Cuphead is a game that rewards patience, pattern recognition, and skillful execution. Through extensive play, I’ve dissected the AI behavior of each boss in Inkwell Isle One, providing insights that can help players optimize their strategies. Whether you’re aiming for a flawless run or just looking for an edge against these formidable foes, this guide will break down each boss phase by phase.


The Root Pack

Phase 1: The Potato

The first phase is completely scripted. The potato shoots three volleys of four projectiles each, increasing in speed. A pink, parryable projectile appears at the end of each volley.

Phase 2: The Onion

The onion’s attack consists of crying, releasing a mix of normal and parryable tears. If left undamaged for five seconds, it retreats underground, triggering the secret phase with the radish instead.

Secret Phase: To trigger it, wait until the onion looks around four times before attacking. The radish will appear along with the carrot, adding an extra obstacle.

Phase 3: The Carrot

The carrot phase is also fully scripted. It begins by spawning five homing carrots, followed by an energy beam attack from its third eye, then repeating.


Goopy Le Grande

Phase 1: Small Goopy

Goopy jumps randomly five to seven times before winding up for a forward lunge punch. He can mix up his jumps between small and high jumps.

Phase 2: Big Goopy

He retains his movement pattern but now jumps between five to eight times before punching.

Phase 3: The Gravestone

In his final form, Goopy transforms into a gravestone that slides randomly across the arena. He must hit both edges of the screen at least once before slamming down on the player’s position.


Ribby and Croaks

Phase 1: Alternating Attacks

  • Croaks: Spawns fly minions in three to four sets, with occasional one-fly spawns.
  • Ribby: Shoots six projectiles, with a parryable shot randomly inserted among them.

Phase 2: Wind Tunnel

Croaks transforms into a propeller, pushing the player backward. Ribby spawns bouncing projectiles that alternate their movement pattern.

Phase 3: Slot Machine

The slot machine is immune to damage until activated by a parry. It then randomly selects one of three attack patterns:

  • Snakes: Requires timed jumps.
  • Leopards: Similar to snakes, requiring precise jumps.
  • Bulls: Shoots fire pillars in a randomized pattern, never spawning more than three in the same direction.

Unique Mechanic: Unlike other bosses, damage does not carry over between phases once the slot machine transformation begins.


Hilda Berg

Hilda Berg has multiple transformations based on astrological signs, with intermission phases in between.

Phase 1: Normal Form (Intermission 0)

Hilda moves in a figure-eight pattern while launching projectiles.

Phase 2: Taurus

  • Taurus charges at set intervals (4-5 seconds).
  • If transitioning mid-charge, the game will delay the transformation until the charge is complete.

Phase 3: Intermission 1

Introduces a tornado attack alongside projectiles. Hilda will alternate between two to three laughs before each tornado.

Phase 4: Gemini or Sagittarius

  • Gemini: Shoots a rotating laser that can start up or down based on the player’s position.
  • Sagittarius: Fires an arrow every four seconds, accompanied by three homing stars.

Phase 5: Intermission 2

  • Tornado attack frequency increases.
  • Projectile pattern remains similar to previous intermission.

Final Phase: Crescent Moon

Hilda transforms into a moon, spawning UFOs that shoot downward at randomized intervals.


Cagney Carnation

Phase 1: Subphases 1-3

  • Subphase 1: Alternates between Gatling gun and lunge attack.
  • Subphase 2: Alternates between magic hands and lunge attack.
  • Subphase 3: Alternates between magic hands and Gatling gun.

Attack Mechanics

  • Lunge Attack: Can be high or low, chosen randomly.
  • Magic Hands Attack: Shoots two or three sets of boomerangs or homing projectiles in a non-repeating sequence.
  • Gatling Gun: Fires five seeds, one of which is always parryable.

Phase 2: Vine Trap

Cagney restricts movement to three platforms while attacking with:

  • Spores: Comes in four possible combinations of normal and parryable spores.
  • Vine Spikes: Their pattern appears random.

Tip: Crouching on the far-right platform dodges all spores.


Conclusion

Understanding each boss’s attack pattern and phase transition mechanics is key to mastering Cuphead. Whether you aim to complete a no-hit run or simply improve your strategy, using this knowledge can give you the upper hand. Stay tuned for further AI breakdowns on other worlds in Cuphead!

If you found this helpful, consider leaving a comment or subscribing to the channel for more in-depth guides. Happy dodging!


Discover more from My Gaming Tutorials

Subscribe to get the latest posts sent to your email.

Leave a comment

Trending