Kid Icarus Uprising - Boss Battles Easy with V100 Skyscraper Club, No Powers, No Damage Run*
* Know what? Chariot Cheater RNGed me here with his coinflip starting behavior that has ruined good attempts. I am NOT going to count that idiocy. Using Health Recovery to undo its resulting damage will not count because it would simply be for convenience since Health Recovery can't be used without missing HP and thus its icon would be darkened when that's the case.
Also, to clarify, Kid Icarus Uprising is copyright Project Sora. I have this monetized simply on my own achievement with it.
I have went with Skyscraper Club to have this done with what is practically the least mobile weapon type in the game, literally its only advantages over Ancient Staff as far as that goes being stamina and the mobility boost for using the Neutral Swing when walking, but those come at the expense of momentum from Dash attacks. I'm ultimately just cutting fat but getting the highest per moment difficulty for managing this without taking damage. Ironically, the 3 worst battles are Medusa, Aurum Generator, and who else but Chariot Cheater. The common pattern of those 3? Excessive RNG mixed with limited action options. Medusa and Aurum Generator might possibly be tolerable with clearly mastered Swing usage, but Chariot Cheater is still inexcusably bad. Oh, and by the way, the Air Swing doesn't provide a mobility boost. Sure, game.
I have picked up on how I have a habit of keeping the stylus on the touch screen to handle my camera control and that can cause me to do Dasharounds unexpectedly. Sometimes, I could want to Parry Dodge in interest of better positioning and a chargeup gain, though the Parry Dodge covers less distance and also has a shorter intangibility duration compared to the Dasharound. The reason I have had this habit for so long is likely because of few foes bothering to close the distance against me. The game is right to call out the idea of leaving this habit unchecked, albeit that it's happening because distance closure doesn't get promoted enough. There's a reason why I think Phosphora has the best design of any boss in the game as a case of being challenging but fair: she has a clear emphasis on dodge paths to overcome her attacks.
So at least the dodging works out despite being more context sensitive than it should be. However, the melee doesn't have an excuse to not have its own button. Sure Melee Dash Attacks provide burst movement in general and super armor, but strafe movement with them is going to forfeit offense and Melee Dash Attacks don't provide intangibility. Would the MDA get spammed for super armor on multiplayer? Probably, but I doubt it would be to excessive effectiveness when Arms wouldn't have their 5 Shot Cancel Shots running around to blunt burst damage attacks. I'd rather the melee be better balanced within involvement of accessibility than involve execution barriers for their own sake just to support context sensitivity that ends up getting in the way of doing a better variety of things close up, as showcased at 5:50 for example.
At least Skyscraper Club is perfectly playable, despite the faster half of its moveset being useless. Well, more like third. (Powers....)
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