No-Hit Zenith (No Autofire) - Undertale Yellow @BeetleSword
No-Hit Zenith (No Autofire) - Undertale Yellow  @BeetleSword
Uploaded June 2024 | Updated September 2026, 3 weeks ago
Final boss of Undertale Yellow's genocide route, hitless and without autofire.
(Save-editing was used to manually set my max HP to 1 so that I could retry immediately on the spot.)

I recently played through this game and it became my favourite free-to-play game dethroning Cave Story (go play this game if you haven't yet dlghsjkldhg), so I decided to give no-hits in this game a shot!
I decided to do this first for some reason. Whoops.

This fight is... strange, to say the least.

I'm a sucker for over-the-top fights like this and I had a pretty good time when playing through it on my initial genocide playthrough, but no-hitting it was a bit of a hassle, and I think it all comes down to a few particular attacks in the first phase that require a good amount of luck to get through:

First one is the circular feather spam attack (01:42), the feathers are shot at completely random intervals and if they're timed apart in an unfortunate manner, it's basically impossible to dodge while on dash cooldown unless you manage to squeeze into a gap between the tiny feather projectiles. Not to mention the big feathers themselves hurt you while on their path to the target marker which is a battle design flaw, as all of your focus is on the target markers and you can't divert any of your attention elsewhere, so you just have to pray the big feathers stay out of your way, and unfortunately you take hits like this far more than you'd expect.

The next one is basically a guaranteed run killer and doesn't happen on this run or other people's successful no-hits for a good reason: The notoriously dubbed "RANDOM BULLSHIT GO!" attack where your soul gets forced down to the bottom and starts throwing junk of various shapes and sizes at you. They have a really weird bounce on impact and often times they take up the entire screen when multiple objects drop at once. There is absolutely no pattern to it, this attack was seemingly coded to be purely RNG and I think it should have been severely toned down or scrapped completely because it's an atrocious attack, especially for no-hit attempts.

Thankfully the second phase has no luck-reliant bs and every attack can be learned somewhat smoothly, however there is one weird bug with the moving wall sections where if one of the gameplay borders move into you and you keep hugging the wall after that, the very instant a white tile collides into you the game thinks you're being crushed up against a wall and you will take a hit instead of being pushed away by the white tile like it's supposed to, so make sure to stay away from walls while they're resizing.

The star attack sucks if you try and shoot the stars so it's literally better if you just leave them alone and dodge around them. I actually got really lucky on this, for some strange reason when you collide with a star, the game waits for the next frame before it actually deals damage, so if you dash during this time window you get a really scuffed dodge out of it, which is what happened to me at 06:23 lol

Overall I enjoyed my time doing this, but I was pretty frustrated by the two really stupid attacks in phase 1 and I really wish that had been ironed out by pre-release playtesting. If you try to no-hit this yourself, be prepared to lose a bunch of runs without making any mistakes.

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0:00 - Phase 1 (Remedy)
3:27 - Intermission (Marlet's flashback)
4:59 - Phase 2 (Retribution)
8:30 - Post-fight (Goodbye Flowey)
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BeetleSword |

No-Hit Zenith (No Autofire) - Undertale Yellow

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