TL;DR
Understanding the Dodge Mechanic
In Cuphead, the primary method of dodging is through the dash move. This allows players to quickly move out of harm's way. Some players describe the dodge as a "spike in speed" that can make you feel like you're moving faster [1:1]. It's crucial to get comfortable with this mechanic, as it can significantly enhance your mobility during fights
[1:5].
Timing and Pattern Recognition
Dodging effectively often comes down to timing and recognizing enemy attack patterns. For example, when dealing with certain attacks, such as those from Hopus Pocus, players recommend pressing down and left or right while jumping to avoid damage [2:1]
[2:2]. Observing the patterns and learning when to execute your dodge can help you avoid taking unnecessary hits
[4:1].
Control Configuration on Mobile
For those playing on mobile devices, adjusting the button layout can make dodging more intuitive. Players suggest placing buttons in positions that are comfortable for quick access [5:3]
[5:6]. Additionally, using swaps and ultimates strategically can serve as alternative dodging methods by providing temporary invincibility
[5:3].
Practice and Patience
Dodging effectively in Cuphead requires practice. Players note that there's a small cooldown after consecutive dodges, so timing is essential to avoid getting hit [5:1]. Practicing these techniques in different scenarios will help improve your reaction times and overall gameplay experience. Remember, patience and persistence are key to mastering the dodge mechanic in Cuphead.
So which is the best faction? I usually go for stamina.
It all falls down to how you Play, but I'd say stamina for most players, never the damage one and the kicks one. I personally go with the dodge but that's bc i always dodge 24/7 either into my attack to incerase its velocity and damage, or out of my attack to hit an opponent while avoiding getting hit myself. The dodge really is a cheat code once you get the hang of how to use it to your advantage
God, I never dodge. I should.
Dodge feels weird to me, feels like I run out of stamina almost immediately, didn’t like it. I usually just go with the less damage one, I don’t really notice the difference but I don’t notice the difference with the stamina regen one either so eh whatever
The damage one is good if you play on lore gore, but is completely valueless if you're okay with touching the damage sliders.
Dodge is absolutely a cheat code once you understand how to move though. That faction combined with good movement can add an insane amount of force to just about any blow.
They don't know how op kicks are...
I prefer the English, it doesn't reduce the damage that much but it does act like a nice bit of help in case I fuck up
Lemme just give you a heads up, faster dodge basically means you move faster because the dodge mechanic is ja ky so you become sonic
I lowkey really like kicking, opening up with a strike and going in with a supersonic kick really discombobulates the poor willy
Yep, couple this if your holding a shield, just run in full fucking speed, bash the cunt with the shield and a kick and they're stumblin', fumblin' and usually headed right towards the ground.
tapping movement keys while pressing shift
The "dodge" is the spike in speed at the beginning when you run
I'm talking about the attack where he makes 7 skulls appear around you.
I'm only asking what to do as cuphead, if the skull appears in the lower left or lower right corner
I didn't understand it at first as well. But you actually can jump down and to the side at the same time. I press down + left or right and then press jump. Works pretty consistently.
Stop shooting and press down + Z (if you playing on PC, it is).
Hold down + left/right and press space
Hold down+left or down+right and press jump, the timing is what will determine if you take damage or not
Im at king dice and this fucking dice never ever rolls the way i want to. I only get it to work with p sugar, but the rest of the fight is actual aids that way.
Always jump 2 spaces before the one you want because that’s how long it takes for you to jump up and come down. It’s super easy to get it down be consistent
Sweetest way I’ve found : wait until you see the desired number, acknowledge it in your mind (or say the number) and then jump. No need to rush, process every step at a normal pace. Don’t think « ho god ho god I’ve seen it what do I do » just act casually. You will even get some time to adjust once in the air. You can practice without parrying you will see how easy it gets.
Whitout the P-sugar, you jump one face before the face of the die you want, if you want a 2, jump when there's a 1
I’m stuck on the same thing. I can only successfully do the trick to watch the dice and hit it the number before the one you want maybe half of the time, and I keep getting stuck fighting a million of these mini bosses or accidentally landing on the ones I don’t want (the fucking horse)
edit: literally just landed on the damn horse again ☠️☠️☠️
It's the four roll rule. On the fourth one you'll tell yourself "surely this is the one I dodge the attack with!",
only to get smashed right as the roll ends.
depends on the bosses too, EG: margit is very slow and has somewhat poor tracking, allowing you to just strafe and run around a lot of his attacks, if you get used to doing that, you wont need to learn timings for those attacks, as well as opening up stronger punishes ect
Watching Margit come down on you with his hammer like
Margit waiting 3 business days, 2 speedruns and 45 rolls to slam down the cane (we all know which move)
You watch the pattern, and dodge just when the swing is about to get close to you. It takes time and practice with the delayed swings, but learning patterns is the core of soups like combat. Unless you play shield poke of course.
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Repost
i play on mobile and find it hard to dodge correctly- done the training multiple times, but it's still difficult for me. have any tips?
Dodge when an actual attack happens, not when you think it happens.
What does that mean? Isn't predicting important too?
I play on mobile (iPhone 13) and cleared all holograms and 30/30 ToA.
Change your button layout so its in a more comfortable position.
You can dodge even in the middle of the attack.
Dodging isn’t the only form of dodging. Using swaps can also be use to dodge. (And an easy way to parry)
Similar to #3, saving your ultimates can be used as a form of dodging by being immune to attacks.
You can influence the direction of the dodges you perform with the direction pad, so if you know its a multi-attack, you can use that to make it easier to dodge the second attack as well.
Ping is also and issue. Your FPS and ping will affect your dodge timings. And if you have uncle reaction time like me you will also suffer.
I have very fast reaction speed but when fps is lower than 20 and ping >100, it’s pure luck that I pull off a dodge. By the time u realize an attack is coming, it’s already hit u.
Then my guy you already have your answer. Any games that test our reaction speed relies heavily on these 2 metrics.
Have you tried moving the buttons to a more comfortable position?
This is the best option, I spent a good hour testing out the best button placement doing boss fights and whatnot and it helped out massively
Dodge twice in a row will put it in a small cooldown (when you usually get hit). The dodge window is somewhat forgiving so take your time to wait for the actual hit. Also, your perfect dodge attacks have iframes too, so use it as another form of dodge to double your stamina efficiency. Good luck practicing!
How do you dodge? I’ve made it all the way to HR 99+ but I’m a Lance/HBG user so I tend to get by with blocks. Any time I try something without a shield I can’t stop getting smacked around. What is this hidden technique of pressing the dodge button that I’m not getting?
MH doesn't have much in the way of i-frames, so, generally, you don't dodge through attacks so much as roll to reposition.
If you are going to dodge:
Evade extender and evade window can help. Extender makes you roll farther and window gives you more i-frames (still not a whole bunch though). Note I may have those two reversed.
For attacks, you want to roll through the smallest hurtbox the attack has. So for example, say monster's doing a left to right claw swipe, you want to roll into that sweep from the right to the left. That way you should be invincible during that brief window where you collide with the monster's attack.
If you had rolled away, you'd be in contact longer.
Now the problem is that a lot of monster attacks are too long to roll through without window/extender (and I'm pretty sure there are some that are too long even with them).
I think some weapons do have abilities that let you move out of the way. Like Bow has some kind of dodge ability and hammer has a side step. Greatsword can block, but I just tackle through most attacks.
Worth noting that if you're sprinting while facing away from a monster and you press dodge you do a superman dive that has a lot of iframes
Yes, this. You can stay down to avoid some big attacks especially if in the middle of a combo it can save you from carting.
As a sword and shield I just slide around and don't dodge. Dodging rarely works for some reason. Or I block.
slide has like more than double the i-frames of a roll. I believe SNS slide is THE longest form of i-frames other than staying on the ground when knocked to stay invincible.
I feel so dumb because I genuinely can't figure out how to do the slide lol
Evasion skills. Think about how you could time for perfect blocks, you also can time your dodge for iframes. Otherwise always try dodging directly away from the monster if possible. Evasion skills help, at least a couple points worth makes a big difference.
Alternatively, dodge into parts of a monster that aren't active hitboxes. In this way, it's like a boxing match. When the monster makes a move, certain parts become "safe" in that any move it makes afterwards will be easier to react to as you deal damage. Just make sure you know the monster when you start doing this, as small mistakes add up exponentially using the method
Invincibility frames. Frames of animation during which you're invulnerable to damage.
invincibility frames. Basically a few frames of animation where collision between your character and the enemy is ignored.
Imagine a character gets hit. Without i-frames they will immediately get hit again because the enemy is still in contact will the character.
In MHs case, you get a small amount of frames when you roll, or superman dive.
I also began with lance and pivoted to other weapons. If you want to try mobility, i suggest SnS. It will kind of wean you off the shield, as it still has one, its just not as strong.
And with dodging, you have to get out of the way of most attacks ahead of time. So its more of moving before a monster actually starts the attack. Evade window can help a bit, giving more iframes, but isnt nevessary.
And most weapons dodge has juust enough space to get you out of the way. So id recommend just 1 or 2 points in evade extender for a little more breathing room. I currently run 1 point with SnS as its not too much as to dodge too far, but with enough range that its easier to clear monster attack ranges on larger variants.
The main thing is dodging needs to be used to get out of the way of attacks, not to go through attacks. You want to position yourself somewhere around the monster that will allow you to get out of the way when you see an attack comjng
Not sure if this counts as "so close" post, but not intended as such, wasn't even close. Was just trying to get to the end as fast as possible. Ended up doing them all less one.
The tutorial did a TERRIBLE job explaining, or rather highlighting, how immensely useful Dodging is: both in armed and unarmed combat.
Directional key + Spacebar (jump) while in combat FTW. An enemy doesn’t need to be swinging at you to dodge, you just need to be in combat, with the directional attack crosshairs active.
Dodging backwards creates an INSANE amount of distance, allowing you to either recoup stamina, or in the event of fighting multiple people, you can chain it to create even more distance, allowing you to move side to side, and ‘stack’ enemies in such a way, that you’re only dealing with the one closest to you at a time.
Dodging to the side, and THEN firing off an attack almost ALWAYS lets you get one to connect with an enemy, if not en entire combo; often allowing you to hit them in the back if you’re quick enough.
Float like you’re Peckish, sting like you’re Hungry, my fellow Henrys.
And no where does the game tell you how to do strong attacks. Lots of perks, never mentioned in the tutorial. It's as simple as holding down the attack button. You can use this with heavy weapons to break shields. Even with a sword, you can sometimes break through an enemy's guard.
Dodging and strong attacks changed everything for me.
Yeah Hans kept clobbering me in the tutorial fight because I kept trying to dodge with double tap instead, like in the old game
I swear it was never even mentioned in the PS5 tutorial at least. Same with charged attacks and the use of the star crosshair, I missed all that and spent my first 20 hours just blocking and riposting because that's all I knew how to do lol
ooooh so that's how you dodge
Note: I have 160hrs in-game.
36 hours in.. yeah now it makes sense. :-D
Just finished Cuphead two weeks ago and managed to complete all the achievements attached to it. While I really enjoyed my time with the game, I can't help but compare it to other run and gun games. I mean, this subgenre is too niche (probably even more niche than shmups) which is why I was really happy when I saw the gameplay trailer for Cuphead a few years back. But judging it as a run and gun game yields a slightly different opinion out of me compared to judging it on its own merits. You might say that's a bit unfair to the game, but considering how the devs described it as a run and gun shooter, a subgenre that's probably dying at this point and may only have this game to represent it in the current gen, I think it's fair to at least try and view the game's strengths and weaknesses through this lense. Don't worry, I'll list the positives as well.
Before I begin, I just want to mention that I've checked a few Cuphead posts in this subreddit ranging from months to years ago. Most of them already reviewed and express their opinions on Cuphead without bringing up its run and gun roots or comparing it to other games of the same ilk, which is partly the reason why I wanted to make this post. To try and bring a fresh take on the game. Also, know that I do love the game despite my criticisms to it. I'm also not gonna mention the aspects that have already been talked about a lot of times like the gorgeous animation in the interest of making this post a bit more focused and shorter (even though it's still long).
Pros:
Somehow, Cuphead both managed to create numerous boss fights while never neglecting to polish them and making them distinctive from one another. No other R&G games made that much bosses in one game (19 in total), and that's not counting mini-bosses. I think the only other run and gun game that managed to outdo Cuphead in terms of number of bosses is Alien Soldier (26) but I personally haven't played that one yet. The devs managed to maintain both the quantity AND the quality of bosses and nailed them. There's a few rough edges here and there... and some shmup bosses share the same bullet patterns, but for the most part they deliver. The same could be said with the normal enemies and mini-bosses in the run and gun sections to be honest. That's something commendable.
I also really love the >!King Dice!< boss fight just because of how different it is. Unfortunately, that just made the final boss a bit disappointing because of how normal it is in comparison.
This is almost unfair to other run and gun games, since most of them are designed to be played in one sitting based on their arcade roots... but yeah. Cuphead has more length and content compared to them. The replayability with the other games comes from repeating the same game over and over to master the game and increase your high score. Nowadays, not many people really does this, so Cuphead benefits from longer length.
Pretty much a given. Most run and gun games use a war theme by default. Whether it's against armies or aliens, it usually revolves around that theme and that applies to their setting, characters and weapons. Cuphead's theme that harkens back to the 1930s cartoons gives it a fresh coat of paint and made it standout immediately from its peers.
A nice way of showing your progress through the boss fight as well as giving the players an idea on how close (or how far) they are at beating them. It's also segmented based on the boss phases. The addition of boss quotes that differs depending on the phase you died in is a nice little touch.
Cons:
I was surprised to encounter this at all. I don't think I've ever experienced this in any other run & gun games that I've played. To the game's credit, it only seems to happen rarely and I've only experienced it on very small enemies, in a game where big bosses are more common than regular enemies. Its occurrence is very inconsistent so it's hard to replicate and capture it, but I did manage to record one instance of this issue during the flower boss fight.
To be honest, I'm more referring to the charms rather than the weapons when I mentioned this, but I do think weapons suffer from this to a lesser extent. Spread feels too OP compared to the other weapons. Lobber is also powerful even with the weird trajectory. Roundabout's strength is ironically too roundabout and seems too situational to be effective. Chaser is probably the weakest one which is not good since I've noticed from streamers that more casual players tend to depend on it heavily. I get that its power is lessened to compensate for its homing ability, but its tracking seems a bit weak. It also tends to get confused on who to track when minions are involved. Charge is probably the most balanced despite being strong because of the slow fire rate and having to manually shoot it.
I do want to address that the Roundabout / Lobber loadout seems to be the go to for speedrunners. I do feel like the way they use it makes it more of an exploit rather than an inherent strength of those weapons, because the quick switching cheese strat increases the fire rate of the lobber a lot more.
Weapon balance are debatable and I know there's some people who's gonna disagree with my take on it, but I think most people are gonna agree with me when it comes to charms. The only useful charms here are the Smoke Bomb and the P. Sugar, and the latter is only relevant if you're having a hard time parrying. Whetstone is probably the most useless charm outside of the apparent speedrun strat of using it against flying shmup bosses, but upon watching the recent speedruns, I don't even see them use it. Heart and Twin Heart are... well, they add more HP for allowing more hits at the cost of damage reduction. Coffee is fine I guess, but I find its effect to be too slow to matter. So really, Smoke Bomb is inevitably going to be the pick for most people. I-frames is just too valuable for this game.
Not sure how to describe this well, but for a game that has a fantastic audio for music and sound effects for most aspects, the weapons feel lacking in comparison. All weapons sound a bit same-y when fired, and their hit sounds are too soft to make you feel the impact with the exception of a Charged Shot from Charge and the Spread to a lesser extent. Contrast this to other games like say, Metal Slug which has a fantastic weapon and hit sounds.
I'm aware this is a silly criticism to make, but making the weapons feel punchy and impactful via hit sounds kinda heightens the experience a bit more in my opinion.
Other people have commented on this already and I don't think it's as bad as the others think, but I do consider the run and gun stages to be a bit weaker compared to the boss battles. Apparently, this part of the game is not supposed to be included since they just want to focus on the boss fights, but in the end they decided to add these platforming levels anyway. They're fine for the most part... but I can't help but feel that the levels are a bit uninspired and unrefined. It's also odd to me that they made these levels optional.
Old run and gun games typically don't have much in the way of extra content because they were usually just console ports of the arcade games. But a small number of them did have some extra content after beating the game. Cuphead have no such thing unfortunately. The only content you can unlock is a vintage mode for audio, and black and white color and 2-Strip color for visual filters. This can be unlocked by fulfilling certain conditions like getting a pacifist rank in all run and gun levels. Beating the game in Expert mode and getting 200% completion rate doesn't even unlock anything. This was a good opportunity to add some... I don't know, galleries? Seems like the perfect reward, getting to see the concept art and rough sketches of the game.
Compare this to Metal Slug Anthology and Contra Anniversary Collection which have some galleries to look at. Heck, the PS1 version of Metal Slug have galleries, combat school and another story (collection of mini-games). Some extra modes or content would have been nice.
I decided to include this because it's been a common complaint, even though personally I don't think it's too common to be a major issue. I find that only a handful of bosses are affected by this (such as Grim Matchstick and Baroness). I do acknowledge that this can affect speedrunners in an annoying way if things don't go as planned.
Despite my misgivings, this is easily one of the best run and gun shooters right now in the market no doubt... and I'm glad they made a game with this subgenre in mind. In one of their interviews, they even mentioned how underrepresented this genre is. I'm curious as to what's next for Studio MDHR. I know they have a DLC planned for Cuphead, but there's no news yet as to when it's gonna be released.
I also want to encourage people who played Cuphead but haven't dabbled on any other run and gun shooters to give them a try. Metal Slug and Contra are good starting points. They're great in their own way and can be finished in one sitting. I only played Gunstar Heroes once a long time ago but that's also considered by fans of the genre to be one of the best ones. It's difficult to get a hold of this one though due to availability.
Agreed that Cuphead is a fantastic game, but since you're talking about Cuphead gripes I'll share one of my biggest ones. In flying segments, if you perform either your Ex Shoot or Parry and then immediately try to change into the small plane with Dash, nothing happens because you're locked out by the previous animation. While it's reasonable to lock out the Dash during that previous animation, the problem is that if you're still holding down the Dash button when the animation completes, nothing happens -- you're required to re-press the Dash key after the animation lockout has completed to transform into the small plane.
This requires you to wait out the animation lockout and then try to re-press the Dash key at the exact right millisecond. But this requirement makes no sense because the Dash button in the flying segments has to be held down constantly to maintain small plane form anyway (on the Switch, at least) -- so if the player is holding the Dash button down when the animation lockout ends, they're clearly indicating to the game that they want to be in small plane form, and the game should act on that.
This is a case where a control problem directly translates into getting hit, and I lost health to it several times. The worst part about it is that it pulls me out of the game and focuses me on the controller rather than the boss; the game should be about responding to an enemy, not trying to memorize control lockout timers.
This seems like a very specific issue. While I personally didn't experience this one (since I don't use dash all that much in the shmup / plane sections unless quick evasion is necessary), I can relate to it. Seems like responsiveness (or lack thereof) is the problem. And no, it's not just on Switch. It's the same with PS4 (where I played the game). You have to hold down the Dash button. This is really annoying especially when trying to get the achievement for defeating a plane boss fight by using the mini-bullets and nothing else. You have to hold down both the Shoot and the Dash button for this to work.
> Seems like responsiveness (or lack thereof) is the problem.
I found Cuphead quite responsive, actually. The problem was just what I said: designed control lockouts, i.e. periods during which player control input is ignored because a previous action is completing/animating. And this is something that drives me crazy in all games, not just Cuphead. For example, in the SeoulsBorne games there are multiple X-millisecond control lockouts you have to memorize, and if you try to initiate another action (like drinking estus) even a single millisecond before that control lockout has expired you'll just stand there doing nothing. So if you need that action to happen as quickly as possible you may have to mash the button so you'll initiate it the instant the control lockout ends (which often ends up making you do it more than once).
The second half of the equation with Cuphead is that it uses the common gaming convention that if a button is pressed and held down during a control lockout period, it's ignored (even though it's still being held down) when the lockout ends. But in this case it makes no sense at all for Cuphead to ignore the fact that the Dash button is being held down when the control lockout ends because the game requires you to keep the Dash button pressed at all times anyway to execute a Dash. So if you don't time your Dash button press to the exact millisecond that the control lockout for the previous animation has ended, you'll have the Dash button pressed but you won't be dashing -- and you're likely to get hit and possibly killed as a result, even though you were clearly requesting a Dash. You either have to try to perfectly time that initial press of the Dash button (and inevitably do it too early some of the time) or mash it and watch for when your plane actually starts Dash'ing, at which point you stop mashing and hold the button down (inevitably delaying your Dash some of the time). And either way you're focusing on the controller, not on the game. It makes the normally-precise controls inexcusably sloppy.
This may not have been a big issue for you, but I ran into it constantly on the flying levels because I'd frequently be Dash'ing in between other shots. It was bad enough that I contacted the developers to ask if they'd fix it.
That said, it's definitely true that responsiveness (and specifically frame rate) can turn control lockouts from an annoyance into a source of white hot rage, because the random amount of extra lockout time added by frame rate hits means you can never be sure when the game will acknowledge that you've hit a button. I had major problems with this in Code Vein, for example. But thankfully it wasn't an issue in Cuphead.
I loved it, but I just wish I was better at it. I got stuck on the dragon boss and I haven't been able to get past that point. The art style, the music, and the gameplay are all amazing but I had to accept that I won't git gud enough to ever actually beat it.
I think there's an aspect to the Chaser that you're underestimating. Sure, it's weak and it's tracking often misses which caused me to dismiss it early, but the fact that it tracks at all allows you to completely ignore the aim/attack actions you'd need to take. It's all my son will use in the game, and it's because all he has to do is hold down the attack button and then evade the boss's attacks in a war of attrition. It's all about simplifying a complex encounter - he doesn't even have to worry about facing his opponent, lol.
You're right probably... but I still think the point stands for the most part. Taking the bosses into a battle of attrition is usually not ideal, and if your son can already dodge all of the bosses' attacks consistently, then I don't see why using other weapons would make things harder for him. It's literally just facing the opponent and shooting them. There's exceptions like the Queen Bee where she switches positions all over the screen, but if you're facing a stationary boss (especially huge ones), then using any other weapons aside from Chaser seems like the ideal choice.
I forgot to mention this in the post, but I'd like to contrast this to Contra's and Metal Slug's equivalent of the homing weapons. Those ones work a lot better, compared to the Chaser. Tracking is not much of an issue with them, so the power nerf is enough to balance them out.
Honestly, I combined the Chaser with the Spread and switch between them through the fight. When I can aim I use the spread; when I NEED to be avoiding stuff I would rather have a meh gun that hits all the attacks than a good one that hits none.
Lowering of the mental stack.
Game is just too hard. I love the art style and the gameplay but the difficulty is just infuriating. Played it for a few hours with my brother and had fun for a while but eventually hit a roadblock. Shame.
I love the art style but the rest of it was just ok for me. Admittedly haven't beaten it.
I'd recommend Hard Corps Uprising if you've got some Xbox (360 or up) or a PS3.
Dashing and parrying are the two skills you need to learn the most. If you ever get stuck, it's likely that one of those can save you. Finally, always consider what guns and charm to use in each level
How do you parry???
By pressing jump in midair you'll do a "parry" move that let's you absorb pink attacks when you collide with them and add a card to your super meter. It's a timing thing to learn, but well worth getting good at
Always be shooting, most basic tip but also the most useful learn how to move, dodge, dash and parry all while holding down the x button, it’ll save a lot of time and you’ll beat the bosses way faster
How do you parry???
Press jump on a pink thing (usually projectile) while in air
Remember, your monitor loves you for who you are. It is not laughing at you for failing a boss fight. Do not punch a hole through it.
Or your controllers fault. (I'm sorry little buddy)
Roundabout and lobber are the best along side with the invisible dash. Your first super is the only good one you get honestly. But that’s my opinion. Also just switch the controls for shoot to right bumper. Original controls make the game 10x more anal
I use left bumper for shoot and right bumper for dash
Me who got all the achievements with default controls: 👁️👄👁️
Console fs. PC controls are solid imo. But I play groove coaster on pc so I don’t think any game can annoy me when it comes to fast clicks on a keyboard lol
how to dodge in cuphead
Key Considerations for Dodging in Cuphead
Understanding the Dodge Mechanic:
Timing and Direction:
Invincibility Frames:
Practice Makes Perfect:
Use the Environment:
Recommendation:
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