Chopper here is very highly optimized. Hangar isn't really remarkable at all in contrast, but it's fine.
There's vanishingly little leeway in terms of what movement allows you to stay on top of Chopper after getting the first hit, as well as a very small window to jump off of it and still instantly hit the weak spot without taking damage from the blades. Getting instant hits on Chopper will not advance its phase at all, so after the initial hit and 3 instant hits, it still only progresses to its second cycle. This is perfect as it puts Chopper as low to the ground as possible, allowing the slowdown to end much faster (it ends after the body bounces enough times). Making the final hit another instant hit high up in the air would lose about 5 seconds because of how much longer the slowdown would take. Getting the final hit from farther to the right (in this case) is also optimal as Chopper will be hit at a slightly shallower angle, so as to not bounce so high off the ground.





