
Kid Icarus Uprising - Boss Battles Easy with V100 Knuckle Staff, No Powers, No Damage Run
No, this isn't a very delayed April Fool's Joke. I actually have managed to achieve this run. Watch from start to finish if you don't believe me.
I was making some attempts with non-Club weapons because I was wanting to prove that I wasn't relying on Clubs to manage my results and First Blade would have been good at that. Wouldn't you know it, I would have proven myself quite capable regardless when Clubs prove to be particularly suffocated not by lack of Rapids, but by the bad momentum on Dash Swings/Rapids reducing dodge options. The moment I switch to literally any other weapon family, I remind myself that this is how it feels to have options. It punctuates that Kid Icarus Uprising should have made Club Dash Shots actually worthwhile for MORE than the higher base damage, because added Shot Cancel and Shot Stamina compared to the Neutral Shots, while it would definitely help AND make sense, would not be enough to justify an inability to dodge certain attacks without Parry Dodges that literally any other weapon family can do. I will grant that the frame traps that Great Sacred Treasure has aren't terribly hard for Skyscraper Club to neutralize, but that's not nearly enough when enough of the pressure is from the pre-Turns Red phase attacks. I think Club Dash Shots should treat ALL projectiles as tangible to encourage their usage in singleplayer with a unique, flavorful of "dodging", so to speak.
The reason I went with Knuckle Staff was to go with a sufficiently challenging Staff for handling No Damage. Staves actually have the second worst frame data, only behind Clubs, although as much is actually more subjective with Staves. Still, the attack speed disadvantages are able to come into play by having Pit caught in the middle of cooldown. Of course, Staves also generally deal more damage over distance. The only ones that deal less and thus would want to consider being closer are Knuckle, Lancer, and Somewhat. Guess which one drew the short straw in competence? Sure Lancer Staff IS the least mobile of the 3, but Knuckle Staff still suffers its high chargeup time AND its absolutely disappointing Shot Cancel while not even having homing to bust up enemies at higher range without active aim.
In hindsight, Knuckle Staff turns out to have more mobility than Ball Cannon, which I experience has melee problems from being a Cannon. Ball Cannon, however, has arguably better frame data and especially added damage over distance with its projectiles. Again, Knuckle Staff's mobility advantage over the contrasting weapon is not so significant that I'd choose it over Ball Cannon if I just wanted to do a No Damage Run. The added adversity is better for getting my points across to showcase how Clubs ultimately suffer some serious misfires in the balancing, rather than just taking characteristics of having bad attack speed and mobility.
At least nobody can ever beat me to the punch with a V100 No Damage Run of Boss Battles in KIU now. By the way, the excitement of even getting it past Magnus And Gaol was such that my nerves were hammered for the remaining 2 fights, and wouldn't you know it, Pseudo Palutena wanted to be particularly obnoxious with her move roulette this time around. At least Great Sacred Treasure got his first phase cheesed with surprising AI manipulation, though, something I'm not complaining about with how the arrow shower attack can be so problematic.
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