A guide/commentary on how to beat King Dice from the All Bets Are Off stage without taking damage in Cuphead.
This is on the Regular difficulty in Cuphead, using the Peashooter weapon and the Smoke Dash charm.
King Dice tips
– 0:00 1. Tipsy Troop, 3 mini-bosses; bottom one spills a drink along the floor which requires jumping and dashing over. Top left which spawns green flying mobs that can shoot projectiles, and Right one which shoots liquid into the ceiling which then falls on your position, dash to the side to avoid.
– 1:32 2. Chips Bettigan, can only do damage through shooting the head/blue chips. Splits into several parts which then travel across to the other side of the arena in random segments, easiest method is to smoke dash through, otherwise you need to crouch or dash through the gaps.
– 2:16 3. Mr. Wheezy, shoots fire projectiles that either circle towards or away from you whilst moving across the screen. There are also mobs that fly upwards between the platforms which can be smoke dash-ed through or dashed between. For the fireballs that circle away from you, jump over as the fireball reaches the 6 o’clock position. For the opposite, after it has passed in front (9 o’clock position on the left-side, 3 o’clock position on right) walk underneath the projectile.
– 3:21 4. Pip and Dot, have to continue moving right due to spiked wall on left and jumping over the spiked floor sections. 2 Attacks; Spawning a mob that travels across the ceiling, down the left screen and along the floor to the right. Position yourself on the right so you can jump over to the left but space away from the wall, you can use an EX attack to pause in the air to allow the spike floor sections to pass underneath. The 2nd attack is spawning a projectile that goes from ceiling to floor, which sometimes can be parried, use smoke dash to avoid or dash over.
– 4:42 5. Hopus Pocus, spawns a circle of skulls which then close in on your position. Use smoke dash to i-frame through this, would recommend staying on the card platform. Also, spawns a row of projectiles along the ceiling or floor which you will need to position above or below the parryable projectile to parry to pass through without taking damage.
– 5:40 6. Phear Lap, Jockey’s will be running on the bottom half of the arena which have a hitbox so must stay in the upper part of the screen, the Jockey with a bright blue cape will spring directly up when it reaches your position, you’ll need to move to the left or right to avoid use the small form for extra speed. The boss will throw a box that spawns an expanding circle of horseshoes, use the small form to go between the projectiles or parry the parryable horseshoe.
– 6:36 7. Pirouletta, spawns balls that drop from the ceiling getting closer and moves from one side of the arena to the other. Both can be smoke dash-ed to i-frame the attacks.
– 7:27 8. Mangosteen, Shoots a projectile towards your position, this is well telegraphed so should be fine to avoid through jumping or smoke dashing. Chalk mobs will spawn alternating from the left or right that jump across the arena, keep note of which side the next will spawn to avoid it dropping on you.
– 8:20 9. Mr. Chimes, requires you to play snap with the background cards. After getting a pair you can do damage to the boss, the boss will move around and spawn music note projectiles. Use the small form to move out of the boss’s path and in the gaps for the projectiles.
– 9:22 King Dice, Spawns a set of cards that move across the floor with parrryable cards filtered in. Only use the dash to get to the first parryable card if needed, then move between cards using the spring back from parrying the cards, continue firing the weapon as you parry and use the built up EX attacks during the breaks between cards.
– In terms of order, I’d recommend bosses 2, 5 and 7.
– For the dice roll, if the order is 1-2-3 and I want 2 I wait until the 3 starts to show, jump and as you reach the dice parry. Timing needs adjusting as the dice spin speeds up or slows down.
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