every boss S rank guide

Cuphead68 views4 favorites33 min readby giyuziiiUpdated 11 FebView on Steam ↗

The root pack

this fight is basically a tutorial for reading tells and not overreacting

phase one potato
he shoots dirt clumps that track your position when they launch not after so you beat them by moving a tiny bit right when he fires then stop and keep shooting if you keep running you walk into the next clump
stay mid distance and keep your fire on him the goal is to not give up damage time because if you end the phase fast you skip extra shots

phase two onion
he makes tears that fall with gentle drift these are slow and exist to mess with your jump timing
do not jump for no reason here just walk and only hop when a tear is going to land on you
the safest rhythm is small step small step short hop repeat
if you have spread you can stand close and end this phase before the screen fills

phase three carrot
this is where most people take dumb hits because of panic
he summons psychic projectiles that home but they always curve in a predictable way so you want to bait them then move the other direction
stand near the middle bait a wave then walk under them as they curve upward then go back to center
the floating carrots in the background are just noise ignore them
save your super for this phase if youre new because ending it faster prevents the screen from becoming a spiral

Goopy le grande

goopy teaches you ground control and jump discipline because the whole fight is about where you land

phase one boxing slime
he hops toward you and the landing creates shockwaves
the clean way is jump over him when he approaches and land behind him but do not jump too early if you jump early he adjusts and lands on you
watch his feet the moment he leaves the ground decide if youre going under or over
when he does the long hop you can stay low and just walk under the arc then turn and shoot his back if you have roundabout this is free damage

phase two tombstone slam
now he goes to the middle and starts doing big slams that send shockwaves both ways
the trick is to treat the floor like lava only when needed you want short hops over the shockwave not full jumps because full jumps make you land into the next one
if you have spread stand close and dump damage between slams if you have peashooter stay at mid and keep a steady stream

phase three headless sprint
the head turns into a fist and chases while the body runs back and forth
this phase is all about not getting cornered keep yourself slightly off center so you always have an exit
jump over the body when it charges and immediately turn and shoot while retreating
if youre using spread wait until it comes to you then burst it down if you stay far you lose too much time

Hilda berg

first airplane boss and it teaches you shrink timing and parry in the air

general airplane rules
hold fire almost always but stop firing for a second if it makes you drift into danger because control matters more than dps
shrink is not for traveling its for threading needles use it for one second taps not long holds
parry the pink stars when they are safe not because you feel forced you dont need every parry to win

phase one zeppelin lady
she spawns little projectiles and sometimes sends a big tornado
for the little shots you weave slowly and shrink only when a shot is exactly at your face
for the tornado you go above it early and keep shooting do not try to slip through the middle unless youre confident because the hitbox is mean

phase two the laughing moon
she becomes a moon and sends rotating shots and star bullets
this is where shrink wins the fight
pick a lane near the top or bottom and only change lanes when you see the gap forming
if you thrash up and down youll get boxed in
your super is great here because the phase can be long if you play too safe

phase three constellation forms
she cycles forms like a bow and arrow and a bull
bow and arrow shoots straight lines stay calm and slide between lines with tiny movement
bull charges from the side you want to be already near the opposite side so you can retreat and keep space
if youre ever overwhelmed stop moving for half a beat and read the next gap the patterns are consistent

final phase twins
two small heads with lots of bullets
stay near the back and use shrink taps when the screen gets tight
do not chase parries here unless its free because one greedy parry loses the run

Cagney carnation

this is the first real pattern check boss on isle one because the whole screen becomes dangerous and you still have to keep damage up

phase one ground plant
he shoots seed bullets that arc and he also spawns different hazards
the biggest rule is never jump just because you can you jump with purpose because jumping invites the vine hands and makes you land into acorns

hazard the boomerang seed
it flies out then comes back so you dodge it twice
the safe dodge is step forward as it passes then step back when it returns
if you only dodge once it tags you on the way back

hazard the pink bulb
parry it only if its in your path otherwise just move away because the parry bounce can throw off your spacing
if you do parry it aim your bounce so you land with control not into another projectile

hazard the little flying seeds
these are the ones that clip you while youre focused on cagney
keep your eyes low and delete them quickly with peashooter or roundabout
spread is risky here unless youre comfortable because you have to stand close while the screen is busy

phase two platform phase
now platforms appear and he shoots many seeds upward
stand on the middle platform when possible because it gives you options left or right
do not camp the top platform it looks safe but it forces bad jumps when the walls fill
when he does the big face attack with lots of projectiles shrink your movement into tiny adjustments and prioritize survival for two seconds then go back to damage

use super here if youre struggling because ending this phase quick prevents the full bullet storm

Ribby and croaks

this fight is about multitasking because even when you focus one frog the other is trying to trip you

phase one boxing and spinning coins
ribby punches from the left croaks shoots coins from the right
stay near center and treat coins as the main threat because punches are obvious
jump over low coins and dash through high ones with smoke bomb if you have it
if you dont have smoke bomb then jump and land short do not full hop because you land into the next coin

phase two fan attack
one frog becomes a fan that pushes you while the other attacks
this is where most runs die because push makes you fall into stuff
lean into the fan by walking against it so you dont slide
when the fireflies show up delete them fast they are free super meter and also free deaths if ignored

phase three slot machine
the frogs turn into a slot machine and the pattern depends on what it rolls
you want to stand slightly left of center so you have room to dodge right then come back

if it rolls the tiger
it pounces across the bottom jump over it and land immediately
dont double jump because the second jump usually lands you into the next pounce

if it rolls the bull
it charges horizontally you dodge by going to the opposite side early then hop if needed
smoke bomb through it is easy if you have it

if it rolls the frogs
platforms come and a lot of hazards drop
keep to one platform and only switch when forced because switching too much is what gets you clipped
roundabout shines here because you can keep damage while moving away

save your super for slot machine if you can because it is the most chaotic part and deleting it early is huge

Baroness Von Bon Bon

this fight is two parts random miniboss then the baroness herself so the real goal is to stay clean early so you enter the last phase with good hp and good meter

best mindset
do not chase her around the screen you win by holding center space and letting hazards come to you
most hits happen when you sprint to finish a miniboss and get clipped by a stray candy

miniboss roulette tips that always work
stay around mid screen and keep one escape route open
if you get pushed toward a wall stop attacking for half a second and fix your position first
if you have smoke bomb you can turn “im trapped” into “im fine” by dashing through threats but only dash with a purpose not as panic movement

waffle
the syrup shots are meant to bait big jumps so do short hops and land fast
delete the little adds only when they are blocking your lane otherwise keep damage on the waffle so the phase ends before clutter builds

cupcake
cupcake punishes bad landings more than bad dodges
before you jump decide where you are landing and keep your jump low
if you are using spread you can melt it but only step in when the screen is calm then step out again

jawbreaker
pick a side as your home base and only swap sides when the bounce forces it
if you run back and forth randomly you will line yourself up with the bounce every time
shoot while backing up and you will naturally keep the right spacing

final baroness phase
this is where people throw because they keep jumping
play it like a ground fight walk dodge walk dodge and only jump if a projectile is literally taking your floor space
when pink candy appears only parry if it is already safe and lined up if you parry while nervous you bounce into the next candy
use your super right as this phase starts if you want the easiest win because skipping time here is worth more than using it earlier

Beppi the Clown

beppi is a greed check isle two wants you to stop forcing damage and start respecting transitions because every phase changes the rules

phase one bumper car
the car itself is not the danger the danger is where you land after you avoid it
jump late over the car so you land behind it with control
the balloon dogs are priority because they steal space if you ignore them you get cornered and then you take a hit to “randomness” that you actually caused
keep your position near the middle so you can react to either side and do not drift to the far left or far right unless you are forced

phase two carousel and coaster
the coaster is the real boss here
watch for the height and commit early to being high or low do not try to switch mid moment
when you see a pass coming stop shooting if shooting makes you drift into a bad line control beats damage
if you have roundabout this phase becomes easier because you can keep damage while retreating

phase three penguins and horseshoes
this phase kills people because they jump too much and get clipped by baseballs on landing
stay grounded as your default
use short hops only to clear a ball that is truly blocking you
clear one lane at a time meaning pick one safe vertical zone and keep it instead of bouncing between top and bottom

final phase balloon head
this is survival first
stay in a calm lane and make tiny movement
if you feel overwhelmed shrink your movement meaning smaller steps smaller jumps fewer dashes
save super for this phase if youre struggling because shortening the final chaos is the biggest value use of meter

Djimmi the Great

this fight is about airplane fundamentals more than anything else shrink taps and positioning are the whole game here

general airplane rule that makes this boss easier
play slightly back from the center so you have reaction time
shrink is a tool you tap for half a second to thread a gap it is not a mode you live in

opening phase random attacks
he cycles patterns and the trap is overreacting
when you see something coming at your face do a small drift first then shrink only if that drift is not enough
if you instantly shrink every time you will get stuck slow with nowhere to go

sarcophagus phase
the coffin shots feel like they track you but they lock onto where you are when fired
move in smooth curves not sharp zigzags
if you zigzag you create your own collisions because the next shot spawns exactly where you just moved

puppet phase
this is where you want to farm meter safely
stay far back and focus on reading rings as shapes you slip through
when you are far back the gaps look bigger and you can react instead of guess
use super here if you hate this phase because it can run long if you play too safe

final giant djimmi
this is the classic panic wall
pick one vertical lane that feels comfortable usually mid low and treat it like home
only leave home when a projectile forces you out then return
do not wander up and down just because the screen looks busy the patterns are meant to bait constant movement

Wally Warbles

wally is a test of cleanup you either manage the eggs and birds or you drown in them

phase one egg rain
shoot eggs early so they do not become extra threats
stay slightly below center so you have room to rise or drop without hitting the screen edge
if you get overwhelmed stop chasing wally and just clear the nearest threats for a second then resume damage

phase two feather wall
these feathers reward gentle weaving
move slowly like you are sliding through lanes
shrink only when two feathers create a tight pinch right on you
if you hold shrink too long you lose positioning and you drift into the next wave

phase three stretcher pills
the pills are dangerous because they split so you need to dodge where they will be after they break not where they are now
stay in the bottom half and do small side steps
if you are trying to dodge by flying to the top you will get pinned because the screen has less escape space up there

final phase tiny bird
small target lots of pressure
stay centered and keep your movement minimal
most hits here are corner hits so never commit to the far edge unless you are forced

Grim Matchstick

grim is the hardest because he punishes auto shooting some projectiles should be dodged not destroyed

phase one fireballs
the little fireballs split when shot and that can make the screen worse
if a fireball is not in your lane let it drift and dodge it
only shoot one when it is about to occupy your space
the tail wag and head motion are your tells so watch grim not your bullets

phase two cloud platforms
this is a landing discipline phase
before you jump decide your next platform and do not jump blind
kill the little flame guys fast because they stack with everything else and that is how runs die
if you are using spread be careful because you will accidentally split projectiles and create extra clutter

phase three three heads
this is where you win by staying calm and controlling what you shoot
when bubbles appear do not pop them unless they are blocking you because popping adds more objects to dodge
treat each head attack as a short “survive now” moment then return to steady damage
save super for this phase if you can because skipping time in phase three is huge and it reduces the number of patterns you must endure

one big grim tip
if you keep dying late it usually means you are tired and start jumping without a plan
force yourself to pause mentally before each jump and ask where am i landing if you cannot answer do not jump

if you tell me what weapons and charm you have right now i can lock in the easiest loadout for each of these and the cleanest super timing so the guide matches your exact run not a generic setup

Captain Brineybeard

this boss is not hard because of damage its hard because it forces you to track two things at once the pirate and the sea hazards if you tunnel vision you get hit by something you didnt even notice

main rule
always know where the barrel is
if you lose the barrel you lose the run

phase one pirate plus sea hazards
brineybeard stands on the ship and attacks while random enemies come from the water your job is to keep the floor safe and not get pinned by the barrel

the barrel
it rolls across the floor and bounces it is the real boss because it steals your dodge space
do not jump over it too early if you jump early it will bounce into your landing spot
wait until it is close then short hop and land immediately
if you have smoke bomb you can dash through it but only do that when you are already calm because panic dash makes you dash into something else

the cannonballs
they come in arcs the trick is you do not need huge movement
take one small step then stop the arc will miss
if you keep running you will run under the next one

the shark jump
the water will hint it first
when you see the tell do not jump instantly just be ready to hop when it actually rises
if you jump early you land into it

the squid ink
ink blocks your vision which is why it is deadly
when ink appears you should play safer for a few seconds stay more centered and avoid risky jumps
focus on survival until the screen clears then go back to normal damage

how to make phase one shorter
keep constant damage on brineybeard and delete hazards only when they threaten your lane
a lot of players waste time chasing every enemy and then the fight lasts longer which means more chances to mess up

final phase ship attacks
this is where people get hit because they try to keep full dps while the screen becomes a mess
your priority order is always avoid first shoot second
there are moments where you should stop shooting for half a second just to reposition cleanly

cannon blasts
the blasts come with clear timing
stand mid and react late with a short hop or a dash
big jumps are bad here because you land into the next pattern

super timing
use super right as the final phase begins or when you first feel overwhelmed the goal is to skip time not to style
if you save super too long you will die with meter unused which is the worst feeling

Sally Stageplay

sally looks easy then she steals your hp because she punishes bad jumps and bad spacing the whole fight is about staying grounded and not getting baited by her cute animations

phase one house fight
she dashes across and throws hearts
the hearts look harmless but they are there to make you jump at bad times

best positioning
stay slightly left of center this gives you space to back up and also space to move forward if she forces you

dash patterns
when she dashes the hitbox comes fast so the safe play is jump late
do not jump early because she will pass under you and you will land into the next heart
if you have smoke bomb you can dash through her but only when you are confident because mistiming means you dash into a heart

umbrella dive
this attack is a trap because people panic jump twice
one clean jump over it is enough then land and reset

phase two balcony
she goes above and drops hazards this phase is about reading where things will land not what is happening right now
watch the shadow and the drop line and choose a safe lane early
if you wait until the last second you will be forced into a jump and your landing will get punished

when she slams down
do not react late
as soon as you see the commit animation start walking away so you are already safe when she lands

final phase baby and stage chaos
this is where players throw by doing too much
the screen gets busy so you should reduce your movement not increase it
pick a safe ground lane and only hop when the floor is literally taken

projectiles
treat them like rhythm
move step stop step stop
if you run continuously you create your own collisions

super use
super here is great because the final phase is the most likely place to take random hits even if you played clean earlier

Werner Werman

this fight is pressure because the arena is tight and the cat adds are meant to break your concentration you win by controlling the middle and not letting werner shove you into corners

phase one can dash
werner rolls in a can and charges
jump late and land behind him
if you jump early he clips you on the way back
keep your fire on him and do not chase him to the wall because cornering yourself is the easiest way to die

projectiles
he throws things that force small hops
short hops are key
full jumps make you land into the next one

phase two flamethrower and cat
space becomes limited and your eyes get pulled to the background cat
force yourself to stare at your character and the flame lanes

flame lanes
they create safe windows
you want to move only when a safe window opens
if you try to brute force through flames you will get clipped

cat paw
the paw timing is consistent
do not jump because you feel nervous jump because you see the paw coming and you know where you will land

final phase ghost and platforms
this is a landing control exam
the ghost chases and the environment changes so every jump needs a plan
before you jump ask where am i landing and is that spot safe in one second
if you cannot answer then do not jump

best strategy here
stay slightly off center and rotate around the ghost instead of running away in a straight line
running straight makes you reach the wall and die

super use
use super when you get a clean opening not when the screen is chaos because during chaos you might waste it while dodging
a clean super chunk can end the phase before it gets overwhelming

Dr Kahls Robot

this is the big wall for most players because it is three fights in one you have to treat it like a plan not a brawl

phase one parts management
there are three main threats and you want to remove them in an order that makes the screen calmer

head laser
this is the most oppressive because it forces movement constantly
focus head first to remove laser pressure

chest gem beam
the beam can catch you while you are dealing with other things
once head is gone focus chest

stomach magnet
this becomes lethal when bombs and bullets get pulled into you
if magnet is active play farther back and do not sit near the center line

bombs
bombs are your main damage tool in phase one but they also create clutter
drop bombs in controlled bursts do not spam if it makes you drift into danger

how to not get overwhelmed
pick one part and commit until it breaks
people die because they spread damage and keep every threat alive longer than necessary

phase two heart maze
this phase is deceptively dangerous because it is slow and people get impatient
stay near the back and treat the rotating walls like a timing puzzle
small movements only
shrink taps when the gap is tight
if you drift forward you lose reaction time and you clip the wall

final phase bullet hell
this is about minimal correction
choose a comfortable lane usually lower middle
move in tiny arcs not sharp zigzags
when you shrink tap do it for the gap then return to normal size so you keep control and build meter

super strategy
saving super for this phase is often the best because it deletes a chunk of the bullet hell
if you use it earlier you still have to survive the full final phase

Rumor honeybottoms

Phase One

You climb while worker bees shoot small triangle bullets.

Stay around mid height. Being too high removes reaction time and being too low traps you. Move in small steps instead of big jumps. Short hops clear most shots.

When the cop bee charges across, move early to the opposite platform. Do not wait until it is on top of you.

Do not rush upward. Let the platforms carry you naturally while you clear threats.

Phase Two

Rumor appears reading a book while attacks overlap.

She fires letter projectiles in patterns. Pick a vertical lane and stay there until it closes. Switching lanes constantly causes hits.

Bombs fall and explode into more shots. Step sideways early instead of reacting when they burst.

The cop bee can still appear. If it does, focus on dodging that first.

This is a good place to use super if you struggle with overlapping attacks.

Phase Three

She transforms into a plane and fills the screen with fists.

Think in lanes. Stand in a safe lane and move only when that lane closes. Big jumps usually lead to landing into the next wave.

Stay mid screen so you have room above and below. Do not climb too high.

If you saved super, use it here to shorten the hardest part.

Common Mistakes

jumping without checking next platform
climbing too high
panicking during the fist phase and over moving

Cala Maria

this boss is a patience test because the attacks are not that fast but they punish panic the main threat is the stone gaze because it turns a small mistake into a forced hit

phase one sea creatures
puffer fish
they explode into spikes
do not shoot them right next to you because you will create a wall in your own face
either destroy them early at range or dodge them without popping if they are not blocking you

ghosts
ghosts are meant to mess with your movement
stay back and weave gently
if you dart around you make their path harder to read

stone gaze
watch her face
when the gaze starts you need to be ready to parry quickly to break free
the biggest mistake is being too close to the edge when you freeze because then you unfreeze into a projectile with no space to move

phase two eels
this phase forces vertical awareness
pick top lane or bottom lane and commit
moving up and down constantly is what gets you clipped by the eels and by stray projectiles

final phase stone head
tight bullet patterns and you must shrink tap
stay calm and prioritize clean lanes
if you keep drifting to the corners you will die because the corners remove your escape routes

super use
super in the final phase is huge because it is the most cramped part and shortening it reduces the chance of a freeze turning into a hit

Phantom Express

this fight is all about cart management and not parrying just because you can
parry is a tool to move the cart not a reflex you spam

phase one front car ghost
the ghost throws projectiles and the tail gives you pink parry chances
only parry when moving the cart will actually help you
if you parry randomly you move into danger and then you blame the game

safe cart position
generally you want to keep the cart away from the lightning but also not so far that you lose room to dodge
move it when the screen tells you to not when you feel bored

phase two pumpkin
the pumpkin fires arcs
stay grounded and jump only when the arc actually blocks your lane
this phase punishes impatient jumping because your landing gets tagged by the next arc

phase three skeleton and bricks
bricks fall and create ground hazards
watch the ground more than the boss
step into open spots and stop
continuous movement causes you to step into a brick you could have avoided easily

final phase conductor
platform rotates and lightning threatens
this is a calm timing phase
move the cart only when you need to avoid lightning
shrink your movement and keep your jumps low
super here can end it before the rotation and lightning overlap too long

King dice

This fight is a marathon. You clear minibosses based on dice rolls, then fight King Dice at the end. The trick is route control. You can manipulate your roll timing to land on easier spaces.

Main rule
Jump when the dice number you want is about to appear. Watch the cycle once before committing if you need to.

The 9 Minibosses

  1. Chips Bettigan

He dashes in short bursts and throws poker chips.

Stay mid screen. Jump late over his dash and land clean. The falling chips are slow so adjust slightly instead of big movements. Keep damage steady and do not corner yourself.

  1. Mr. Wheezy

Cigar that spits smoke rings and fireballs.

The rings are your main threat. Slip through gaps instead of trying to outrun them. Stay grounded. Jump only when a ring blocks your lane completely.

  1. Pip and Dot

Two dominoes that slam and split the screen.

Stand slightly off center. When they slam, short hop. When they split, pick one side and commit instead of bouncing between both.

  1. Hocus Pocus

Magician that cycles attacks.

Skull phase is the most dangerous because of vertical pressure. Stay low and move in small arcs. When cards appear, prioritize space control over damage.

  1. Hopus Pocus

Rabbit in a hat that teleports and attacks from inside.

Watch the hat. The hat tells you where he will emerge. Stay calm and react to the tell not the surprise pop up.

  1. Pirouletta

Roulette dancer with bouncing balls.

Track the balls more than her. They create floor denial. Keep to one half of the screen and rotate only when forced.

  1. Mangosteen

Floating 8 ball that opens and shoots.

When it opens, prepare for radial shots. Stay mid distance so you have time to slip through gaps. Do not hug walls.

  1. Mr. Chimes

Monkey memory game.

This one is rhythm not chaos. Watch the pattern carefully. Stay calm and move only when sure. Panic causes wrong inputs not difficulty.

  1. King Dice Phase

After clearing selected minibosses you fight King Dice himself.

Card parade phase
Pink cards move across the screen. You must parry chain them to survive.

Do not mash parry. Treat it like rhythm. Jump slightly before contact and keep a steady tempo. If you rush you drop the chain.

When he throws extra cards from above, adjust slightly left or right but maintain rhythm. Panic breaks the chain and ends the run.

Super is best used on a miniboss you hate rather than on King Dice himself because his final section is mostly mechanical.

Devil

this fight is four phases and the whole trick is staying calm and playing the screen not the animation the devil is loud and dramatic and that is the bait

before you start what makes this boss easier

best weapon logic
you want one weapon for safe constant damage and one weapon for close range burst
roundabout is amazing because you can keep damage while retreating
spread is the “end a phase now” button but only when you can stand close safely
charge is strong if you are patient because the devil gives clear safe windows
if you are struggling do not use chaser it makes you stop thinking and you will still get hit

best charm logic
smoke bomb is the safest because it turns a bad situation into a dash through it
heart charms are fine but they do not fix the real problem which is getting trapped

best super logic
super is most valuable in phase one to skip an ugly pattern or in the last phase to shorten the tight platform section
do not die with full meter that means you were saving it for a “perfect moment” that never came

main rule for the entire fight
do not run constantly
walk stop walk stop
cuphead bosses punish nonstop movement because you run into the next hazard before it even becomes a threat

phase one the devil attacks from the throne

phase one is a rotation of big attacks and you are meant to learn the tells and respond early instead of reacting late

goat slam

this is the attack that deletes new players because they jump too early or they freeze

tell
his head shifts and the screen language changes like he is about to lunge forward

what to do
as soon as the tell starts move away from the center line and prepare a single clean jump
the shockwave is what hits you not the body so your jump timing matters more than distance
jump late over the shockwave and land immediately
do not double jump because you land into the next thing like a fireball or a minion

damage window
after the slam he gives you a small calm window that is when you step in with spread or land a charge shot

spider form

he climbs and then drops and the floor gets scary because of where you are forced to stand

tell
he moves upward and the screen becomes about vertical space

what to do
stay near mid and watch where he is coming down
move early to the safe side then stop
the mistake is trying to “outrun” the landing because you end up at the wall with nowhere to go

damage window
this is a good roundabout phase because you can keep damage while backing away

serpent form

he stretches across and sends attacks that try to pin you

tell
the long body posture and the moment the head lines up

what to do
keep your feet calm and make small steps
do not jump unless the floor is taken
this pattern wants you to jump because it looks dangerous but jumping usually causes the hit

damage window
steady peashooter or roundabout works here you do not need to be close

minions and pink tells

in phase one you will see smaller threats that exist to break your timing
your priority is always make a lane safe then go back to damage
if a pink object appears only parry if it is naturally on your path
greedy parries on devil are the fastest way to lose a perfect run

how to leave phase one clean
watch your own feet
play center unless the current attack forces you away
use super if you get a pattern you hate because phase one repeats and that is free stress if you keep letting it loop

phase two the devil pulls you down

this is where people panic because the floor pressure makes it feel like you are losing control

what is happening
there is a constant pull and more projectiles so jumping becomes harder

how to move
treat the ground as your default home
short hops only
if you jump high you lose control and you fall into something on the way down

best positioning
stay slightly off center so you have room to move left or right
if you hug a wall you will get pinned by a projectile plus the pull

how to win the phase
you do not need to be brave here
steady damage and clean dodges
this is a phase where roundabout shines because you can back up while still hitting him

common death pattern
people dash three times in a row to escape the pull and then dash into a projectile
one dash is a decision three dashes is panic

phase three skeleton and axes

this looks like bullet hell but it is actually a rhythm test

what to watch
watch the axes as lanes not as objects
your job is to stand in a safe lane and swap lanes only when needed

movement
small side steps beat most axe patterns
if you run you run into the next lane that is about to be filled
if you must jump keep it low and land instantly

damage
this is a safe phase for charge because you can fire during the calm gaps
if you have spread only step close when you already see the next safe lane

meter
if you have super and phase four is where you usually die then save it
if you are dying here then use super to shorten the stress because surviving is the only thing that matters

phase four the last platform section

this is the real final exam because it combines tight space with time pressure and it punishes nerves

the key idea
pick one platform as home and only leave when you are forced
people die because they bounce between platforms and turn one threat into three

what to watch
watch your landing spot more than the devil
the falling tears and small projectiles are meant to catch landings

jump discipline
every jump must have an answer to where am i landing
if you cannot answer do not jump yet
wait half a beat and jump when the lane is actually safe

super usage
this is the best place to use super if you are consistent earlier
pop super at the start of phase four or right after you stabilize on a safe platform
it deletes time from the most fragile section of the fight

how to stop last phase choking
say in your head slow and small
smaller steps smaller jumps fewer dashes
you win by staying boring

tiny checklist that fixes most deaths

if you keep dying to goat slam you are jumping too early
if you keep dying in phase two you are jumping too high and getting pulled into bullets
if you keep dying to axes you are running instead of lane swapping
if you keep dying in phase four you are changing platforms too much

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