowly descend. Nothing too extreme about this move, but you can stall in the air with it. Drift Stall/ Down while dropping If you're in the middle of Parasol Drift, pressing down will close the parasol and you will fall normally. Useful if you need to fall quickly... Parasol Drill/ B underwater There are no underwater bosses, so this move is useless in Helper to Hero. Parasol Dive/ Down+B underwater Again, no underwater, no use. Parasol Waddle Dee's parasol gives him a neat shield for blocking against aerial projectiles as well as damaging enemies above him. However, he lacks invincibility frames so he must rely on his ultra maneuverability to dodge everything. The Circus Throw can destroy most bosses, but you can't "hold" the grab for long to be effective. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Chilly - [C04] Ability: Ice Description: Freeze foes with icy breath! Kick ice cubes into others! When you dash, you skate! Moves: Skate/ Dash Instead of a running animation, Chilly will "Skate" along the ground. It's actu ally slower than most running animations, but you get to see little sparkles. Oh joy. Ice Breath/ B Similar to the Fire Breath, a multi-hit stream of ice is spewed which freezes enemies/objects thrown at you. Note that some objects like stars can't be frozen. Anything frozen gets turned into an ice block which then can be used to launch at other enemies. Ice Sprinkle/ B in air A short multi-hit diagonal "spin" of ice... sprinkles, its damage is average. It can still freeze enemies though. Deals decent damage. Super Ice Sprinkle/ Dash+B in air Two Ice Sprinkles done quickly, it's actually very useful against aerial bosses. You can switch the direction of this attack, which would flip the hitbox. The range is on the short side, but it's quick and and deals decent damage. Ice Storm/ Dash+Hold B/ BBB Dashing then pressing B or pressing B three times quickly will initiate a shield of ice. The damage is extremely high and freezes projectiles thrown at you. Holding B will continue the move. If you do this while dashing, and the move connects, you'll be recoiled backwards. A trick to using this is to cancel to move by guarding. Dash toward an enemy and use Ice Storm while holding Guard. You should hit them while being pushed back and be in guarding. Think of this as a sort of "L-Cancel" since you can repeatedly Ice Storm by tapping the guard after every use. Ice Suction/ Any Direction+B near foe A grab, press any direction except backwards plus B to grab your enemy/object. Pressing B again will spit out the object in the form of an ice block, which is slightly not as damaging as a standard enemy/object being thrown. While grabbing, you can change the direction of where you want to shoot. Although you can't freeze objects with other moves like stars, you can grab them with this move and spit them out as an ice block. Oh, and you're invincible during this move as well. Ice Kick/ Tap frozen foe Not really a "kick", but if you touch an ice block, the block is sent horizontally towards the direction pushed on it. Ice blocks not kicked after a certain time will blow up, which CAN hurt enemies/bosses. Chilly is on the lower end of usefulness, but is still blessed with a good defense, grab, and projectile game. His aerials are average. His more powerful moves like Ice Storm are quick to pull off as well especially if you cancel it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Sword Knight & Blade Knight - [C05] Ability: Sword Description: You wield the king of blades! At full health, you shoot beams! Show your sword mastery! Moves: Chop/ B A standard slash. It is used to set up for the Multisword combo. As a standalone move though, it's effective for getting in quick hits. Sword Beam/ B with full health If you are lucky enough to have full health during a fight, you'll be blessed with the Sword Beam. Simply doing a Chop will send a short "Beam" for you to attack with. Up close, it deals two hits, one for the Chop and one for the Sword Beam. You can use this to safely distance yourself and attack bosses. If you lose just 1 point of health, this attack will be unusable, so try to keep a No Damage streak going. Note that this only works for the "Chop" move, so a small window of time is needed inbetween strikes if you don't want to start the Multi-Sword Combo. Uppercut/ B after Chop After using Chop, pressing B again will initiate the Uppercut. It does roughly (if not, the same) damage as the Chop. Multisword Attack/ BBB After the Uppercut, pressing B again will initaite a multi-stabbing animation. It's a weak multi-hit attack with a long animation, so I don't recommend using it. Try keeping a Chop-Uppercut combo instead of ending with this move. Stab/ Dash+B A prolonged stab that can deal multiple hits. The best part of this move is the invincibility frames you get with it. Use this to avoid difficult to avoid attacks. Sword Spin/ Dash+B in air A spinning sword attack (reminesnce of Rekkuzan/Tempest) that deals weak multi-hit strikes. It's incredibly weak and leaves you vulnerable if your aerial momentum propels you forward too much. You can use this repeatedly in the air by tapping B repeatedly, but it's still a move to avoid using. Chop and Thrust/ B in air One of the better moves for Sword/Blade Knight, its a quick slash that deals decent damage. Hitting with it near the beginning of the move will recoil you backwards while hitting with it near the end will go right through enemies. You can quickly tap B in the air to do the move several times before you hit the ground, or you can hold B to keep out a "Sex-Kick" or a prolonged attack frame. A tip to using this is to jump after the recoil of the attack to do another hit, then repeating this process. Down Thrust/ Down+B in ar Much like Super Smash Bros Link (other than Brawl), a downward sword-plant is used to hit enemies below. Hitting at any part of this move will recoil you upwards-backwards, a perfect set up for a Chop and Thrust combo. Up Thrust/ Up+B Exclusive to Sword Knight, Sword does an upward Stab to hit enemies above him. Around the same damage as regular slashes, and is pretty quick. Great for aerial bosses. Sword Knight and Blade Knight are identical in every aspect in their stats. What makes them different are the game sprites(of course) and the single move given to Sword Knight, Up Thrust... so there's nothing defining between the two of them. They lack strong and consistant ground moves, so you might find yourself using them effectively in the air. One isn't better than the other really... so you'll either win with both of them, or lose with both of them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ^ Simirror ^ [C06] Ability: Mirror Description: The mirror has odd powers! Deflect projectiles or project doubles of yourself! Moves: Mirror Cut/ B A basic slash from Simirror's wand. It's actually one of his strongest attacks. Try "jab-cancelling" or delay each hit so you do not activate Reflect Force. It's a very strong single hit, but with poor range. Reflect Force/ Hold B A barrage of mirrors are sent forward to reflect and damage enemies. It has a huge multi-hit hitbox, so you can hit most enemies with ease. You can quickly end the move to defend as well. It isn't TERRIBLY strong, but still decent. Mirror Body/ Dash+B Extremely useful against minibosses, if you attack while dashing, you split yourself in two directions to deal damage to whatever you hit. You are invincible during this move as well. Using this in the air isn't as useful because there are unknown ending lag frames which makes it very sluggish in the air. Also your aerial momentum is screwed up if you use it in the air. On certain bosses, if you're close enough, you can deal two hits. Reflect Guard/ L/R A super shield that reflects almost everything in the game. Simirror's guard surpasses everyone's except TAC's and Rocky's. Simirror is actually very decent in Helper to Hero since he's nearly invincible to all the boss's attacks. His Mirror Cut does great damage and he's supurb in defense. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - v Sir Kibble v [C07] Ability: Cutter Description: Throw a boomerang all over! Slash! Jab! Strike! You can even cut ropes! Moves: Cutter Boomerang/ B A quick, weak boomerang. It is sent forward, then comes back. If you jump over the boomerang, it will fly backwards forever... until it hits something. You can throw boomerangs opposite of your enemies and jump over them so they hit. Overall, this is a very weak move. Cutter Dash/ Dash+B A quick, lasting stab that boosts you forward. You're invincible during the move, and the boost can get you through most things in the game. It deals multiple hits, which are fairly weak as well. Sweep Cutter/ Hold B in air A "sex kick" that stays out to deal multiple hits. Its damage is decent, and can add up if more hits can hit the enemy. A boomerang is thrown at the beginning, which cancel the hit dealt from the first hit of the Sweep Cutter due to the delay Bosses can be damaged... and the boomerang is... weak. This is probably your main move to use against bosses. Cutter Drop/ Down+B in air A downward cut that shoots you down quickly. Unlike most downward attacks, there is no recoil from the move and you'll fly straight into the enemy or boss. There's no invincibility frames, so this move is hard to use effectively. If you could air-stall with this move, Sir Kibble would have been a lot better. Too bad. Cleaving Cutter A very weak slice. It's very quick, but does zero knock-back. It should be used to start up Final Cutter. Nonstop Cutter Final Cutter/ BBB near foe Weird description name, pressing B repeatedly near an enemy will result in a Final Cutter. You're invincible during this move, but only during the "jump" part of the move. It's difficult to land on certain bosses, and it isn't all that strong either. The final hit of the move does the most damage. Sir Kibble is probably the weakest of all helpers in the game. He's much better suited for slaughter regular enemies rather than bosses. He lacks a grab and a decent defensive move. His standard attack is extremely weak even though it is a projectile. Stay distanced and throw boomerangs if you want to play it safe. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * Plasma Wisp * [C08] Abilities: Plasma Description: Tap the +Control Pad to make and store an electric charge! Plasma shots go through walls. Moves: NOTE: CHARGES DIMINISH OVER TIME. Also, receiving damage depletes your current charge. Plasma Needle/ No charge+B A fast needle attack that can be spammed repeatedly as a multi-hit attack. It's very weak, but can be used to after a full charge to grab an extra hit in. Plasma Arrow/ Some charge+B An arrow that has a bit more range than the arrow, but still very weak. You can't multi-hit with this, so it's not very useful. You get this charge by tapping the directional pad 3-6 times. Plasma Spark/ More charge+B A close-ranged attack that stays out a bit. Stronger than the arrow, but lacks range. You get this charge by tapping the directional pad 7 to 10 times. Plasma Laser/ Lots of charge+B A quick, strong attack. This and the full charge should be your main attacks. You get this charge by tapping the directional pad 11 to 21 times. A trick to getting this on the dot is to rotate your controller twice and one half very quickly to instantly get this. 2 1/2 rotations would equal 11 taps. Plasma Wave/ Tons of Charge+B Considered the best move, but slightly difficult to pull of consistantly. It's fast and incredibly strong. The only weakness in the move is that you can't pull off many of these in a short amount of time, so you would have to use this plus a different charge against certain bosses. You need a whopping 22 taps on the directional pad to get this charge. Spinning five and one half (5 1/2) times would give you 22. Plasma Barrier/ Max charge+Release The wording is confusing, but there's a barrier that shows up after having a Max charge. The barrier gives you an electric shield which can damage enemies and destroy ANY projectile thrown at you. Very useful for defending. Every 2 or so hits you deal with the barrier makes you lose it, so you have to recharge it a bit to keep it up. A trick to using the guard+Barrier is to hold R and continually rotate your direction pad to be nearly invincible. Plasma Wisp has the unique ability to float in the air. He can also move while shooting any of his charges. He slowly descends to the ground, but his shield keeps him in place in the air. You can set up charges while guarding, so you can stand your ground while setting up a charge for a Plasma Wave or a Plasma Barrier. Plasma Wisp CAN dash in the air, but he can't instantly change directions. He can't ascend or descend in the air quickly, which makes him in danger of the more difficult attacks. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waddle Doo - [C09] Ability: Beam Description: Flail this beam like a whip. It has many useful attacks. Try to store up a super shot! Moves: Beam Whip/ B An incredible weak multi-hit beam. It's fairly quick, so use it only to sneak in last millisecond attacks. Its hitbox is quite large, but again... it's still weak. Cycle Beam/ Dash+B Slightly stronger than Beam Whip, but a heckuva lot longer. A blue multi-hit bubble wave spins forward. The lengthy duration of the move can screw yourself at crucial moments. Beam Blast/ Dash+B in air Dashing in the air and attacking will rain stars on the ground. A weak multi-hit attack, your aerial momentum gets screwed up. You can do this several times in the air before you hit the ground. Capture Beam/ Any Direction+B near foe A grab, press any direction except backwards plus B to grab your enemy/object. While grabbing, you're invincible. Pressing B while you're grabbing them will launch them upwards. You can change directions while grabbing too. Wave Beam/ Hold B long+Release Holding B will let you charge your Beam Whip into a strong blast that you can launch at your enemies. It's strong, but its usefulness is hindered by the charge up. If a boss is large enough, this attack can hit them twice. While charging, you can switch directions as well. Waddle Doo is average as average can get. The only invincibility frames he gets is from a grab, so it might be hard to avoid attacks if the situation needed it. His Wave Beam is decent as a projectile, but charging it might be hard. Most of his moves lack power, but he can still manage with the few moves he has. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - v Poppy Bros Jr. v [C10] Ability: Bomb Description: Grab a bomb and hold the button to set the throw angle. Toss it and it'll go Ka-BOOM! Moves: Ready Bomb/ B Pressing B will let you grab a bomb. While a bomb is out, you can not double jump. Also, holding a bomb for too long will explode in your hands and damage you. Another interesting note, letting a bomb explode in your hands at a rest area will not damage you at all. Bomb Throw/ Ready Bomb+B While you have a bomb in your hands, pressing B will let you throw it. Holding B will let you aim the bomb according to the target that appears next to Poppy Bros Jr.. You can barrage your enemies with bombs by pressing B repeatedly. Angling is not as useful as it is for Kirby since Poppy Bros Jr. can jump repeatedly in the air. Straight Throw/ Dash+Bomb Throw If you dash and throw a bomb, you'll pitch it horizontally straight until it hits something. There's ending lag at the end of the move, so it isn't spammable. Decent move if you want to hit a boss that runs off screen. Bomb Drop/ B near foe If you use Ready Bomb next to an enemy or object, you'll plant a bomb on top of them and it'll explode them. Sort of like a grab, but not really... You can do this to things like stars, and the explosion can hurt other enemies. Bomb Set/ B+Down Pressing B and Down will let you plant a bomb right on the ground. Interestingly, it does a bit more damage than if you threw it. This can be used in the air, and there's a funny thing you can do with it. While repeatedly jumping and holding down, pressing Jump then B, Jump then B, repeatedly very quickly will let you "rain" bombs on the ground. You will start falling down after your jumps lose "power". Perfect for many many bosses. Poppy Bros Jr. is quite strong and all his attacks can be used from a distance. Holding a bomb can hinder your maneuverablility quite a bit, but it shouldn't be a problem if you let go of it quickly. He has zero invincibility frames, so he's vulnerable to many attacks that would otherwise be easy to avoid. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ^ GIM ^ [C11] Moves: Yo-Yo Throw/ B Your basic attack, GIM throws his Yo-Yo forward. If you're close enough, you can deal two hits, the first hit throwing forward, and the second hit coming back. It dips in low, so you might miss the first hit. Break Spin/ Dash+B A spinning multi-hit dash that tears through enemies, but isn't that strong. You're invincible during this so you can avoid many attacks with this. Yo-Yo Up/ Up+B GIM slings his Yo-Yo at an upward arc, but not that high. This is useful for getting aerial enemies. Yo-Yo Down/ Down+B Same as Yo-Yo Up, but sent downwards instead. You can maximize its usage by jumping over enemies and Yo-Yo Down them before landing. Jump Spin/ Dash+B in air Same as the Break Spin, but in the air. Same in almost every aspect to Break Spin, including the invincibility frames, but your aerial momentum is halted at the end of the move. Hammer Drop/ Any Direction+B near foe A grab move, press any direction except backwards plus B next to an enemy/object to grab them. While you're grabbing them, you're invincible and can throw them in two directions, forward and backward. To throw them forward, press B. To throw them backward, hold back and press B. Again, hitting a boss with the enemy/object will deal a lot of damage. For some reason, the time you can hold your enemy/object is shorter than most grabs, so be sure to let go in time. Gazer Spiral/ Down+Up+B The only move that requires three button inputs to use, this is a suped up version of Break Spin where it helicopters yourself upwards, then falling back down. You're invincible during this move as well. This move was nerfed from its SNES days because it ends sooner. GIM pretty much has two moves that have different variations to them, which makes him an easy character to play as. He's well balanced, but lacks high damage output. He technically has 3 invincibility moves plus a grab, so that's a big plus for him. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - v Birdon v [C12] Ability: Wing Description: Midair spins and shuttle loops! Spread your wings and fly, little Kirby! Doesn't that feel good? Moves: Feather Gun/ B Pressing B will shoot a single feather straight at a decent range. Pressing B repeatedly will shoot several feathers straight, diagonally upwards, and diagonally downwards. If you're using this on the ground, the diagonally downward feather will just vanish into the ground. The feathers are pretty weak, but are still quick and versatile. They can be used in the air. Condor Head/ Dash B Dashing and pressing B will rocket you forward. You are invincible during this move, but only the 3/4 of it... the last 1/4 of the move has zero invincibility frames. This move requires precision to use the invincibility frames effectively. Bomber Head/ Down+B in air While in the air, pressing down and B will send you rocketing downwards. You'll move a bit backwards at the start of the move. If you hit the ground, the impact will shoot shockwaves around it, which does decent damage. You can cancel the move in the air by simply jumping. You're invincible until you hit the ground, or until you cancel it. Condor Dive/ Dash, Jump, Down+B Same as the Bomber Head, but you're sent diagonally downward. Doing this move after hitting the ground will result in another Condor Dive. Toss/ Any Direction+B Near Foe A different kind of grab, when you press any direction except backward plus B, you'll "fling" your enemy/object upwards. You're invincible during this, but it doesn't last long. This is to be used in conjunction with the next move. Shuttle Loop/ B after Toss Meta Knight's glory killing move in Brawl originates from Birdon. After a Toss, pressing B again will do a loop-of-sorts, destroying whatever you tossed. Hitting bosses with the actual loop will deal a lot of damage. You're invincible during the move, and you'll be propelled forward. From here, you might be in danger of hitting a boss, so it is completely situational. You can rest easy, Meta Knight doesn't have this move in this game. Hover Flap/ A/Y in air Instead of air "jumps", Birdon flaps his wings and can gain trajectory quicker than all the other helpers. You will not lose any "power" in the jumps you make, so you can flap all day with no fear of falling down. Birdon is harder to use in Helper to Hero, but he's still well off in many of his moves. The main problem that Birdon faces is power, but Bomber Head shockwaves can suffice in most cases. Toss+Shuttle Loop can rarely be used without taking damage, so it is probably one of the worse grabs compared to other helpers. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ^ Bio Spark ^ [C13] Ability: Ninja Description: Hide in shadows and darkness. Use ninja skills on your mission. You're a ninja! A NINJA! Cool... Moves: Knife Throw/ B You throw knives by repeatedly tapping B. The damage is actually decent, so you can camp from a far place and spray your enemies with knives. Quad Shock/ B Bio Spark slashes very close to him and if it hits, a shockwave is shot forward. It's hard to pull off in Helper to Hero without certain risk. Incredibly strong, it's also a multi-hit attack. Dash Attack/ Dash+B A multi-hit dash attack, it's risky to do against some bosses. It propels you forward a bit. Ninja Kick/ Down+B in air Extremely useful to camp above enemies, you shoot diagonally downwards to kick an enemy. If it hits, you recoil upwards from the hit and you're free to do another kick or jump away. The damage is great, and it leaves little to no risk of using it repeatedly, just don't miss. The diagonal property of the attack let's you escape jumping bosses easier too. You may have to double jump to get into position for another kick. Air Drop/ Any Direction+B near foe A Ninja Drop of sorts, press any direction except backwards + B to grab your enemy/object to carry them off the screen, then fly back down to crush them. This is a grab, so you're invincible during this move. If you hit a boss with the enemy/foe you launched this move with, you'll deal a lot of damage. If you're right next to a grabbable enemy/projectile, I recommend holding up or down instead of forward to grab. Hide Guard/ Take damage+B Pressing B after you get hurt will make you "explode" and disappear for a short time. Pressing B again or waiting a bit will let you re"explode" back to the screen. Both explosions will hurt enemies. I wouldn't recommend using this because you get no invincibility frames when you get hurt. The invincibility frames you get from getting hurt the normal way is plenty to avoid attacks. Wall Cling/ Push on wall in air Hugging a wall will let you cling onto it until you let go. The only walls you can cling on are from Whispy Woods, and Meta Knight's platform before you fight him. So... yeah... not that useful. Wall Jump/ Wall Cling+A/Y Jumping while hugging a wall will let you jump off of it. Again, there aren't any walls you can use to make this move useful. Bio Spark gains the advantage of a really great projectile, a grab move, and a stalling kick. They all do great damage and are very quick as well. His strongest move, the Quad Strike, can demolish many bosses as well. His foot speed is also near the best. On a side note, he's my personal favorite helper in Kirby Super Star as well as Ultra. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * Bonkers * [C14] Ability: Hammer Description: This hammer packs a wallop! Punish stakes and blocks! When it's on fire, foes beware! Moves: Hammer/ B A quick but strong hammer slam. This is his quickest move while standing. It should be used sparingly to sneak in hits quickly. Stars bounce out in front, and are weaker than the actual hit. Hammer Swing/ Dash+B A multi-hit swing that hits multiple times. The interesting property of this attack gives you invincibilty during the time that it is out, so use this to avoid difficult attacks. As a multi-swing, it's effects are very limited since certain bosses can only take one hit before they have an "invinciblity" frames before you can hit them again. Giant Swing/ B in air It's his quickest move in the air and has the shortest length of all of Bonkers attacks as well, it's a single swing swung around Bonkers. It's a single hit, so think of it as a the "Hammer" in the air... It should be used sparingly to sneak in hits quickly." A neat trick is to jump, then press A then B very quickly to "float" and continually swing your hammer. Roughly does the same damage as Hammer. Ultra-Giant Swing/ Dash+B in air Like the Dash+B on the ground, it's a multi-hit move, but no invinciblity frames. This is probably Bonker's worst move. Still, great against a few aerial bosses. Hammer Flip/ Up+B Bonker's best move, it slaughters minibosses and takes out chunks of health from bosses. It has a large start up time, so timing is very important. There are two parts to this attack, the actual swing, and the flames that shoot out. The flames do average damage. He's big and he's strong. His Up+B can kill most of the Mini-Bosses in a single hit. His aerials are also incredibly strong. Unhindered by Kirby's aerial limits, he's probably one of the strongest aerial fighters as well. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - v Burning Leo v [C15] Ability: Fire Description: Burn bright with fire power! Light the fuse! Yow! Hot! You're on fire, man! Yoww! Moves: Fire Breath/ B Holding B will let you spew flames infront of you. It's a multi-hit attack that deals a bunch of weak hits. Very basic, but weak. Aim Fire/ Fire Breath+Direction Tilting up or down will let you aim the fire upwards or downwards. This lets you hit enemies that are slightly above the range of the regular Fire Breath. Fireball Inferno/ Hold B+Hold Back Using Fire Breath then holding Backwards will aim the fire toward yourself until you burst and engulf yourself in flames. The damage is extremely high, but the start up of the move is very slow. Burn/ Dash+B From the Burn Ability in other Kirby games, you will rush forward as a small fire ball and burn everything you touch. You're invincible during the attack as well. You can do this repeatedly in the air until you jump again or hit the ground. You can also aim this upwards or downwards when you do this in the air, but you'll soon lose upward trajectory. If used on the ground, the end of the move gives you ending delay. Fireball Spin/ B in air A wheel of fire, it comes out very quickly. There are many problems with this attack... 1) The hitbox is very tiny. You only have a small window you can hit with before you actually hit with Leo himself, which will hurt you. 2) There are no invincibility frames. Unlike the Fireball Roll and Burn, Leo is completely vulnerable to all attacks. 3) It's weak. It isn't weak as say... Sir Kibble boomerangs, but it is fairly weak. Fireball Roll/ B prior to landing Before you land, doing a Fireball Spin will wheel you forward along the ground. Unlike the Fireball Spin, the Fireball Roll gives you invincibility frames, but you should still use Burn instead of this. Like Burn, you will suffer ending lag. Burning Leo is probably the worst character for Helper to Hero. He lacks decent aerials and strong ground attacks to use against some of the quicker bosses. Most of his moves require dead-on accuracy, and even then they aren't that strong. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * Capsule J2 * [C16] Ability: Jet Description: Strap jet power to your back! Hold the B Button to charge, then let got o hit Mach 5! Moves: Store Power/ B The basic move for Capsule J2. The startup deals fire damage behind him which is useful to get some quick damage while storing power. To stop charging, you can jump or guard, but I would recommend guarding. Getting hurt depletes your charge. Jet Kick/ Release B Not very useful in Helper to Hero. It basically lunges you forward with a tiny kick. You'll probably get hit yourself since bosses don't budge from their spot. Jet Headbutt/ Release B in air A short push, it propels you through to air with a small hit... and that's pretty much it. If you dash, it sends you farther. Jet Dash/ Max power+Release B While having a max charge, releasing B will propel you... very far. It plows through enemies, but don't use it on bosses near a wall or you'll get damaged in the process. You're invincible during this. Jet Cracker/ Jet Dash+B This is your basic damage dealer. During a Jet Dash, pressing B again will stop him completely and send circle shaped shockwaves to damage enemies. It's fairly strong, and should be used if there are no enemies/objects to grab. Jet Blow/ Any Direction+Release B near foe A grab, pressing any direction except back plus B will grab an enemy/object and blow it away horizontally. The enemy/object being shot deals a crazy amount of damage to whatever hits it, so this move is very useful for grabbing projectiles to use against enemies. Fire spews close to J2 during this move, so try not to use this too close to enemies. Rocket Dive/ Max power+Jet Blow Doing a Jet Blow with Max Power will result in this move. You fly across the map, hitting all in your way, and finally impacting the ground to send your enemy forward. The damage from this is tremendous, and you're invincible during this move as well. The only drawback from this move is that you can't control where you land. Power Save/ Store Power+A/Y Jumping while storing power will let you save your charge. They don't mention guarding though, which is quite surprising. But yeah... guarding saves your charge as well. Hover/ A/Y in air Instead of multiple jumps like move helpers (and Kirby) have, Capsule J2 hovers with his Jet. This has it's ups and downs, but overall is somewhat helpful. If you're not used to it, you might get hurt in the process. Multiple jumps will NOT let you hover, you must HOLD jump to hover/move up. Ultra Jet Jump/ Max power+A/Y in air This move keeps the Jet ability from getting too powerful, but still a bit useful. If you Hover (or tap Jump in the air), you'll "Super Jump" yourself toward the ceiling. You're invincible during this move as well. It's annoying to lose your charge for jumping in the air, so be aware of this. Capsule J2 is incredibly versatile with several invincibilty moves and aerial maneuverabilty. Something to take note of, Capsule J2 falls faster than other helpers, so be sure to get used to it. His Rocket Dive takes out 80%-90% on certain bosses as well. Capsule J2 himself might be confusing for newer players because of the "intricacies" of his move. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Bugzzy - [C17] Ability: Suplex Description: This burns with fighting spirit! Grab foes and throw 'em! Learn all 8 throws to be a champ! Moves: Dash Grab/ B You rush forward and grab any object or enemy. If you hit something that can't be grabbed (like a boss or a wall), you'll be pushed backward. If you successfully grab something, you're invincible until you let go of your enemy/object. If you fail to grab an object, you'll suffer ending lag frames and will be extremely vulnerable. Once you grab, you can't change directions. Turbo Dash Grab/ Dash+B Same as a dash grab, but farther. They both end around the same time as well, so this might have better uses than a standard Dash Grab. Pinpoint Kick This is Bugzzy's only attack that doesn't involve a grab. It's very quick and does decent damage as well. If you hit something with it, you'll be recoiled upwards and from there are free to kick again or fly away. This is useful to stall in the air. Fury Stomp/ B when Grabbing As soon as you grab an enemy, press B to use this attack. The animation is rather long and does the same damage as Bugzzy's other attacks, so its only use is to look pretty for your friends or family to see. Even though Meta Knight does this in Brawl, sadly he can't use Fury Stomp in this game. If you grab something in the air, you can use this to stall in the air. Lift/ B near foe When you press B next to a grabbable object, you will grab them instantly. Back Breaker/ After Lifting, Up Pressing Up while grabbing will make you "hop", slam to the ground, then tossing your enemy/object diagonally upwards. You can deal two hits from this, the first "hop", and the thrown enemy/object. Body Slam/ After Lifting, Down Pressing Down while grabbing will make you throw your enemy/object to floor and launching them forward from the impact. It's very quick to use and the enemy/object is thrown at a lower angle than Back Breaker. Pile Drive/ After Lifting, Forward Pressing Forward while grabbing will make you pile drive forward and launch your enemy/object at a very low arc. Use this if the enemy is low to the ground and a bit in front of you. This move propels you forward, so don't go forward into bosses with this. Big Suplex/ After Lifting, Back Pressing Back while grabbing will make you flip backwards and launch your enemy/object at a very low arc. Useful if a boss ends up behind you while you grab something. Torrent Lariat/ After Lifting, B After grabbing your opponent, pressing B will result in a giant punch. The enemy is then launched at a diagonally upward backward angle. You'll also advance forward a bit as well. This move is very situational. The animation is like a giant punch in the face to Big Money Corporations everywhere. Rock Drop/ After Lifting, A/Y While grabbing, jumping will result in a huge pile driver. You can use this to hit bosses who are in the air and are too high for other moves. You can use this move even if you grabbed in the air. Air Body Slam/ All but Down in air If you press any direction while grabbing something in the air, you'll launch your enemy/object diagonally upwards. Very quick, can be used quickly throw something at a boss while grabbing another enemy/object. Plunge Body Slam/ Down in air Pressing Down while grabbing something in the air will make you throw an enemy/object directly downwards. This probably isn't very useful for Helper to Hero. Bugzzy is one of the best as a stand-alone helper, but in Helper to Hero, he's one of the more difficult helpers to use for newer players. His Pinpoint Kick can chip away boss' HP very nicely, so you won't have to rely on grabs. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * TAC * [C18] Ability: Copy Description: Use a strange light to analyze and then copy foes' abilities. Might you learn weird ones? Moves: Steal/ B Unfortunately, you can't steal abilities in this mode. But this is a very strong and quick jab. The worst part of this move is the length it stays out if you hit NOTHING. Cat Magnum/ Hold B and release A brand new move specifically for this game, TAC can charge his Steal and release it to increase its power and range. It doesn't take a whole lot of time to charge, but it can be tricky to know when it's done. A neat trick to know is that you can only change direction when the charge is complete, so you can use it as a "guide" of sort. Discard Copy Ability/ X You can't steal any abilities, so you can't do anything with this. Tac Hide/ L/R This guard is rivaled to the Stone Ability. This guard is unique in that it completely removes TAC from all the action. This can be used to avoid ANYTHING in the game. The only insignificant flaw to this guard is that it doesn't damage bosses who run into you while guarding. TAC is seriously nerfed for Helper to Hero, but he's still one of the best. He loses his Healing and Stealing properties in his moves, but he still has the tremendous damage and quick attacks to make up for it. His guard is also one of the best in the game. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ^ Wheelie ^ [C19] Ability: Wheel Description: Roll to be nearly invincible or ride a Wheel Helper! Beware thorns and holes. Moves: Dash/Stop Dash *Works on water/ B This starts the Wheelie's basic dashing move. You're invincible during this, but you lose your invincibility when you turn. It does decent damage as well. Brake/ Dash+A/Y This slows you down... You lose invincibility frames as well. Go Slow/ Dash+Hold A/Y Holding the Jump button will slow down Wheelie, as well as make him lose his invincibility frames. Turn/ Dash+Opposite Direction It makes you change direction where you were dashing. Turning gives you the max speed, but you're vulnerable during the turn. Be careful not to dash straight into a boss that is hugging the wall, or you'll get hit 99% of the time because turning won't help. Turn Jump/ Dash+Repeatedly turn It gives wheelie a "jump" if you "dash dance" or quickly Turn repeatedly. Not useful in Helper to Hero though... you're not invincibile during it. Wheelie is a strong competitor because of his invincibility during his Dash moves as well as his damage. You are basically relying on one move which is really good, so Wheelie is a good contender for everyone if you use him right. To hit aerial foes, repeatedly jump so you're above your enemy and simply use Dash to tear through them. A change from the old SNES Wheelie is that you can't jump while dashing unless you have Kirby ride it, but there's no reason to jump here anyway. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * Rocky * [C20] Ability: Stone Description: Pound! Pound! CRUSH! Change into man heavy forms. When on a slope, you'll sliiiiide. Moves: Stone Change/ B This is more of a guard than a move, it turns Rocky into a stone which makes him invincible to everything in the game. Probably the best guard in the game. Stone Smash/ B in air This is the basic attack Rocky will be using to damage enemies. It does a LOT of damage and it leaves stars on the ground for even more damage. Another trick to using this is to rapidly press B or A+B in the air to do mulitple Stone Smashes to do maximum damage. Untransforming on the ground will let you "hop" a tiny bit, so pressing B very fast will initiate "Stone Smash" even though you are on the ground. Turbo Stone/ Dash+B Another attack that slides Rocky a bit while changing. Not useful, but is very situational. Rocky is the ultimate defensive helper, and deals out a lot of damage. One can play through Helper to Hero with Rocky without taking a single hit if you're patient enough. He's very limited to certain attacks, so certain fights might take a while if you care about taking damage. =============================================================================== 4. [D01] -=The Bosses=- In this section, each boss will be explained in-depth on what their attack patterns are. It will list every single helper for the strategies you can use. Knowing your bosses well is the key to beating them flawlessly, or at least near-flawlessly. If you want to skip ahead and read about a specific boss, go to the Table of Contents near the top of the page and use the "Find" feature on your internet browser (Ctrl+F for most) and search for the small code in brackets (e.g. [D02], [D05]). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =1st Boss: Whispy Woods= [D02] This is an easy fight and should be completed very fast as well. To make the fight longer, the developers make you run down to Whispy before you can battle him... not that it matters. Enemies/Objects: Apples Moves: Blow Wind: Whispy will blow puffs of wind at you if you take too long to kill him. Should you get hit, you'll be juggled and hit by all the puffs thrown at you. Hugging the left of Whispy will let you avoid this completely. Apples: Apples come out for Kirby to suck up and spit out at Whispy. Since you're a helper, apples have no use in this battle. Staying near the top will run risk of bumping into them while they fall. -Strategies- Knuckle Joe: Smash Punch-Canceling is recommended here, you can use Rising Break to destroy falling apples that might land on you. Parasol Waddle Dee: A basic swing is the only thing necessary. Your parasol can also guard against falling apples. Chilly: Ice Storm will destroy Whispy, it will make you invincible for this match and end it in a matter of seconds. It's actually slower than Ice Breath since Whispy can only take a few hits at a time, but Ice Storm will keep you safe no matter what. Blade/Sword Knight: Chop-Uppercut combo close to Whispy. If you are Sword Knight, you can Up Thrust apples that might fall on you. Simirror: Strictly use Mirror Cut to damage Whispy. Reflect Force might be a bit slow. Sir Kibble: You can do a Final Cutter on Whispy if you don't rush the hits. A Sweep Cutter also works well. Plasma Wisp: If you're lazy, you shield right under Whispy and keep a Plasma Barrier to damage him and stay invincible the entire fight. If you want to speed things up, send Plasma Waves toward him. Waddle Doo: Any of Waddle Doo's multihit attacks are effective except Cycle Beam. You might want to grab any apples and launch them at Whispy if you can't kill him fast enough. Poppy Bros Jr.: Spam Bomb Set next to Whispy to end the match quickly. GIM: Spam your Yo-Yo Throw and the first or second part will hit. Use Gazer Spiral to hit apples that might fall above you. Birdon: If you want to be safe, just Feather Gun right next to Whispy. You COULD do Bomber Head for more damage, but you'll risk getting hit by the puffs of wind. Bio Spark: Ninja Kicks will end the match fast as well as keep you situated in the air. You will have to wait inbetween hits because of Whispy's cool down from the hit. You could also Quad Strike next to Whispy. Bonkers: Two Hammer Flips and a Hammer will end this fight in less than 10 seconds. You can also Giant Hammer on the way down then use Hammer Flips if you're going for a better time. Flaming Leo: Keep an Inferno going and it will end this fight quickly. Capsule J2: You can spam Jet Kick to damage Whispy. If an apple falls, Rocket Diving or Jet Blowing will do a lot of damage. Buggzy: Pinpoint Kicks will end this match quickly and also keep you situated in the air. There is no cool-down for Whispy, so spam away. Tac: Spam your Steal. No Cat Magnum needed. This will end fast. Wheelie: Hug next to Whispy and simply Dash. When you recoil from the wall, hug Whispy again then Dash again. Rocky: This will end fast if you do the several changes in the air tactic. Whispy will have a cool-down, so make sure to wait inbetween hits. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =2nd Boss: Mid-Boss All Stars 1= [D03] If you know your mini-bosses, this fight should pose no problems. Also note that every single mini-boss does not attack for the first two seconds it is summoned. Use this time to destroy them with your best attack. Fight 1- Chef Kawasaki Enemies/Objects: Plate, Stars Moves: Plate Throw: Chef Kawasaki will throw 3 plates at you, or just 1. Being far enough or above him will render this attack useless. Plates are rather difficult to grab, so I wouldn't try. Guarding against this will damage you a bit. Jumping: Chef Kawasaki will jump four times, and on the third and fourth jump, stars will pop out for you to suck or grab. Don't worry, they don't hurt you if you touch them. Frying Pan: Chef Kawasaki will stretch his frying pan to try to cook, salt, and flambe you 20% of your HP away. This is a grab, so defending will not guard against this. Just jump over it or run away. Fight 2- Bonkers Enemies/Objects: Coconut, Stars Moves: Single Jump: A single jump that shoots stars from the sides of him, these can be sucked or grabbed. They do not hurt you on contact. Four Jumps: Four jumps, and that's it. No stars or anything. Use this time to attack. Coconut Toss: Bonkers will throw 1, or 3 exploding coconuts at you or above you. Guarding against this will slightly damage you. When they hit the floor, they will eventually explode and can hurt you a bit. Hammer Charge: Bonkers will inch backwards a bit, then rush towards you to try and smack you with his hammer once or repeatedly. A star pops out at the end, which do not hurt you. Moving away or jumping over it will completely dodge this attack. Fight 3- Buggzy Enemies/Objects: Ladybug, Stars Moves: Fly: Buggzy will jump up and flap his wings. If you are in the air, he will slowly follow you. Stay grounded or attack from a distance during this move. If you hug the ceiling, Buggzy won't be able to reach you. Dash Grab: Buggzy will start flashing and rush toward you. If you get caught, you'll be pummeled by his jaws. Guarding will not avoid this move. When Buggzy has low hp, he'll start doing this twice in one go. If you're in mid air, he will jump first, then Dash Grab you. It's easy to see coming, just be ready to avoid it. Summon Ladybugs: Buggzy will flap his wings on the ground and two ladybugs will come out. They will inch forward toward you while moving up and down. These are suck-able/grabbable. They can act as a sort of shield as well... Three Jumps: Buggzy will jump very high three times... nothing big. -Strategies- Knuckle Joe: Distance yourself with Smash Punch. Grabbing anything is pointless since Knuckle Joe throws at a high arc. Parasol Waddle Dee: Parasol Swing so that only the wind part of it hits. If you need to run away, Parasol Drill will send you far away as possible. Chilly: Freeze any object thrown at you. Coconuts can't be frozen however... If you can, try grabbing Stars and spit them back at the minibosses. Blade/Sword Knight: If you have sword beam, use it to distance yourself. You can also do the Chop and Thrust aerial combo by double jumping after every hit. Simirror: Several well timed Mirror Cuts can actually kill the bosses before they can do much. Try it! Don't underestimate the first hit of Mirror Cut. If you want to retreat, Mirror Body can quickly tack on damage as well. Sir Kibble: When a Miniboss is summoned, run up and quickly do a Final Cutter and retreat... minibosses won't attack for the first two seconds or so. Once they start attacking, you can just throw boomberangs until they die. When they summon near the top, you can Sweep Cutter while they fall down. Plasma Wisp: You can shoot Plasma Waves off-screen if you wanted to. Staying in the air will keep you safe from almost all the attacks they shoot at you. Waddle Doo: You can attack from a far distance by spamming Wave Beam. Use Capture Beam to catch any stars that might pop out and launch it when a miniboss is close enough. Poppy Bros Jr.: When a miniboss is summoned, do a couple of Set Bombs near the beginning to get some quick damage in. You could do the Raining Set Bomb in the air to keep yourself safe. Anything works here really, you'll be attacking from a distance. GIM: Grabbing objects here will destroy the bosses if you can hit them with it. You can also just use the standard Yo-Yo Throw. You could also Yo-Yo Throw close to the bosses for it to hit twice, but you risk getting hurt from them moving forward. Birdon: Bomber Head works well here, but I wouldn't recommend Shuttle Looping at all if you don't want the risk of getting hurt. Feather Gunning works as well. Bio Spark: You have three options. You can stand from a distance and spam Knife Throw, this will keep you safe through out. You can Ninja Kick from above, this will keep you safe from everything except random jumps. You can Quad Strike up close, this will kill minibosses quickly but will risk getting you hurt. Bonkers: Near the beginning, Hammer Flip each boss. Chef Kawasaki = 1 Hammer Flip + 1 Hammer. Bonkers = (2 Hammer Flips) or (1 Hammer Flip and 3 Hammers). Buggzy = 1 Hammer Flip. 'Nuff said. Flaming Leo: Fire Breath works well near the beginning, but an Inferno might be hard to pull off. Never ever use Burn to kill a miniboss because they might end up landing on you in the process! Capsule J2: Jet Cracker works for a while until you can Jet Blow a few stars or objects. Stars are much more easier to Jet Blow. It only takes a few to completely destroy the minibosses. Two hits from a Rocket Dive is an instant kill for most of the minibosses. Buggzy: Start by Pinpoint Kicking each of the bosses when they come out. When a star or object comes out, grab it and throw it at the bosses. Body Slam and Pile Drive work well here. It isn't necessary to grab objects since Pinpoint Kick will probably get the job done quicker, and safer. Tac: When the minibosses are summoned, start by spamming Steal. When they start their attacking phases, distance yourself and attack with Cat Magnum. Wheelie: Killing Chef Kawasaki might be a bit hard since he's summoned at the very left part of the map, making Dash very risky to pull off unscathed. You can hover to the left and Dash right to hit Chef Kawasaki until he dies. The other two you can pretty much just change directions and plow right through them. Rocky: Since the minibosses move often, try untransforming and escaping during that time. This can be done easier when they start jumping. If you space correctly, you can freely hit and untransform safely if you're close/away enough. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =3rd Boss: Kracko= [D04] Kracko is a fairly easy boss if you know what attacks he will do. In fact, he starts with the same routine almost every time you fight him. Also the fact that he's in the air makes him vulnerable to many many grabs+throws. This is his general attack pattern until you damaged him further. Once he's at a lower HP, he'll start Sweeping as well as Moving and Swooping. Kracko summons to the right. Kracko will Moves/Swoop to the left. Kracko summons a Waddle Doo. Kracko uses Circling Beams. Kracko will Move/Swoop to the right. Kracko summons a Waddle Doo. Kracko uses Rain. Kracko will Move/Swoop to the left. Kracko summons a Waddle Doo. So yeah... "Move, Summon, Attack" "Move, Summon, Attack" x 9000 Enemies/Objects: Waddle Doo Moves: Move left/right: Kracko will move from one side to the other. He will come very very low to the ground as he nears the middle, so be aware of any attacks that might hit him low. Swoop left/right: Kracko will swoop at a downward arc to the other side. You can against this, or even jump over it. Hugging the left and right walls will also avoid this. 5-Point Sweep left/right: Kracko will fly down at several points on the ground from one side, then to the other. The safest place to be is in the air, or at the dead center, but you should still guard anyway. Summon Waddle Doo: Everytime Kracko moves from one side to another, he will always summon a Waddle Doo. Grab these and launch them at Kracko. Circling Beams: Kracko will stand in place and whirl beams around himself. If you get hit, you'll get electricuted and stunned for a bit. If you guard this, you'll still take considerable damage. This is the only time where staying in the air is not a good idea. Rain: Kracko will jump to you and start raining... water on you. You can avoid this by simply staying above Kracko, or move 1 step to the right or left. This is guardable as well. When Kracko is low in health, he will move slowly towards you if you escape from it. Lightning: Kracko will start rushing across the screen and hail lightning bolts across the ground. Guarding this will still get you damaged a bit. Again, stay above Kracko, this is easier to predict and react to since he starts from one side of the map and ends at the other. -Strategies- Knuckle Joe: Jump up and Spin Kick a few times. When a Waddle Doo pops out, grab and throw it at him. Rising Break isn't necessary Parasol Waddle Dee: The parasol will not guard against the rain, lightning, and beams, but it will guard against the Waddle Doo. If you Circus Throw Waddle Doo and Kracko is above you, it will INSTANTLY destroy him if he stays there long enough. Chilly: Ice Storm can hit Kracko, so this should be your main move against him. You can freeze the Waddle Doos and kick them at Kracko as well. Blade/Sword Knight: The aerial Chop and Thrust double jump combo works like a charm here. Be careful of the Circling Beams. Sword Knight can destroy Kracko quicker by Up Thrusting. Simirror: Reflect Force should be able to reach Kracko wherever he is at. Just hold it and be ready to guard. Aerial Mirror Cuts can also damage Kracko quite a bit. Your guard can deflect and protect against everything except the Circling Beams. Just be sure to avoid it completely. Sir Kibble: Using Sweep Cutter in the air can gain massive damage if all the hits connect. Final Cutter'ing a Waddle Doo can also deal a bunch of damage to Kracko if he's above you. Plasma Wisp: Stay opposite of Kracko and blast Plasma Waves at his direction. Staying above Kracko lets you avoid all but one of Kracko's attacks. You could also guard and Plasma Barrier Kracko the whole match. Waddle Doo: Try Wave Beaming in the air if you can get the charge in time. If not, then just Beam Whip him until a Waddle Doo comes out. Capture Beam your clone and launch it at Kracko for some massive damage. Poppy Bros Jr.: If you want to hit Kracko from the ground, you must angle you bombs just a bit so it reaches him. If you want, you can Rain Set Bombs on Kracko. GIM: Yo-Yo Up Kracko until a Waddle Doo comes out. Grab the Waddle Doo and fling it so that it hits Kracko for a lot of damage. Break Spin and Gazer Spiral CAN be used to avoid some attacks, but I wouldn't recommend it. Birdon: Shuttle Looping comes with certain risk, but it does do a bunch of damage if it hits Kracko. I suggest using this to kill Kracko instead of using it to damage him because you'll most likely get hit in the process if Kracko was still alive. Constant Feather Guns get the job done. Bio Spark: Ninja Kick Kracko to oblivion. There's only one move that can stop you, and it is very easy to predict. If you want, you can Air Drop the Waddle Doos to hit Kracko on the way up and down.. Bonkers: When Kracko does a "moving" phase, it is possible to land a Hammer Flip in the middle, but requires specific timing and lucky prediction. Otherwise, just Giant Swing+Jump combo him until he's dead. Flaming Leo: Use your Fire Breath and aim upwards. You can also Inferno, but it might take too long to use. To avoid moves as well as tack on damage, you can use Burn to plow through Kracko's attacks. Capsule J2: At the very beginning, charge then use Jet Cracker very quickly on Kracko then charge again. After Kracko moves to the left and summons a Waddle Doo, use Rocket Dive on the Waddle Doo and Kracko will die instantly. Simple no? Buggzy: Pinpoint Kicks should be used at the beginning. When Waddle Doo is summoned, grab it and use Back Breakers to smack Kracko with. He should die after several Pinpoint Kicks and a Back Breaker. Tac: If you're skilled at floating in the air while attacking, spamming Steal is a great tactic. If you're having trouble, using Cat Magnum instead might be better. They are both good for damaging Kracko. If you use your guard wisely, you will never have to leave from the middle spot. Wheelie: The trick with Wheelie in this fight is to hover above Kracko, then use Dash to plow through him while stopping when you hit the ground. The Dash can be used to avoid most of Kracko's moving phases as well as his attacks. You are welcome to plow through and hit the wall as well since Kracko's hit box doesn't extend that far. Rocky: An easier fight for Rocky, just hover and Stone Smash through Kracko. Use Stone to avoid all of Kracko's attacks. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =4th Boss: King DeDeDe= [D05] King DeDeDe is a tricky boss to beat, but once you know his moves, he's very predictable. Spending time to know his moves will guarentee you less hits and more punishment. Notably, King DeDeDe is the only boss other than Whispy that actually gets stunned from your hits. There is about a 1/3 of second lag after DeDeDe gets hit. You can tell by the expression DeDeDe's face, during that time, NOTHING will damage him. Multi-hit attacks will make this fight 10 times longer. Focus on strong, single hits to take out DeDeDe faster. You can also time your hits to keep DeDeDe stunned from the 1/3 second of lag. DeDeDe won't have time to recover from anything. The key to predicting DeDeDe is to observe his startup when he attacks. Also know that DeDeDe waits and smiles at you after every move he throws at you. KNOW THIS. Beat the filth out that smiling face while he waits. On top of that, he does NOTHING at the beginning of the fight. Run up punish him with your strongest move. Objects/Enemies: Stars Moves: Hammer: His start up animation involves a small hop with his hammer raised high. When you see this, obviously, DeDeDe will rush forward to smack you with his hammer once, and sometimes four times. To avoid this, get in range of DeDeDe's hammer, then step backwards. You will completely avoid the attack if you do. You could also jump above it and over DeDeDe to avoid it. If you are too high, DeDeDe will jump straight up and punish you. Never try to avoid this move by clinging to the ceiling. I repeat, NEVER try to avoid this move by clinging to the ceiling. In addition to this move, any attacks hit that hit above DeDeDe will be nullified... because his Hammer is blocking his head. Stars will appear after he smacks the ground as well. Guarding from this will damage you significantly as well as pushing back a bit... so don't guard this. Super Inhale: His start up animation involves him taking baby steps backwards then moving forward a bit. If you are close to his range, he will start inhaling. This is considered a grab, so guarding will not defend against it. If you get sucked in, DeDeDe will spit you across the screen and deal massive damage. To avoid this, simply move away from it, or jump. DeDeDe will NOT chase you in the air with this move. Trip: His start up animation is... NOTHING. He'll just start walking towards you. If you see DeDeDe simply walking towards you, beware of his trip... it's fast! It's his quickest move and quite annoying at close range. To dodge it, just jump over it. If you're next to DeDeDe, it would be a good idea to move away just incase he insta-trips. Walking away is sufficient, running or using a skill is not needed. The classic DeDeDe trip is always a funny sight. Float: His start up animation is a hop, then DeDeDe puffs up, then floats a bit. He'll then chase and try to bump into you. Every avid-Kirby fan and veteran player should know the classic way of avoiding this attack. Just... walk under him! After DeDeDe bounces, there is enough room for you to simply walk right under his fat belly. This has been his downfall since the very very first game he was in. Other than that... hitting him will instantly have him grounded. At the end of the move, he shoots a puff of air like Kirby. It is not a good idea to avoid this in the air... Super DeDeDe Jump: His start up animation is a crouch and a frowny-face, then he'll shoot him self upwards and fall back down, creating stars (unlike Brawl, these don't hurt you!). Fairly simple to see coming, you can straight under him to avoid the move. If you walk under him while DeDeDe is in the air, he'll halt his aerial momentum and fall straight down. Unlike his Brawl appearance, he has no rigged Super Armor Frames, so feel free to attack him before or during the jump. -Strategies- Knuckle Joe: Use a Smash Punch to damage King DeDeDe. If you have perfect timing and spacing, DeDeDe should have no chance to attack you. Parasol Waddle Dee: A simple parasol swing is enough. Make sure you hit with the wind part at the end to leave some breathing room. Parasol Drilling can be used to move quickly across the screen. Circus Throw stars towards DeDeDe Chilly: Use the running Ice Storm-Canceling to damage DeDeDe. When he Hammers or Super DeDeDe Jumps, you can spit stars back at him for a strong single attack. Blade/Sword Knight: The aerial Chop and Thrust double jump combo works well here. If you have a sword beam, that will be even better. Make sure not to hit the hammer while in the air. Simirror: Timing a Mirror Cut will destroy DeDeDe quickly. Mirror Body is a bit too slow to be used effectively here. Sir Kibble: This will be a slow match since Sir Kibble lacks safe and strong single attack. You could pelt DeDeDe with boomerangs if you want, or you can aerial Sweep Cutter for more damage. Plasma Wisp: Stay far and blast Plasma Waves at him. Stay above DeDeDe during this fight he won't be able to touch you... just stay away from the ceiling. Waddle Doo: Wave Beam from a distance to get maximum damage. Capture Beam his stars and make sure you are right next to him when you use it. Poppy Bros Jr.: At the beginning of the fight, run up and use Set Bomb to get a strong hit in... then just throw bombs at him. GIM: Yo-Yo Throw DeDeDe until a star comes out from a Hammer or DeDeDe Super Jump. Hammer Drop the stars for maximum damage. Break Spin if you are trapped in a corner. Birdon: Bomber Head next to DeDeDe for the shockwaves to hit him. If you want, you can Feather Gun from a distance. I'd advise against using Shuttle Loop. Bio Spark: Ninja Kick all of DeDeDe's advances. The recoil puts you in a safe position every time, but you need to jump a few times to get in position to kick again. If you wanted to, you can Knife Throw from a distance but Ninja Kick is very very good against DeDeDe. Bonkers: Hammer Flip always runs risk of getting hit by a DeDeDe trip... so if you're shooting for a No Damage run, I would never consider trying this move. Standard hammers will get the job done. If you DON'T care about the small damage you'll get, three Hammer Flips will destroy DeDeDe. Flaming Leo: Use Burn to plow through DeDeDe from one side to the other. Wait until DeDeDe gets close to you, then Burn again. Inferno is entirely useless here. If DeDeDe ends his attack from far away, just Fire Breath him. It's slow, but safe. Capsule J2: At the beginning, charge then use Jet Cracker close to DeDeDe. When a star appears from a Hammer or Super DeDeDe Jump, Rocket Dive the star to chew DeDeDe's HP into nothing. Jet Blow is harder to use since the fire blowing out can hit DeDeDe... thus letting the star do no damage. Buggzy: Pinpoint Kicks should be used at the beginning. When stars appear from a Hammer or Super DeDeDe Jump, grab them and Pile Drive/Big Suplex toward DeDeDe. Tac: Retreating and Cat Magnum should be used to DeDeDe busy. A quick Steal should be used to inturrupt his attacks quick attacks like the trip. Wheelie: Same tactic as Flaming Leo, bait DeDeDe forward and plow through him. This is pretty straight forward. Do not try to Dash when DeDeDe is next to a wall. Rocky: Jump up and Stone Smash. You can wait until DeDeDe does a Super DeDeDe Jump, Float, or trips. Just untransform at the right time. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =5th Boss: Dyna Blade= [D06] Dyna Blade has an interesting body frame of where you can hit her. You can only damage the head while touching the rest of the body except the wings will hurt you badly. For that, she is considered an aerial enemy. This is fairly straightforward. A funny thing to know is that you are safe between Dyna Blade's feet if you Guard under her until she jumps. She has low hitlag cooldown between attacks, so feel free to unleash your best multihit attacks. Enemies/Objects: Stars Moves: Hot Air Puffs: It is "Hot" Air Puffs because you burst into flames if this hits you. Dyna Blade will start shaking her head in a circle before doing this move, so make sure you watch her head closely. Guarding this will make you suffer damage. The best way to avoid this is to fly above Dyna Blade's head. She will only shoot at a very narrow angle in front of her. Sometimes, she'll jump and float in the air to shoot Hot Air Puffs at you which would force you to go below her. Sorry, I couldn't think of a better name. Jump: Be aware, whenever Dyna Blade lands on the ground, two stars will form on either side of her. Dyna Blade has a single jump which will remake those stars again. Use this time to grab the star and fling it back at her. Her jumps vary in duration, but she'll pretty much do the same thing. She will sometimes jump toward the opposite side of the screen. Take off: Dyna Blade will jump off screen, then land on the opposite side. Just don't stand in the same spot. Guarding works just as well. Swoop: Dyna Blade will jump, screech, then pull back then forward at a downward arc and attempt to grab you. If you are on the ground when she does this move, you'll be grabbed and strangled to death. The damage is high... so best not be on the ground when this happens. Simply jump over her to avoid getting grabbed. Head Attack: This move comes out quickly, but there is a way to tell when she uses it. When you see her head sling back slightly, she is going to stretch her head to ridiculous disjointed proportions to "peck" at you while screeching. The key is to look at her head and if it slings back. Guarding or moving away will avoid this attack. Dive Bomb: Dyna Blade will vanish off screen and reappear in the backround and will try to crash into you. If you get hit, you'll get a boat load of damage. When Dyna Blade is near full health, she will fly near the top. When Dyna Blade is near death, she will fly near the floor. Just dodge accordingly, or better yet, guard. -Strategies- Knuckle Joe: When stars appear when Dyna Blade lands, just grab and toss it at her. You can Spin Kick her head at other times. Rising Break is a bit lengthy, so it is a bit risky. Parasol Waddle Dee: If you Circus Throw the landing stars very very close to Dyna Blades head, you'll instantly kill her if done right. Chilly: Reversing the Super Ice Sprinkle and Ice Storm-Canceling is particularly effective against Dyna Blade. There is nothing to freeze, but Ice Storm can guard against the Hot Air Puffs. If you wanted to, you can Ice Storm the head, but this won't defend against the Head Attack. Just cancel in time before that. Blade/Sword Knight: The standard Chop and Thrust aerial combo will take out Dyna Blade quickly. Simirror: Aerial Mirror Cuts will also take out Dyna Blade quickly. Your guard can also reflect the Hot Air Puffs. Sir Kibble: Sweep Cutter is definitely one of the better moves to use here. Plasma Wisp: Stay afloat in mid air and blast Dyna Blade with Plasma Waves. Your Plasma Barrier that appears when you have a max charge can guard against the Hot Air Puffs. Waddle Doo: The Beam Whip is actually very good against Dyna Blade as well as the Beam Blast, but be careful with the landing of Beam Blast. Capture Beam any stars that come out. Poppy Bros Jr.: You have to slightly angle your bombs to hit if you're on the ground. You can repeatedly jump to keep up a barrage of bombs. GIM: You will be using Yo-Yo Up until you can Hammer Drop one of the stars onto Dyna Blade. Gazer Spiral isn't necessary, but you can use this at the center to hit Dyna Blade as she comes down. Birdon: You will have to Hover-Feather Gun until Dyna Blade gets damaged enough for Shuttle Loop to kill it, otherwise you'll get damaged if you try Shuttle Looping other times. Bio Spark: Near the Beginning, Air Drop the star that appears when Dyna Blade first lands. This should get Dyna Blade to 50% health. You can then now wait for another star to finish the job, or Ninja Kick her to death. Bonkers: Aerial Giant Swings and Ultra Giant Swings will tear Dyna Blade apart. Flaming Leo: When you see where Dyna Blade will land, start Inferno to rack up some damage. The Inferno can guard against the Hot Air Puffs but won't guard against anything else. If you can manage, try Fire Ball Spinning the head. Capsule J2: Charge up at the beginning, then Rocket Dive the star that appears when Dyna Blade lands. If the timing is correct, and the star doesn't "blow up", this will 1hit KO Dyna Blade. This will probably be your easiest and quickest fight in the game. Buggzy: Jump up and Pinpoint Kick Dyna Blade's head before she lands. When she does, grab the star that appears and do a Body Slam if you're a bit too far, or Back Breaker if you're close to her. The Back Breaker will do two hits if you're close enough. Tac: Spam Steal while jumping in the air. Cat Magnum is okay... but I would prefer Steal. Remember, your guard can defend against anything here. Wheelie: You can Dash through her head on either side. Dash toward Dyna Blade and hit the wall... then switch directions and do the same. Simple. Rocky: Since her head leans out a bit, you can Stone Smash without the fear of getting hit at the bottom. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =6th Boss: Fatty Whale= [D07] Fatty Whale has a rather annoying attack cycle which would be difficult for most helpers. He's just a fat moving hitbox that punishes just by touching him. Be sure to guard every contact you have with him. Enemies/Objects: Blipper, Small Rock, Big Rock Moves: Swim: Fatty Whale will slowly cruise along the floor. When he's near the middle, he will shoot out water, rocks, and sometimes a Blipper out of his blow hole. Careful not to be above his air hole when he shoots out water... This is the perfect opportunity to attack. The hitbox is misleading as well. A tiny part at the end of the tail will NOT hurt you if you touch it, so this is an ideal place to attack from if you are behind him. Rocks will still deal damage if you guard against them. Bouncing Roll: Fatty Whale will slowly roll and bounce across the screen at very high altitudes. This is also another opportunity to get some free hits in. Be sure to run under him when he is above you. Jump: Fatty Whale will launch himself through the air and land on the other side of the screen, causing water to splash and send you upwards. Unless you are invincible, there is nothing you can do to prevent from being sent upward, but you will not take any damage. What this does though is leave you vulnerable to falling rocks and blippers. Sometimes, he will spin wildly while doing this move. Again, guarding against rocks will still damage you. Barrel Roll: Fatty Whale will roll wildly across the screen close to the ground. It's pretty quick, but easy to score hits from. Boy, if Peppy were to see this, he'd be a proud little bunny... Tail Flip: At the center of the screen, Fatty Whale will backflip on the ground and smack whoever was standing there. It's very quick to see coming, but it should still be obvious. It's hard to punish this since Fatty Whale submerges rather quickly. -Strategies- Knuckle Joe: Strictly use Smash Punch and Spin Kicks to stay away from Fatty Whale. Grabbing a rock or Blipper is useless unless Fatty Whale is advancing toward you while jumping, or is right on top of you. When Fatty Whale jump up and splashes in the water, use Rising Break to avoid being pushed to the top. Parasol Waddle Dee: Keep Parasol Swinging, hitting only with the wind part. Parasol Waddle Dee's lack of invincibility frames makes this a tedious fight. Chilly: Ice Storm is decent to get a strong hit him, but Ice Breath should be used to keep yourself distanced. You can freeze rocks that might come down for you to kick at Fatty Whale, and you can also grab and spit them back at him. Ice Storm-Canceling works very well during most of the phases. Blade/Sword Knight: Down Thrust, Chop and Thrust, Jump, Chop and Thrust combo works well here. Sword Knight can defend himself from rocks by using the Up Thrust on the ground. Simirror: Mirror Cut quickly and move yourself safely in position for another Mirror Cut. Your guard will protect you from damage from falling rocks. Retreating while Mirror Cut should take out 80% of Fatty Whale's HP during the Swim phase. Sir Kibble: Keep throwing Cutter Boomerangs while doing Sweep Cutters during the Bouncing Roll phase. Final Cutter is impractical in the fight. Plasma Wisp: Distance yourself and blast with Plasma Waves. The Plasma Barrier that is formed after getting a max charge will protect against falling rocks and Blippers. Waddle Doo: Just shoot Wave Beams from a distance to keep yourself safe. Capture Beam a rock or Blipper and aim it during the next phase. Poppy Bros Jr.: During the Swim phase, use Set Bomb while retreating to create a path of bombs for Fatty Whale to swim to. Hard to explain really. You will do just fine by throwing bombs from a distance. GIM: You will be using your Yo-Yo Throw often. When a rock appears, grab it and Hammer Drop it near Fatty Whale. You can use the Gazer Spiral to avoid being sent upwards by the Jump phase. Birdon: Use Bomber Head shockwaves to damage Fatty Whale during the Swim phase. Feather Gun during the Bouncing Roll phase. Condor Head during the Barrel Roll phase. If a Blipper happens to appear, keep it until Fatty Whale appears again so you can do a low to the ground Shuttle Loop for a lot of damage. You can Condor Dive close to the ceiling to avoid being sent up from the Jump phase. Bio Spark: Ninja Kick the living heck out of all of Fatty Whales phases. Knife Throw can be used to hit Fatty Whale off-screen as well. Quad Strike doesn't work very well against Fatty Whale. Bonkers: Use Hammer on the Swim phase. Use the Hammer Flip, Giant Hammer, and Ultra-Giant Hammer on the Bouncing Roll phase. Use Giant Hammer on the Barrel Roll phase. Use hammer on the Tail Flip phase. Hammer Flipping on phases other than Jump will most likely get you hurt. Flaming Leo: Use Burn and Fire Breath during the Swim, Bouncing Roll, and Tail Flip phase. Use Burn on the Tail Flip and Barrel Roll phase. Inferno might be risky, but it is doable during the Swim phase. Capsule J2: For this fight, you will have to rely on Jet Crackers. Charge up at every moment possible and spray away the Jet Crackers. You can also Jet Dash straight through Fatty Whale during the Barrel Roll and Swim phase. You can use Ultra Jet Jump to avoid being sent up from the Jump Phase. Buggzy: Pin Point Kick during the Swim and Barrel Roll phases. The Bouncing Roll phase is a bit hard to use Pin Point Kick. When a rock appears, be sure to grab it and Pile Drive or Big Suplex towards Fatty Whale. Tac: Cat Magnum should be used while retreating. It can also be used to hit Fatty Whale off-screen. Tac's guard can prevent you from being sent upwards from the Jump phase. Wheelie: During the Swim, Barrel Roll, Bouncing Roll, Tail Flip phases, this is your chance to Dash. If you can time it right, you can do two if Fatty Whale gets off-screen before you hit the wall. Dashing will prevent you from being sent upward from the Jump phase. Rocky: You will have to hover and Stone Smash during every single phase except the Jump phase. You could probably get a few in the Swim and Bouncing Roll phase, but only one during the Barrel Roll and Tail Flip phase. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =7th Boss: Chameleo Arm= [D08] Coming soon... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =8th Boss: Mid-Boss All Stars 2= [D09] Coming soon... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =9th Boss: Twin Woods= [D10] Coming soon... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =10th Boss: Heavy Lobster= [D11] Coming soon... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =11th Boss: Computer Virus= [D12] Coming soon... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =12th Boss: Meta Knight= [D13] Coming soon... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =13th Boss: Wham Bam Rock= [D14] Coming soon... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =14th Boss: Wham Bam Jewel= [D15] Coming soon... =============================================================================== 5. [E01] -=Best Times=- This section is mostly a reference for players to use and compare to their own scores. Every helper is more than capable to beat this mode with only a few or no problems, but there might be a time where you would never think someone could beat it with X helper. To get a general idea of how fast each helper can complete this mode, here is ranking based on the fastest time completed. This list accounts for every technical skill each helper has to offer. If you're saying "X Helper can't be that fast", study their moves and experiment. You'll be surprised how effective each helper is during certain boss fights. 1st: Bonkers 2nd: Rocky 3rd: Bio Spark 4th: TAC 5th: Bugzzy 6th: Waddle Doo 7th: Chilly 8th: Sword Knight 9th: Simirror 10th: Capsule J2 11th: GIM 12th: Plasma Wisp 13th: Knuckle Joe 14th: Blade Knight 15th: Wheelie 16th: Poppy Bros Jr. 17th: Parasol Waddle Dee 18th: Birdon 19th: Burning Leo 20th: Sir Kibble Knowing your Helper's abilities and strengths is key for a good time. =============================================================================== 6. [F01] -=Frequently Asked Questions=- Q: Who is the best helper in Helper to Hero? A: It is all about your personal opinion. If you are dying for a general idea, you can refer to the tier list. Q: Who is the best ability/helper in the other games? A: For helpers, most people would point to TAC because of his Stealing, Healing, and Hiding properties he has. For abilities, each ability has its own use and it up to you to find which ability is the best for each situation. You can't do everything in the game with only a single ability! Q: What do I get for beating this game? A: You get a Congratulations screen with your Helper in victory poses. Your Helper in the Helper Selection screen will also have a gold coin next to it... letting you know that you beat it with that helper. You will also need to complete this once in order to unlock the True Arena sub game. Q: What do I get for beating this with all the helpers? A: You get a special notice that says "YOU ARE A HERO". You will then unlock the past SNES Kirby Super Star sprite based movies in the Theater section. You also get a neat medal on the Helper to Hero window. Q: Will this count towards my 100% score? A: Yes, and no. Technically, your game will read 100% even if you didn't beat it with all the characters, but there is a movie that must be unlocked if you do. This special movie doesn't count towards your 100%, but to truly TRULY 100% Kirby Super Star Ultra, you better start working on all those helpers. =============================================================================== 7. [G01] -=About me and the FAQ=- When I was little, I played the SNES Kirby Super Star with my friend almost every day. It really was the greatest game at the time. The physics, the graphics, the gameplay, everything was just marvelous. Before, I had hopes in writing an FAQ for this game, but already found that there were many great FAQs already out... which ultimately discouraged me from continuing. I got this game as soon as it was released, and started playing to soon find out that nothing has changed since the SNES. It took a day and a half of marathoning the game to 100%, and another two days to beat Helper to Hero with all the helpers. When I unlocked Helper to Hero, I found much depth that the other games did not have which led to the making of this guide. Making a guide for The Great Cave Offensive or Milky Way Wishes seemed pointless since there were already guides made for those 10 years ago. Of course, this FAQ isn't complete! All the bosses will soon get done as I get more time to finish. =============================================================================== 8. [F01] -=Conclusion=- So there it is, everything you need to know about Helper to Hero is all right here. I would like to thank Hal Laboratories for making the remake of an awesome game... and Masahiro Sakurai's brain for thinking of the greatest game character Nintendo could endorse... Kirby! I would also like to thank GameFAQs for hosting this FAQ and to Wolf4knowledge for his single post which encouraged me to get this guide going. Hopefully the rest of the bosses will be completed soon! If this FAQ gets some positive feedback, I'll consider doing a "True Arena" FAQ in the future. =============================================================================== 9. [G01] -=Legal Stuff=- Copywrite 2008 Gene Kim This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.
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