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** Rank 2 Bad Girl (on Bitter mode) caused some players to stop playing. From the {{Mook}}s she throws at the player (the move itself can be countered for both benefit and [[CatharsisFactor cathartic therapy]], but you will ''regret it'' if you miss the timing), the long and damaging [[BatterUp bat combo strings]] (which go UpToEleven when she lights her bat ''on fire'' when she hits half health), or her OneHitKill move where [[WoundedGazelleGambit she pretends to fall over and cry]], whereupon a careless player who, [[ShmuckBait thinking it a golden opportunity]], approaches her, is thus grabbed and hitherto beaten to death. The clincher of it all is that, sometimes, she ''really'' does fall over to weep in misery and '''really''' is open to attack. [[labelnote:Hint]] The trick is to look at her hands. If she's got a hand on the bat, ''it's a trap.'' If both hands are on her face, she's crying for real, and you should add to her woes.[[/labelnote]]

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** Rank 2 Bad Girl (on Bitter mode) caused some players to stop playing. From the {{Mook}}s {{Mooks}} she throws at the player (the move itself can be countered for both benefit and [[CatharsisFactor cathartic therapy]], but you will ''regret it'' if you miss the timing), the long and damaging [[BatterUp bat combo strings]] (which go UpToEleven up a tad when she [[IncendiaryExponent lights her bat ''on fire'' bat]] ''[[IncendiaryExponent on fire]]'' when she hits half health), or her OneHitKill move where [[WoundedGazelleGambit she pretends to fall over and cry]], whereupon a careless player who, [[ShmuckBait thinking it a golden opportunity]], approaches her, is thus grabbed and hitherto beaten to death. The clincher of it all is that, sometimes, she ''really'' does fall over to weep in misery and '''really''' is open to attack. [[labelnote:Hint]] The trick is to look at her hands. If she's got a hand on the bat, ''it's a trap.'' If both hands are on her face, she's crying for real, and you should add to her woes.[[/labelnote]]
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** Rank 51, Skelter Helter, himself is terrible for not only having the ability to keep you off of him for most of the battle from gunfire to no-lag swordplay to even counter moves and fake outs which easily destroy a new player who never played the first, but he's also the freaking TRAINING BOSS and he's harder than most of the following bosses. While he may not be 100% lethal on normal, he will still hassle you more than a lot of bosses halfway through the game, and on bitter he can be a pain for a seasoned player.

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** Rank 51, Skelter Helter, himself is terrible a notable boss for not only having the ability to keep you off of him for most of the battle from gunfire to no-lag swordplay to even counter moves and fake outs which easily destroy a new player who never played the first, but he's also the freaking [[WakeUpCallBoss TRAINING BOSS BOSS]] and he's harder than most of the following bosses. While he may not be 100% lethal on normal, he will still hassle you more than a lot of bosses halfway through the game, and on bitter he can be a pain for a seasoned player.



** A commonly mentioned scrappy boss is the Rank 2 fight, Alice Twilight. She's far from impossible, it's just that she's a very subtle MirrorBoss, her attacks are pretty fast, and the worst part is that one of her attacks is specifically designed to keep you locked on the ground in MercyInvincibility, hitting you to lock you down again the second you try to leave it. Another aspect of how hard Alice is is when she's not on her spider-limbs sword-throwing phase, she's on foot, and extremely agile. Agile enough to seem practically impossible to hit on higher difficulties (more so than ''any'' other boss in the entire series, Alice likes to spam dodge rolls like they're going out of style).

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** A commonly mentioned scrappy tough boss is the Rank 2 fight, Alice Twilight. She's far from impossible, it's just that she's a very subtle MirrorBoss, her attacks are pretty fast, and the worst part is that one of her attacks is specifically designed to keep you locked on the ground in MercyInvincibility, hitting you to lock you down again the second you try to leave it. Another aspect of how hard Alice is is when she's not on her spider-limbs sword-throwing phase, she's on foot, and extremely agile. Agile enough to seem practically impossible to hit on higher difficulties (more so than ''any'' other boss in the entire series, Alice likes to spam dodge rolls like they're going out of style).
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** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; his boombox lets him play a mean game of keep-away, with launching rockets and sonic booms. That's not the worst part; what IS is that he's got the entire room rigged to kill you, including turrents with automatic gunfire that play hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more. What's worse is when Nathan whips out his last trick: activating a set of 4 conveyer belts with a path that lead to the center of the room. Not only does this disorient your movement (of course, Nathan has no problem getting around it), but the beginnings of these conveyers are primarily where you find those explosive [[spoiler: potted plants]], which leads to 4 of them getting grouped up, meaning, should he feel like it, Nathan can detonate a big ass explosion that deals a TON of damage if not outright kill. This completely renders the center of the room a danger zone, which, of course, Mr. Copeland loves to stay at.

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** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; his boombox lets him play a mean game of keep-away, with launching rockets and sonic booms. That's not the worst part; what IS is that he's got the entire room rigged to kill you, including turrents with automatic gunfire that play hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more. What's worse is when Nathan whips out his last trick: activating a set of 4 conveyer belts with a path paths that lead to the center of the room. Not only does this disorient your movement (of course, Nathan has no problem getting around it), but the beginnings of these conveyers are primarily where you find those explosive [[spoiler: potted plants]], which leads to 4 of them getting grouped up, meaning, should he feel like it, Nathan can detonate a big ass explosion that deals a TON of damage if not outright kill. This completely renders the center of the room a danger zone, which, of course, Mr. Copeland loves to stay at.
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** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; his boombox lets him play a mean game of keep-away, with launching rockets and sonic booms. That's not the worst part; what IS is that he's got the entire room rigged to kill you, including turrents with automatic gunfire that plays hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more. What's worse is when Nathan whips out his last trick: activating a set of 4 conveyer belts with a path that lead to the center of the room. Not only does this disorient your movement (of course, Nathan has no problem getting around it), but the beginnings of these conveyers are primarily where you find those explosive [[spoiler: potted plants]], which leads to 4 of them getting grouped up, meaning, should he feel like it, Nathan can detonate a big ass explosion that deals a TON of damage if not outright kill. This completely renders the center of the room a danger zone, which, of course, Mr. Copeland loves to stay at.

to:

** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; his boombox lets him play a mean game of keep-away, with launching rockets and sonic booms. That's not the worst part; what IS is that he's got the entire room rigged to kill you, including turrents with automatic gunfire that plays play hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more. What's worse is when Nathan whips out his last trick: activating a set of 4 conveyer belts with a path that lead to the center of the room. Not only does this disorient your movement (of course, Nathan has no problem getting around it), but the beginnings of these conveyers are primarily where you find those explosive [[spoiler: potted plants]], which leads to 4 of them getting grouped up, meaning, should he feel like it, Nathan can detonate a big ass explosion that deals a TON of damage if not outright kill. This completely renders the center of the room a danger zone, which, of course, Mr. Copeland loves to stay at.
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** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; his boombox lets him play a mean game of keep-away, with launching rockets and sonic booms. That's not the worst part; what IS is that he's got the entire room jurryrigged to kill you, including turrents with automatic gunfire that plays hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more. What's worse is when Nathan whips out his last trick: activating a set of 4 conveyer belts with a path that lead to the center of the room. Not only does this disorient your movement (of course, Nathan has no problem getting around it), but the beginnings of these conveyers are primarily where you find those explosive [[spoiler: potted plants]], which leads to 4 of them getting grouped up, meaning, should he feel like it, Nathan can detonate a big ass explosion that deals a TON of damage if not outright kill. This completely renders the center of the room a danger zone, which, of course, Mr. Copeland loves to stay at.

to:

** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; his boombox lets him play a mean game of keep-away, with launching rockets and sonic booms. That's not the worst part; what IS is that he's got the entire room jurryrigged rigged to kill you, including turrents with automatic gunfire that plays hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more. What's worse is when Nathan whips out his last trick: activating a set of 4 conveyer belts with a path that lead to the center of the room. Not only does this disorient your movement (of course, Nathan has no problem getting around it), but the beginnings of these conveyers are primarily where you find those explosive [[spoiler: potted plants]], which leads to 4 of them getting grouped up, meaning, should he feel like it, Nathan can detonate a big ass explosion that deals a TON of damage if not outright kill. This completely renders the center of the room a danger zone, which, of course, Mr. Copeland loves to stay at.
Is there an issue? Send a MessageReason:
None


** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; the automatic gunfire plays hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more.

to:

** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; his boombox lets him play a mean game of keep-away, with launching rockets and sonic booms. That's not the worst part; what IS is that he's got the entire room jurryrigged to kill you, including turrents with automatic gunfire that plays hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more. What's worse is when Nathan whips out his last trick: activating a set of 4 conveyer belts with a path that lead to the center of the room. Not only does this disorient your movement (of course, Nathan has no problem getting around it), but the beginnings of these conveyers are primarily where you find those explosive [[spoiler: potted plants]], which leads to 4 of them getting grouped up, meaning, should he feel like it, Nathan can detonate a big ass explosion that deals a TON of damage if not outright kill. This completely renders the center of the room a danger zone, which, of course, Mr. Copeland loves to stay at.
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** The Rank 24 fight against Matt Helms. You're in a small room, there's almost no places to dodge, his attacks are not well telegraphed like any of the other bosses, and he's got a bad habit of just sitting around throwing difficult-to-dodge Molotov cocktails that break dodge patterns and set you up for massive hits. He's invincible during the whole move, by the way, and the Molotovs leave small fires behind that can also mess you up. If you're fond of dodging in his face all the time, you'll find he likes throwing his axe smash attack at different speeds in order to throw you off and nail you ForMassiveDamage. Throw on a crapton of health to make it last a while. The good thing is that the cramped arena becomes a non-issue as [[DieChairDie your duel indiscriminately sweeps the floor clean.]]

to:

** The Rank 24 fight against Matt Helms. You're in a small room, there's almost no places to dodge, his attacks are not well telegraphed like any of the other bosses, and he's got a bad habit of just sitting around throwing difficult-to-dodge Molotov cocktails that break dodge patterns and set you up for massive hits. He's invincible during the whole move, by the way, and the Molotovs leave small fires behind that can also mess you up. If you're fond of dodging in his face all the time, you'll find he likes throwing his axe smash attack at different speeds in order to throw you off and nail you ForMassiveDamage.you. Throw on a crapton of health to make it last a while. The good thing is that the cramped arena becomes a non-issue as [[DieChairDie your duel indiscriminately sweeps the floor clean.]]

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** This is, unfortunately, carried over into the sequel. Specifically, the Rank 24 fight against Matt Helms. You're in a small room, there's almost no places to dodge, his attacks are not well telegraphed like any of the other bosses, and he's got a bad habit of just sitting around throwing difficult-to-dodge Molotov cocktails that break dodge patterns and set you up for massive hits. He's invincible during the whole move, by the way, and the Molotovs leave small fires behind that can also mess you up. If you're fond of dodging in his face all the time, you'll find he likes throwing his axe smash attack at different speeds in order to throw you off and nail you ForMassiveDamage. Throw on a crapton of health to make it last a while. The good thing is that the cramped arena becomes a non-issue as [[DieChairDie your duel indiscriminately sweeps the floor clean.]]
** The Rank 8 Fight against [[spoiler:New Destroyman]]. The first dual boss of the game, and while only one stays on the ground for most of it, the other will snipe you from the upper part of the stage if you're too far away. And you're not playing as Travis and your long range attack can't target the upper floor. On the plus side, it becomes surprisingly easy once the first goes down. On the flip side, "easy" does not mean "fun"--rather, it becomes tedious, as the still-active boss will spend half their time making a beeline for the beaten one to revive them. Almost certainly, the beaten one will be the melee-based boss, meaning the range-based one that likes to fly around will spend that other half of their time sniping you on places usually too far for you to do anything to them, even with your ranged attack. Therefore, once one goes down, you'll spend the entire rest of the fight camping their body to get in some free hits on the other boss when they run over.
** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; the automatic gunfire plays hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more.

to:

** This is, unfortunately, carried over into the sequel. Specifically, the Rank 24 fight against Matt Helms. You're in a small room, there's almost no places to dodge, his attacks are not well telegraphed like any of the other bosses, and he's got a bad habit of just sitting around throwing difficult-to-dodge Molotov cocktails that break dodge patterns and set you up for massive hits. He's invincible during the whole move, by the way, and the Molotovs leave small fires behind that can also mess you up. If you're fond of dodging in his face all the time, you'll find he likes throwing his axe smash attack at different speeds in order to throw you off and nail you ForMassiveDamage. Throw on a crapton of health to make it last a while. The good thing is that the cramped arena becomes a non-issue as [[DieChairDie your duel indiscriminately sweeps the floor clean.]]
** The Rank 8 Fight against [[spoiler:New Destroyman]]. The first dual boss of the game, and while only one stays on the ground for most of it, the other will snipe you from the upper part of the stage if you're too far away. And you're not playing as Travis and your long range attack can't target the upper floor. On the plus side, it becomes surprisingly easy once the first goes down. On the flip side, "easy" does not mean "fun"--rather, it becomes tedious, as the still-active boss will spend half their time making a beeline for the beaten one to revive them. Almost certainly, the beaten one will be the melee-based boss, meaning the range-based one that likes to fly around will spend that other half of their time sniping you on places usually too far for you to do anything to them, even with your ranged attack. Therefore, once one goes down, you'll spend the entire rest of the fight camping their body to get in some free hits on the other boss when they run over.
** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; the automatic gunfire plays hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more.
* ''VideoGame/NoMoreHeroes2DesperateStruggle'':



** There's also the final boss of the sequel. He doesn't look like much, but appearances can be very, very deceiving. It's not too bad until he goes OneWingedAngel and becomes [[spoiler:a giant super powered human]]. The beginning of the battle seems easy, his attacks are no different than any other boss but once you knock out half of his health he stops pulling punches and goes all out on Travis. Firstly, he can teleport punch without ANY WARNING and stun Travis before hitting three more times knocking him away and maybe into one of the instant death windows if you're unlucky. Second, once you got his health down enough and you figure that it can't get any harder....guess again as he gains another attack, he will punch forward sending a blast of wind that will immediately knock Travis down regardless and send him flying back, maybe into the instant death windows in the room or maybe into the wall either way he spams this attack too and unlike the teleport punch attack this attack is near-impossible to dodge. Thirdly, the instant-death-Travis-falling-out-and-irritating-many-gamers-to-no-end windows.

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** There's also Rank 50 Nathan Copeland combines this with a GetBackHereBoss; the final boss automatic gunfire plays hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the sequel. He doesn't look way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like much, but appearances can be very, very deceiving. It's not too bad a lump, showing off until he goes OneWingedAngel and becomes [[spoiler:a giant super powered human]]. explodes. The beginning GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battle seems easy, battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more.
** The Rank 24 fight against Matt Helms. You're in a small room, there's almost no places to dodge,
his attacks are no not well telegraphed like any of the other bosses, and he's got a bad habit of just sitting around throwing difficult-to-dodge Molotov cocktails that break dodge patterns and set you up for massive hits. He's invincible during the whole move, by the way, and the Molotovs leave small fires behind that can also mess you up. If you're fond of dodging in his face all the time, you'll find he likes throwing his axe smash attack at different than any other boss but once speeds in order to throw you knock out half off and nail you ForMassiveDamage. Throw on a crapton of his health he stops pulling punches and goes all out on Travis. Firstly, he can teleport punch without ANY WARNING and stun Travis before hitting three more times knocking him away and maybe into one to make it last a while. The good thing is that the cramped arena becomes a non-issue as [[DieChairDie your duel indiscriminately sweeps the floor clean.]]
** The Rank 8 Fight against [[spoiler:New Destroyman]]. The first dual boss
of the instant death windows game, and while only one stays on the ground for most of it, the other will snipe you from the upper part of the stage if you're unlucky. Second, once you got his health down enough too far away. And you're not playing as Travis and you figure that it your long range attack can't get any harder....guess again target the upper floor. On the plus side, it becomes surprisingly easy once the first goes down. On the flip side, "easy" does not mean "fun"--rather, it becomes tedious, as he gains another attack, he the still-active boss will punch forward sending spend half their time making a blast of wind beeline for the beaten one to revive them. Almost certainly, the beaten one will be the melee-based boss, meaning the range-based one that likes to fly around will immediately knock Travis down regardless and send him flying back, maybe into spend that other half of their time sniping you on places usually too far for you to do anything to them, even with your ranged attack. Therefore, once one goes down, you'll spend the instant death windows in entire rest of the room or maybe into fight camping their body to get in some free hits on the wall either way he spams this attack too and unlike the teleport punch attack this attack is near-impossible to dodge. Thirdly, the instant-death-Travis-falling-out-and-irritating-many-gamers-to-no-end windows.other boss when they run over.



** A commonly mentioned scrappy boss is the Rank 2 fight from the second game, Alice Twilight. She's far from impossible, it's just that she's a very subtle MirrorBoss, her attacks are pretty fast, and the worst part is that one of her attacks is specifically designed to keep you locked on the ground in MercyInvincibility, hitting you to lock you down again the second you try to leave it. Another aspect of how hard Alice is is when she's not on her spider-limbs sword-throwing phase, she's on foot, and extremely agile. Agile enough to seem practically impossible to hit on higher difficulties (more so than ''any'' other boss in the entire series, Alice likes to spam dodge rolls like they're going out of style).

to:

** A commonly mentioned scrappy boss is the Rank 2 fight from the second game, fight, Alice Twilight. She's far from impossible, it's just that she's a very subtle MirrorBoss, her attacks are pretty fast, and the worst part is that one of her attacks is specifically designed to keep you locked on the ground in MercyInvincibility, hitting you to lock you down again the second you try to leave it. Another aspect of how hard Alice is is when she's not on her spider-limbs sword-throwing phase, she's on foot, and extremely agile. Agile enough to seem practically impossible to hit on higher difficulties (more so than ''any'' other boss in the entire series, Alice likes to spam dodge rolls like they're going out of style).style).
** Jasper Batt Jr., the top-ranked assassin, doesn't look like much, but appearances can be very, very deceiving. It's not too bad until he goes OneWingedAngel and becomes [[spoiler:a giant super powered human]]. The beginning of the battle seems easy, his attacks are no different than any other boss but once you knock out half of his health he stops pulling punches and goes all out on Travis. Firstly, he can teleport punch without ANY WARNING and stun Travis before hitting three more times knocking him away and maybe into one of the instant death windows if you're unlucky. Second, once you got his health down enough and you figure that it can't get any harder....guess again as he gains another attack, he will punch forward sending a blast of wind that will immediately knock Travis down regardless and send him flying back, maybe into the instant death windows in the room or maybe into the wall either way he spams this attack too and unlike the teleport punch attack this attack is near-impossible to dodge. Thirdly, the instant-death-Travis-falling-out-and-irritating-many-gamers-to-no-end windows.

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** The Rank 8 boss, Shinobu, has a large array of hard to avoid attacks, dodges most attacks, and when she gets low on health picks up an attack that drains nearly all of Travis' HP.
** Rank 1 is just obscene. Able to counter every attempt at a grab and dodge most incoming attacks as a matter of course, while doing major difficult to dodge damage.

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** The Rank 8 boss, Shinobu, has a large array of hard to avoid attacks, dodges most attacks, and when she gets low on health picks up an attack that drains nearly all of Travis' HP.
HP, so much to the point that anyone would mistake it for a OneHitKill attack, as well as a SpamAttack version of her [[SwordBeam Sonic Sword]] attack. Confounding everything is the dark and cramped area you fight in. Shinobu, [[WaifFu with her acrobatics]], [[GetBackHereBoss is not encumbered in the slightest]]. The same cannot be said for the player, unfortunately.
** Rank 1 [[spoiler:Jeane]] is just obscene. Able to counter every attempt at a grab and dodge most incoming attacks as a matter of course, while doing major difficult to dodge damage. This boss is so fast that it'll FlashStep constantly in order to blindside you, and as the fight goes on, the arena becomes smaller and smaller, making it easier for the boss to catch you in a brutal combo. The one saving grace of the battle is that the boss is a GlassCannon, having low HP in comparison to most bosses before this one.



** Holly Summers, the Rank 6 assassin, is just frustrating, what with her pitfall traps (which have broken EdgeGravity) and tough-to-dodge, uninterruptable MacrossMissileMassacre.
** Rank 2 Bad Girl (on Bitter mode) caused some players to stop playing. From the mooks she throws at the player, the long bat combos, and the SchmuckBait that is her fake cry (the worst part is that she ''does'' sometimes cry, fueling further the temptation).
** This is, unfortunately, carried over into the sequel. Specifically, the Rank 24 fight against Matt Helms. You're in a small room, there's almost no places to dodge, his attacks are not well telegraphed like any of the other bosses, and he's got a bad habit of just sitting around throwing difficult-to-dodge Molotov cocktails that break dodge patterns and set you up for massive hits. The FINAL BOSS on Bitter is better than this guy on Mild.
** The Rank 8 Fight against [[spoiler:New Destroyman]]. The first dual boss of the game, and while only one stays on the ground for most of it, the other will snipe you from the upper part of the stage if you're too far away. And you're not playing as Travis and your long range attack can't target the upper floor. On the plus side, it becomes surprisingly easy once the first goes down.
** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; the automatic gunfire plays hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The Get Back Here Boss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more.

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** Holly Summers, the Rank 6 assassin, is just frustrating, what frustrating. You fight her on a beach which quite clearly gives her a BIG home-field advantage; [[CombatPragmatist she took the time to riddle it with hidden pitfalls beforehand.]] You WILL fall in them constantly, and when you do, you will {{Waggle}} for dear life to climb out before Holly throws a grenade in to FORCE you out. And this is merely the ''field'' obstacle--Holly herself will bring you to tears by spamming [[MacrossMissileMassacre a homing missile attack]] from her prosthetic leg. This attack is not only ''very'' damaging, [[UnblockableAttack it also cannot be blocked]], and it cannot be interrupted. Once those missiles fly, '''get the hell out of dodge.'''. When you finally get to Holly, she'll smack you with her pitfall traps (which have broken EdgeGravity) and tough-to-dodge, uninterruptable MacrossMissileMassacre.
shovel before [[GetBackHereBoss running away]] faster than Travis can run. On a beach. With a ''prosthetic leg. '''In heels.''''' The silver lining is that Holly will stop to cover up revealed pitfalls, which leaves her vulnerable (as a bonus, re-covered pitfalls can easily be spotted with a glance).
** Rank 2 Bad Girl (on Bitter mode) caused some players to stop playing. From the mooks {{Mook}}s she throws at the player, player (the move itself can be countered for both benefit and [[CatharsisFactor cathartic therapy]], but you will ''regret it'' if you miss the timing), the long and damaging [[BatterUp bat combos, combo strings]] (which go UpToEleven when she lights her bat ''on fire'' when she hits half health), or her OneHitKill move where [[WoundedGazelleGambit she pretends to fall over and cry]], whereupon a careless player who, [[ShmuckBait thinking it a golden opportunity]], approaches her, is thus grabbed and hitherto beaten to death. The clincher of it all is that, sometimes, she ''really'' does fall over to weep in misery and '''really''' is open to attack. [[labelnote:Hint]] The trick is to look at her hands. If she's got a hand on the SchmuckBait that is bat, ''it's a trap.'' If both hands are on her fake cry (the worst part is that she ''does'' sometimes cry, fueling further the temptation).
face, she's crying for real, and you should add to her woes.[[/labelnote]]
** This is, unfortunately, carried over into the sequel. Specifically, the Rank 24 fight against Matt Helms. You're in a small room, there's almost no places to dodge, his attacks are not well telegraphed like any of the other bosses, and he's got a bad habit of just sitting around throwing difficult-to-dodge Molotov cocktails that break dodge patterns and set you up for massive hits. He's invincible during the whole move, by the way, and the Molotovs leave small fires behind that can also mess you up. If you're fond of dodging in his face all the time, you'll find he likes throwing his axe smash attack at different speeds in order to throw you off and nail you ForMassiveDamage. Throw on a crapton of health to make it last a while. The FINAL BOSS on Bitter good thing is better than this guy on Mild.
that the cramped arena becomes a non-issue as [[DieChairDie your duel indiscriminately sweeps the floor clean.]]
** The Rank 8 Fight against [[spoiler:New Destroyman]]. The first dual boss of the game, and while only one stays on the ground for most of it, the other will snipe you from the upper part of the stage if you're too far away. And you're not playing as Travis and your long range attack can't target the upper floor. On the plus side, it becomes surprisingly easy once the first goes down.
down. On the flip side, "easy" does not mean "fun"--rather, it becomes tedious, as the still-active boss will spend half their time making a beeline for the beaten one to revive them. Almost certainly, the beaten one will be the melee-based boss, meaning the range-based one that likes to fly around will spend that other half of their time sniping you on places usually too far for you to do anything to them, even with your ranged attack. Therefore, once one goes down, you'll spend the entire rest of the fight camping their body to get in some free hits on the other boss when they run over.
** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; the automatic gunfire plays hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The Get Back Here Boss GetBackHereBoss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more.



** Rank 7, Ryuji, has a dreadful first phase. [[ScrappyMechanic You have to drive him off a cliff in your motorbike]]. A motorbike that can't even make a turn without falling off the cliff. Also, your opponent has a much better control of his bike, and he can push you easily, while you have to get him while he's not charged. The best way to win this is to escape Ryuuji's attack without killing yourself in the process, and wait till Ryuuji kills himself! And then you get to actually fighting Ryuji, who borders on NintendoHard ''even on the easiest setting''. He's way faster than Travis, has some of the fastest attacks in the game, has a move that lets him zip halfway across the arena (which he will always spam), meaning you have to work ''very quickly'' when your batteries deplete, or just switch to a different sword. He has combo attacks that don't telegraph until you're right in his face, as in too close to dodge. Then, if you've played this game through, you'll know that the second you hear the words "Come out, dragon." you're screwed. His giant energy dragon snakes around the arena, is pretty hard to dodge, and then after a few seconds, Ryuji will use his charge zip while you're running from it. If you end up having to block the dragon attack (which you will) your batteries are instantly depleted.
** A commonly mentioned scrappy boss is the Rank 2 fight from the second game, Alice Twilight. She's far from impossible, it's just that she's a very subtle MirrorBoss, her attacks are pretty fast, and the worst part is that one of her attacks is specifically designed to keep you locked on the ground in MercyInvincibility, hitting you to lock you down again the second you try to leave it. Another aspect of how hard Alice is is when she's not on her spider-limbs sword-throwing phase, she's on foot, and extremely agile. Agile enough to seem practically impossible to hit on higher difficulties.

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** Rank 7, Ryuji, has a dreadful first phase. [[ScrappyMechanic You have to drive him off a cliff in your motorbike]]. A motorbike that can't even make a turn without falling off the cliff. Also, your opponent has a much better control of his bike, and he can push you easily, while you have to get him while he's not charged.charged (he's invincible when charging, and just touching him will send Travis reeling away). The best way to win this is to escape Ryuuji's attack without killing yourself in the process, and wait till Ryuuji kills himself! And then you get to actually fighting Ryuji, who borders on NintendoHard ''even on the easiest setting''. He's way faster than Travis, has some of the fastest attacks in the game, has a move that lets him zip halfway across the arena (which he will always spam), meaning you have to work ''very quickly'' when your batteries deplete, or just switch to a different sword. He has combo attacks that don't telegraph until you're right in his face, as in too close to dodge. Then, if you've played this game through, you'll know that the second you hear the words "Come "''[[PreMortemOneLiner Come out, dragon." dragon,]]''" [[ThatOneAttack you're screwed. screwed.]] His giant energy dragon snakes around the arena, is pretty hard to dodge, dodge and will attack multiple times, and then after a few seconds, Ryuji will use his charge zip while you're running from it. If you end up having to block the dragon attack (which you will) your batteries are instantly depleted.
depleted. If you end up having to ''take'' one of its attacks, it will '''HURT'''.
** A commonly mentioned scrappy boss is the Rank 2 fight from the second game, Alice Twilight. She's far from impossible, it's just that she's a very subtle MirrorBoss, her attacks are pretty fast, and the worst part is that one of her attacks is specifically designed to keep you locked on the ground in MercyInvincibility, hitting you to lock you down again the second you try to leave it. Another aspect of how hard Alice is is when she's not on her spider-limbs sword-throwing phase, she's on foot, and extremely agile. Agile enough to seem practically impossible to hit on higher difficulties.difficulties (more so than ''any'' other boss in the entire series, Alice likes to spam dodge rolls like they're going out of style).
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** The Rank 8 boss, Shinobu, has a large array of hard to avoid attacks, dodges most attacks, and when she gets low on health picks up an attack that drains nearly all of Tarvis' HP.

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** The Rank 8 boss, Shinobu, has a large array of hard to avoid attacks, dodges most attacks, and when she gets low on health picks up an attack that drains nearly all of Tarvis' Travis' HP.

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* Most bosses in ''VideoGame/NoMoreHeroes'' can be hard before you learn their attack pattern. The Rank 8 boss, Shinobu, may be the best example of this trope, however. She has a large array of hard to avoid attacks, dodges most attacks, and when she gets low on health picks up an instant kill move or two. Similarly, Rank 1 is just obscene. Able to counter every attempt at a grab and dodge most incoming attacks as a matter of course, while doing major difficult to dodge damage.
** Shinobu's big attack isn't an instant kill, it just does horrifying damage (having picked up every possible health increaser, it may be possible to survive with about four points left). If you want rage-inducing instant kills, Harvey Moisewitsch Volodarskii (Rank 4) and his "Travis-in-a-box" will do nicely. You can escape it by following the game's directions, but you get less time to do it every time you get put in the box, and the game seems to have trouble reading Nunchuk shakes.

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* Most bosses in ''VideoGame/NoMoreHeroes'' can be hard before you learn their attack pattern. pattern.
**
The Rank 8 boss, Shinobu, may be the best example of this trope, however. She has a large array of hard to avoid attacks, dodges most attacks, and when she gets low on health picks up an instant kill move or two. Similarly, attack that drains nearly all of Tarvis' HP.
**
Rank 1 is just obscene. Able to counter every attempt at a grab and dodge most incoming attacks as a matter of course, while doing major difficult to dodge damage.
** Shinobu's big attack isn't an instant kill, it just does horrifying damage (having picked up every possible health increaser, it may be possible to survive with about four points left). If you want rage-inducing instant kills, Harvey Moisewitsch Volodarskii (Rank 4) and his "Travis-in-a-box" will do nicely. You can escape it by following the game's directions, but you get less time to do it every time you get put in the box, and the game seems to have trouble reading Nunchuk shakes.



** And how about the Rank 8 Fight against [[spoiler:New Destroyman]] in the sequel? The first dual boss of the game, and while only one stays on the ground for most of it, the other will snipe you from the upper part of the stage if you're too far away. Did we mention you're not playing as Travis and your long range attack can't target the upper floor? On the plus side, it becomes surprisingly easy once the first goes down.

to:

** And how about the The Rank 8 Fight against [[spoiler:New Destroyman]] in the sequel? Destroyman]]. The first dual boss of the game, and while only one stays on the ground for most of it, the other will snipe you from the upper part of the stage if you're too far away. Did we mention And you're not playing as Travis and your long range attack can't target the upper floor? floor. On the plus side, it becomes surprisingly easy once the first goes down.



** Rank 7, Ryuji, has a dreadful first phase. [[ScrappyMechanic You have to drive him off a cliff in your motorbike]]. A motorbike that can't even make a turn without falling off the cliff. Also, your opponent has a much better control of his bike, and he can push you easily, while you have to get him while he's not charged. The best way to win this is to escape Ryuuji's attack without killing yourself in the process, and wait till Ryuuji kills himself!
*** And then you get to actually fighting Ryuji, who borders on NintendoHard ''even on the easiest setting''. He's way faster than Travis, has some of the fastest attacks in the game, has a move that lets him zip halfway across the arena (which he will always spam), meaning you have to work ''very quickly'' when your batteries deplete, or just switch to a different sword. He has combo attacks that don't telegraph until you're right in his face, as in too close to dodge. Then, if you've played this game through, you'll know that the second you hear the words "Come out, dragon." you're screwed. His giant energy dragon snakes around the arena, is pretty hard to dodge, and then after a few seconds, Ryuji will use his charge zip while you're running from it. If you end up having to block the dragon attack (which you will) your batteries are instantly depleted.

to:

** Rank 7, Ryuji, has a dreadful first phase. [[ScrappyMechanic You have to drive him off a cliff in your motorbike]]. A motorbike that can't even make a turn without falling off the cliff. Also, your opponent has a much better control of his bike, and he can push you easily, while you have to get him while he's not charged. The best way to win this is to escape Ryuuji's attack without killing yourself in the process, and wait till Ryuuji kills himself!
***
himself! And then you get to actually fighting Ryuji, who borders on NintendoHard ''even on the easiest setting''. He's way faster than Travis, has some of the fastest attacks in the game, has a move that lets him zip halfway across the arena (which he will always spam), meaning you have to work ''very quickly'' when your batteries deplete, or just switch to a different sword. He has combo attacks that don't telegraph until you're right in his face, as in too close to dodge. Then, if you've played this game through, you'll know that the second you hear the words "Come out, dragon." you're screwed. His giant energy dragon snakes around the arena, is pretty hard to dodge, and then after a few seconds, Ryuji will use his charge zip while you're running from it. If you end up having to block the dragon attack (which you will) your batteries are instantly depleted.
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None

Added DiffLines:

* Most bosses in ''VideoGame/NoMoreHeroes'' can be hard before you learn their attack pattern. The Rank 8 boss, Shinobu, may be the best example of this trope, however. She has a large array of hard to avoid attacks, dodges most attacks, and when she gets low on health picks up an instant kill move or two. Similarly, Rank 1 is just obscene. Able to counter every attempt at a grab and dodge most incoming attacks as a matter of course, while doing major difficult to dodge damage.
** Shinobu's big attack isn't an instant kill, it just does horrifying damage (having picked up every possible health increaser, it may be possible to survive with about four points left). If you want rage-inducing instant kills, Harvey Moisewitsch Volodarskii (Rank 4) and his "Travis-in-a-box" will do nicely. You can escape it by following the game's directions, but you get less time to do it every time you get put in the box, and the game seems to have trouble reading Nunchuk shakes.
** Holly Summers, the Rank 6 assassin, is just frustrating, what with her pitfall traps (which have broken EdgeGravity) and tough-to-dodge, uninterruptable MacrossMissileMassacre.
** Rank 2 Bad Girl (on Bitter mode) caused some players to stop playing. From the mooks she throws at the player, the long bat combos, and the SchmuckBait that is her fake cry (the worst part is that she ''does'' sometimes cry, fueling further the temptation).
** This is, unfortunately, carried over into the sequel. Specifically, the Rank 24 fight against Matt Helms. You're in a small room, there's almost no places to dodge, his attacks are not well telegraphed like any of the other bosses, and he's got a bad habit of just sitting around throwing difficult-to-dodge Molotov cocktails that break dodge patterns and set you up for massive hits. The FINAL BOSS on Bitter is better than this guy on Mild.
** And how about the Rank 8 Fight against [[spoiler:New Destroyman]] in the sequel? The first dual boss of the game, and while only one stays on the ground for most of it, the other will snipe you from the upper part of the stage if you're too far away. Did we mention you're not playing as Travis and your long range attack can't target the upper floor? On the plus side, it becomes surprisingly easy once the first goes down.
** Rank 50 Nathan Copeland combines this with a GetBackHereBoss; the automatic gunfire plays hell with Travis' autoblock, pinning him in place for indeterminate amounts of time and rapidly depleting his battery. Inevitably, while this is going on (during which time you can neither run nor roll out of the way) you will either take a rocket to the face or find yourself standing by one of the explosive [[spoiler: potted plants]] scattered all over the room. Few things are as frustrating as hearing that little beeping sound, mashing left on the D-pad, and watching Mr. Touchdown stand there like a lump, showing off until he explodes. The Get Back Here Boss comes in after your energy is depleted; making a necessary retreat to the safezone on either side of the battlefield, [[DoesThisRemindYouOfAnything you recharge your weapon]] and rush back into the fray...only to be frozen in place again by your autoblock and have your battery drained once more.
** Rank 51, Skelter Helter, himself is terrible for not only having the ability to keep you off of him for most of the battle from gunfire to no-lag swordplay to even counter moves and fake outs which easily destroy a new player who never played the first, but he's also the freaking TRAINING BOSS and he's harder than most of the following bosses. While he may not be 100% lethal on normal, he will still hassle you more than a lot of bosses halfway through the game, and on bitter he can be a pain for a seasoned player.
** There's also the final boss of the sequel. He doesn't look like much, but appearances can be very, very deceiving. It's not too bad until he goes OneWingedAngel and becomes [[spoiler:a giant super powered human]]. The beginning of the battle seems easy, his attacks are no different than any other boss but once you knock out half of his health he stops pulling punches and goes all out on Travis. Firstly, he can teleport punch without ANY WARNING and stun Travis before hitting three more times knocking him away and maybe into one of the instant death windows if you're unlucky. Second, once you got his health down enough and you figure that it can't get any harder....guess again as he gains another attack, he will punch forward sending a blast of wind that will immediately knock Travis down regardless and send him flying back, maybe into the instant death windows in the room or maybe into the wall either way he spams this attack too and unlike the teleport punch attack this attack is near-impossible to dodge. Thirdly, the instant-death-Travis-falling-out-and-irritating-many-gamers-to-no-end windows.
** Rank 7, Ryuji, has a dreadful first phase. [[ScrappyMechanic You have to drive him off a cliff in your motorbike]]. A motorbike that can't even make a turn without falling off the cliff. Also, your opponent has a much better control of his bike, and he can push you easily, while you have to get him while he's not charged. The best way to win this is to escape Ryuuji's attack without killing yourself in the process, and wait till Ryuuji kills himself!
*** And then you get to actually fighting Ryuji, who borders on NintendoHard ''even on the easiest setting''. He's way faster than Travis, has some of the fastest attacks in the game, has a move that lets him zip halfway across the arena (which he will always spam), meaning you have to work ''very quickly'' when your batteries deplete, or just switch to a different sword. He has combo attacks that don't telegraph until you're right in his face, as in too close to dodge. Then, if you've played this game through, you'll know that the second you hear the words "Come out, dragon." you're screwed. His giant energy dragon snakes around the arena, is pretty hard to dodge, and then after a few seconds, Ryuji will use his charge zip while you're running from it. If you end up having to block the dragon attack (which you will) your batteries are instantly depleted.
** A commonly mentioned scrappy boss is the Rank 2 fight from the second game, Alice Twilight. She's far from impossible, it's just that she's a very subtle MirrorBoss, her attacks are pretty fast, and the worst part is that one of her attacks is specifically designed to keep you locked on the ground in MercyInvincibility, hitting you to lock you down again the second you try to leave it. Another aspect of how hard Alice is is when she's not on her spider-limbs sword-throwing phase, she's on foot, and extremely agile. Agile enough to seem practically impossible to hit on higher difficulties.
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