A Boss FAQ for the Viewtiful Joe 2
on the Nintendo Gamecube console
This is an ASCII art-less walkthrough by David Riley
(Dave [at] frontbeat.com).
********************
Your Viewtiful Style
********************
The bosses in Viewtiful Joe 2, while comparatively easy after some of
the sweat-fests in VJ1, can still be tough customers. The Slow, Zoomed
RHOH (hold down punch) is still your bread and butter, but because
of the quriky mechanics of the new game you'll have to wait until the
3rd level to actually break the thing out. The first two bosses aren't
exactly -hard- , but they're tougher than old Chuckie was. My strategies
for these bosses will differ for your first playthrough. For successive
plays just replace anything I say with "Slow, Zoomed RHOH".
Also important is the use of mach speed. Generally you're either going
to be slow + maching (holding down slow and mach at the same time slows
the action but lets Joe run at the same speed) when the boss is
going to attack and just plain maching when you need to get there ASAP.
These boss strategies are not to get you Rainbow Vs, but due to the easy
nature of most of the bosses in this game and the (seemingly) less
stringent requirements, you might find yourself doing just that.
**************
Joe vs. Silvia
**************
Aside from two very specific examples (Dr. Kranken's shield and
Black Jet's aura) you will never, ever, EVER use Silvia. She is weak
and her comparable attack to the RHOH (which I call her Sexy Lightning
Butt Slam) is so laughably slow that more often than not the boss will be
gone before you get a chance to hit him. RHOH is your pal, SLBS is -not-
If you like Silvia, I'm sorry, but she just plain stinks. Why would
you want to play as anyone but Joe anyway? He's so irrascible!
Without further ado, let's get you started!
******************************************
THE MYSTERIOUS REEL 2 BUTTON PUZZLE OMG!!!
******************************************
I've gotten about fifteen emails about the stupid puzzle in reel 2 where
you hit a button and blocks fall down. Do NOT e-mail me about this one.
Think of it like this. You just got your REPLAY power. what could you
POSSIBLY do with your REPLAY POWER?!?!
Geez.
****************
Reel 1: Big John
****************
The danger of Big John comes not from himself but from his
hyper aggressive artillery support. Big John himself is painfully easy to
avoid, even on your first run through, the helicopter/tank attacks
require a bit more planning.
(Vs. Rachel: John's a little more agressive now, he'll tail sweep then
rush twice in a row. Now John has become a pressure boss, make sure to
stay right on him, while avoiding his rushes, or you may miss the chance
to lay on more damage when he does his flame breath move).
----------
Tail Sweep
----------
Remember Hulk Davidson? Same deal. Big John will plant three low
skull icons and sweep you with his tail. Dodge upward and counter with a
series of crouched uppercuts, this is a fairly easy way to do
quick damage without the access to the RHOH. He'll repeat this movie
immediately and then move into either a flame breath or a rush.
------------
Flame Breath
------------
Ain't no thing. You'll see a line of skulls diagonally extending from
his mouth. Get directly under him, duck and unload with uppercuts
while he pathetically flames the air. After this he'll jump back. I know
I've seen something on the GameFAQs boards stating you can jump behind him
during this and attack for big damage but this attack is so rare that I've
never bothered to try.
----
Rush
----
Not your friend. If you see John rear back with no skulls then
immediately get your butt outta there with either slowed + mach
speed running or double jumping away.
---------
Jump Back
---------
Here John calls for support. It will alternate between helicopters
and tanks.
The helicopters drop barrels that explode in flame if you don't punch
them away. If you get caught on fire, simply mach speed to get rid of
it, just like old times. Generally you only want to concern yourself
with barrels rolling towards the middle of the arena, your staging
ground for the Big John beatdown
The tanks are a bit more of a pain, they lob bombs at you and continue
to fire into Big John's first tail sweep. When John jumps back to ready
the tanks move all the way to the left or the right then slow + mach
speed run to the middle of the arena. This will allow you to easily
dodge the majority of the shells and you'll be ready to greet John as
he pops back in.
Protip: Yan Proulx suggests that instead of avoiding the bombs you keep in
the center of the arena and use jump to dodge explosions. When Big John
comes back simply slow and keep jumping to see the damage add up. I've not
tried this but I see no reason why it wouldn't work and it would probably
do much more damage than your pathetic un-zoomed punches. Vs. Rachel it's
probably not going to be worth your time. You'll annihilate him so fast with
the RHOH anyway.
********************
Reel 2: Flinty Stone
********************
Flinty Stone is simply annoying because of your lack of RHOH-action.
He's not a particularly tough boss, but avoid moving around too much,
Flinty will follow you with his rocket boots while in his standard
form and they're slow dodgable, but irritating.
(Vs. Rachel: Flinty will now use his spike charge as many as five or
six times. However, because you now have the RHOH this attack is turned
into your advantage! Just slow as he passes by and go crazy on his tail
to rack up the free damage)
-----------
Orange Ball
-----------
Flinty spins around and lobs a ball at you. Presumably you can punch
this back, but I've never had much luck with it. Instead I sit right
at his feet and unload until he forces me to stop with a slowed dodge.
He'll do this one more time then move to either the Ray Beam or Ground
Pound
--------
Ray Beam
--------
When you see Flinty spin on the vertical plane that means he's gonna shoot
out the pathetic Ray Beam which IS slow dodgable, but just as easily you
can jump over it and hit him in slow until you see him reading his Ground
Pound.
------------
Ground Pound
------------
Flinty's undodgable attack is highly choreographed, involving him
leaning back, winding up and pounding the ground below him. If he's on
one of the middle platforms then it'll get destroyed and you'll be
dropped below. Don't let this happen, jump up or over. If you're
in a comfortable position you can get behind him and hit for a few
shots. After this Flinty transforms into his flying snake
------------
Flying Snake
------------
This is where Flinty really shines. He'll lope around for awhile and
then you'll hear a sharp *ping* followed by a charge from his new drill
head. If you double jump early you'll be able to score a couple hits
on his orange tail. Otherwise just allow yourself to slow dodge and ready
for the next rush. He'll do this three times before getting all
tuckered out. After the third time follow him more closely. It's about
time you returned the favor.
-----------
Sleepy Time
-----------
Flinty will find a place to pass out in his normal form. If you're
close to him you have a ton of time to hit him before he actually falls
asleep (the snot bubble from his nose). Use a bar or two of VFX just
hitting him then, if you have 4+ bars of VFX (and you should!) hold Z to
hit him with the Six Cannon for big damage. The Six Cannon is kind
of like your replacement RHOH. You'll never use it after this
fight. If you awake Flinty with the Six Cannon be prepped to run like
heck, because you're no longer Viewtifuled. He'll do a little dance
that'll hit close range targets (good thing you're not there) and
occassionally shoot out some projectiles that can be easily slow
dodged or jumped over. After this he goes right back to the Orange Ball
attack.
*****************
Reel 3: Camo Leon
*****************
Camo Leon is the first boss you'll get to fight after being
reintroduced to your old time best friend, the slow, zoomed RHOH. He's
not particularly hard, but he'll probably take awhile because of his
rarity of being put into his dizzied state. Leon tends to move from
Tongue Slurp into one of his three other moves and then back to tongue
slurp, but his pattern is subject to change.
During the fight Dr. Kraken will assist from the background. This is
mostly from memory, but lower middle is "Lunchtime", upper middle is
"Laser Field", right is "Missles" and left is "Laser".
(Vs Rachel: Leon's only real difference is that he's now crazy fast
with his slurp attacks. Just be quick on the trigger with slow and
you'll do fine.)
------------
Tongue Slurp
------------
You'll see three skulls high, low or diagonal (if you're in the
air). Duck/jump them and counter with a few RHOHs until he
disappears. Leon tends to repeat this attack a few times in row,
allowing you to stack up the relatively inconsequential damage then he'll
move on to a few options.
-----------
Laser Field
-----------
In the background Doctor Kraken will summon a laser field to box you
in. Just stay in the middle of the room and continue attacking Leon
as he tongue slurps you like normal. Kraken will eventually start
shooting missles which you can reflect back at him (but not Leon). If
you're quick about it (and hold slow as they explode) you can sometimes
dizzy Kraken, which will confuse Leon. This isn't as easy as it
sounds, though, but there's not reason not to take advantage if you can
muster.
-------------
Bouncy Bouncy
-------------
Leon curls into a ball as three pinball bumpers appear above you.
You'll either want to hit one of the bumpers (revealing its spikes) and
uppercut him into it to dizzy him, after which you can RHOH him for
awhile or you can hit to (middle and left or middle and right) and use
a kick to send him diagonally into the one on the side. This will
cause him to bounce back and forth over and over. This is preferable as
it seems to stun him for markedly longer but it can be a little irritating
if Leon doesn't bounce the way you want.
-----
Laser
-----
Barely worth mentioning. As you dodge Leon's tongue you'll see a reticle
appear around you rather like the one in the previous level during one of
the challenges. Continue to fight as normal, just be sure to move away
when the reticle turns orange.
-------
Missles
-------
The same missles you've seen from Helicopters, Verdies, Hulk Davison and
Harriers. If you hit enough back (in slow) at Kranken it'll dizzy him for
awhile, but this is tougher to do than you might think. Usually just as
easy to bat them away and forget about it.
----------
Lunchtime!
----------
Kranken will be in the middle bottom position for this attack.
This isn't really an attack and, actually, tends to be beneficial to
you more often than not. If at any time you find yourself alone start
maching between the left and right platforms, checking for Leon. He's
going to start climbing one of the walls to retrieve a treat that Dr
Kranken throws for him. A double jump into either RHOH or slow, zoomed
Red Hot Kicks are the way to go and most of the time you'll end up
getting a Hamburger or "Real Meal" out of the deal. Sometimes Kraken
will throw a fire potion, however, which you should be careful to
avoid. If it hits you in midair you will sustain damage and it will
briefly light the ground on fire when it lands. Just mach speed to put it
out.
***************
Reel 4: Alastor
***************
Your old rival, back again. I couldn't begin to explain how excited I
was to meet up with this fella again after so much time. Though he seems
easy at first he'll soon mature into something much bigger. Don't let
his puny two lifebars fool you!
Alastor and Devil Triggered Alastor are basically the same boss.
The differences will be described in the actual moves. You'll only be
able to RHOH Alastor twice before he flies away (as light as
ever). After following and RHOHing him again he'll Vortex his way
outta there. Unlike the first one, where there was lava to knock him
into, I can't find a way to dizzy Alastor.
Alastor tends to land on the ground after every move (sometimes
without doing a move). Whenenver he's on the ground consider this free
time to lay the beatdown on him. Rarely you will have to dodge a
single attack. If you're fast enough you usually won't even see it.
Alastor is more a boss about keeping the pressure on, as he doesn't
have a lot of knee jerk attacks or much of a pattern. Just keep hitting
him, he'll go down.
-------
Stinger
-------
Like before, this is Alastor's opening move. It's easy to slow dodge,
even easier to just run underneath him. When he lands counter with your
RHOH, follow him when he goes flying (generally while slow + mach to
avoid a premature Vortex) and give him a few more RHOHs before pulling
away as he vortexes outta there.
------
Vortex
------
Alastor rarely uses it. DTed Alastor likes to go berserk with this.
Much like Charles from the first game, you can slow punch him out of
the move and then rush in to apply your RHOH. DTed Alastor will
frequently vortex horizontally over and over, giving you tons of time to
do tons of damage to him.
--------
Air Raid
--------
Air Raid is even more a joke in this one. It actually takes LESS work
to dodge it. Alastor will charge the golden Gran Bruce heads on the
building and lightning will sweep across the rooftop. Just jump over
it when it gets close and the move will eventually end.
DTed Alastor will start the move the same, but the lightning will
only attack the bottom of the arena. Since you're probably on the top
then you can feel free to spend the time working on your taxes or
preparing a tasty sandwich. Smarter, though, is to goad DTed Alastor
into doing this move and mach speed into one of the open areas on the
bottom so you don't get hit by it. If you stay on the bottom Alastor
will always follow up with his Stab Frenzy attack, allowing for easy
damage.
------------
High Voltage
------------
Alastor telegraphs this when you see his chest shine and hear the *ping*.
Largely unchanged from the first one, except now you bust the blocks
and prizes come out. The blocks circle the arena, shooting lightning
below them that you cannot slow dodge. If you're low on life then you
can bust these things up in the hopes of getting a hamburger, but
generally it'll be the large VFX Sake jug (not a bad thing). It takes
three slowed attacks to break these and it's generally a good idea.
You're probably already in slow anyway because you're dodging...
---------
Roundtrip
---------
The same tossing sword attack from the first game, except now you
must actively punch them back. Slow dodging will not cause the swords to
return to Alastor. However, it's smart to concentrate on knocking the
things back at him because the can be pretty dogged in their
pursuit of you and Alastor can be a pain to damage sometimes. A
roundtrip sword will knock him out of the air.
-----------
Stab Frenzy
-----------
Your money maker. To get DTed Alastor to do this, hang around on the
lower floor to make him do his Air Raid, jump back up and he SHOULD go
into this combo, allowing you to dizzy him and stick him with the big
damage.
This is the clutch moment in the fight against Alastor MKII. He'll bring
ou t his sword and have you dodge of series of high and low stabs. After
dodgi ng for awhile he'll get dizzy and you'll have tons of time to
unleash the big guns on him. This is your only time to do real damage, so
make it count.
(Vs Ultra V-Rated Alastor): I'm *this* close to being sure that Alastor
makes different sounds on whether or not he's going high or low. It's a
pain, but he's nowhere near as loud with them as Leo is. Still, stunning
him through two of these will basically allow you to use enough RHOH to
nearly kill him.
Sort of like Fire Leo's weaker, more pathetic brother, Ice Tiger's
pattern is a bit intimidating at first, but once you've got it you'll
find he's ten times easier than the supposed leader of the Jado.
There are two methods to beating Tiger. The easy way and the way
that feels legitimate but requires a lot of work
*The Easy Way*: It's really simple. Just get near Tiger and do the
slow, zoomed Red Hot Kick. You will be surrounded by flames and knock
off his ice aura. Leo will then swipe at you six times. Use slow to
dodge these and then counter with RHOH until he runs away. He'll
then stand there flexing which allows you to jump over him and apply
even more RHOH. When you see his blue sparkles just jump up and use
another Red Hot Kick to remove his aura. Repeat until dead.
(Vs Rachel: Exactly the same, he's just got a HUGE lifebar and
goes berserk much sooner)
If you wanna be legit, though:
----------
Snow Balls
----------
Much like Leo's lava rocks, Tiger will run around the arena
dropping snowballs in his wake. You can mach these balls to get your
flame on and then go after Tiger, but it's really not necessary.
--------
Ice Blow
--------
Tiger will stop and blow out a haze of snow, slicking the platform
below him. I've never been hurt by this attack, so I'm willing to
assume it can't actually do anything except push you back. All the
same, jump over it and, if he's not wearing his aura, get ready to
start dodging. If you're playing the "legit" way any iced up platform
will have a pillar below it that you can mach to get your fire on.
------------------------
Run Like You Want To Win
------------------------
When you're at the bottom Tiger will chase you down and do one of
two things, both slow dodgable. The first is a spray of ice that moves
along the ground and the second are two icicles that he throws out in a
straight line. Note that Tiger won't go downstairs if you don't.
Here's what you do: Get your fire on with one of the ice pillars then
slow + mach to get close to him. If you're fast enough you can punch him
before he gets one of his attacks off, otherwise your slowdown will
protect you from both attacks. If you're standing right next to him the
icicle attack will miss, but the ice spray will pretty much always hit
you. Thank god for slow!
-----------------------
Not So Tornado, Tornado
-----------------------
Ostensibly the same as Leo's tornado of despair, Tiger will swipe at
you six times with a combination of high and low attacks. Unlike Leo,
though, you only get one chance to get it right. If you mess up then
he'll finish off with a sweep attack that cannot be avoided (though
it can be slow dodged) and then he'll go back to his pattern. If you
dodge all six then feel free to unload on him with RHOH, but I don't
know why you're not playing it the easy way.
-------
Berserk
-------
When Tiger has about two and a half to three lifebars left he'll go
crazy. This is not nearly as dangerous as Leo was because Tiger
doesn't attack you directly. No matter how fast he's going, he'll always
stop dead in his tracks when you're in front of him so he can get off a
move, he won't plow over you like Leo did, so the only concern Tiger's
berserk will give you is that yo might not be able to get your fire
aura up before he comes around to attack you, in which case he'll run
away and you can try again. No big deal.
*******************
Reel 6: Dr. Kranken
*******************
Dr. Kraken is not nearly as scary as you might expect. His lifebars
border on pathetic and he has an astonishing five attacks that are all
basically the same and pretty much all slow dodgable. The real trick to
Kranken is finding out how to hurt him. Here's a hint: It's the
blatantly obvious yellow ball on one of his tentacles. Punch it four
times and his shield will go down, then you can go off on him with the
RHOH until you see the blue sparkles appear. Get away from the octopus
when this happens, running into his shield will hurt you.
---------------------
Little Flying Goobers
---------------------
Three of those bat replacement robots will be flying around. These
things a cinch, if they grab you just slow and jiggle the controller
around to get rid of it. As Kranken gets more hurt he'll summon the
pink versions that can actually directly damage you. It's more
imperative to kill these ones or they'll only end up harassing you.
-------
Magnets
-------
Kranken's first attack involves using Magnets to pull spiked tiles off
of the ceiling. When he starts a new pattern he'll always use the
"Orb" tentacle to pull up a platform in the middle (for some
reason). Take advantage of this to abuse the orb and drop his shield.
If you break his shield before the other magnets pull the tiles off of
the ceiling then you won't have to worry about them, otherwise you'll
have to avoid them, slow dodging doesn't work. The underside of the
doc's platform seems generally good for this, but it's not 100%
------
Drills
------
The drills are another ridiculously easy attack to ignore. Generally
the "Orb" tentacle will be out and away from the pack and the drills can
only hurt you when they have that purple aura around you. If you're
quick you'll never have to worry about the drills attacking. When the
aura is gone, attack as normal.
----
Saws
----
The saws can be a little harder to find an opening. Instead of poking
once and pulling away like the drills they drag along the ground,
continously in attack mode. Still, the air is generally safe and
they are slow dodgable. No worries, just work for your opening and
attack.
-----
Combo
-----
When hurt a little Kranken will pull out a combo of magnets, drills,
and saws. This is not any more difficult than avoiding any of the
attacks seperately. Just remember that slow + mach is your friend
and a good offense is often the best defense.
-------------
Spinning Time
-------------
When he's "killed" the good doctor will return as a head with
many drills/saws poking out of him. The drill attack involves them
poking straight out and staying there for a moment. The saws have him
spin along the ground and you need to double jump over it to avoid it.
Use Silvia. I know, I know, she stinks, but for once she's got
something to contribute to the fight. When Kranken goes into the drill
mode keep an eye on the yellow orb which will circle around his
various tentacles. I tend to wait until it's somewhere between the 7
and 5 o'clock positions, then slow and fire away with her double guns. I
suppose you could probably replay a spin kick or something like that,
but I'm much too lazy for something like that. You could always try to
use Joe for RHOH too, but the orb moves pretty quick at times.
EDIT: The orb stops moving after the first hit it'd seem, so if you're
quic k enough with Joe then it should be a problem. Hooray! Another thing
we don 't need Silvia for!
Once Kraken's all dizzy just switch back to Joe and jump up for
the standard RHOH combo. It should only take about two rotations for
this to finish him off.
*******************
Reel 7: Dark Kaiser
*******************
Black Kaiser is basically analogous to King Blue and the Six x Six
Machine (besides referencing Getter Robo and Voltes V) is just the same
old Joe in robot form. Kaiser is a much quicker battle than King Blue,
you shouldn't have much trouble putting him down in about three patterns
worth of time.
----------
Heat Waves
----------
Kaiser will send out waves in low and high positions. Slow and then
dodge up or down accordingly, or just jump and avoid them all together.
-------------
Flame Dragons
-------------
A couple of planets will fall onto the ring of asteroids. Use mach
speed to beat on these until you're fired up and the flame dragons that
Kaiser shoots out of the sun will fly right through you.
--------------
Jupiter Bounce
--------------
Kaiser grabs Jupiter with a laser beam and uses it to shoot out
small spheres that look like red blood cells. Some are very slow and
bounce up and down and some move about three times as fast and roll upon
the ground. They are slow dodgable, so don't worry too much. The
only real danger comes if two of them are approaching at the same time.
-------
Missles
-------
This is your big chance. After Jupiter Bounce or Flame Dragons Dark
Kaiser will come out onto the ring. IMMEDIATELY mach speed to him and
get ready to double jump. He'll often try to encircle you in a ring of
lasers that halts lateral movement. Not a big deal if you know what
you're doing, but if you're not close enough to him you'll lose out on
the chance to do any damage.
Double jump and slow, you'll see something like the Matrix
from Transformers come out of his chest, this is your target. RHOH as
much as you can. Just about when it disappears you want to unslow and
fall down, just in time for the missles to soar over your head (they
were aiming for you while you were in the air). You'll have another
chance to hurt him in the same way before he runs back to the sun.
If you're not close enough to damage him (shouldn't ever happen) and
end up getting caught in the rings then be sure to double jump and slow
anyway otherwise the undodgable missles will take a pretty big chunk out
of your life meter.
------
Lasers
------
After retreating to the sun Kaiser will send down lasers much like
King Blue did. Generally you'll want to stand still just like you did
on King Blue, but I can't confirm if this is how it always happens (I'm
a twitchy gamer) so my advice is to slow and watch for the lasers to
appear. Move accordingly.
*****************
Reel 7: Jet Black
*****************
The beginning of the fight (Non-henshin) you absolutely POSITIVELY want
to use Silvia (for the second time in your entire life). Why? She's
the faster runner and she attacks faster. If you run to Jet ASAP
you'll be able to re-henshin without any loss of life. Simply rush-
punchpunchpunch and repeat. Those little whirly things won't cause you no
bother.
Now switch to Joe and realize, even if you like her, that Silvia
still totally sucks. I can't believe she doesn't have mach speed.
Way to be worthless.
Jet will swoop in and do a sword swipe, dodge and hit him two or
three times with the RHOH, he'll repeat but you may want to switch to
Silvia after the dodge. After this swing Jet will put an aura on and it
seems to me that (at least the first time) he prefers putting on the
aura of the opposite character.
Jet Black is not, repeat, NOT invincible when he has the aura around
him. You need to hit him with approximately 2 dragon kicks to remove the
aura, lighting or fire respectively. Pray for fire because Silvia, as
always, sucks the big one. After you've knocked off his aura you have a
very brief window of opportunity where you can do ridiculous damage.
With Joe if you aim just right you can dragon kick twice in a row
immediately into the RHOH and take off a full bar of life. If he does
the lightning aura then, well, I always go for the taking off but rarely
manage to do any damage. Silvia's "Sexy Lightning Butt Slam" or
whatever it's called is so absolutely slow it's worthless. And
if you don't get Jet almost immediately after he loses the aura
you've basically lost your shot. You can attempt a slow, zoomed, replayed
red hot kick, which will generally work, but your VFX may suffer in the
process.
When Jet has the purple aura play it smart. I learned quickly that if
you rush Jet he just keeps running. Let him get a little distance and
he'll stop, then it's a simple matter to jump over him and RHOH him
until he runs away. Rinse and repeat. Jet only really has two
attacks, the one where he floats in the air, swipes and then fires off
two fireballs (this is your key time to dragon kick and remove his
aura if he has one) or he'll stand on the ground, sword swipe and send
out dragons of electricity or fire (if he has an aura) at angles of
1 o'clock, 2 o'clock and 3 o'clock. Pretty easy to double jump over
but unable to slow dodge. He's got some goofy sword dive move too but
you can slow dodge/run away from this easily, get behind him and get
free hits in.
After Jet applies his first aura he'll putter around for awhile and then
ma ch speed himself, slowing you down big time. Here he's got a multi-stab
mov e that you can't slow dodge and a rising sword that you may've sene
before. Both of these provide ample opportunity to dodge, mach speed to
fall behind him and get in quite a few slowed RHOHs. The mach speed to
fall is crucial for dropping down quicker and getting in those few hits.
Eventually he will apply another aura and you'll have to start it all
over. If it's lightning I've found it best to just cut my losses, get rid
of the aura with Silvia and not try to get any extra hits in. Replay is so
awful, doesn't do a lot of damage and takes so much VFX. This can un-
Viewtiful you and in higher difficulties you do NOT Want this.
After this he'll pretty much repeat. Eventually he may bring out one of
those spinning crescent deals, but that's not all that much of a concern
as you can slow dodge it it necessary.
After a strung out battle (if you're mosting hitting his purple aura
it's a LONG battle) you'll emerge the victor and, if your game doesn't
freeze like mine did, you'll get to go all teary eyed at the ending. Oh
Jet, you silly fool!
*******
Closing
*******
I hope you've enjoyed the game as much as I did (or possibly more, it
wasn't that great). And I hope this FAQ will send you well on your way
to not only beating the bosses, but getting those Rainbow Viewtifuls
too. I didn't think the bosses this time around were all that much
harder than the ones in Viewtiful Joe 1, but that doesn't mean they're
pushovers by any sense of the word. Keep reaching for that rainbow (oscar).