Okay, it's still the morning so I have no idea if this will be as detailed as I can possibly make it, but hopefully it comes out right.
This True Arena is a lot easier than previous ones. While the bosses have been significantly improved compared to other installments, and have loads more tricks to use, it was still too easy. This is mainly because Kirby: Triple Deluxe has, BY FAR, the most over-powered Copy Abilities in the game. Some are blatantly obvious, such as the fact that Archer and Leaf are basically invincible, and some not so much, such as how Spear can rack up quite a lot of damage in a short time. One of the most over-powered features about most Copy Abilities is the invincibility frames. Just to list a few:
- Sword can string moves together, all of which make Kirby invincible. When going to attack a boss, use Drill Stab. Upward Slash, and then Sword Dive. and you'll rack up damage while remaining invincible. The jump that Kirby does when landing Sword Dive can be shoved backwards, so you avoid any hits. You can literally sit on bosses that are going to squish you, and the game will just push you out of their way.
- Plasma isn't as easy to use and over-powered as in Return to Dream Land, but it's still quite easy to use with the right timing. Spark Barrier basically gives you a shield so nothing can touch you unless it's physical, so no boss projectiles are going to be hurting you. Using a Spark Wave will get quite a bit damage, although you shouldn't expect a good time using this. It's more of a campy Copy Ability.
- Hammer, still one of the most over-powered Copy Abilities in the game, is the easiest to go through True Arena. Almost all of the Copy Abilities moves get invincibility frames, and they all hit HARD. Almost all speed-runs of Triple Deluxe's True Arena are done with Hammer.
- Fire is one of the most under appreciated Copy Abilities in this game. Fire Breath can get in a lot of damage quite fast, and can be moved to hit bosses that are floating. Burn allows for quick damage, and gives complete invincibility. Using a Searing Burn at the end of Burn can let you get in a bit more damage, too. Fireball Inferno does a lot of damage, too.
- Beetle has invincibility frames on almost all attacks. The ability moves you out of the way so you can avoid getting hurt, too. This ability, with insane amounts of damage and almost unlimited invincibility frames, you're basically guaranteed a win.
- Archer is invincible. While using Camouflage, you're invincible to everything. Magic-Star Arrow does tremendous damage. Leaping Quiver allows for quick momentum and fast damage. OP OP OP OP OP OP OP
- Spear is another under appreciated Copy Ability. It has been significantly buffed since Return to Dream Land. Attacks are faster, hit harder, and are generally safer to use. One of the biggest buffs and the move that makes this ability so easy to run through True Arena is that using Spear Barrage comes out faster than probably every other move in the game. If you use it fast enough, you can basically float and move around from the momentum given left or right. Racking up damage is pretty easy with this.
- Wing, which is by far one of the most under appreciated Copy Abilities in the franchise as a whole, is just as great as it was in Return to Dream Land. For those who don't know, Dive-Bomb could be jump-cancelled in Return to Dream Land, making the Copy Ability have the highest DPS (Damage Per Second) in the whole game. The timing was fairly tricky, though, so not many people used it. However, Jump Cancelling the Dive-Bomb in Triple Deluxe is loads easier than before. Dive-Bomb gives Kirby invincibility, so using it above a boss and then jumping immediately when Kirby touches the boss lets him hit the boss and remain unharmed. Doing this in rapid succession allows for crazy amounts of damage. Other moves that Wing has, such as Condor Head and Condor Dive allows you to go through attacks and travel across the stage faster, while still being safe.
Now, I was thinking of listing each of the bosses present in True Arena, and how to easily beat them, what makes them easy, etc. but that would take quite a while, so all I think I need to say is this. ATTACK. DO NOT STOP UNTIL THE LAST SECOND YOU HAVE. GET IN AS MUCH DAMAGE AS POSSIBLE. That may sound a bit obvious, but it's not to many. When a boss is attacking you, teleporting around, moving, or just sitting there getting ready to attack, YOU ATTACK BACK. Don't stop until the very last second, when you try to either guard or dodge the attack as a whole. As an example, Queen Sectonia DX (not Soul) teleports around on her final stage before dying, and hits you by swinging down her swords. You don't sit and guard this or wait it out, YOU NEED TO ATTACK WHILE SHE'S ATTACKING YOU. I use this method on all the bosses and they become incredibly easy - don't stop attacking until truly needed, until the last frame. Try to use air-dodging instead of guarding to attack faster, whatever you need to do. You need to truly understand what this means to use it to it's full potential. I'm able to get Coil Rattler into his second stage (half health) right when the battle starts, before he even starts attacking you if I use it correctly.
Also, I'd like to say that I beat True Arena on my first try using this method, and I got damaged the most from:
1. Flowery Woods (yes, I took over half a health bar from him...)
2. Dark Meta Knight (most of my timing was wrong, so I got around a quarter of my health eaten)
3. Queen Sectonia's Soul (I only got hit like twice from her - running around and doing dodges lets you easily avoid her attacks.)
Most of the bosses didn't even get to hit me since most of their attacks get destroyed by Kirby's, which is a bit odd.
oh also if you don't go into Kracko's cannon thing and you just dodge the attack then float a bit, you can kill him a lot faster cause he doesn't to to the background