Time portal to MYM 9
Knowing that he can’t defeat the group of heroes from –two- companies alone, Dr. Doom has enlisted the assistance of as many villains as possible to concentrate all of their power in one place. Unfortunately, only a handful of villains have taken Doom up on his offer, with
most of the others finding it far too insulting to work with the likes of Modok and Wily.
Yes, you actually have to fight all 5 villains in that picture with no breaks in-between. While they at least have the decency to not fight you all at once, they’re still fighting you 3 at a time, with a new villain swapping in to take a deceased one’s place once you finish him off. Wily, MODOK, and Goblin will start off, with Doom and Iron Monger coming in when somebody get killed off. The fight takes place in Dr. Doom’s lab and you’re given an excessive 8 stocks for obvious reasons. The battlefield is a gigantic walk-off twice the width of Final Destination with a top blast zone 1.5x higher than Final Destination’s.
Dr. Wily uses his machine from Mega Man 5 for the boss battle, which has 1000 stamina, is 4 Ganondorfs tall, and 2.5 Bowsers wide. What’s more, the gigantic skull tank is completely and utterly solid and constantly advances towards you, making it a potential threat to push you off the side blast zone without firing off so much as a single attack, considering it’s so tall most characters can’t jump over it. The tank constantly moves towards you at a rate that’s half that of Ganondorf’s walk, making it exceptionally cumbersome. You can stop the Skull Tank’s Advance for 20 seconds if you’re in a pinch by attacking the treads of the gigantic Skull Tank – the treads have 40 stamina and will turn red when “defeated”, rendering the tank unable to move (But still able to attack).
You may notice in the picture of Wily above that there’s a blatantly obvious weak point – the **** pit where Wily himself sits is blatantly exposed. This only has 300 stamina in comparison to the bulky 1000 stamina of the tank. The problem is that when you attack Wily’s cockpit, he’ll detach it from the rest of the mech as it extends out spikes and becomes Wily’s Capsule from Megaman 7.
While Wily is moving around in his capsule, the skull tank is completely idle due to there being nobody to pilot it. Wily will stay in his capsule for 20 seconds normally before landing the capsule back down into the Skull tank where it was before, but if you are still on top of the mech Wily will keep using his capsule until you get off of the mech. Wily prefers to hover around in seemingly erratic patterns at Ganon’s dashing speed in the capsule, but he generally tries to keep a platform’s distance worth between you and him. Wily’s Skull tank will stay around as a gigantic wall if you kill Wily directly, but it can still be destroyed. At this point, the skull tank can be climbed up like a ladder due to there being no bouncing balls for you to use to climb it, albeit a good deal slower than you can climb a ladder.
Skull Tank Attacks
Bouncing Ball: The cannon located inside the skull tank’s mouth spits out a blue blobby projectile that travels forward at Ganon’s dashing speed, but has a high falling speed as it hits the ground every Bowser width it travels. Upon hitting the ground, the ball bounces upwards 3 Ganondorfs. Contact with the balls does knockback 0.8x that of the bumper with no damage, but Wily can spam this move with ease. The problem is this attack is his greatest downfall, as the balls have no hitboxes on their tops, enabling you to stand on them – enabling you to get high enough to get on top of the Skull tank. If you get knocked into the mech from the knockback of the balls, you take damage based off your momentum, - it’d be 20% if you were 3 platforms away from the mech, for instance.
Suction: After the obligatory slight telegraph, the cannon starts emitting a large suction effect that covers an area a Ganondorf above and below it up to 5 Bowsers in front of it, causing characters to get sucked towards the cannon at the rate of Dedede’s inhale. If you get sucked inside, you’ll be immediately shot out for 25% and high knockback. Bouncing balls are sucked towards the cannon at a whopping arte of 4x Dedede’s inhale, and you’ll take an awkward whoosh of knockback towards the cannon if you’re standing on a ball before the ball outspeeds you and comes out from under your feet. Considering how so many of the other villains float (Such as one of the other two starting ones, Green Goblin), you’ll want to be using the bouncing balls to use ground moves on them, but if the ball comes out from under your feet you’ll suffer very bad landing lag. This also has the potential to cause bouncing balls to get knocked into you quite easily due to their incredible speed, and they’ll be even stronger as they’re being sucked back to the mech.
Missiles: The cannon shoots out three missiles in quick succession which move at double Ganon’s dashing speed and deal 30% with fantastic knockback, but are horrifically slow at turning. Directing them back into any old place on the machine won’t do any damage to it, but if you direct the missiles into the eyes of the mech it will do the same damage it would to you. If you can manage it, this can also be a great way to damage Wily’s c
ockpit which is vulnerable to these missiles. Keep in mind that if these missiles come into contact with anything, including the many projectile/ranged attacks of the villains, though, that they’ll detonate on the spot in a Bowser sized explosion.
Cannonball: The cannon shoots out a cannonball, god forbid, which can only be launched up to 1.5 Battlefield Platforms forward, but deals 35% and incredible knockback. This is a telegraphed attack and has little range, but leaves a very very slight indent in the stage that will disrupt you if you’re dashing along it and even has a 50% chance to make you trip. If you are sucked past it by suction (Or by any other suction moves of the villains), you’ll always trip, which essentially guarantees you will get sucked into the cannon.
Eye Lasers: Two small turrets come out of the eyes of the mech and shoot out a constant stream of laser beams (Very thin, but with infinite range) that they can hold out for 7 seconds, the lasers following your position around at half Ganon’s walk speed, one directly, while one stays a Ganondorf above you. The lasers deal 15 hits of 1% and flinching per second, and due to all the flinching and the one constantly being above you make going up high into the air to hit flying villains/Wily’s cockpit very difficult to impossible. This attack also makes missiles more difficult to abuse not only due to how easily they obliterate them, but how the source of the lasers come from the eyes, one of your targets, while the secondary target of the cockpit is just blocked off by the lasers.
In order to counter the otherwise broken lasers, you have to ride up a bouncing ball so you can still go upward as you dodge past them. The bouncing ball moves up and down considerably faster than the lasers can, but is just slow enough that you can dodge both of the lasers on the way top. The lasers can’t fire directly upwards or behind the mech, so once you get on top of it it’s no longer an issue. What –is- an issue is that this already incredibly threatening attack can be used during the mouth cannon attacks of the mech. That said, this attack is far from spammable.
Tank Rush: The tank rushes forward with a sudden “burst of speed”, going forward at a rate of 1.75x Ganon’s dash for 5 seconds. Aside from the obvious benefit of pushing foes due to the mech being solid, the tank treads become a grab hitbox during this time that will snag the foes inside of them, causing them to get stuck in the loop of the treads and take 15% per second with double grab escape difficulty, with them being pitfalled at the point when they get out as if that wasn’t enough incentive. Wily obviously can’t use this attack if his treads are down, but there’s little warning to this attack and attacking his treads leaves you very vulnerable to getting run over by them. The only attack Wily can use during the tank rush is Suction, but that’s more than enough as it means if you fail to make the jump on top of the Skull tank you’ll be stuck right up against the mech and get caught in the treads when you fall. That said, the fact Wily can’t use his eye lasers during this attack means this is a good time to redirect them, especially considering sending them into the skull tank’s eyes will interrupt the attack.
The Skull tank can also fire Cannonballs while rushing forward in addition to Suction, and the mech has much less lag on firing the cannonballs than usual. The indents created by the cannonballs are typically as wide as Wario – if you can get three of them side by side, then Wily will always have his tank rush interrupted when he passes the area as the front portion of his treads get stuck in it before he continues normally (No longer rushing) as he comes up out of it. While this can make it much easier to deal with this attack, it’ll stick around to haunt you for all of the other bosses.
Wily Capsule Attacks
Impale: Wily goes to get on either the same horizontal or the same vertical plane as you, whichever is closer, then charges towards you at Mario’s dash speed. Contact with the spike that’s pointed in the direction Wily is charging will result in you getting impaled, taking 10% per second until you escape at grab difficulty. Wily will keep charging until he goes off a blast zone, KOing anybody impaled on one his spikes, at which point he’ll hover back on-screen and go back to his normal movement pattern. If Wily impales anything solid on his way to a blast zone (Most obviously his skull tank), he’ll get stuck into it for some ending lag, leaving him vulnerable to attack. If Wily impales into something solid while you’re stuck on that spike, you’ll take 30% and high knockback. The ending lag Wily suffers is increased significantly if he impales one of the eyes of his skull tank, as his capsule will awkwardly get stuck inside of it as he rotates it around trying to get out.
Spike Shot: Wily goes to get on either the same horizontal or the same vertical plane as you, whichever is closer (Much like impale), then shoots out the spike closest to you, which has the same properties as it does during Impale, but if Wily fired a spike horizontally then it will travel in a realistic arc affected by gravity, which can make it confusing where to go to in order to dodge when Wily does the telegraph for Impale/Spike Shot. It takes 15 seconds for Wily’s capsule to generate a new spike to replace the old one, during which time Wily will gravitate around you so his side without a weapon isn’t facing you.
Drill: Wily hovers over your current position before drilling with his bottom spike into the ground below you. His drill deals mass multiple hits of 1% and flinching, but more importantly Wily actually drills the ground apart as he does this, meaning you’ll get dragged to your doom if you’re hit by this telegraphed attack. Even if you don’t get hit, mass chunks of rock will fly this way and that as Wily drills with varying sizes, projectiles, and trajectories – they can go up to 2 platforms away, be up to Wario’s size and deal 13% and decent knockback, and Wily fires two to each of his sides per second of drillilng, taking him 5 seconds to finish drilling out a little hole.
You can fall down this hole to your death if you’re not a heavyweight male antagonist who’s big enough to walk over it, but when Wily’s Skull Tank charges forward it will get stuck in these alcoves if you make Wily put two side by side – but then heavy characters can fall down the pits. Other villains don’t really seem to care about the pits, jumping over them for their normal movement or walking around them through the background if necessary. If you’re too wary of these holes being your demise later on, you can convince Wily to drill into his own skull tank instead, which will do 20% to it and won’t create a pit. If you just camp on top of Wily’s skull tank, though, he won’t be stupid enough to spam this.
Lasers: Wily goes to get up high in the air, into the middle of the stage if his skull tank is down, then laggily extends out four lasers in the standard four diagonal directions from his cannons on his capsule. The lasers reach all the way to the floor/bottom blast zone, and while contact with them only does 5% they do a good deal of hitstun. The lasers are very thin and can be dodged through without much problem, but this is incredibly annoying combined with other villain attacks.
After starting up the attack, Wily will slowly start to rotate around, causing the lasers to rotate around as well. Initially the rate Wily rotates around at is incredibly slow, but he gets faster and faster as he goes until essentially, getting hit by the move at all will place you in infinite stun due to the next laser in line coming to immediately hit you. In addition to going faster and faster, Wily also slowly gravitates towards you as he gets faster, meaning there’s less room between the lasers for you to dodge. In order to prevent getting hit by at least the end of the attack, you’ll have to hit Wily with a move that does 10% or more which will cause him to rotate around so quickly he gets tossed around in the insides of the capsule as it goes out of control, causing the lasers to turn off and Wily to have bad end lag. You have to wait for Wily to already be going pretty fast for this to knock him out of it, but if nothing else Wily comes over to you so you can knock him out of it, right? Yeah, if you don’t have time to hit him due to other villains this becomes Wily’s most absolutely dreaded move by far.
MODOK is as tall as Ganon and as wide as Bowser, being one of the larger villains, and hovers around at Ganon’s walking speed with 650 stamina. MODOK always stays aligned with you vertically, but always stays as far away as possible horizontally at all times – he’s the most blatant coward of anybody in the group. In order to defeat MODOK, you’re going to have to go out of your way to actively hunt him down, meaning if you target nobody in particular you’ll rarely if ever naturally attack him.
MODOK Attacks
Hyper Psionic Blaster: This is a responsive attack that MODOK will never throw into his regular slew of attacks, but only when you specifically approach him and hit him with a melee attack. MODOK fires a gigantic red beam as tall as he is that reaches to the opposite side of the screen almost instantly, dealing 20 hits of 1% and flinching per second. The beam can last a single second if you rush up to MODOK, but every second MODOK is left alone, a tenth of a second is added to his charge for the next time he uses this move, the move maxing out with 10 seconds of charge for a whopping 200% total. Once MODOK uses the charge, he cannot use the move at all until he charges for 10 seconds to get a minimum charge back.
The fact MODOK fires the beam out so quickly means you only have enough time to shield it, not get behind him unless the attack was a movement based attack like a dash attack that moves you as you attack him, or you attack MODOK with an aerial and DI behind him during both the move and its’ end lag. This would all be well and dandy if MODOK didn’t usually have his back right up against a blast zone, meaning going behind him is death, meaning if you want to not instantly die the moment you go behind him you have to make him flee a bit and turn around so he doesn’t have his back to the blast zone before you attack him. MODOK’s slow and cumbersome nature can actually be an annoyance here as you struggle to make him go where you want, much less with the other villains being out and about. Even after that, if you –do- slip up and get hit by the attack, you’ll be pushed off the blast zone with ease due to –your- back being right up against it instead of MODOK. Thankfully, you can just shield the attack instead of this complicated process, and your shield can absorb 2.4 full seconds of punishment before breaking.
Analyze Cube: So then, seeing MODOK stays as far away as possible and doesn’t unleash his Hyper Psionic Blaster when hit with a projectile, camping is the way to defeat him, right? That’s where this attack comes in, as MODOK generates a red triangular object that’s paper thin and the height of Wario, either facing forwards or at a diagonal angle. These cubes act as solid walls that reflect projectiles, and have 25 HP. MODOK generates these cubes in seemingly random locations, but he’ll always generate them on the vertical plane he’s on and will always create them in-between you and him. This attack seems harmless by itself, but it can be a pain in the *** when combined with the many, many, many projectile based attacks the other villains have, most obviously at this point Wily’s lasers. The walls also get in the way when you need to run from somewhere, such as, say, away from Wily’s (probably rushing) Skull Tank to avoid getting pushed off the blast zone. The cubes are only solid from the sides, so don’t think you can use them as platforms – diagonal ones will be unable to support your weight and flip up to be straight as soon as you stand on them before going back to how they were.
Killer Illumination: MODOK extends out two plugs from either side of his body, then starts extending them out towards you. They move at the cumbersome pace of Ganon’s dash, but contact with the plugs will get you grabbed as MODOK impales them into your body and zaps you with electricity rapidly for 8 hits of 1% per second until you escape the grab, then throws you away for 10% and knockback that kills at 150%.
MODOK’s plugs will never stop chasing after you until you get grabbed, but MODOK is unable to counter attack during this time, meaning you can take advantage of this attack if you’re far away by rushing up to MODOK and punishing him without fear of being hit by his Psionic Blaster. If you –do- hit him with a melee attack, MODOK will immediately cancel out of the attack and start retracting the plugs – be careful you don’t get so caught up in punishing him you don’t get punished for punishing him. If you don’t feel like going over to hit MODOK out of this attack every single time he uses it, the other way to cancel it is to bait MODOK into tangling up his wire two times (Make the end of the plugs actively chasing you overlap with wire already out), at which point he will start retracting the wire.
Battering Ram: MODOK only uses this attack when you’re at least 3 Ganondorfs off the ground – MODOK moves at 1.5x his normal speed to get underneath you (Albeit not –directly- underneath you), then he cries out “Burning Attack!” as his head and upper body all turn fiery/power up with some sort of psionic force. At this point MODOK is moving up towards you at 1.5x Ganon’s dashing speed and will go up 3 Ganondorfs before the attack ends. His upper body is a hitbox that deal hits of 1% and flinching that drag you with him, with the final hit doing 18% and vertical knockback that kills at 70% due to how high you’ll be at that point. If you’re hit by all the hits, you’ll take 30% in total. This attack is largely so annoying due to having to get so high to hit levitating villains and to get on top of Dr. Wily’s skull tank specifically. The main method of dodging the attack is fast falling and dodging through MODOK as he goes up, but you were probably high up in the air because you wanted to be – this forces you back down to the ground. If you’re on top of Wily’s skull tank, the fact you have solid ground underneath you means this method is impossible, but the solid ground enables you to dash off the side of the tank. No, MODOK doesn’t use this attack to burst through the tank to attack you – if you’re on top of the tank, he’ll simply go into the foreground and only come onto the playing field once he’s beyond it.
Balloon Bomb: MODOK takes out a bomb from a compartment inside himself, then throws it forwards so that’s directly in-between you and him, though MODOK can only throw it a max distance of 5.5 platforms. MODOK will throw the bomb in an arc so that it will go over any Analyze Cubes he may have. Contact with the bomb causes it to explode in the standard Bowser sized explosion, dealing 20% and knockback that kills at 90%. The bomb lingers on for 10 seconds before exploding automatically, but can become a more active hitbox if Wily uses Suction, able to be affected by said move.
Of particular note, if you’re off the ground when you use this attack MODOK won’t throw the bomb directly at you but underneath you, saying “Watch your step!”. Sometimes MODOK will throw the bomb directly underneath you, but sometimes he’ll throw it a bit in the direction you’re currently moving towards with your DI, making it difficult to not fall on top of the cube unless you specifically DI one way as he throws it then DI away from it. Sure, you could air-dodge past it, but the cute little bomb has a heat detection radius around it that will cause it to explode if you ever come into its’ explosion radius, even if you’re in the background spot-dodging (Though if you manage to fastfall dodge past it you’re fine).
Aside from these uses, the bomb can be detonated as MODOK takes it out, and while this will damage MODOK it will also propel him backwards 3 platforms as well as hit you, giving him all the space he needs. Laggy powerful moves are only particularly viable if you back MODOK into a corner so he can’t move away while you go through the starting lag of the attack, but this move makes it even more necessary to only slowly poke away at MODOK’s gigantic 600 HP. That said, MODOK won’t use this attack in succession, meaning he’s free for punishment after he uses it once.
Psionic Blast: MODOK proclaims “Fire!” as he launches a single beam across the entire screen the height of Ganondorf aimed directly at you. This is a very quick attack, but the blast takes a while to reach all the way across the screen, only making it particularly difficult to dodge if you’re up in MODOK’s face. Also unlike other beam attacks shown so far, the “tail” of the beam actually expires as it travels out rather than the whole beam constantly being a hitbox. This attack only does 7% and a bit of stun, but what makes this attack such a threat is that it puts you into helpless, fodder for MODOK’s Battering Ram and Balloon Bombs – nevermind how this move blatantly forces you out of the air and prevents you from attacking the other levitating villains/getting atop the skull tank.
MODOK will consciously take advantage of his Analyze Cubes for this attack to reflect his Pysionic Blast all about the stage. If you’ve chased MODOK all the way to the opposite side of the screen as the one he started on, he’ll have probably littered the stage with the cubes, enabling him to cause his Psionic Blast to zigzag in awkward patterns and cover very large portions of the screen.
Barrel Roll: MODOK actively starts staying above you rather than staying on the same vertical plane as you. From here, he will spam his Psionic Blast attack with slightly less lag in-between attacks than usual, using it 5 times before going back into his regular pattern. MODOK will more actively use this attack if his analyze cubes are set-up in advantageous positions to reflect his psionic blasts about the stage if he were up higher.
What makes this “attack” unique is that when MODOK bends down to fire the laser, there’s a 40% chance he’ll slip out of his chair and fall down to the ground, flailing his limbs for a weak hitbox of 2% as he does so. Upon landing, MODOK will roll forward with his barrel-like shape at Pikachu’s dashing speed. Contact with MODOK as he rolls around deals 18% and knockback that kills at 140%. If MODOK comes into contact with a wall (Most obviously the skull tank or ones of his analyze cubes), he’ll rebound off of it twice as fast. MODOK’s cubes take 5% from MODOK rebounding into them so he can’t rebound forever between two cubes. The attack ends once MODOK goes off a blast zone, after which he’ll levitate himself over into his chair at half his already god-awful movement speed, unable to attack as he does so. The fact MODOK is normally situated right next to a blast zone generally means he’ll spawn right next to his chair, though, what with the giant skull tank preventing MODOK from going off the opposite blast zone he started on.
The indents in the ground Wily makes with his cannonballs and the holes he drills into the ground will deter MODOK – the indents will cause MODOK’s speed to be cut by 35% and cause him to eventually slow down to a stop before he reaches the blast zone after going 4 platforms – the effect is able to stack from multiple cannonballs. MODOK will treat a hole from Wily as an indent due to being too thick to fit down the hole, but if there are two holes side by side he’ll fall down the pit and have horrible ending lag and take 20% to boot, giving you more potential incentive to deal with the pit for the remainder of the boss battles.
Wire Swing: MODOK reaches out with his plugs like with his Killer Illumination attack, and if he grabs you with them he’ll do the throw from that attack normally. However; with this attack MODOK isn’t aiming for you but rather something solid, most commonly one of his analyze cubes or the skull tank. Upon grabbing onto it, MODOK pulls himself over to it at Mario’s dash speed so he’s only 2 platforms away, then starts swinging around it rapidly, his body a hitbox that does 23% and spiking knockback. If you come near where he’s swinging around, MODOK will actively angle how he’s swinging to move a bit more upwards/downwards and extending/retracting his wire slightly to try to hit you. MODOK keeps up this attack up for up to 20 seconds if you’re within 3 platforms of him, but will opt to only do it for 4-6 if you’re farther away than that. That said, MODOK will always choose to use something that’s initially near you as an anchor to swing around.
In order to get MODOK to stop this attack without just running like a pansy, you need to destroy what he’s anchored to. Obviously this isn’t really an option if he’s attached to the skull tank, but an analyze cube’s paltry 25 stamina can easily be taken down. While it is exceedingly difficult to take down what he’s anchored to without getting hit (Especially considering the cubes are immune to projectiles), if you manage it MODOK will go flying off into the distance, still a hitbox, until he hits the ground and automatically enters his barrel roll attack. This may not sound all that great, but the fact you can actually cause this means if you’ve had Wily dig up a pit for you to send MODOK into you can actually force him into it this way rather than just hoping he’ll fall in eventually.
The Green Goblin is even harder to hit than either of the other two starting foes, if that’s even possible. As you’ve probably figured out by now, Goblin flies in the skies on his Goblin Glider constantly up 6 Ganondorfs in the air. The only way to attack him at all assuming you don’t have a godlike recovery is to use Wily’s bouncing balls to get on top of the Skull Tank then go at him, though the Goblin has several attacks where he comes down to attack you directly where he’s vulnerable. The Green Goblin is the size of Marth not counting his glider, has 500 stamina, and moves about horizontally in the air for his idle stance at Ganondorf’s dashing speed.
Glider Attacks
Pumpkin Bombs: The Green Goblin throws his signature projectiles swoops downwards in a very slight arc, still coming nowhere near the ground, staying 4 Ganondorfs above it at the lowest point in his arc, only becoming an easy target if you’re on top of the skull tank. The Green Goblin throws down 5 Pumpkin Bombs as he goes across the screen, which have the same size as Wily’s bouncing balls and move about in an identical fashion, bouncing up once they hit the ground. When you come within a Bowser radius of a Pumpkin Bomb, it will explode into flames just as large as the Koopa King that trap you in mass multiple hits for 28%, the final hit doing knockback that kills at 160%.
Smoke Bombs: The Green Goblin swoops down in an arc identical to his Pumpkin Bombs attacks, but drops Smoke Bombs instead, which still have identical movement/size to bouncing balls. As the smoke bombs travel, they constantly emit a gaseous smoke wherever they go the size of Bowser around them, through which nothing but silhouettes can be seen. The smoke sticks around for 20 seconds after creation, though it potentially can be sucked up by Wily’s skull tank. The smoke has the most obvious purpose of making it so you can’t tell the difference between Pumpkin Bombs and Bouncing Balls, considering you need to get on the balls to get up to Wily and the Goblin while avoiding the Pumpkin Bombs.
The gas has the more lethal property of detonating when any exploding or fire hitbox comes into it, causing the explosion to spread across all of the gas, retaining its’ hitbox at half its’ initial power. From the attacks presented so far, Pumpkin Bombs, Wily’s missiles, and MODOK’s Battering Ram/Balloon Bombs have the sorts of hitboxes needed to trigger this. If you really fear this, stay as far away from the skull tank as possible as this will make it more likely to use its suction attack. Of course, it’s kind of hard to kill anybody outside MODOK if you go this route, and even then MODOK is far from a cakewalk.
In addition, this would be a good time to jot down that Wily’s missiles are heat seeking and can be distracted into going after flaming hitboxes, and if the fire is absolutely everywhere due to the gas the missiles are utterly useless, so you may –want- to let the fire spread a little bit, much less if there are missiles currently out.
Swooping Punch: The Green Goblin swoops down with his glider to your position, smacking you powerfully with all of his momentum as he goes by, dealing 26% and knockback that kills at 100%.
This is a surprisingly fast attack as the Goblin immediately goes back up after hitting you, but if you hit the Goblin with an attack that does 11% or more during the peak of his momentum he’ll get knocked off his glider. Goblin’s punch will obviously out-prioritze any attacks from the front, so you’re either going to have to hit him with something disjointed (Awkward and risky) or jump up and hit him from above as he goes up. This will cause the Goblin to run on foot at Samus’ speed over to his fallen glider. As he runs, he can still defend himself but takes actual knockback (He’s as heavy as Marth with 50%), meaning you can potentially prevent him from ever getting back to his glider. While the Goblin will jump over pits made by Wily’s drill, you can potentially knock him into the pit to make him have to laggily climb out of them and take an extra 25%.
Sleeping Gas: The Green Goblin hovers down to be a single platform away from you, then extends out his palm as a green gas comes out of his palm reaching up to 1.2 platforms away, the stream being as tall as Wario. Needless to say, this gas puts you to sleep (For double the normal duration to boot), but it doesn’t do so instantly, taking 2 seconds to actually work as your character gets visibly more drowsy until then, and you can shield when you’d fall asleep to prevent yourself from doing so. Thankfully this effect doesn’t stack if you’re hit with the gas again while you already have it. The problem is Goblin will follow you around forever at Mario’s dashing speed until you do fall asleep, and with the range of his gas he becomes very hard to shake off, much less when the gas he creates lingers on for 5 seconds after creation. It only becomes all the more difficult to just flee from him when you take into account you have no way of seeing the sleeping gas if it’s inside gas from the smoke bombs.
To stop this attack without falling asleep, you need to deal 40% to the Goblin, which can be very difficult without just falling asleep anyway. Thankfully the Goblin only moves at Ganondorf’s walk when going backwards so you can chase him to actually hit him quite well, just not run from him. If you deal a single clean hit to the Goblin that does 20% or more, you’ll knock the Goblin clean off his Glider and make him take the knockback like a normal character. It’s difficult to deal with this move in the air due to your inability to shield and there being so few aerials which deal 20% or more, making it all the more horrific to even think of going far up into the air to attack Goblin in his idle stance.
Flamethrower: The Green Goblins behaves identically to how he does with his Sleeping Gas attack, but rather than emitting sleeping gas the front of his Goblin Glider starts shooting out flame, dealing multiple hits of 1% and flinching that add up to 25% per second which can very easily cause gas from smoke bombs to set on fire. This has significantly more starting lag than Sleeping Gas before the Goblin actually starts shooting anything out, but the Goblin has his palm extended out during this time to make you think he’s using Sleeping Gas – this is of course all assuming you’re inside some gas from smoke bombs, as the Goblin will only use this attack if there’s a lot of it on-screen. Obviously the large starting lag on this attack means this is a potential chance to knock the Goblin off his glider with a strong attack that does 20% or more, but you could also end up falling asleep and more likely than not getting KO’d. To prevent you from getting utterly destroyed if you don’t hit the Goblin during the starting lag, the Goblin will only stay in this attack for 15 seconds at most if you let him actually start shooting flame.
Machine Gun Fire: Again, this attack has identical start-up to the other two attacks, the Goblin extending his hand out during the start lag and everything, but this attack has much less starting lag and isn’t only used when there’s lots of smoke bomb gas everywhere. Here, the Goblin extends out a small turret from his glider that rapidly fires bullets at you that do up to 20 hits per second of 1% with no hitstun. The Goblin can move backwards during this attack just as quickly as he can moves forwards, so knocking him off his glider in this attack is essentially impossible unless playing a very speedy character. In order to get him to stop, you’ll need to take advantage of MODOK’s Analyze Cubes to reflect the Goblin’s bullets back at him. As usual, once the Goblin takes 40% he’ll come out of the attack.
On Foot Attacks
Spinning Kick: The Green Goblin leaps forward and does a roundhouse kick behind himself, dealing 15% and knockback that kills at 135%. After he lands, he skids backwards towards his glider a bit, and throws a Pumpkin Bomb at you as he does so. The Goblin will occasionally hold the kick out long enough to spin back around to face forwards, hitting you if you managed to get in front of him while he jumping up into the air and were expecting him to simply throw a pumpkin bomb behind himself. This also decreases the end lag of the move as the Goblin immediately re-enters his mad dash to his glider.
Acrobatics: The Green Goblin first does a simple sliding kick forward, propelling himself forward a bit faster than he’d normally go and dealing 6% with simple tripping knockback. If he hit, or you’re nowhere near by, the Goblin will simply end the attack there and continue his mad dash to his glider. If he missed and you were nearby, the Goblin will then proceed to do a large backflip away from his glider, doing a flip-kick as powerful as Ganon’s uair as he does so before landing on his hands, which are another hitbox that do 5% and a slight bit of knockback. If you were behind the Goblin when he started this attack, then he’ll specifically go to land on top of you, though he’ll only go back 1.5 Platforms at most. After landing on top of his hands, the Goblin pushes off the ground to propel himself towards his glider 2.25 platforms, doing another Ganondorf uair as he does so, but this time landing on his feet for a spike as powerful as Captain Falcon’s dair. Again, the Goblin will hold back his jump a bit to try to stomp down on you if you’re not that far ahead of him, but if you’re not within half a platform of his desired target he’ll opt to get further towards his glider instead. The back/front flips are far faster than they sound, causing the Goblin’s hurtbox to shift around rapidly.
Pumpkin Juggle: The Green Goblin takes out a Pumpkin Bomb and starts juggling it all around his body in a variety of ways, such as throwing it forward and running up to catch it, spreading out his arms and juggling it between them, juggling it on his feet as he hops forward, dribbling it like a basketball, as well as simply taking it in his hand and smacking behind himself with it, the only active hitbox, dealing 9% and slight knockback. Goblin swaps between all of these methods with impressive speed, only slowing down at all when he juggles it on his feet, and if you ever make the mistake of hitting the bomb with an attack it will explode. While the Goblin will take 10% from it, he’ll run away fine to make his get-away.
While this can ultimately be adjusted to, the Goblin will always throw/kick the bomb away before it’s about to explode, which can be anywhere from 2-5 seconds. The Goblin can throw/kick the bomb at you out of any of these juggling methods save his dribbling, but if you’re behind him then when his juggling method of throwing the bomb forward and running up to catch it won’t work, while smacking behind himself won’t work if you’re in front of him.
Pumpkin Droppings: The Green Goblin casually drops a Pumpkin Bomb behind himself which explodes a second later after the Goblin’s already gone, but just before it explodes the Goblin throws back another bomb with a shorter detonation timer above where the first one is, causing a large pillar of flame to generate as the bombs explode, blocking you from chasing after him if you’re that far behind. You can roll past the two pillars of flame in the explosions from the bombs, sure, but this is obviously laggier and gives the Goblin more time to get away. If the first bomb is dropped into a pit, the second one will be thrown as if there was no pit there, meaning there will be a slight gap in the middle for you to jump through. Of course, gravity will affect the flames in the air, so you’ll have to be quick about it.
If you’re ahead of the Goblin, he’ll throw the bombs ahead of himself and time it so they detonate just as he runs past, meaning he gets caught in the explosions. He’ll take all the damage and get set on fire, taking 2% per second as he laughs maniacally during it all. If he catches fire, then his body will automatically out-prioritze all attempts to hit him with a simple 5% fire damage and flinching. If you’re ahead of the Goblin, though, the fact he’s running into you means you can hopefully knock him back and stall him long enough to prevent him from going into the fire, though. The fire lasts for 10 seconds on the Goblin, and if you let him get to his Glider while he’s still on fire he’ll immediately do a swooping punch attack during which time you won’t be able to attack him. The fact he’s on fire also is rather annoying when combined with obscuring gas from smoke bombs, but the hitbox from this is so weak you may –want- the Goblin to do this to get rid of it all, less a more threatening hitbox set the gas alight.
Hijack: If either the Green Goblin or MODOK are under 100 HP, MODOK is currently not particularly high in the air, and MODOK is closer to the Goblin than his Glider, the Green Goblin will start dashing towards MODOK instead of his glider. Upon reaching MODOK, the Goblin chuckles, then leaps up onto his chair behind him and kicks MODOK out of his chair, causing MODOK to enter his barrel roll attack. The Goblin says “Hardly a loss. . .” as he sits in Modok’s chair and mans the controls to go up into the air into his normal idle stance. The Goblin has access to all of his normal attacks with MODOK’s chair instead of his glider save for the flamethrower and machine gun fire, which he trades for MODOK’s balloon bomb. Once MODOK comes out of his Barrel Roll attack, he’ll function normally, just floating about, but having his movement speed constantly halved and unable to use his Barrel Roll attack anymore. Should you knock the Goblin out of MODOK’s chair from this point on, the Goblin will go for either his Glider or MODOK’s chair, whichever is closer. Should the Goblin opt for his glider, MODOK will start heading to get back into his chair.
Dr. Doom not showing up last seems rather insulting to his greatness, doesn’t it? Why’s he showing up before –Iron Monger-? That would be because he probably isn’t – when Dr. Doom spawns, it’s a 70% chance it’s just one of his robotic duplicates – a Doombot. Doombots have 200 stamina and lose 2 of it per second, and when their stamina depletes, their movement speed suddenly doubles as they come at you for 2 more seconds before exploding in an explosion identical in all properties to a Smart Bomb blast. If a Doombot did indeed spawn and not Dr. Doom himself, then the next villain in line will spawn. Once another villain dies, either another Doombot or Dr. Doom himself will spawn, but the chance of a Doombot spawning will have decreased by 20%.
Dr. Doom is the size of Ganondorf and he specifically has 550 stamina. The movement pattern of both him and his duplicates is endless pursuit of you at a speed a bit faster than Ganon’s dash. Dr. Doom is capable of taking knockback, but the weight of him and the Doombots are different – the Doombots are obviously heavier due to being entirely robotic and having no flesh. Doom himself takes knockback as if he were Ganondorf at 50%, while Doombots are treated the same Bowser is at 50%. The only way for this difference to be particularly visible is if you hit them with a powerful attack so they go a decent ways, but it’s still quite hard to tell, and hitting a Doombot in hopes of figuring this out only makes their self-destruct timer tick down faster.
Dr. Doom Attacks
Power Spheres: Dr. Doom opens up his cloak, to reveal a multitude of power spheres at you at Sonic’s dashing speed. There are so many spheres that they form a clump the size of there Bowsers, meaning dodging all of them is impossible, and they don’t care about shields. The spheres don’t actually do any direct damage, but they’ll latch onto you on contact, and once 50 of them are on you (There’s 40 of them in an entire shot of this attack) you’ll get transported to an alternate dimension for an instant KO. You don’t need 50 of them stuck on you, though, - less of them simply take less long to transport you to the alternate dimension. 10 spheres, for example, will take 9 seconds to transport you there. Once you have the power spheres stuck on you, you have to hit them with an attack that targets that specific part of your body they latched onto to knock them off. This would be fairly easy to do if they didn’t linger on the ground after getting knocked off, not only able to be affected by Wily’s suction, but Doom also able to open up a compartment in his hand to trigger a wind effect to try to pull them into you. The spheres can be attacked or dashed past to roll them around, and you can push them into one of Wily’s pits or off a blast zone to get rid of them. If you ignore them and Wily is dead, then the power spheres the Doombots make will pile up heavily for the real Doom to abuse.
Inhibitor Ray: Dr. Doom presses a button on his armor to cause a brief ripple effect to occur around him – it’s a similar effect as to when there’s somebody with a cloaking device partially appearing, except in a Bowser sized circle shape around Doom. This area of effect will occassionally flash in and out for the next 5 seconds, and will cause any attacks you do to be aimed at Doom instead of the intended target, turning around your character if necessary and causing you to use an entirely different move to hit Doom rather than the one you chose. This is obviously a way to force you to help blow up Doombots, but the fact it changes the attack from the one you actually input also means it can be a pain to accurately hit power spheres that hve latched onto you, meaning you can only do so reliably if you get away from Doom. It should be noted that Dr. Doom himself will use this attack to cause you to –NOT- attack him when he’s under 200 HP, but this can be gotten around by just charging up an attack/going through it’s start lag as he approaches you rather than starting the attack in his face.
Time Shift Bomb: Dr. Doom takes out a bomb, but doesn’t actually throw it until 8-12 seconds later, able to use other attacks during this time. Upon contact with anything, the bomb explodes in a Bowser sized explosion and causes you to repeat exactly what you did 3 seconds ago again over 3 more seconds. When Doom throws the bomb it’s absurdly quick and destroys shields in one hit, so you may very well want to anticipate being hit and do stuff you won’t regret repeating. This can be particularly annoying when combined with Doom’s Inhibitor Ray attack, as repeating attacks you never intended to do in the first place can be torture, much less when you have power spheres stuck on you and you’re attacking where they’re not. That said, you can get Doom to drop the bomb if you deal 50% to him before he throws it, but that’ll just cause him to detonate if he’s a Doombot.
Freeze Grenade: Dr. Doom takes out a dark blue grenade – his first ever recorded invention. Dr. Doom moves either forward or backward until he has the necessary spacing, then throws the grenade forward a platform, causing it to explode in a Kirby sized explosion. The throw of the grenade is incredibly fast so you can’t outrun it and instead must shield/dodge. The grenade does 11% and bit of stun, but more importantly freezes the part of the body that hit it, causing you to be unable to use attacks involving that area of your body and any power spheres attached there to become unremovable. In order to undo the freeze effect, you must get hit by one of the many other fire attacks of the villians. Even a fire based hit of 1% and flinching will do, so you can be picky if necessary due to being at a high percentage – Goblin’s gas based fire hitboxes are only half as strong as the attack that triggers them.
Energy Fist: Dr. Doom extends out his palm as he causes a large energy fist to materialize and stands in place after creating it. The energy fist is the size of Master Hand and will attempt to do some of Master Hand’s more deadly attacks, most obviously his infamous finger drill, but is particularly spammy with his grab. If there are Power Spheres lying around, the energy fist will go to grab them before throwing them at you, making them once again a hitbox. The hand can gather up the power spheres quite quickly and Master Hand’s drill attack is obviously a big threat, so hitting Doom with an attack that does 20% or more to interrupt this move is highly appealing – but also highly dangerous if he’s a Doombot.
Castle Doom Vibrator: Dr. Doom takes out a remote control and pushes a button on it, causing an earthquake to take place inside the room – Doom actually has a device like this in the comics, and the battle takes place inside his fortress, mind you. This causes the ground to become a hitbox that deals 25% and vertical knockback that kills at 165%. The only truly safe places to be when Doom uses this attack is either on top of the skull tank or on a bouncing ball, as it lasts too long to stay in the air the whole time without using your recovery to put you into helpless. That said, Doom laggily and dramatically presses the button to telegraph this, staying in place as he does so, and hitting him with an attack that does 20% or more will interrupt him from pressing it – and make him come closer to detonation if he’s a Doombot, potentially detonating him on the spot if his health is low enough and catching you in the explosion.
After the earthquake starts, Doom will pursue you from above for its’ entire duration, stomping down on you as powerfully as Ganondorf’s down aerial. Seeing you have to use your Up Special to go into helpless, you won’t always be able to dodge Doom unless you knock him away as he does this, which again lowers his detonation timer if he’s a Doombot.
Tractor Beam: Dr. Doom takes out a remote control and presses a button, causing a large cannon in the background to aim towards you and fire out a long but laggy beam. If it hits, the beam will bring you up to the cannon and levitate you in place until you button mash out with quadruple grab difficulty. You can still fight against the pull with aerial movement and jumps, and you can also attack and dodge. However; this move deals no damage or hitstun, meaning you won’t get your jumps back – have fun if the tractor beam sends you into helpless. The tractor beam will only let you go early if you take knockback that would otherwise KO, and Doom isn’t stupid enough to use this attack in combination with the Castle Doom Vibrator. Doom typically spams this the higher up you are in the air, and if it’s the –real- Doom, he’ll sometimes specifically activate it when you go into helpless and are unable to dodge the otherwise laggy and telegraphed beam. Being suspended in mid-air obviously limits attacks available to you to get rid of power spheres and prevents you from doing generic all around GTFO dsmashes, among obviously making you a blatant target.
Reducing Ray: Dr. Doom takes out a remote control and presses a button, causing a different gun in the background to fire a large beam at you. This beam is just as laggy as the tractor beam, but the hitbox lingers a while and the beam will actually follow you around a bit. While it follows you around –very- slowly, the beam is as wide as Bowser and has infinite range. The beam stays out for 4 seconds total and reduces your size the longer you stay in it – if you stay in it for the full duration, you’ll be reduced to Poison Mushroom status. If you are hit beyond that level by this attack again, you can eventually be shrunk out of existence. Aside from the obvious nerfs to your power and weight, being smaller is bad because power spheres won’t shrink with you and the power spheres will become stronger and stronger based off how small you are. The shrinking effect is practically permanent to boot, not wearing off for 90 seconds.
Swap: Dr. Doom walks into the background, then a Doombot walks in to take his place, or visa versa. Needless to say this attack is exceedingly rare. Doom will only do a swap if he is currently inside smoke bomb gas from the Goblin so as to not make the swap overly obvious, and the animation is overly fast so it’s hard to catch, much less when it’s just a vague silhoutte of Doom. If Doom himself was the one that swapped in, the chance of another swap happening is much larger than it would be otherwise so that the Doombot will come back out, its timer having still gone down while it wasn’t present.
Iron Monger spawns last, though you’ll probably see him before the real Dr. Doom. In any case, he’s the largest of the villains if you don’t count Wily’s skull tank, standing 1.5 Ganondorfs tall and being 1.5 Bowsers wide. His hurtbox is actually typically extending to be 2 Bowsers wide due to Iron Monger keeping his legs extended out a good deal. Due to his sheer size and armor, Iron Monger is as buff as a tank, having 1000 stamina. Needless to say, Iron Monger is incredibly slow and cumbersome, being even slower than MODOK as he takes one robotic step towards you per second, bringing himself a Bowser closer to you. That said, his feet are hitboxes as they slam down, being as powerful as Ganon’s dair and pitfalling you if you’re grounded. While Iron Monger loses his natural stomping hitbox when chasing you into the air, he is significantly faster here with his jets, chasing you at Dedede’s dashing speed. If you want to get away from Iron Monger, all you need to do is go back to the ground – something you probably don’t want to do.
Iron Monger’s attacks are insanely powerful, but rely on being close up, so in order to defeat Iron Monger you have to play an awkward sort of hit and run with him that’s even more pronounced than that with most bosses, as his “melee range” is still huge. This hit and run is more pronounced when you take into account Iron Monger’s body takes .75x the damage you deal to it while Iron Monger’s head takes 1.5x the damage, meaning you’ll have to jump into the air and improve Iron Monger’s movement capabilities briefly if you want to defeat Iron Monger some time in the foreseeable future.
Iron Monger Attacks
Iron Fist: Iron Monger does a very powerful and very sudden punch that reachse forward 3 Bowsers, dealing 20% and knockback that kills at 105%. This attack is pretty much the sole reason you have to play cat and mouse with the hulking Iron Monger, only coming back to poke him in-between his attacks.
Crash Landing: Iron Monger jets up all the way to the top of the screen laggily, then starts moving to get over your current position. As soon as he overlaps your horizontal position for half a second, Iron Monger will crash downwards to crush you, going downwards at Sonic’s dashing speed as the jets turn off. Being hit by this will deal 100%, spike you downwards twice as fast as Sonic’s dash, and then pitfall you on landing for another 100%. Once Iron Monger lands, he will destroy the ground he lands on in the process – a whole 2 Bowsers worth. Obviously, if you were pitfalled you’ll get KO’d due to going down with the ground. This also causes an earthquake effect across the remainder of the stage ever so briefly that does 20% and KOs at 100%.
This is generally much too telegraphed for you to ever be hit, but destroying such a massive amount of the stage is more of a threat than losing a stock, and Iron Monger has all the time he needs to destroy the entire stage so your remaining stocks don’t matter due to his incredible stamina. Obviously, you can’t afford for Iron Monger to destroy much of the stage, so the most obvious tactic is to have Iron Monger just crash into a part of the stage he’s already destroyed, which will also cause him to deal 20% to himself and have bad ending lag. If you don’t want him to destroy –any- of the stage, though, it’s possible. Climb up the skull tank and have Iron Monger smash down on top of it instead of the stage, which will deal 50% to it to boot, helpful if Wily is still alive.
Raining Earth: Iron Monger goes to the top of the screen like with his crash landing attack, but rather than stomping down on top of you he fires a gigantic laser from his chest, which he aims at the part of the ceiling directly over your position. This causes mass chunks of earth to rain down upon you at Meta Knight’s dashing speed, dealing anywhere from 10-20% with knockback that kills at 170-120%. Iron Monger keeps this up for 5 seconds, making the air very difficult to properly get up into as he does so as 7 projectiles come down per second. If you flee from your initial position, you’ll typically run out of ground to flee from eventually, meaning you have to get to a wide open space whenever Iron Monger starts the long telegraph of this attack as he goes to the top of the arena. Of course, he could also be preparing a crash landing which means you want to go somewhere where Iron Monger can’t do any damage, meaning there’s no easy solution.
Earth Shatter: Iron Monger reaches down and goes to rip out a Bowser sized chunk of ground out of the stage, then throws it at you up to 3 platforms away, dealing 25% and knockback that kills at 90%. This –will- leave a pit where Iron Monger rips out the ground, but once he throws the chunk of ground and it hits the ground it won’t magically disappear, instead sticking around as solid terrain. In order to prevent Iron Monger from destroying the stage, you can have him rip out a chunk of the skull tank (Dealing 15% to it), sure, but it’s very difficult to constantly keep him up there, and there’s only so much space to run from him there. Instead, the ideal thing to do is have Iron Monger pick up the same chunk of ground he ripped out and bait him into throwing it back into the stage where he originally ripped it out. Before Iron Monger dies, you may want to try to get him to repair any damage he’s done before you finish him off. . .Because he clearly hasn’t been around long enough already. This attack on the whole is quite laggy, particularly when Iron Monger goes to throw the chunk of earth, giving you time to bait him to reconstruct the stage as you want.
Iron Smash: Iron Monger rips up a Bowser sized piece of ground like with Earth Shatter, but rather than simply throwing it at you he’ll come over to you, then lift the ground over his head and smash it down over your head, dealing 30% and causing you to impale the chunk of earth – something more than just a cool animation and actually an awkward status effect. You’ll be stuck moving around with essentially an iron skirt of ground. This triples your falling speed and weight, and slows down your movement/aerial movement and dodges by 66%. The extra weight is hardly that much of a great thing when it doesn’t last long enough to take advantage of, only lasting twice as long as a grab’s duration. Aside from the lag increase on dodges, your increased falling speed makes it impossible to dodge earth shaking attacks and the many beam attacks of the bosses that transverse the whole stage – nevermind how you’re completely unable to attack flying bosses. Once you escape the “grab” your character will manage to push off the ground they’ve been impaled by, making it fall down below them and become walkable stage. Actually filling in a hole like this is incredibly dangerous, as it’s very possible you could just fall down the hole with your tripled fall speed before you can put the ground back in place. You may be best off just getting it off near that area, then having Iron Monger throw it back into place for you later.
Repulsor Ray: Iron Monger extends out his palm and aims it at you over a slightly laggy period, then fires a beam from his hand that goes forward 5 platforms almost instantly. Contact with the beam does 18% and knockback that kills at 125%. A fairly simple attack all things considered, but if the ray hits the ground it will damage it significantly, but not destroy it. If he uses the ray in the same spot again or picks up this ground with Earth Shatter or Iron Smash and uses it as a weapon, then it will be destroyed in the process. Unless you want to have to pay even more attention to Iron Monger than you already have to when other villians exist, go up into the air when he uses this attack so he the ray doesn’t hit the ground. Of course, going up into the air enables him to get closer to you and ready to ram his iron fist into you. . .
Laser Drill: Iron Monger fires a laser from his chest , but not directed at you, instead the floor in the background behind you. Iron Monger proceeds to shoot his laser to make a circle in the ground around you, sawing out a Bowser sized portion of the stage to fall down. If you are hit by the laser during the brief period it overlaps with you, you’ll take 12% and heavy hitstun. It takes Iron Monger 1.5 seconds to complete drilling out the hole, and the only way to stop him is to get in the way of the laser beam. You’re allowed to shield the beam and it won’t hit that part of the ground, but it only very briefly goes over the main playing field so your opportunity to do this is minimal, meaning you’ll have to sit there for a good while in advance ready to shield the laser. If you miss one the two brief opportunities as it goes through the main playing field, you’ll have to spot dodge into the laser and take the hit directly.
Machine Gun Fire: Iron Monger makes his hand into a fist and “points” it at you as bullets start shooting out of it at you. Iron Monger fires 20 bullets a second that do 1% and no flinching, identical to the bullets from the Green Goblin’s glider. You can end the attack in the same way as the Goblin’s attack by reflecting the bullets back at Iron Monger (Presumably with MODOK’s Analyze Cubes), but not only could MODOK very well be dead by now, you have to reflect 20 bullets at Iron Monger’s –head- in order to get him to stop, not just back at him in general. Thankfully, these bullets can be reflected by simply shielding. Iron Monger still moves towards you as he fires, meaning you’ll have to bait him slightly into the air and position your shield just right in order to reflect the bullets back at his head. Needless to say, this attack leaves you in mediocre shape to shield Iron Monger’s laser drill, much less with Iron Fist shattering shields instantly. As a final note, yes, Goblin’s bullets can also be reflected by your shield, but it takes -21- bullets to break a shield and Goblin requires 40 reflected back at him to come out of his version of this attack.