# Duo Battle

[![Duo.png](https://goodboyrush.net/uploads/images/gallery/2023-11/scaled-1680-/duo.png)](https://goodboyrush.net/uploads/images/gallery/2023-11/duo.png)

### From the Compendium

HP: 15

Damage Chart:

<div align="center" dir="ltr" id="bkmrk-m.-buster-m.-ball-t."><table><colgroup><col width="104"></col><col width="104"></col><col></col><col width="112"></col><col width="96"></col><col></col></colgroup><tbody><tr><td>M. Buster

</td><td>M. Ball

</td><td>T. Hold

</td><td>F. Bomb

</td><td>I. Wave

</td><td>T. Claw

</td></tr><tr><td>1:1:2

</td><td>1

</td><td>1:1

</td><td>1

</td><td>1

</td><td>1

</td></tr></tbody></table>

</div><div align="center" dir="ltr" id="bkmrk-a.-crush-w.-balloon-"><table><colgroup><col></col><col></col><col></col><col width="113"></col><col width="95"></col><col></col></colgroup><tbody><tr><td>A. Crush

</td><td>W. Balloon

</td><td>F. Sword

</td><td>H. Sniper

</td><td>R. Bike

</td><td>R. Bomber

</td></tr><tr><td>\---

</td><td>\---

</td><td>\---

</td><td>\---

</td><td>1

</td><td>\---

</td></tr></tbody></table>

</div>Damage Values:

<div align="center" dir="ltr" id="bkmrk-contact-get-ready-en"><table><colgroup><col></col><col></col><col></col></colgroup><tbody><tr><td>Contact

</td><td>Get Ready

</td><td>Energy Fist

</td></tr><tr><td>4

</td><td>4

</td><td>6

</td></tr></tbody></table>

</div>Since everything deals 1 damage to Duo (barring full Buster charges), the most important thing in this fight is keeping Duo in i-frames - in whatever way is possible. For a slightly optimized fight, you can try a “cf-0”-esque strat. The easiest way to do this is to mitigate charge time by hitting Duo with a Flash Bomb and letting that keep him in i-frames, then hit him with the charge when the Flash Bomb runs out.

*\* cf-0 refers to the intro boss in Mega Man X 2, where a lemon is fired from far away to allow iframes to dissipate, and the player uses that time to charge the buster*