"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]).
=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.
-=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
-=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.
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 </pre><pre id="faqspan-2">
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.
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.
-=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.
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.
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.
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.
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.