Five times by two different combinations. Only #2 is truly impossible and yes it can happen. Reaching the bottom in time is most likely a player's fault and there are an infinite amount of combinations in which could happen that could slow you down. I'm almost certain that #1 happened more often for you than #2. I still stand by my statement of 'zilch to none'.
twice from number 2, and once from number three.
Big Bullet Attack: There is a safe spot in the top left that you already know about but it's risky to stand there. There are several others where you can drop down and stand without getting hit.
i know there are others. but i can't shoot the top head from them.
Mini Bullet Attack: Easier than the big bullet but the top left corner isn't a safe spot anymore (barely) and it makes more sense to play safe and drop down.
that attack itself is no problem. i drop to the second platform and jump and shoot at it.
Chex Mix Barrage: Everything is shootable in this and is easy enough to carve your own path. It's completely RNG and even with that you can negate most of it that is in the way.
Not everything is shootable. an arrow can be high or low enough that you can't shoot it, but it can still clip you. It's not an issue on the bottom because you can rapidly flee for the top if needed. but going from top to bottom is slower to start...
Triple Laser: Simple Pattern. If you stand in the top left corner during the Big Bullet Attack and this attack follows, you're most likely screwed. This was the risk you take by doing that.
You are only screwed if an arrow also gets in the way. I dodged the triple beam after the big bullet spread from the top corner many times.
But if i hold back because arrows MIGHT show up i'll never get a hit.
Green Laugh Thing: Easy, the active hit box for it is so short you can just move slightly and move back without much issue.
I realized the hitbox was ever so slightly smaller then it looked, but are you telling me it's only a few pixels wide?!? That I could have tap dodged it? it sure looks like it's a block width, when i'm on a one block platform
1) Top left corner is risky. It's a RISK that a player chooses to dodge one attack rather than going somewhere else for the added benefit of ending the boss fight sooner. Either don't go there or do better at shooting the arrows. This is a fault in strategy.
There are only two ways to hit the top head that I know of.
1) stand in the top corner, which you say is risky.
2) stand on a platform below that and jump and fire. But that's not safe either. you jump, the triple beeam stars just as you press jump, and a couple of arrows are preventing you from landing back on the platform. t this point you will be hit by either the top or middle beam regardless.
2)"Stream" I assume means the targeted bullet attack. Choosing the correct path to go is a challenge that the player has to decide. Either they riskily fall down to the bottom to try and get out of the way or they move upwards. Depends on the layout of the RNG more than anything but should hardly be an issue due to the slow speed of the targeted bullet attack.
well i can't move upwards if i'm at the top. to properly herd it i have to stand still until the bullets are all on the screen. but when arrows show that's not always an option. the option of the rapid drop to the bottom is sometimes blocked by arrows...
3) React faster. There is more than enough time to react to dodge it. Again, punishes poor position choice if you decide to dodge the Big Bullet attack at the top left or choose poor positioning for the Chex Mix attack.
4) see #3
The issue is the chex mix attack can be COMBINED with any other attack. it's trivial to deal with on it's own, but many combinations can force you out of position, causing a "positioning error"
...there is no sure-fire way of killing the boss. Everything you had mentioned with your issues with it has been a positioning/player issue.
If the boss cannot be mastered to the point of being killed on every attempt, then by definition it has unfair RNG.
I won't argue the fact that the giant laser attack can have impossible RNG and as I said before the chances of it happening are zilch to none.
You are attacking the top head. You are doing this because the bottom head is already beaten. you are doing this by jumping from the second platform, because that's the safer method. Arrows show, so naturally you are jumping and shooting them as well and hoping to shoot a mushroom. You see the danger show up the instant you pressed the jump. you need to drop down fast. but there's an arrow passing through the gap you need to use. What's the right thing to do? how is that always escapeable?
Can you outline a strategy that guarantees a win that doesn't require psychic RNG predicting powers?
I'm fully aware that a good 50-70% of the deaths were my fault. i'd mess up a jump or react too slowly to the triple beam, or be suprized when a second one shows up when i hop back to the top after dodging the first beam (this is totally dodgeable, but you have to be alert).
Hindsight is 20/20. as long as rng isn't involved, stuff that's pretty much unsurviveable the first time is to be expected. But it really ticks me off when the rng causes deaths that are only avoidable in retrospect.
Oddly enough, i felt that every single death on the chase section was either pilot error or new territory.
Oh yeah. I wanna be the dark blue. That games final boss, as included in i wanna get rekt. The one i was only able to beat when it decided it didn't want to summon a chaser. that rapid charge attack (that you have to dodge with about 7 well timed jumps, one for each charge) is pretty much impossible to deal with when the chaser forces you to jump at the wrong time and you get skewered at the apex of the jump you were forced into by the fast chaser. I don't consider that good boss design.