There are a few things to keep in mind for pretty much every boss battle.
- You can drill kick through most projectiles, thereby erasing them. Treat them like you would any other enemy - get them from above, not the side, because the latter will kill you. This tactic is especially useful for the Meiling and Sakuya battles and is practically required for Reisen. I have yet to test it on Aya's comets or Mokou's phoenixes though.
- Dying does not reset a boss battle. (If it did Kaguya would be all but impossible.) While minor enemies that you use for projectiles (Yuyuko's blue fuzzies or MechaSuikas, for example) will disappear, however much damage you've done to a boss stays there, as do environmental changes (Letty's ice cubes, Aya's screws, Sakuya's block, Eirin's pills, the holes in the background Ran makes). Also, boss projectiles will disappear (the toad's stomach acids, everything Kaguya throws at you), cutting you a little more slack. On the flip side, this means you can't kill yourself to reset Reisen's screenfucking (though occasionally the game will do it anyway - this tends to happen if you die as you're drill kicking her). The one exception is Mokou, who moves back to the center of the platform every time you die. Also, if Youmu kills you in her dashing rage, when you come back she will be back to her calm walking self, though she will not recover any health.
- Every pre-boss stage is short, and all but the PrismRiver stage are pretty much trivial. Thus, if you happen to die, select "Give up and Retry" from the pause menu to reset the level. You should never enter a boss battle with less than 5 lives. The one exception here is Eirin because you may die once or twice if you want to collect all the pre-fight stars and her battle isn't really challenging in terms of avoiding death.
Ice World
Cirno
Cirno
Found in: 1-1-3
This battle is a take-off of the Prince Froggy battle from Super Mario World 2.
Cirno will spend the majority of the battle near the ceiling out of reach. As digestive juices drop from the ceiling (avoid them), Cirno will use Perfect Freeze to freeze them in midair. After a couple of seconds she will dive downward, swooping across the arena to the other corner of the ceiling while the frozen juices fly off in random directions (some follow curved paths so be careful). While she's low to the ground, jump on her (hold up if you want to reach the stars on the ceiling) and she will collapse into a heap on the ground. Pick her up (with X), run under the toad's uvula, press Up and let go of X to kick Cirno at the uvula to damage the toad. The more damage done to the toad the more juices drop down from the ceiling for Cirno to freeze. After the toad has been harassed enough he will spit you out, ending the battle.
Alternatively, as long as you have the broom, you can fly up and fall on Cirno's head while she's in the corner instead of waiting for her to swoop down. If you're fast enough, she'll never even get the chance to use Perfect Freeze.
Letty Whiterock
Letty Whiterock
Found in: 1-2-3
This battle is a take-off of the Bowser battle from Super Mario Bros. 3.
If you have not played Super Mario Bros 3, note the large collection of Thwomps before this battle - this is a hint as to what you will be dealing with.
Letty's pattern is simple. She will fire a single shot at where you are standing, then fire nine shots at once aimed at you that spread out slightly. After that she jumps into the air over you and comes crashing down on top of you if you don't get out of the way. When she lands, she will destroy the first layer of any ice cubes that may be under her. Letty herself does not get more difficult as time passes, but the increasingly uneven terrain will make dodging harder as more and more ice cubes are destroyed. Letty cannot be damaged: your goal is to get her to smash through the bottom ice blocks in the center of the room, and you do this by hanging around those areas waiting for her to jump above you. Once she smashes through all four layers and flings herself straight down into the pit, you will have won the battle.
Sky World
Mystia Lorelei
Mystia Lorelei
Found in: 2-1-3
This battle is a take off of the Larry/Morton/Wendy O./Iggy Koopa battles from Super Mario Bros. 3.
Note the large collection of hopping yellow fuzzies before this battle - this is a hint as to what you will be dealing with.
Mystia hops around the battlefield in a similar fashion to the yellow fuzzies: two small hops followed by a large leap. The difference is all of Mystia's jumps are longer than those of the yellow fuzzies, and whenever she lands she fires a musical note projectile at your current position. Jump on her to do damage - she will be stunned for a small period of time, but then take a large jump while shooting multiple music notes in various directions. The more you damage her, the more music notes she makes during her stun-recovery jump and the harder it becomes to see as Mystia blacks out more and more of your vision. Note that, while everything else is obscured by darkness, the music notes are still visible no matter where they are relative to you, making them useful for determining her position. Keep jumping on Mystia until she gives up.
Aya Shameimaru
RaphAyal Raven
Found in: 2-2-3
Aya's design is a take-off of Raphael the Raven from Super Mario World 2, and the battle is a take-off of him as well.
Note the large collection of large black orbital fuzzies before this battle - this is a hint as to what you will be dealing with.
Don't fall off!
Aya will smack you onto a small planet (with a Lily White constellation in the background) where the battle will begin. You will note three screw heads skewed acorss the surface of the planet. Drill kicking one will cause another head to pop up on the other side of the planet. If Aya is standing where a drill head pops up, she will take damage. Of course, Aya is not going to sit around and do nothing. She will look back and forth before running around the planet in a direction of her choice, possibly firing two speedy projectiles that orbit the planet in opposite directions (they are similar to the fast wall-bouncing cylindrical projectiles you had to dodge when she was your opponent on PoFV). They will either be at ground level or at head level, so jump on top of a screw head to avoid the ground level ones and duck to avoid the head level ones (or you can simply jump over either pattern, though be wary because they both make several orbits). The projectiles will always both be at the same level, and they will never change levels midflight. As you damage Aya more and more, her dashes around the planet become faster and faster, making dodging very difficult when she tosses out head level projectiles. Damage her enough, however, and you'll knock her clean off the planet, whereby she will fly off into space and become a constellation herself.
Hills/Volcano World
Keine Kamishirasawa
EX-Keine
Found in: 3-1-3
Keine's design is a take-off of Chargin' Chuck from Super Mario World, and this battle is a take-off of the Morton Koopa Jr. battle from the same game. Keine is in her EX form in this battle, though curiously she uses a dumbed-down version of Emperor of the East.
If you have not played Super Mario World, note the large collection of large magenta fuzzies before this battle - this is a hint as to what you will be dealing with. Also, note that the stars at the beginning of the level spell out "CAVE", thereby giving away who the boss is.
Keine will run back and forth across the stage. After three dashes she will run up the wall she is facing onto the ceiling and then try to drop down on you. After landing she will immediately jump up and fire out 16 lasers, 8 blue and 8 red. The blue lasers will phase in before the red ones. As mentioned earlier, this attack is a poor man's Emperor of the East. Simply jumping on Keine will not do any good - you will need to drill kick her to damage her. She will sit stunned after a drill kick, but when she gets up she will fire off another EotE before resuming her running. The more damage Keine takes, the faster she runs. Also, make sure your drill kicks don't miss, as you don't want to go drilling through the blocks in the floor into a pit. (Keine's dashes are unhindered by gaps in the floor.) Your best chance of hitting Keine as she gets faster is to hang out by a wall, as she takes a fraction of a second to turn around when she hits it and accelerate in the other direction, leaving her open to a drill kick. Keep drill kicking her until she is defeated.
Fujiwara no Mokou
hot damn i love this outfit
Found in: 3-2-3
Mokou's design is (delicious and) a take-off of the Skeleton Koopas from various Mario games, and her battle is a take-off of the Larry Koopa battle from Super Mario World.
You cannot outright kill Mokou (who didn't see that coming?), so don't try. She attacks by charging up a phoenix and then throwing it at you. If you jump on top of her she will collapse into a pile of bones, picking herself back up after a small period of time. The kicker here is that, depending on the angle of the stage, she will slide down it as she collapses. Your goal is get get her to slide off the stage completely and fall into the lava below. The problem with this is that the stage likes to rock back and forth, so you could very well cause her to slide down toward the middle rather than off the edge if you mistime your jump. In addition, red Podoboo fuzzies will occasionally pop up from the lava below, alternating between sets of 3 and 2 (the first set is always the group of 3). They are not too common, but don't forget about them.
Scarlet Devil Mansion
Hong Meiling
tasukete~ ;_;
Found in: 4-1-2
It is currently unclear what exactly is going on in Meiling's design, but her battle is a take-off of the Lemmy Koopa/Wendy O. Koopa battles from Super Mario World.
If you have never played Super Mario World, note the large collection of green Pirahna Plant-style pipe fuzzies before this battle - this is a hint as to what you will be dealing with.
This whole battle is a giant game of Whac-A-Mole. The start is trivial: Meiling slowly pops up from one of the pipes, sticks around for a few seconds and then goes back in to reappear at another location. Drill kick her before she can disappear down the pipe to damage her (normal jumps do not work). Sadly the whole battle is not this trivial, as every time you stomp on Meiling's head, the next time she appears she comes with an additional green pipe fuzzy (one after the first hit, two after the second, etc.). These are what make this battle an actual fight as Meiling doesn't do anything by herself - in fact, she has no hitbox, so you can safely walk right through her if you so desire. Avoid the fuzzies and their bullets (or kill them, but they will respawn the next time Meiling pops up so it ends up being an exercise in futility) while chasing Meiling around the stage until she falls into the pit below.
Sakuya Izayoi
Sakuya Izayoi
Found in: 4-1-4
Sakuya's design is a takeoff of the Chain Chomp from various Mario games, and the battle is a take-off of the Potted Ghost battle from Super Mario World 2.
If you have never seen a Chain Chomp before, note the large collection of rabid black fuzzies before this battle - this is a hint as to what you will be dealing with.
This is one of the most reasonable battles in the game because it has the most trivial solution. You can't kill Sakuya, so don't bother trying. Instead, your goal is to push the block she's chained to into the pit behind her, and all you need to do to move it is run into it. That's it. Except that's not it because she spends a lot of her time hurling knives in every direction imaginable. Unlimited Blade Words is her most prolific attack, but occasionally she'll stop time, causing every knife on the battlefield to point itself at wherever you happen to be (even ones offscreen can be affected). Sometimes she will do this multiple times in succession, so be careful that you don't get cornered. She will also sometimes rear back behind her block for a second, lining herself up with you horizontally, before quickly charging forward along the full length of her chain to chomp whatever is in her way. Avoid this. (You can bounce off her head safely with a drill kick and her chain doesn't damage you.) Whatever she does, just keep pushing that block until it falls off the edge.
Flandre Scarlet
Found in: Nowhere yet (written May 26)
As of Version 1.01 of this game, Stage 4-2-2 is still "under construction". It is presumed that, if it is used as a boss stage (later worlds use their 2-2 for boss fights), Flandre will be the one occupying it.
Remilia Scarlet
Found in: Nowhere yet (written May 26)
As of Version 1.01 of this game, Stage 4-2-4 is still "under construction". It is presumed that, once the level is created, Remilia will be the one occupying it.
Hakugyokurou
PrismRiver Sisters
Lunasa, Merlin, and Lyrica PrismRiver
Found in: 5-1-2
This battle is a take-off of the Reznor fights in Super Mario World.
If you have never played Super Mario World before, note the large collection of platforms running on circular tracks before this battle - this is a hint as to what you will be dealing with.
As of Version 1.01 of this game, this battle has no dialogue.
The platforms the PrismRivers stand on rotate clockwise through the whole battle with the center about where the four stars in a cross pattern are. The center of rotation will fire off waves of four of five small round bullets in three different directions that form three 120 degree angles with the invisible center. Occasionally, one of the three PrismRivers will fire some music notes at you as well. These shots are considerably faster and larger and the game tends to enjoy picking the PrismRiver you're standing closest to just to piss you off and give you the smallest possible time to react. To damage a PrismRiver, jump up and hit the platform she stands on from below. Each PrismRiver will be knocked off their platform after five hits. However, when one PrismRiver is knocked off, the floor starts to crumble (starting from the center of the room - note that there is space off to the right), and you end up having to ride the platform she used to be on in order to defeat the other two, which is not at all an easy task because dodging all the shots coming at you while riding the thing is nigh impossible. Your best bet is to hit each PrismRiver four times and then deliver the finishing blow to all three while there is still floor available to work with. The one saving grace is that damaging a PrismRiver stops the whole machine (as well as everything that fires at you, including the PrismRivers themselves) for as long as she is stunned, so you can rack up hits on one really quickly by timing your jumps so you hit the platform of a stunned PrismRiver right after the stun wears off. Knock all three PrismRivers off their platforms to win the battle.
Youmu Konpaku
Youmu Konpaku
Found in: 5-1-4
Youmu's design, while only altered very slightly, is a takeoff of the Wiggler found in Super Mario World (and probably other Mario games). The battle itself is a 2-dimensional representation of the giant Wiggler fight from Super Mario Sunshine (Gelato Beach 3).
If you have never played Super Mario World before, note the large collection of yellow caterpillar fuzzies before this battle - this is a hint as to what you will be dealing with.
The stars at the beginning of this stage spell out "Myon" in hiragana, thereby giving away who the boss is.
As of Version 1.01 of this game, this battle has no dialogue.
This battle can be annoying because it is not readily obvious how to deal damage. You start with Youmu walking innocently along with a flower on the tip of her sword. At this point you've seen plenty of those yellow caterpillar fuzzies to guess that something bad is going to happen when you jump on Youmu's head and knock the flower off her sword. Well, you'd be right. After jumping on her, Youmu slowly unsheathes her sword while a crazed look takes over her face and she dashes off to the right side of the screen. When she dashes off, her ghost half flies up to the top center of the room and fires off large round bullets in a sweeping pattern (you have seen this before in both PCB and MegaMari). Note that, with all the blue rubbery platforms in the room, they form three levels. You will see "DANGER" flash off to the right at one of the levels, and after your warning is up Youmu comes zooming across the screen at that level before disappearing into the left wall. You may be reminded of her Blood of Asura spell card. Youmu will dash back and forth in a craze indefinitely, so to stop her, wait until you are one level below where the "DANGER" warning flashes, and then jump up and hit some blue rubbery platform as she is flying over it to send her spinning through the air only to crash face-first into the ground. (Her ghost half will stop firing at this point and fly back to her.) Do not be fooled into thinking that you have damaged her in this fashion and leave her to get up on her own. Run over to her (you may run through her as long as she is still eating dirt) and drill kick her to actually do damage. After this, she will go back to walking casually around, waiting for you to jump on her again. Repeat ad nauseum until she gives up. Note that as Youmu takes more and more damage, the "DANGER" warnings get shorter and shorter.
Extra note: if Youmu ends up on one of the platforms on either end of the second level, if you are good enough you can jump down on top of her from the third, fall all the way down to the first, get under her and smack her from below just as she starts her first dash in order to avoid a full round of the level-guessing game. This freebie is hard to pull off, but it's worth the effort.
The Sun (Merupo)
Oh God this thing gave me nightmares as a kid
Found in: 5-2-2
This entire stage is a takeoff of Desert Hill's quicksand stage from Super Mario Bros. 3.
This battle is actually relatively straightforward. At the beginning of the level the sun will stay harmlessly where it is. Once you have progressed enough it will start circling in place, then dive down in an arc across the screen to the other top corner in a similar fashion to the Cirno battle except the sun will aim for where you are on screen when it starts its swoop. Note that the sun's arc is dictated by the screen and NOT the stage, so you cannot deke it horizontally. Not long after it comes to life, you will come across many P blocks, all of which contain white fuzzies. When you are not dodging a swoop, stomp on a fuzzy and pick it up. Hold it while facing the sun and wait for it to swoop into you. It will hit the fuzzy and both will go crashing off the screen, with the sun respawning a few seconds later. 5 such collisions will finish the sun off for good, thereby ending the level (I bet you were wondering why you couldn't find Koakuma, huh?). Overall this is probably the easiest battle in the game - the major challenge in this stage is collecting all the stars (you will have to go all the way back to the beginning and drill jump off the sun to get over the huge pit that you started the level right next to).
Yuyuko Saigyouji
Booyuko Saigyouji
Found in: 5-2-4
Yuyuko's design is a takeoff of Bigger Boo from Super Mario World 2, and the battle is similar to it as well.
Note the large collection of ghost fuzzies before this battle - this is a hint as to what you will be dealing with. Also, note that the stars and bricks at the beginning of the stage form a triangle hat with a swirl in the middle (it actually appears to be an @ in this game), thereby giving away who the boss is.
To start this battle, get on the rightmost wooden platform (see picture). Yuyuko will appear behind you and the battle will begin. Yuyuko functions like all the other ghosts: she will slowly come flying at you if you have your back to her, and she will stop (hiding innocently behind a fan) and de-solidify when you look at her. At the start of the battle you two are the only two in the room, so just stare at her to keep her in the center of the room. Eventually blue fuzzies start flying in on sinusoidal paths. Stomp on one, pick it up and kick it into her while she's solid to do damage. (The easiest way to do this is to get under her and turn around right as you kick the blue fuzzy upward.) The catch? Yuyuko grows a little bigger with each fuzzy you hit her with (maybe she eats them?) and keep going and going until hugeghost is huge, making it harder and harder to dodge her (you WILL have to move around to collect/avoid blue fuzzies). Eventually she will grow too big or get full or whatever and fly off into the background, ending the fight.
Eientei
Tewi Inaba
How can you not trust that face?
Found in: 6-1-2
This battle is a take-off of the Bowser battles in Super Mario Bros.
Note the collection of water-spitting green fuzzies before this battle - this is a hint as to what you will be dealing with. If you have played Super Mario Bros 3, you will notice that the stage layout is taken from Hand Trap 1 in World 8.
Your goal is to drill kick all the screws in the room into the ground, destroying the bridges which causes Tewi to fall into the pit below. However, Tewi comes complete with hammers, tossing them in small arcs. As you set more and more screws Tewi throws more and more hammers at once, so your best bet to complete avoid her is to run all the way to the left, wait for her to appear, set the leftmost screw all the way down, jump through a gap in her hammers and simply race through the room to the right, setting every screw as you go. If you are a fast enough drill kicker Tewi will never catch up to you. Overall a fairly easy battle.
Alternatively, if you have the Miko Suit, just keep firing orbs at Tewi and eventually she'll go down.
Reisen Udongein Inaba
Reisen Udongein Inaba
Found in: 6-1-4
This battle is a take-off of the second Wario battle from Super Mario Land 2. It is best experienced in full screen mode and/or while on hallucinogens. I recommend you try full screen at least once for laughs.
Note that the first set of stars in this stage form eyes staring out at you. In the second part of this stage, you will notice more stars that form a bullet shape, and that the pipe leading to the boss battle and the floor area surrounding it form an ass shape, thereby giving away who the boss is. Poor Reisen just can't get away from the suppository jokes.
Reisen begins the battle by jumping high up into the air, using her ears to slowly flutter down while dropping bullets straight down in given time intervals. Run back and forth across the stage, avoiding dropping bullets. Reisen may turn around and follow you, but she is more likely to stop as soon as you pass under her, drop straight down and fire bullets in rapid succesion at you (aiming in an arc as necessary). Jump on top of her to do damage (I recommend drill kicks for this since she may get one shot straight upward before you land on her). She will sit stunned for a moment before taking flight once again. The more damage you do to her the faster she will fire bullets while on the ground, but that's not your only problem - the screen also gets wavier and wavier as Reisen's insanity-inducing powers become more and more prominent. What is actually going on in-game is never any different from when the screen wasn't moving around at all (similar to how the sun cared about screen position and not stage position), but it will be harder and harder to focus on proper verticality and you may find yourself landing drill kicks next to Reisen rather than on top of her right before she shoots you in the face or the ass. Work through the illusion as best you can, keep drill kicking Reisen in the head and eventually she'll give up.
Extra note: As long as she's not flying around, Reisen's forward hand is always making the gun shape. Love the attention to detail.
Eirin Yagokoro
Eirin Yagokoro
Found in: 6-2-2
This battle is a take-off of Dr. Mario.
Note the collection of dropping blue platforms before this battle - this is a hint as to what you will be dealing with.
The stars at the beginning of the stage form an SJIS art face pounding its chest (as with the "Ei-rin Ei-rin" meme).
The battle begins with you and Eirin on top of a giant glass jar. She will break the seal and you will fall down to the bottom, at which point she starts throwing pills at you which descend slowly and in a straight line down. Like in Dr. Mario, each pill has two sides, and each side will be one of red, yellow or blue. When a pill gets to the bottom of the jar, it will turn into two fuzzies which are colored based on the color of the pill. These cannot be destroyed and they amass pretty quickly, so don't fall down. Work your way up through the jar, using the pills as platforms, until you can get out. (Be careful when standing on pills, as they slowly turn into fuzzies under your feet if you take too long to get airborne again.) Jump on Eirin just once to knock her into the jar and finish the battle. Note that drill kicking a pill will do different things depending on the color of the side you hit. Drill kicking a yellow side is like drill kicking an enemy (and thus allows for super jumps), drill kicking a blue side will move the whole pill over one half-pill length in the direction the blue half is pointing, and drill kicking a red half will freeze the pill in midair for a few seconds (it is safe to stand on this frozen pill without worrying about it turning into fuzzies).
Kaguya Houraisan
She's so cute when she's determined.
Found in: 6-2-4
This battle is a take-off of the Tatanka battle in Super Mario Land. If you have played Super Mario Land, you will notice that the stage layout is taken from World 4-3.
Press (or, better yet, mash) Z to fire yin yang orbs: this is how you will deal damage. Unfortunately, rather than pull any of Tatanka's attacks from Super Mario Land (which would be piss easy for a Touhou expert like yourself to dodge), Kaguya uses, in proper order, horizontally-modified versions of her 5 Impossible Requests from Imperishable Night, and your hitbox isn't nearly as small as it once was. For the Dragon's Necklace, the largest gaps between lasers can be found if you hug the left wall. Buddha's Stone Bowl isn't terribly hard to avoid as the lasers take long enough to phase in for you to find a safe place, and the fuzzies she uses to fire lasers do not function like unfocused familiars so your shots will go right through them and damage Kaguya. Fire Rat's Robe is where it start to get difficult. Move up and down quickly and stream the lasers as best you can so you can actually move between them rahter than letting them trap you agains the ceiling or floor, and don't forget to avoid the slow-moving fireballs. Swallow's Cowrie Shell is not difficult to avoid if you hug the left wall, but the fuzzy familiar Kaguya shoots out angles his lasers so you'll have a hell of a time shooting her back, and the time gap between fuzzy familiars is not long at all. If you're feeling daring, put yourself between Kaguya and the fuzzy familiar and wail away on her, making sure to avoid both his lasers and her criss-crossing shots. Finally, Rainbow Danmaku's oval shots can still be streamed as before, but you have much less room to work with and sometimes they'll aim at you for a little longer than you expect. Also, the round rainbow shots are harder to avoid simply because both your hitbox and theirs are a lot bigger from IN. Kaguya goes through her spellcards based on how much damage she's taken - the further down the list you are the more damage you've dealt. I don't know exactly how many shots it takes to finally bring her down, but when you do, give yourself a pat on the back, because you earned it.
Extra note: BEST BATTLE EVER.
Yukarispace
Chen Yakumo
nyan~
Found in: 7-1-2
Chen's design is a takeoff of the Spiney from various Mario games. This battle is a take-off of the Three Little Pigs battle in Super Mario Land 2.
The stars at the beginning of this stage spell out "この先マヨイガ". This translates roughly to "this future Mayoiga" (although if someone can provide a better possibility by all means correct it).
Chen starts the battle by zooming off through the ceiling. She will reappear through one of the three gaps in the middle of the room - the one she is coming out of will distend for a second before she actually appears, so if you have good eyes you can anticipate what she'll do. If she pops out of the leftmost one she will fall to the ground at an angle and just roll back and forth along the floor. If she pops out of the middle one she will bounce off the floor and walls, moving horizontally more than vertically and never losing speed, almost like she's floating. If she pops out of the rightmost one, she will fall to the ground in an arc and start hopping along, making quick leaps but forming tall arcs. She will pause momentarily after landing before jumping again. Each time you jump on her (I recommend drill kicks just because of how fast they are and how fast she moves), she lays stunned, then zooms off through the ceiling before reappearing from another gap. The more you jump on her the faster she moves, but eventually she'll give up if you jump on her enough.
Ran Yakumo
...
Found in: 7-1-4
Ran's design is a take-off of Monty Mole from Super Mario World. It is unknown if this battle is a take-off of anything.
If you have never seen Monty Mole, note the large collection of orange fuzzies bursting out of walls before this battle - this is a hint as to what you will be dealing with. Also, note that the stars at the beginning of the stage form the katakana for "Tenko", thereby giving away who the boss is. (Her first line in the dialogue is "Tenko!" as well.)
Ran attacks by bursting out of the wall in the background like the orange fuzzies from earlier, except instead of just dropping to the ground she hovers for a moment, starts spinning and then flings herself at you. Every time she breaks out of the wall (after the very first) a white fuzzy comes out with her. Stomp on this fuzzy and kick it into her to do damage and deflect her away from you. In addition, as she bursts out of the wall, blue "shrapnel" shots fly out with in varying arcs and fall quickly to the ground. The more damage Ran has taken, the faster she flings herself at you and the more blue shots will burst out with her. Keep kicking fuzzies at her and she'll eventually fall.
Extra note: In Ran's sprite, one of her tails is covering her vagina, but in the large image it's just blurred out. (Then again, in Reisen's large image, she wasn't forming a gun with her hand...)
Yukari Yakumo
Found in: Nowhere yet (What a shocker, eh?) (Written 5/26)
As of Version 1.01 of this game, Stage 7-2-2 is still "under construction". It is presumed that, if it is used as a boss stage, Yukari will be the one occupying it.
Suika Ibuki
Suika Ibuki
Found in: 7-2-4
This battle is a take-off of the Bowser battle from Super Mario World. If you have played Super Mario World, you will also notice that the stage design for the second half of the level is taken from the last room of Bowser's Keep.
Suika has multiple attack patterns. She starts by swinging back and forth above your head from one top corner to the other, occasionally tossing MechaSuikas out. These will be your primary source of ammunition, so get to know them. They walk around on the ground, generally in your direction. Stomping one lays it flat out on the ground, though eventually it will come back to life if you do not kick it into something. Drill kicking one kills it outright, and running into one while holding another kills them both. Overall they are like your standard white fuzzy except they are semi-intelligent and will follow you around.
Anyway, Suika will keep swinging back and forth with that dumb grin on her face until you kick two MechaSuikas into her. They have to hit HER and not the flying machine she's in. (Also, if you hit the tip of one of her horns, your attack may still be unsuccessful. For best results, hit her in the mouth or between the eyes from above.) After two hits, Suika's attack pattern will change (this becomes a running theme). Her next attack pattern sees her fly way up above the ceiling and eventually crashing down in an attempt to land on you. This is accompanied by a falling sound effect but it comes in pretty late, so unless you have lightning reflexes I suggest just running back and forth on the ground waiting for her to come down. Drill kick her to damage her while avoiding any MechaSuikas she may toss out. Two drill kicks and you're ready to move on.
At this point, if you're good enough, you can cheese your way through the battle by keeping Suika down on the ground with drill kicks. If you can time your jumps well enough that you prevent her from taking to the air again the fight becomes trivial, but it's not easy to do.
If you are unsuccessful at keeping Suika grounded, her next attack pattern sees her hovering high above you, trying to stay on top of you at all times while moving only horizontally (with a little verticality from the bobbing motion that floating brings on). She will keep throwing out MechaSuikas, but this time she will also sometimes duck into her flying machine, flip upside down and drop a huge boulder on your head. This boulder will roll toward you after it hits the ground but you can safely drill kick it to avoid it if you so desire (just don't bounce yourself into Suika!). Two MORE MechaSuika shots and we're on to the fourth attack pattern.
OH FUCK
Suika will again stay high in the sky, but this time she floats away from you toward the wall she is closer to than you. She is perfectly content to hug the wall because the MechaSuikas she throws are flung behind her offscreen and are thus useless as they do not walk back on screen. Occasionally she will duck into her flying machine and start circling in place before throwing another huge boulder at you. These boulders move faster than the previous attack pattern's boulders and they are aimed at you, so stream them as best you can. In order to get Suika to move, you need to hug the same wall she's hugging so that she'll go fly off to the other one. Make sure she drops at least one MechaSuika before she hugs another wall or starts spinning again. Having sound is immensely helpful for this part of the battle, as her spinning makes air-swooshing sound effects. Stay no further away from Suika than the middle of the screen (don't get too close though) and count off 12 air swooshes. As soon as you hear the 12th, run over to the other wall and jump right after the boulder is fired and it will fly under you. Two more MechaSuika hits and we can move on.
Suika's fifth attack pattern has her bounce around the room like Chen did when she popped out of the right gap, except Suika is a little bit slower and she doesn't stop when she hits the ground. This is annoying to avoid because Suika is fairly large and you have to make sure you don't jump into her when trying to squish a MechaSuika. Suika is also harder to hit in this movement patterns than in any other because of how hard it is to stream her without getting yourself squished. Not much advice to give here, just avoid the poundings as best you can and bash her with two more MechaSuikas to move on to the final attack pattern.
Thank you, Marisa, but our hikkikomori is in another boundary!
A fitting end to this game is the danmaku attack pattern Suika breaks out. She will hover completely still in the center of the screen while firing off two sets of colored bullets in a sweeping pattern that form a complete circle around her. The gaps between bullets are large enough to squeeze through fairly safely (especially with how slow the bullets are), but if course you still have to worry about hitting her with two final MechaSuikas. In addition, she will occasionally fire a large slow red bullet at you that takes up an entire gap space - if it does this you'll have to hurry and find another gap quickly. Hit Suika two last times, enjoy Patchy in a pink dress and watch the credits roll.
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