Uploaded June 2022 | Updated September 2026, 18 minutes ago
Gameplay began on frame 1125 and you win first appeared on frame 12090. This came out to a 182.75s retimed, which is a 3:02.
Mixers:
Joker
Blazing
Charity
Difficulty: Normal
Map: Cyberspace
The map cyberspace is a co-op only map that can only be played against normal and hard bosses and is forced to played on hyper m10.
Blazing mixer allowed for higher risk damage output with lowered survival.
Charity allowed for more attack boosting cards or possibly gamble to be pulled.
Joker is free cards enabling all sorts of wacky strategies.
When fighting swimming coach, you don't get the special benefit of double fighting like every other boss. Because of that, I opted to use Peat instead. The idea was that I would have a hyper on hand whenever I needed it to take down swimming ringers and balloon jerks. Killing then does x2 damage to boss on respawn, so it is better to kill them with the hyper than hit the boss.
The reason for Iru being picked is simply because I needed someone to take out goalposts every now and then to deal 2 damage to the boss. Making them a healer avoids them using fury (which guarantees NOT killing a goalpost) and they can give a free revive out every so often. Their hyper also deals 1 damage per blast which is perfect for goalposts.
The deck is just some more draw power and funny synergies like party time to group all the posts.
Swimming Coach still needs more optimization in terms of strategies since the boss is so unique. I feel blazing here hurt more than it helped.
Gameplay began on frame 1125 and you win first appeared on frame 12090. This came out to a 182.75s retimed, which is a 3:02.
Mixers:
Joker
Blazing
Charity
Difficulty: Normal
Map: Cyberspace
The map cyberspace is a co-op only map that can only be played against normal and hard bosses and is forced to played on hyper m10.
Blazing mixer allowed for higher risk damage output with lowered survival.
Charity allowed for more attack boosting cards or possibly gamble to be pulled.
Joker is free cards enabling all sorts of wacky strategies.
When fighting swimming coach, you don't get the special benefit of double fighting like every other boss. Because of that, I opted to use Peat instead. The idea was that I would have a hyper on hand whenever I needed it to take down swimming ringers and balloon jerks. Killing then does x2 damage to boss on respawn, so it is better to kill them with the hyper than hit the boss.
The reason for Iru being picked is simply because I needed someone to take out goalposts every now and then to deal 2 damage to the boss. Making them a healer avoids them using fury (which guarantees NOT killing a goalpost) and they can give a free revive out every so often. Their hyper also deals 1 damage per blast which is perfect for goalposts.
The deck is just some more draw power and funny synergies like party time to group all the posts.
Swimming Coach still needs more optimization in terms of strategies since the boss is so unique. I feel blazing here hurt more than it helped.










