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* SurprisinglyCreepyMoment: Considering most of the game is extremely light-hearted, full of bright colors and cheerful music, the battle against Miru comes as a massive tone shift. The entire battle takes place in a RoomFullOfCrazy, is [[RedFilterOfDoom colored over in black and dark red]], the music is low and disturbing, and it's all meant to highlight the extreme amounts of grief and insanity of the boss.
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* TheyWastedAPerfectlyGoodPlot: The UPRPRC headquarters, despite being the home base of the antagonistic faction, recieves a surprisingly negligible amount of attention. Erina visits it ''once'' in the main game, where it serves to introduce a few new enemy types, give a few hidden items, and provide a path to get the Rabi Slippers...and you never have a reason to visit it again, further watering down what little relevance the UPRPRC has to the plot. [[note]]The player can even skip it entirely if they use hidden techs to grab the Slippers from outside the base.[[/note]] [[spoiler:Erina does visit it again in the postgame to meet Irisu when she reveals herself as the UPRPRC founder]], but no new gameplay sections are introduced, with the entire sequence being more of a glorified cutscene.

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* TheyWastedAPerfectlyGoodPlot: The UPRPRC headquarters, despite being the home base of the antagonistic faction, recieves receives a surprisingly negligible amount of attention. Erina visits it ''once'' in the main game, where it serves to introduce a few new enemy types, give a few hidden items, and provide a path to get the Rabi Slippers...and you never have a reason to visit it again, further watering down what little relevance the UPRPRC has to the plot. [[note]]The player can even skip it entirely if they use hidden techs to grab the Slippers from outside the base.[[/note]] [[spoiler:Erina does visit it again in the postgame to meet Irisu when she reveals herself as the UPRPRC founder]], but no new gameplay sections are introduced, with the entire sequence being more of a glorified cutscene.
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** The Chaos Rod's ChargedAttack releases speed-reducing circles upon hitting an enemy, and unfortunately they do not have DamageDiscrimination, leaving you likely to get killed.

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** The Chaos Rod's ChargedAttack releases speed-reducing circles upon hitting an enemy, and unfortunately they do not have DamageDiscrimination, leaving you likely to get killed. The attack seldom sees use outside of specific cheese strategies (as the self-slow also extends invulnerability frames), or against [[BarrierChangeBoss Glitched Syaro Returns,]] who in her purple mode ''only'' takes damage from the Chaos Rod.
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* PlayTheGameSkipTheStory: The game is praised as a brutally difficult Metroidvania with nearly unmatched nonlinearity and fleshed-out combat, while the story is generally considered an ExcusePlot ''at best'' and the cutscenes are sometimes preferred to be skipped altogether, particularly for those uncomfortable with the extreme amounts of {{Fanservice}} and {{Stripperific}} characters the game repeatedly shows front and center.

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* PlayTheGameSkipTheStory: The game is praised as a brutally difficult Metroidvania with nearly unmatched nonlinearity and fleshed-out combat, while the story is generally considered an ExcusePlot ''at best'' and the cutscenes are sometimes preferred to be skipped altogether, particularly for those uncomfortable with the extreme amounts of {{Fanservice}} and {{Stripperific}} {{Stripperiffic}} characters the game repeatedly shows front and center.
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* PlayTheGameSkipTheStory: The game is praised as a brutally difficult Metroidvania with nearly unmatched nonlinearity and fleshed-out combat, while the story is generally considered an ExcusePlot ''at best'' and the cutscenes are sometimes preferred to be skipped altogether, particularly for those uncomfortable with the extreme amounts of {{Fanservice}} and {{Stripperific}} characters the game repeatedly shows front and center.
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* SugarWiki/FunnyMoments: Erina's first encounter with Ribbon results in a boss fight due to Ribbon being afraid that Erina wants to eat her. The BonusBoss encounter with Ribbon starts with the exact same premise, only this time [[spoiler:after winning, it's implied that Erina actually ''does'' eat Ribbon.]]

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* SugarWiki/FunnyMoments: Erina's first encounter with Ribbon results in a boss fight due to Ribbon being afraid that Erina wants to eat her. The BonusBoss OptionalBoss encounter with Ribbon starts with the exact same premise, only this time [[spoiler:after winning, it's implied that Erina actually ''does'' eat Ribbon.]]



** While Saya is rather easy to beat, her 'Pillar' form in ''Is The Order a DLC'' is not. Her wind based attacks are much harder to dodge, come out far faster, and hit much harder, on top of many of them requiring unorthodox thinking and use of the 4 pillars on the map to avoid. On top of this, her LimitBreak lasts ''much'' longer, and trying to use recovery items during the fight [[TurnsRed just pisses her off]]. She is basically a [[BonusBoss Special boss]], but unlike them, she's mandatory to beat to advance the story.

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** While Saya is rather easy to beat, her 'Pillar' form in ''Is The Order a DLC'' is not. Her wind based attacks are much harder to dodge, come out far faster, and hit much harder, on top of many of them requiring unorthodox thinking and use of the 4 pillars on the map to avoid. On top of this, her LimitBreak lasts ''much'' longer, and trying to use recovery items during the fight [[TurnsRed just pisses her off]]. She is basically a [[BonusBoss [[OptionalBoss Special boss]], but unlike them, she's mandatory to beat to advance the story.
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** If you take the time to do some exploration and sequence breaking, Rainbow magic powered up with enough Easter Eggs has the potential to turn many bosses into a joke. At the cost of your entire MP bar and an inconsequential amount of EN considering the ease with which it can be farmed, you can fire a shot that deals more damage in one hit than most other shots can do in a full barrage, which also heals you for a decent amount of health to boot. Combined with a fully upgraded Sliding Powder (causes the next strong attack after sliding into an enemy to deal double damage) and Green Magic (charges MP when landing basic shots), you can repeatedly spam attacks that deal well upwards of 10k damage each, tearing entire chunks off of even SP bosses while vaporizing almost anything else. In fact, it's a common conjecture that Irisu in Wonderland, one of the strongest SP bosses, steals most of your EN at the start of the fight ''specifically'' to make it harder to just repeatedly nuke her with the Rainbow Egg.
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** In the Artbook DLC, it becomes ''very'' clear why Cicini was never implemented as a character in the main game. Since her attacks don't use SP, she can spam them indefinitely. And while she's immobile while firing her gun on the ground, her "double jump" is her jetpack, which can ''fly indefinitely'', and she fires homing lasers in the air. 90% of her Boss Rush can be cleared simply by staying in the air and spamming homing beams. There are very few attacks that can legitimately hit her up there, and those that can can often be avoided with the Bunny Amulet. It's only when facing Rumi or Irisu that Cicini runs up against an actual challenge.

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** In the Artbook DLC, it becomes ''very'' clear why Cicini was never implemented as a playable character in the main game. Since her attacks don't use SP, she can spam them indefinitely. And while she's immobile while firing her gun on the ground, her "double jump" is her jetpack, which can ''fly indefinitely'', and she fires homing lasers in the air. 90% of her Boss Rush can be cleared simply by staying in the air and spamming homing beams. There are very few attacks that can legitimately hit her up there, and those that can can often be avoided with the Bunny Amulet. It's only when facing Rumi or Irisu that Cicini runs up against an actual challenge.
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** In the Artbook DLC, it becomes ''very'' clear why Cicini was never implemented as a character in the main game. Since her attacks don't use SP, she can spam them indefinitely. And while she's immobile while firing her gun on the ground, her "double jump" is her jetpack, which can ''fly indefinitely'', and she fires homing lasers in the air. 90% of her Boss Rush can be cleared simply by staying in the air and spamming homing beams. There are very few attacks that can legitimately hit her up there, and those that can can often be avoided with the Bunny Amulet. It's only when facing Rumi or Irisu that Cicini runs up against an actual challenge.
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** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]] due to the [[MarathonBoss sheer length]] of her fight along with it having fixed phases. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The easier fights can sometimes be bursted down before they have a chance to fight back using a GlassCannon build,[[note]]They'll still have a good amount of health from the LevelScaling, since they'll be level 50 at minimum and you'll almost certainly be refighting them in the postgame with a bunch of upgrades under your belt; however, earlier bosses still tend to have lower HP, not to mention a full DPS build is often still capable of outpacing the scaling.[[/note]] but not so much for the later ones. Fortunately, the game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]

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** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific each of the non-DLC bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]] due to the [[MarathonBoss sheer length]] of her fight along with it having fixed phases. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The easier fights can sometimes be bursted down before they have a chance to fight back using a GlassCannon build,[[note]]They'll still have a good amount of health from the LevelScaling, since they'll be level 50 at minimum and you'll almost certainly be refighting them in the postgame with a bunch of upgrades under your belt; however, earlier bosses still tend to have lower HP, not to mention a full DPS build is often still capable of outpacing the scaling.[[/note]] but not so much for the later ones. Fortunately, the game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]
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** The Chaos Rod's boost effect has Ribbon fire rapid shotgun-spreads of exploding orbs that Curse. Normally pretty standard, but planting Ribbon right on top of an enemy and activating the Boost deals an obscene amount of damage, ripping through most bosses in seconds. It helps that a lot of bosses love to hover at just the right height for Ribbon to sit on top of while using said Boost if you position yourself right under them before you do it. Rita and Saya are two examples of bosses who are particularly vulnerable to this, and it's particularly useful to skip through Pillar's DesperationAttack and SP Rita's entire fight.

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** The Chaos Rod's boost effect has Ribbon fire rapid shotgun-spreads of exploding orbs that Curse. Normally pretty standard, but planting Ribbon right on top of an enemy and activating the Boost deals an obscene amount of damage, ripping through most bosses in seconds. It helps that a lot of bosses love to hover at just the right height for Ribbon to sit on top of while using said Boost if you position yourself right under them before you do it. Rita and Saya are two examples of bosses who are particularly vulnerable to this, and it's particularly useful to skip through Pillar's DesperationAttack and DesperationAttack, or even skip ''most of SP Rita's entire fight.fight'' if done perfectly.



** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]] due to the [[MarathonBoss sheer length]] of her fight. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The easier fights can sometimes be bursted down before they have a chance to fight back using a GlassCannon build,[[note]]They'll still have a good amount of health from the LevelScaling, since they'll be level 50 at minimum and you'll almost certainly be refighting them in the postgame with a bunch of upgrades under your belt; however, earlier bosses still tend to have lower HP, not to mention a full DPS build is often still capable of outpacing the scaling.[[/note]] but not so much for the later ones. Fortunately, the game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]

to:

** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]] due to the [[MarathonBoss sheer length]] of her fight.fight along with it having fixed phases. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The easier fights can sometimes be bursted down before they have a chance to fight back using a GlassCannon build,[[note]]They'll still have a good amount of health from the LevelScaling, since they'll be level 50 at minimum and you'll almost certainly be refighting them in the postgame with a bunch of upgrades under your belt; however, earlier bosses still tend to have lower HP, not to mention a full DPS build is often still capable of outpacing the scaling.[[/note]] but not so much for the later ones. Fortunately, the game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]
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** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]], due to the [[MarathonBoss sheer length]] of her fight. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The easier fights can sometimes be bursted down before they have a chance to fight back using a GlassCannon build,[[note]]They'll still have a good amount of health from the LevelScaling, since they'll be level 50 at minimum and you'll almost certainly be refighting them in the postgame with a bunch of upgrades under your belt; however, earlier bosses still tend to have lower HP, not to mention a full DPS build is often still capable of outpacing the scaling.[[/note]] but not so much for the later ones. Fortunately, the game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]

to:

** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]], [[spoiler:Irisu]] due to the [[MarathonBoss sheer length]] of her fight. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The easier fights can sometimes be bursted down before they have a chance to fight back using a GlassCannon build,[[note]]They'll still have a good amount of health from the LevelScaling, since they'll be level 50 at minimum and you'll almost certainly be refighting them in the postgame with a bunch of upgrades under your belt; however, earlier bosses still tend to have lower HP, not to mention a full DPS build is often still capable of outpacing the scaling.[[/note]] but not so much for the later ones. Fortunately, the game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]
Is there an issue? Send a MessageReason:
None


** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]], due to the [[MarathonBoss sheer length]] of her fight. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The earlier fights allow you to refight them after the postgame with stronger gear, and then burst them down before they have a chance to fight back using a GlassCannon build,[[note]]They'll still have significant health scaling from the amount of items Erina has at this point, but earlier bosses still tend to have less HP than later ones, not to mention a full DPS build is often still capable of outpacing the scaling[[/note]] but not so much for the later ones. Fortunately, the game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]

to:

** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]], due to the [[MarathonBoss sheer length]] of her fight. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The earlier easier fights allow you to refight them after the postgame with stronger gear, and then burst them can sometimes be bursted down before they have a chance to fight back using a GlassCannon build,[[note]]They'll still have significant health scaling from the a good amount of items Erina has health from the LevelScaling, since they'll be level 50 at this point, but minimum and you'll almost certainly be refighting them in the postgame with a bunch of upgrades under your belt; however, earlier bosses still tend to have less HP than later ones, lower HP, not to mention a full DPS build is often still capable of outpacing the scaling[[/note]] scaling.[[/note]] but not so much for the later ones. Fortunately, the game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]
Is there an issue? Send a MessageReason:
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** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]], due to the [[MarathonBoss sheer length]] of her fight. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The earlier fights allow you to refight them after the postgame with stronger gear, and then burst them down before they have a chance to fight back using a GlassCannon build,[[note]]They'll still have significant health scaling from the amount of items Erina has at this point, but earlier bosses still tend to have less HP than later ones[[/note]] but not so much for the later ones. Fortunately, the game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]

to:

** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]], due to the [[MarathonBoss sheer length]] of her fight. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The earlier fights allow you to refight them after the postgame with stronger gear, and then burst them down before they have a chance to fight back using a GlassCannon build,[[note]]They'll still have significant health scaling from the amount of items Erina has at this point, but earlier bosses still tend to have less HP than later ones[[/note]] ones, not to mention a full DPS build is often still capable of outpacing the scaling[[/note]] but not so much for the later ones. Fortunately, the game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]
Is there an issue? Send a MessageReason:
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** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]], due to the [[MarathonBoss sheer length]] of her fight. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]

to:

** Any of the Dodge Master achievements (which require you to pull off a NoDamageRun against specific bosses, which have to be at least level 50 for them to count), but especially [[spoiler:Noah]], since you have to kill her first and second form without getting hit twice, [[spoiler:Rumi]] due to her six health bars and AttackReflector, and [[spoiler:Irisu]], due to the [[MarathonBoss sheer length]] of her fight. Notably [[spoiler: Noah+, Noah's final form which has its own seperate Dodge Master achievement,]] is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order[[note]]...outside of Miru, Miriam, and Irisu, who use entirely fixed patterns[[/note]], meaning that the achievement borders on being luck-based at times. The earlier fights allow you to refight them after the postgame with stronger gear, and then burst them down before they have a chance to fight back using a GlassCannon build,[[note]]They'll still have significant health scaling from the amount of items Erina has at this point, but earlier bosses still tend to have less HP than later ones[[/note]] but not so much for the later ones. Fortunately, the game will give you some leeway against bosses starting from [[spoiler:Miru]] onward, allowing you to take at least 1-3 hits before failing the achievement. [[MarathonBoss But then again...]]

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** "Were those instant kill?", which requires you to beat the entire game without touching a single spike. There are a ''lot'' of spikes in the game, and many of them are located in very painful locations. Worse still, the achievement counts postgame, so you'll have to do the [[PlatformHell Floating Library]] essentially flawlessly.

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** "Were those instant kill?", which requires you to beat the entire game without touching a single spike. There are a ''lot'' of spikes in the game, and many of them are located in very painful locations. Worse still, the achievement counts postgame, so you'll have to do the [[PlatformHell System Interior II and the Floating Library]] essentially flawlessly.



** Any of the ''Order'' DLC achievements that make you fight the three DLC bosses [[spoiler:(Pillar Saya, Lilli/Pixie, and Erina the Forgotten Maiden)]] on their incredibly intense mode. Those three are already some of the most painfully difficult bosses the game has to offer, and the incredibly intense option will turn their levels up to eleven and enhance their BulletHell even further than usual. To make matters worse, there are also achievements for doing all of the above [[HarderThanHard in Hell and Bunny Extinction]].

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** Any In general, the achievements for 100% item completion and Easter Eggs can be this since a lot of them are incredibly well hidden, with a few being nigh impossible to find without the use of a guide. This is especially true for the ''Order'' DLC achievements that make you fight the three DLC bosses [[spoiler:(Pillar Saya, Lilli/Pixie, and Erina the Forgotten Maiden)]] on their incredibly intense mode. Those three are already DLC, as some of the most painfully difficult bosses Windy Ravine eggs and the Wind Blessing are just as well hidden and border on PermanentlyMissableContent since they're only available during the boss fight and/or EscapeSequence before becoming totally inaccessible afterwards. At that point, the only way to get them is to completely clear the DLC, then [[spoiler:defeat Irisu]] to reset it and redo the whole map.
** "Ms. Fox cannot air dash". On paper, it seems simple, with it just requiring you to get the Air Dash upgrade before ever fighting Kotri. What
the game has doesn't tell you is that the only way to offer, skip past Blue Kotri and make it to the Air Dash is through the [[PlatformHell Halloween Graveyard]], and the incredibly intense option will turn their levels up to eleven and enhance their BulletHell even further than usual. To make matters worse, there are also achievements for doing all nature of the above [[HarderThanHard in Hell achievement means you'll probably have to do it underleveled as avoiding Kotri entirely heavily restricts how much of the map you can explore. Acquiring the maximum number of movement upgrades possible with the given restrictions and Bunny Extinction]].knowing hidden techs is key.



*** "Another Layer of Nightmare", which requires you to defeat SP Miru on Extreme+. Not only is it [[GuideDangIt not even explained how to fight a BNA boss on Extreme+]][[note]]Using a Cocoa bomb while the game is asking you to choose left (normal) or right (hard) difficulty will set the difficulty to Extreme, and doing this just as the difficulty is "locked in" at the end of the sequence will trigger Extreme+)[[/note]], while triggering an Extreme BNA boss is required for another achievement (which does give you a vague hint on how to do it), Another Layer of Nightmare actually needs you to ''beat'' SP Miru in this state, which will inflate her level to an absurd degree while giving her an obscene amount of stacking buffs.

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*** "Another Layer of Nightmare", which requires you to defeat SP Miru on Extreme+. Not only is it [[GuideDangIt not even explained how to fight a BNA boss on Extreme+]][[note]]Using a Cocoa bomb while the game is asking you to choose left (normal) or right (hard) difficulty will set the difficulty to Extreme, and doing this just as the difficulty is "locked in" at the end of the sequence will trigger Extreme+)[[/note]], while triggering an Extreme BNA boss is required for another achievement (which does give you a vague hint on how to do it), Another Layer of Nightmare actually needs you to ''beat'' SP Miru in this state, which will inflate her level to an absurd degree while giving her an obscene amount of who is already considered ThatOneBoss even without the inflated stats and stacking buffs.buffs Extreme+ gives her.



** The fairy duo Lilli and Pixie from the ''Order'' DLC are a DualBoss notable for spending the whole fight airborne, forcing you to use your weaker magic attacks or risk getting hit to sneak in a few aerial attacks or Super Carrots. Unlike Syaro and [[spoiler:Miru]], the other bosses who harshly restrict your offensive options, they each have [[DamageSpongeBoss a massive amount of HP]] and no moments where their defenses are dropped, meaning that they won't go down quickly no matter how you face them. Offensively, they use some of the most complex coordinated BulletHell in the entire game, a lot of which inflicts high damage and multiple painful debuffs, as well as certain aerial phases forcing you to manage awkward airborne movement while still dodging. Put all of this together, and you get an incredibly painful encounter that is both highly unforgiving and drags out for an absurdly long time. The only saving grace of the fight is that they'll periodically spawn enemies that heal you when you beat them, although they themselves are also liable to do more damage if you aren't careful.

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** The fairy duo Lilli and Pixie from the ''Order'' DLC are a DualBoss notable for spending the whole fight airborne, forcing you to use your weaker magic attacks or risk getting hit to sneak in a few aerial attacks or Super Carrots. Unlike Syaro and [[spoiler:Miru]], the other [[spoiler:Miru]] (two bosses who harshly restrict your offensive options, options) or even [[spoiler:Noah's second form]] (who is the only other completely airborne boss), they each have [[DamageSpongeBoss a massive amount of HP]] and no moments where their defenses are dropped, meaning that they won't go down quickly no matter how you face them. Offensively, they use some of the most complex coordinated BulletHell in the entire game, a lot of which inflicts high damage and multiple painful debuffs, as well as certain aerial phases forcing you to manage awkward airborne movement while still dodging. Put all of this together, and you get an incredibly painful encounter that is both highly unforgiving and drags out for an absurdly long time. The only saving grace of the fight is that they'll periodically spawn enemies that heal you when you beat them, although they themselves are also liable to do more some cheap damage if you aren't careful.

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* GameBreaker: From Chapter 6 onward, shelling out 25k EN to [[spoiler: Miru]] will get you every temporary buff in the game. Do this right before a boss fight and steamroll right over them...unless you're [[NintendoHard on Hell/BEX or doing some of the strongest endgame encounters, upon which they become almost required.]]

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* GameBreaker: GameBreaker:
**
From Chapter 6 onward, shelling out 25k EN to [[spoiler: Miru]] will get you every temporary buff in the game. Do this right before a boss fight and steamroll right over them...unless you're [[NintendoHard on Hell/BEX or doing some of the strongest endgame encounters, upon which they become almost required.]]



** The Chaos Rod's boost effect has Ribbon fire rapid shotgun-spreads of exploding orbs that Curse. Normally pretty standard, but planting Ribbon right on top of an enemy and activating the Boost deals an obscene amount of damage, ripping through most bosses in seconds. It helps that a lot of bosses love to hover at just the right height for Ribbon to sit on top of while using said Boost if you position yourself right under them before you do it. Rita and Saya are two examples of bosses who are particularly vulnerable to this, even in their SP battles.

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** The Chaos Rod's boost effect has Ribbon fire rapid shotgun-spreads of exploding orbs that Curse. Normally pretty standard, but planting Ribbon right on top of an enemy and activating the Boost deals an obscene amount of damage, ripping through most bosses in seconds. It helps that a lot of bosses love to hover at just the right height for Ribbon to sit on top of while using said Boost if you position yourself right under them before you do it. Rita and Saya are two examples of bosses who are particularly vulnerable to this, even in their and it's particularly useful to skip through Pillar's DesperationAttack and SP battles.Rita's entire fight.
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Acceptable Targets and its derivatives are now an index.


* AcceptableHobbyTargets: {{Otaku}} are depicted in this game as AlwaysMale, all perverts who don't understand the concept of "cosplay is not consent", trying to [[spoiler:take embarrassing photos of Erina, who they mistake for a normal human girl in cosplay who's there for a nearby comic festival.]]
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** While enemies that use StatusEffects are annoying in general, the green/purple UPRPRC members who can inflict Poison are extremely dangerous due to how fast the debuff in question drains your HP at, especially on higher difficulties. On Hard and above, taking a single blow from one without the Tough Skin badge equipped will basically eat up your entire health bar, leaving you prey for other enemies if you can't heal yourself.

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** While enemies that use StatusEffects with {{Status Infliction Attack}}s are annoying in general, the green/purple UPRPRC members who can inflict Poison are extremely dangerous due to how fast the debuff in question drains your HP at, especially on higher difficulties. On Hard and above, taking a single blow from one without the Tough Skin badge equipped will basically eat up your entire health bar, leaving you prey for other enemies if you can't heal yourself.
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Idiot Plot is now Flame Bait


* IdiotPlot: Really, town recruiting in this game would've gone much faster if everyone had the levelheadedness to hear out Erina and Ribbon instead of just automatically going into "This bunny girl's trying to eat / capture / do other kinds of bad things to me!" mode. Postgame content shows that the idiocy runs deeper: [[spoiler:the whole reason the dangerous UPRPRC exists was because Irisu just wanted to have a bunny and had a crush on Erina.]] Then again, the game needs to have ''some'' sort of excuse to have you fight challenging platformer BulletHell bosses.
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Per TRS, this is YMMV

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* DifficultySpike: The game is already NintendoHard to begin with, but the difficulty curve sharpens starting on Chapter 6 with the post-game dungeons, with enemies that can kill you in three or even two hits depending on your current difficulty level. Having to beat four of the hardest bosses in a row in the last level while sometimes not even getting any kind of healing in between (& never getting to restock your items) is so hard that you'd probably have a better chance starting a new file on the next difficulty & getting stuck at the same part than you would of beating that part on whatever difficulty you're already on.
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Up To Eleven is a defunct trope


** Any of the ''Order'' DLC achievements that make you fight the three DLC bosses [[spoiler:(Pillar Saya, Lilli/Pixie, and Erina the Forgotten Maiden)]] on their incredibly intense mode. Those three are already some of the most painfully difficult bosses the game has to offer, and the incredibly intense option will turn their levels UpToEleven and enhance their BulletHell even further than usual. To make matters worse, there are also achievements for doing all of the above [[HarderThanHard in Hell and Bunny Extinction]].

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** Any of the ''Order'' DLC achievements that make you fight the three DLC bosses [[spoiler:(Pillar Saya, Lilli/Pixie, and Erina the Forgotten Maiden)]] on their incredibly intense mode. Those three are already some of the most painfully difficult bosses the game has to offer, and the incredibly intense option will turn their levels UpToEleven up to eleven and enhance their BulletHell even further than usual. To make matters worse, there are also achievements for doing all of the above [[HarderThanHard in Hell and Bunny Extinction]].
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Audience Alienating Premise requires objective proof that the premise was offputting to consumers (it being a sales flop, etc). While we don't know much about how well the game did sales wise, the fact that it got ported onto numerous systems, on top of receiving several DLC packs, the game was likely not a sales failure, and it combined with the high reviews, means it’s premise wasn't enough to offset consumers.


* AudienceAlienatingPremise: The heavily {{Moe}} artstyle, some of the more {{Stripperific}} [[{{Fanservice}} character designs]] (particularly for characters that look younger, like Ribbon), and the mere idea that the game revolves around a PlayboyBunny beating things with a hammer have disconcerted quite a few would-be players, even those fond of Metroidvanias.

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* ScrappyMechanic: In certain menus (such as the save game menu and the pause menu), pressing the Boost button not only un-pauses the game, it immediately triggers a Boost if one is ready, yet in some other menus (such as Miriam's shop), pressing Boost simply exits the menu without using a Boost. This is mostly a problem for those using [=XInput=] controllers (such as Xbox 360 and Xbox One controllers) with the default control scheme, as someone who uses such a controller may be used to the idea of "A confirms and B cancels or goes back" in menus, [[DamnYouMuscleMemory press the B button (also the Boost button) to exit a menu]], only to see Ribbon throw away half of the Boost meter or ''all of it''. On the plus side, ''if'' you can unlearn pressing B to exit the pause menu, pressing Start will un-pause with no side effect. This is even more of a non-issue in the Switch version, where B can still be used to exit the menu but will not trigger a Boost since Boost is mapped to A by default (due to Nintendo's reversed face button naming convention).

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* ScrappyMechanic: ScrappyMechanic:
**
In certain menus (such as the save game menu and the pause menu), pressing the Boost button not only un-pauses the game, it immediately triggers a Boost if one is ready, yet in some other menus (such as Miriam's shop), pressing Boost simply exits the menu without using a Boost. This is mostly a problem for those using [=XInput=] controllers (such as Xbox 360 and Xbox One controllers) with the default control scheme, as someone who uses such a controller may be used to the idea of "A confirms and B cancels or goes back" in menus, [[DamnYouMuscleMemory press the B button (also the Boost button) to exit a menu]], only to see Ribbon throw away half of the Boost meter or ''all of it''. On the plus side, ''if'' you can unlearn pressing B to exit the pause menu, pressing Start will un-pause with no side effect. This is even more of a non-issue in the Switch version, where B can still be used to exit the menu but will not trigger a Boost since Boost is mapped to A by default (due to Nintendo's reversed face button naming convention).convention).
** The Numb debuff is considered one of the most infuriating debuffs to be inflicted with due to it completely stalling your movement for a split second at frequent intervals, essentially the biggest movement impairment outside of being outright Stunned (which is used for a single attack in the game). It doesn't seem like much, but it basically takes away all but the bare minimum of control you have over Erina while being borderline random with how it paralyzes you, often leading to you taking easily avoidable hits, which is why it's a godsend that it rarely appears in any boss fights. The Top Form badge lets you NoSell it, but it costs a whopping 8 PP to equip, which is often better used on other badges with greater effects. The Unstable debuff used by Alius IV, which causes random changes in player speed, is reviled for a similar reason.



** Mortality, a debuff inflicted by Poor Cat Cocoa that strips you of all your invincibility frames - in a game where using i-frames is one of the main ways of avoiding attacks. It thankfully lowers the damage of incoming attacks to 15, but when you're getting hit once per frame, direct contact from nearly anything will still tear off half your health at the very least. This debuff is the reason why Poor Cat Cocoa is considered ThatOneBoss, although it is thankfully virtually exclusive to her fight.

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** Mortality, a debuff inflicted by The {{Superboss}} Poor Cat Cocoa that inflicts Mortality whenever she hits you, which strips you of all your invincibility frames for its duration - in a game where using i-frames is one of the main ways of avoiding attacks. It thankfully lowers the damage of incoming attacks to 15, but when you're getting hit once per frame, direct contact from nearly anything will still tear off half your health at the very least. This debuff is the reason why Poor Cat Cocoa is considered ThatOneBoss, although especially since unlike the (thankfully scarce) other sources of Mortality, Cocoa inflicts it is thankfully virtually exclusive to her fight.on ''every attack'' rather than a specific, notable attack.

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** While enemies that use StatusEffects are annoying in general, the green/purple UPRPRPC members who can inflict Poison are extremely dangerous due to how fast the debuff in question drains your HP at, especially on higher difficulties. On Hard and above, taking a single blow from one without the Tough Skin badge equipped will basically eat up your entire health bar, leaving you prey for other enemies if you can't heal yourself.

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** While enemies that use StatusEffects are annoying in general, the green/purple UPRPRPC UPRPRC members who can inflict Poison are extremely dangerous due to how fast the debuff in question drains your HP at, especially on higher difficulties. On Hard and above, taking a single blow from one without the Tough Skin badge equipped will basically eat up your entire health bar, leaving you prey for other enemies if you can't heal yourself.



** Pandora from the Golden Pyramid deserves a mention for using a wide variety of attacks that generally require some unorthodox thinking to get around, as well as spending most of her battle in the air, forcing you to rely mostly on Ribbon's ranged attacks. The real key to beating her is micromanaging your SP meter so that you can hit her with Erina's hammer combos during the brief time she's on the ground. Add in the fact that she's the boss of ThatOneLevel, and that leaving her chamber to grab more items will force you to retrace your steps through a long corridor filled with [[ScrappyMechanic searchlights you have to wait to pass over]] on the return journey, and you have the perfect recipe for ThatOneBoss. Not to mention, there's an Illusion Pandora in the bottom of the Pyramid that guards the Chaos Rod, who has higher stats, even more unconventionally difficult attacks, and the ability to put up a chaos field at low health that slows you to a crawl when you're anywhere within a generous radius, making it borderline impossible to finish her with melee attacks. [[ThisIsGonnaSuck Good luck fighting her, you will need it.]]
** Syaro is encountered in the [[spoiler:System Interior]] unlocked in Chapter 3, and like all other enemies in the area, she is [[NoSell immune]] to melee attacks, forcing you to use your weaker ranged attacks or specials to damage her. It doesn't help that she loves spamming strongly homing missiles, has a surprisingly fast WaveMotionGun that can catch you off guard if you're not watching her, and frequently goes invincible in the second half of the fight.

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** Pandora from the Golden Pyramid deserves a mention for using a wide variety of attacks that generally require some more unorthodox thinking to get around, around (especially her super attack, which is almost entirely memorization-based) , as well as spending most of her battle in the air, forcing you to rely mostly on Ribbon's ranged attacks. The real key to beating her is micromanaging your SP meter so that you can hit her with Erina's hammer combos during the brief time she's on the ground. Add in the fact that she's the boss of ThatOneLevel, and that leaving her chamber to grab more items will force you to retrace your steps through a long corridor filled with [[ScrappyMechanic searchlights you have to wait to pass over]] on the return journey, and you have the perfect recipe for ThatOneBoss. Not to mention, there's an Illusion Pandora in the bottom of the Pyramid that guards the Chaos Rod, who has higher stats, even more unconventionally difficult attacks, and the ability to put up a chaos field at low health that slows you to a crawl when you're anywhere within a generous radius, making it borderline impossible to finish her with melee attacks. [[ThisIsGonnaSuck Good luck fighting her, you will need it.]]
** Syaro is encountered in the [[spoiler:System Interior]] unlocked in Chapter 3, and like all other enemies in the area, she is [[NoSell immune]] to melee attacks, forcing you to use your weaker ranged attacks or specials to damage her. It doesn't help that On the offense, she loves spamming packs three types of strongly homing missiles, has missiles that can take a while to get used to, a surprisingly fast WaveMotionGun that can catch you off guard if you're not watching her, her carefully, and frequently several attacks where she outright goes invincible in the second half of the fight.to bombard you.


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* TheyWastedAPerfectlyGoodPlot: The UPRPRC headquarters, despite being the home base of the antagonistic faction, recieves a surprisingly negligible amount of attention. Erina visits it ''once'' in the main game, where it serves to introduce a few new enemy types, give a few hidden items, and provide a path to get the Rabi Slippers...and you never have a reason to visit it again, further watering down what little relevance the UPRPRC has to the plot. [[note]]The player can even skip it entirely if they use hidden techs to grab the Slippers from outside the base.[[/note]] [[spoiler:Erina does visit it again in the postgame to meet Irisu when she reveals herself as the UPRPRC founder]], but no new gameplay sections are introduced, with the entire sequence being more of a glorified cutscene.
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** Chapter 5 requires you to fight two bosses in a row, [[spoiler:Miru and Noah]], and the latter has three forms. Thankfully the game auto-saves between bosses and forms, but your buffs are certain to run out before the first boss is defeated, and you'll likely be short on or out of items for the second.

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** Chapter 5 requires you to fight two bosses in a row, [[spoiler:Miru and Noah]], and the latter has three forms. Thankfully the game provides auto-saves and healing between bosses and forms, but your buffs are certain to run out before the first boss is defeated, and you'll likely be short on or out of items for the second. second.
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** About halfway through her fight, Cicini will start using an attack where she flashes either red or blue before spinning around while firing a laser beam. The attack hits everywhere around her except in front of her (red) or behind her (blue), but the game gives [[GuideDangIt very little indication of what to do to avoid it]] until you've gotten hit by it or outright died to it enough times to get a closer look at the beam itself. Even once you figure out the trick, your vertical mobility is still fairly limited at the point in time that you're recommended to take on Cicini, meaning it's fairly easy to mistime the jump and get hit anyways.

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** About halfway through her fight, Cicini will start using an attack where she flashes either red or blue before jumping and spinning around while firing a laser beam.beam around her. The attack hits everywhere around her except in front of her (red) or behind her (blue), but the game gives [[GuideDangIt very little indication of what to do to avoid it]] until you've gotten hit by it or outright died to it enough times to get a closer look at the beam itself. Even once you figure out the trick, your vertical mobility is still fairly limited at the point in time that you're recommended to take on Cicini, meaning it's fairly easy to mistime the jump and get hit anyways.
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* GameBreaker: From Chapter 6 onward, shelling out 25k to [[spoiler: Miru]] will get you every temporary buff in the game. Do this right before a boss fight and steamroll right over them...unless you're [[NintendoHard on Hell/BEX or doing some of the strongest endgame encounters, upon which they become almost required.]]
** The Erina and Ribbon badges, which are only gotten after beating the TrueFinalBoss. On top of providing a wide array of general buffs (10% damage reduction and +20% item effectiveness for the former, and -15% MP usage for the latter), one lets you continue Erina's hammer twirl for as long as you have SP to fuel it, and another lets you spam charge attacks after only one charge as long as you have mana. Both are incredibly powerful techniques (the first one is especially good for stunlocking enemies while Ribbon boost attacks them.)
** The Cyber Flower, which continues Boost Attacks until both your Boost and Mana meters are drained. Pick up enough mana upgrades, and this means you can trigger a Boost Attack that lasts even longer than a Max Boost Attack with only half the Boost Meter. Naturally, you only get this just before the TrueFinalBoss. [[spoiler:If you do some difficult sequence breaking in the System Interior, you can actually get this as early as ''Chapter 3.'']]

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* GameBreaker: From Chapter 6 onward, shelling out 25k EN to [[spoiler: Miru]] will get you every temporary buff in the game. Do this right before a boss fight and steamroll right over them...unless you're [[NintendoHard on Hell/BEX or doing some of the strongest endgame encounters, upon which they become almost required.]]
** The Erina and Ribbon badges, which are only gotten after beating the TrueFinalBoss.TrueFinalBoss in Chapter 8. On top of providing a wide array of general buffs (10% damage reduction and +20% item effectiveness for the former, and -15% MP usage for the latter), one lets you continue Erina's hammer twirl for as long as you have SP to fuel it, and another lets you spam charge attacks after only one charge as long as you have mana. Both are incredibly powerful techniques (the first one is especially good for stunlocking enemies while Ribbon boost attacks them.)
** The Cyber Flower, which continues Boost Attacks until both your Boost and Mana meters are drained. Pick up enough mana upgrades, and this means you can trigger a Boost Attack that lasts even longer than a Max Boost Attack with only half the Boost Meter. Naturally, you only get this in Chapter 7, just before the TrueFinalBoss. [[spoiler:If you do some difficult sequence breaking in the System Interior, you can actually get this as early as ''Chapter 3.'']]



*** In a MinimalistRun, you can simply rely on Ribbon for damage for most bosses, and the Ribbon fight herself is literally an [[WinsByDoingAbsolutelyNothing automatic win]] (her HP will automatically deplete). No such mercy when fighting [[spoiler:Miru]] exists, however, as the fight still disables Ribbon's attacks and offers absolutely nothing to make the fight easier (other than a low boss level in the standard level-up mode that applies to all other bosses) on a no-hammer run. Hope you have [[MarathonBoss a lot of patience]] and proficiency with Super Carrots! And if you're fighting with no items, you're in even more trouble because your only method of attack is the Bunny Amulet.

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*** In a MinimalistRun, you can simply rely on Ribbon for damage for most bosses, and the Ribbon fight herself is literally an [[WinsByDoingAbsolutelyNothing automatic win]] (her HP will automatically deplete). No such mercy when fighting [[spoiler:Miru]] exists, however, as the fight still disables Ribbon's attacks and offers absolutely nothing to make the fight easier (other than a low boss level in the standard level-up mode that applies to all other bosses) on a no-hammer run. Hope you have [[MarathonBoss a lot of patience]] and proficiency with Super Carrots! And if you're fighting with no items, you're in even more trouble because your only method of attack is the Bunny Amulet.Amulet, which is also your only method of ''defense.'' [[note]]Fortunately, Miru takes noticably increased damage from the Bunny Amulet in a no items run compared to the other bosses, especially if you hit her during the first instant of the fight when her DamageReduction isn't active yet.[[/note]]

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** Illusion Alius III's counterattack. She has a vicious counter attack that can take out half your health ''at the very least'' if you melee attack her while she has "[[VisibleSilence ...]]" above her head. The problem is that her battle is very fast paced so that it's unlikely you'll noticed it, and she can do this '''[[TheComputerIsACheatingBastard even if she's stunned]].''' A very careful approach and Hit-and-Run tactic is needed to avoid her counterattack.
** One of Lilith's attacks has her throwing hearts at Erina that have strong tracking capabilities after flying for a while. If any of them hit Erina, they stun her. Lilith then walks up to Erina and the screen fades to black while Lilith does...''something'' to her, hitting her three times for 69 points of damage each. What makes it ThatOneAttack is that it is one of the very few attacks in the entire game that isn't scaled to your level; it will do 207 damage total to you no matter what. In a low percent run, save for the fact that [[HPToOne it can't actually kill you]], this is essentially a OneHitKill.

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** Illusion Alius III's counterattack. She has a vicious counter attack that can take out half your health ''at the very least'' if you melee attack her while she has "[[VisibleSilence ...]]" above her head. The problem is that her battle is very fast paced so that it's unlikely you'll noticed it, and she can do this '''[[TheComputerIsACheatingBastard even if she's stunned]].''' A very careful approach and Hit-and-Run hit-and-run tactic is needed to avoid her counterattack.
** Although most of her attacks are fairly intuitive, Rita has a particularly dangerous attack where she summons two pillars of light that move back and forth in tandem, periodically switching between harmful and harmless states. The beams move very quickly (making them hard to track) and have slightly awkward timings with when they're safe to pass through, giving you only one real way of dodging them without invincibility frames. [[note]]Starting further from her when the beams first appear, then moving close to her when they fade for the first time, and moving a bit further out each time they change direction.[[/note]] This is specific enough that it's usually more worth it to try and i-frame through it, but Rita is usually fought at a stage of the game where you don't have your Bunny Amulet yet, forcing you to learn the motions or eat nearly unavoidable damage. To add insult to injury, she gains bonus defense during the attack.
** About halfway through her fight, Cicini will start using an attack where she flashes either red or blue before spinning around while firing a laser beam. The attack hits everywhere around her except in front of her (red) or behind her (blue), but the game gives [[GuideDangIt very little indication of what to do to avoid it]] until you've gotten hit by it or outright died to it enough times to get a closer look at the beam itself. Even once you figure out the trick, your vertical mobility is still fairly limited at the point in time that you're recommended to take on Cicini, meaning it's fairly easy to mistime the jump and get hit anyways.
** One of Lilith's attacks has her throwing hearts at Erina that have strong tracking capabilities after flying for a while. If any of them hit Erina, they stun her. Lilith then walks up to Erina and the screen fades to black while Lilith does...''something'' to her, hitting her three times for 69 points of damage each. What makes it ThatOneAttack is that it is one of the very few attacks in the entire game that isn't scaled to your level; it will do 207 damage total to you no matter what. In a low percent run, save for the fact that [[HPToOne it can't actually kill you]], this is essentially a OneHitKill.puts your attempt to an instant halt unless you somehow don't get hit for the rest of the fight.

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