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User:Waddlez3121/True Arena Run

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Kirby: Planet Robobot[edit]

This section details how I choose to play the True Arena in Kirby: Planet Robobot, including tips and strategies that can also be applied to the normal Arena. While I do not use game hacks, glitches, or cheats, there will be a mention of an amiibo emulator, as I do not own all the amiibo (though I mostly only emulate ones I've already owned.) That said, let's-a-go!

Copy Ability and General Tips[edit]

My preferred Copy Ability is Poison due to its versatility, lingering areas of effect, and high damage output.

Several bosses, such as Clanky Woods 2.0 and President Haltmann 2.0, make frequent use of jumps to reposition themselves around the arena. Susie 2.0 and Haltmann 2.0 in particular also pierce through the center of their arena in a dive attack. Both of these are situations Kirby can take advantage of by setting damage zone "traps" with the moves Sticky Toxin, Toxic Smog, and Sticky Strike.

When a boss attempts to move through your position in some way (think Clanky's trample and Dedede Clone 2.0's belly slide) Kirby can use Toxic Slide to deal damage while evading their attack, even potentially coating their landing zone in goop. Kirby can even use Toxic Slide in their direction of travel, if the boss moves far enough fast enough.

1: Clanky Woods 2.0[edit]

Clanky is by no means a difficult boss, as I've pushed him into phase two after only six and a half seconds before. The first thing he does is jump over to the left, so Kirby should focus on setting up a damage zone and then using Toxic Tower instead of trying to chase him down. Should Clanky escape before initiating phase two, Kirby can move to the center and reach up with Toxic Tower as Clanky shakes his head around. The falling "leaf balls" won't reach Kirby, as it only takes a small amount of damage to bat them away and Toxic Tower can deliver that instantly.

In phase two, I use one Poison Pummel into a Toxic Swamp before using Toxic Slide to coat Clanky's ground. When he starts moving, a Sticky Strike or two and Toxic Slide will deal heavy damage. When he stops to shoot missiles, just use Toxic Smog to block his fire and Toxic Tower to double up on the damage.

Phase three goes by incredibly quickly as well. Keep in mind that first he will attempt to pounce on you, so using Toxic Slide and a brief Toxic Tower or Toxic Smog are very important. Blow some poison breath into the corners of the arena to block all of the incoming projectiles, and he'll descend with armed legs soon enough. The first leg strikes can be used to deal damage by luring him over an area with poison goop on it, and the furious pummel of one area can be handled with a Sticky Toxin and Toxic Tower. He likely won't survive that, but if he does, just use Toxic Tower again to knock the shaken leaf balls back at him to complete your arbor crimes.

2: Holo Defense API 2.0[edit]

Holo-Defense API 2.0 gives Kirby a moment at the beginning to use Toxic Smog a few times in the air, which will set up a damage zone for Kracko to spawn into, and is supplemented by Toxic Tower. When he sweeps the arena floor, use Toxic Slide to deal tackle damage and force him to touch your poison. Set up one more damage zone while Kracko tries to use lightning strikes, and Kracko will bit-splode in no time.

The Holo-Doomers are a slight rough spot. Open with two damage zones if possible, and use Toxic Tower on the one that turns into a fire ball. Leave it alone once it goes off the screen, and instead use Sticky Strike or Toxic Slide to make it feel pain when it comes back. The other Doomer will open up a black hole, which Kirby can actually use to his advantage by sliding around while using Toxic Tower to hit both Doomers at once. Rinse and repeat until the day is won.

The Holo-Ice Dragon is another minor nuisance, so be sure to set up lots of damage zones as you avoid its charges. Toxic Smog is only effective when it's standing still, as it is guaranteed to run you over if it's still moving. Poison Pummel and Toxic Swamp are not good options, as Ice Dragon likes turning to face Kirby and almost always puts a danger zone in front of its face.

Holo-Coily Rattler is best handled with a damage zone set up as it spawns, assisted by Toxic Tower. Using Sticky Strike as it slithers away will make its head take damage twice, too. Simply avoid the projectiles by hovering, and then get it with another damage zone as it reappears. Even when it starts to circle around prior to its dive attack, Kirby can use Tilted Toxic Tower to do some major damage as it does so. Once it jumps, it will keep trying to land on you, so make Kirby use Toxic Slide to evade and leave only nasty goop for it to dive headfirst into, practically defeating itself for you.

The final phase is best completed by producing two Toxic Smog clouds and waiting to see which one the panicking API enters. It will always pass through either the upper left or upper right side as it flees, so even one cloud there will do sufficient damage to its one health point left.

3: Susie 2.0[edit]

Susie's first phase is best taken out with a few Toxic Slides as she pounces on Kirby. When she rises to fire her Drill Bits, use Toxic Smog and Toxic Tower to force her into phase two.

The drones that spawn are best left ignored, and instead Kirby should work his way toward Susie. Once there, a combination of AOE attacks, particularly Toxic Slide, will dole out enough damage to leave her crying. When the drone barrage is launched, Kirby should race to her position and use Toxic Smog, Poison Pummel, and Toxic Tower to quickly dispatch her. When she dives through the dome, Kirby should set up damage zones and then quickly escape from her shockwaves as she attempts to run him through. Then, a Sticky Strike and your choice of other attacks will finish her in one or two dive attacks.

4/8: Mid-Boss All Stars 1/2[edit]

Generally, what Kirby wants to do in both sets of Mid-Boss fights is cover the area they spawn in with both ground and air poisons, then use Poison Pummel and Toxic Swamp before they start moving. Kibble Blade will attempt a dash attack after the first cutter is thrown, so Kirby should use Toxic Slide in order to convince him to ram into the wall he's already near in order to stay in the death zone. Repeat this while alternating sides for the ground bosses, and they'll be left gasping for air.

Telepathos and Dubior will both spawn in the air, so some care should be taken that they don't end up outside Kirby's damage zone. Using Toxic Tower after applying a heavy smokescreen of poison breath to their spawn point will completely eliminate Telepathos, but Dubior may slimly escape after sustaining heavy damage.

Once a Mid-Boss is defeated, using Toxic Swamp will destroy their body faster without having to swallow them, cutting the time for these battles by a considerable sum.

5: Stock Mecha Knight[edit]

Stock Mecha Knight involves a lot of attacks from afar, since the close attacks he uses move at lightning speed and will do a lot. When he moves to a corner and fires lasers at an angle and then along the ground, get behind him and use Poison Pummel into Toxic Swamp again to deal some heavy blows. This will start phase two off very well.

Stock Mecha Knight's second phase will land you a moment to set up damage zones where he lands in the center of the arena. Use Toxic Slide to get behind him as he whirls punch after punch at thin air, then use Toxic Smog and Poison Pummel to continue the combo. You can even use Toxic Swamp, since Kirby is invincible during the jump before his body slam - he can't be whipped into the attack zone Mecha Knight puts out. Use light damage zones and Toxic Tower to get some minor damage in as he starts to take root in either side of the ceiling, and he should go out with a bang.

6: Dedede Clone 2.0[edit]

Like Clanky, Dedede Clone opens with a jump to the other side of the area. Kirby can set up a damage zone and use a well-timed Toxic Swamp to avoid the energy ball strikes, and do it again on the other side to quickly trivide the clone into its smaller pieces. Then, Kirby should layer some Toxic Smog and a Toxic Slide to do some big damage, and setting up a few more damage zones can prove another fast defeat for all three before they can even use Hammer Farmer. As they grow weaker, they'll even be defeated instantly by a single Sticky Toxin or Toxic Smog.

Dedede Clones & D3 is a bit tougher, but can still be outed with ease. Use Poison Pummel and Toxic Swamp every time it pauses where Kirby can reach, and even just using Toxic Slide, Sticky Toxin, or Toxic Smog can chip down their health. When their second phase begins, they'll pump out two bombs. Let one go and focus on the other so you can use damage zones and Toxic Swamp to send it back at them. The extra edge that gives is critical. As they use the flamethrower attack where they move inward to the center of the arena and revole the flame pillar around them, use every attack you can get away with to make a damage zone and evade the scorching heat.

7: C.O.G.S. / Core Kabula[edit]

C.O.G.S. is by no means a difficult fight. Start charging shots and taking out cannons, and you're good to go. Do note, however, that Jet Mode's default spawn point is vertically positioned perfectly to hit the center and near-bottom cannons at the same time. Once you strip the cannons of their power...

Surprise! Core Kabula comes hunting. There was enough time between each boss to charge some missiles to full, so fire those off fast before she starts to dive. Same applies as she descends from that ram attack. When she attempts to circle you in cannon fire, remember that she passes through the firing plane behind you. This can be taken advantage of and still have enough time to fire another charge attack at her when she returns to the front. Both large laser attacks also have major windows where you can fire on her, so take advantage of those (hover in close above the single-laser blast, and move behind and in front of the wavy three-laser blast.) She'll go down remarkably fast this way.

9: Pres. Haltmann 2.0[edit]

Many strategies for Susie 2.0 also apply to Haltmann. Some important things to know are:

Phase one:

  • Kirby can use Toxic Smog and Toxic Tower to deal good damage to Haltmann as he fires Susie drones around the center platform or spins around it himself, but great care should be taken to avoid getting his ability knocked away by either assailant.

Phase two:

  • As Kirby would do if Susie's first phase lasted too long, he should leave several damage zones for Haltmann to crash into as he uses Spin Cycle around the arena.
  • Using Toxic Smog and Tilted Toxic Tower are also key for dispatching the Yesman and dealing more damage to Haltmann through his reduced defense.

Phase three:

  • Every time Haltmann uses Spin Cycle around the arena, he makes one complete rotation before jumping to the exact opposite side. Choose a side and set up a damage zone there, using Toxic Slide to pass through his whirling arms unharmed.

Phase four:

  • Kirby can just ignore the Yesmen and float above Haltmann's cube lasers. Unlike in Meta Knightmare Returns, there is no advantage to even touching the Yesmen before Haltmann fries them, so don't even make contact.

10: Dark Matter Blade Clone / Sectonia Clone[edit]

As one would expect from fights originating in Meta Knightmare, the two clone fights are best foiled by the Sword Copy Ability, so using an Inkling and Link amiibo of choice to switch to that ability and then back to Poison is a good plan. Essentially, go ham with the Twister Slash.

Dark Matter Clone, move by move in order of appearance:

Attacks - Dark Matter Blade Clone
Attack Description How to Outwit
ダークビーム
Dark Beam
Dark Matter Clone fires a series of blasts from its sword straight forward. It may also charge up and perform a more rapid-fire version. The sword blasts can be crouched under.
Drill Stab towards, and then use the typical up-slash to down-slash combo on repeat.
フライングソード
Flying Sword
Dark Matter Clone's sword glows with a rainbow aura, and it dives toward Kirby, leaving stars as it passes.
Charge up a Twister Slash and use it as it dives through. Also works on Sectonia Clone's similar move.
ダークバウンドマター
Dark Bound Matter
Dark Matter Clone fires either three or five dark orbs that bounce around the screen. These can be hit to knock them back at the clone.
Batter up! Hit each and every one with your sword; they will return to sender and deal damage.
ダークビームラッシュ
Dark Beam Rush
Dark Matter Clone charges up and then fires four sword blasts rapid-fire at Kirby's current position.
Spin/Twister Slash, Drill Stab, Upward Slash into Sword Dive. Any and all of these will work.
ダークサンダー
Dark Thunder
Dark Matter Clone fires multiple dark beams from its eye that make a spiral across the stage, leaving four stars on the ground.
Same strategies as Dark Beam Rush.
ぶんれつボディショット
Dividing Body Shot
Dark Matter Clone creates four orbiting spheres of energy around itself, then fires them, leaving a brief danger zone on the ground where they hit. They can be preemptively knocked away, and Kirby can also swallow these to gain the Fire ability.
Twister Slash or Upward Slash may prove effective here, but it's difficult to destroy the balls considering how high up the boss flies.
フライングソード
Flying Sword
Dark Matter Clone's sword glows with a rainbow aura, then the clone starts thrashing it about as it dives several times across the stage.
Using Spin Slash each time he flies across is a great way to deal damage.
かくさんマタービーム
Spreading Matter Beam
Dark Matter Clone, after a brief charge-up period, fires two dark lightning bolts from its eye. Each one leaves a star on impact. It will always fire two sets of these, and may change positioning to fire two more sets of lightning bolts. The blind spot is directly underneath the clone.
Twister Slash is your best friend again.

11: Galacta Knight Returns[edit]

Galacta Knight is very annoying. BUT. The fight can be completed. Here are some general tips:

  1. Under no circumstances should Kirby ever fall into a corner of the arena if Galacta Knight is on the ground. He can expect bad things to come of this.
  2. Toxic Smog is your best friend. Toxic Slide is also very important, though it has less practical use based on how much time Galacta Knight spends in the air or just above the ground.
  3. Most of Galacta Knight's lightning strikes have a safe zone that Kirby can take advantage of to continue dealing damage. For example, when the sets of strikes alternating between four and five occur, there is a very slim space between the first and second waves that Kirby can squeeze into and use Toxic Tower from.
  4. Toxic Tower can be useful, but also leaves Kirby vulnerable to Galacta Knight's faster attacks.

Don't be afraid to use or emulate an Inkling amiibo of any variety to regain health and get Poison back if something happens. Most of Galacta Knight's attacks don't deal an incredible amount of individual damage, but it's when things stack up that problems really happen. Thankfully, an easy dispatch of Dark Matter Blade Clone and Sectonia Clone with Sword just beforehand should have given you a good breather, so no worries there.

12: ????[edit]

Kirby's Copy Ability doesn't matter at all for this fight, since he's just in the Halberd Mode of the Robobot Armor for the majority of it.

Phase 1 strategy: don't get hit

Phase 2 strategy: don't get hit

Phase 3 strategy: REALLY don't get hit

Plot twist: when Kirby goes in for the screwdriver attack, guess what? Nova - err, Star Dream Soul OS sucks him up! Game over for Kirby, I guess! (we all know that's a lie.) Once Kirby enters, a very chaotic theme starts up and the core of the monster starts a more direct battle with Kirby.

For the first part of this phase, Kirby may have a tough time with many Copy Abilities. Poison has a few tricks that make the first part go fairly smoothly, but they must be executed well. Toxic Tower should only be used if the pillars are stationary - this is because if an active one moves toward Kirby, he'll take damage. If it's moving away, it will probably slip outside of Kirby's range of fire. Thankfully, disabled pillars don't crush or damage Kirby, so he can focus on the important part.

After the pillars are destroyed, Kirby's next goal is to take out the heart itself. Rather inconveniently, it has mastered some moves that make that rather tough. From Shooter Cutter to a pair of lasers that leave violent energy bursts in their wake (inherited later by HR-D3 and the Master Crown) , Star Dream's upgraded form shows no mercy. The strategies don't change much, since Kirby's target is still a moving aerial object that circles the arena without ever touching the ground, but now the target moves way faster. Very inconvenient. Sticky Toxin is made entirely useless at this point, although it may come to Kirby's attention that Toxic Smog is very effective when that silly heart would just sit still.

With a lot of effort and potentially needing to switch to UFO via the Kirby Kirby amiibo (not recommended unless you just want the Maxim Tomato), you can shatter the machine forgone a soul and crumple it forever.

13: Results Screen[edit]

The toughest boss still waits ahead: the results screen. Act fast like you never have before, mashing A as fast as possible to dodge the gauntlet of extra stickers you probably already obtained all of anyway and finally, at last, obtain the trophy and the record you've been dying for for oh so long.