Just made a video of myself getting Missile Boy (with some cuts coz i forgot to show how to do 3-13X with Jill)
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http://www.youtube.com/watch?v=CZajqoGUnV4 <--
Here's a detailed description of why I chose the characters I did for each level, to be accompanied by the video :)
[NB: When I got this the first time I did the levels in the following order: 17-20, 1-16]
Level 1 (
The Kid): The kid is chosen for this level as there is no doubt about clearing the initial saws. With Meat Boy, you have to pick a gap and go for it, whilst The Kid can just jump over them. After that, the level plays the same as with either character.
Level 2 (
Meat Boy): This level was designed with Meat Boy in mind (most levels are haha). This one has platforms at just the right height for how Meat Boy jumps, so he's the natural choice here
Level 3 (
Ogmo): He handles perfectly for the level. His jump is less than The Kid's, so it is perfect for some of those gaps, making the first saws really easy to clear in both directions [credit to 73L for the character choice]
Level 4 (
The Kid): Can be done just as easily with Meat Boy, or any other character for that matter (not Tofu Boy though xP). The Kid was chosen for this level due to his ability to time the jumps onto the downwards-moving conveyor belt things with a mid-air jump.
Level 5 (
The Kid): Like level 1, The Kid is the best choice for this level, taking out a lot of the precision otherwise required for the jumps. By jumping up onto the bottom of the 2nd elevator thing, in combination with his double jump, he is easily able to clear the hazards at the top of the level.
Level 6 (
Flywrench): One of the very few levels where this character does wonders. EXAMPLE! For the elevators on the left, other characters have a lag between when they press "right" and actually detaching themselves from the elevator. Flywrench doesn't! You can take your time climbing up the elevators, then just detach yourself in one easy button push at the top. I'd die every now and then with Meat Boy, but didn't die once with Flywrench once I figured out how to use him [credit to leonid for the character choice]
Level 7 (
The Kid): See the video for how to do the level, but essentially, the precision normally required to get the keys with Meat Boy is non-existent with this man of many talents. The Kid on this stage = consistency.
Level 8 (
Meat Boy): He's fast and can easily avoid all obstacles down the bottom just playing normally. To avoid the missiles at the top, a jump just past the first launcher will take care of them easily (see vid)
Level 9 (
Meat Boy): His speed is useful at the top, meaning that you don't have to worry about juggling the missile - can just run in, then run out. Then you can just hug the wall as you fall, and hold right, and you're safely reaching Bandage Girl every time.
Level 10 (
Meat Boy): He's quick, and if you follow the technique in the video, there's (almost) no risk of dying. [ignore the jump I make at the bottom right - you should just hold right and get the key without destroying the top crumbling block]
Level 11 (
Flywrench): Use Flywrench for security. Can it be done with other characters? Most certainly! However, with Flywrench, once you are on the wall to get over the moving saws, you just mash jump without fear of dying on the salty stuff on the right because Flywrench moves vertically up the wall!
Level 12 (
Meat Boy): The path I used in the video is one that I perfected after finding this level quite inconsistent before. Once over the gap, staying parallel to the missile launcher will allow you to jump over the missile twice, then hop to the right to get the key (normally get the key on the jump over to the right, but if you miss, can always get it on the way back like in the video). Drop below the missile on the right hand side, then jump back over and head on up to Bandage Girl
Level 13 (
Meat Boy/
Jill): Jill has the air brakes for the downwards shaft at the start, which might help people to reduce the risk somewhat. However, I like Meat Boy on this level. [Jill's level 13 attempt is shown after level 16 in the video when I realised I forgot to showcase her xD]
Level 14 (
The Kid): Mid-air control at its finest. Can just casually make your way over to the key, then casually make your way to the end, making sure not to hit the saw blades in the gap at the end.
Level 15 (
Captain Viridian): Wait 1-1.5 seconds, flip... profit!! :D [see vid :P]
Level 16 (
Meat Boy): Agility is needed here. The video shows how to do it in what I would call the safest way possible. In the middle section on the way back, make sure to jump off the wall at the very top to get a more horizontal trajectory. At the end, stick to the right side of the platform, wall jump with a full jump [hold jump the entire way] and go get your woman -- this way, there's no chance of sliding over the gap with Bandage Girl by taking it too quickly, which can happen if you hop the sawblade without landing on the platform first
Level 17 (
Meat Boy): Stick to the center, avoid missiles. Practice a path until you find one you like - I recommend the jump sequences I show in the video [the video I got of this level isn't my "normal" route though - normal route takes ~7 seconds and is more reliable, but I stuffed up getting the key at the top]
(from the looks of things, Capt Viridian would probably work well here too - check out leonid's video:
http://www.youtube.com/watch?v=x69JoxisMBs)
Level 18 (
Meat Boy): Take the path I make to the right - it is very consistent for getting the key [make sure to do that second hop on the ground to prevent crumbling away]. Then fall between the saws however you see fit after getting the key, and hug the left wall until the locks disappear
Level 19 (
Meat Boy): This level can be done quicker, but I take my time on the first rocket to ensure that it won't hit me as I make my way downwards. Keeping the block at the bottom left too helps in preventing the rocket from shooting at you, achieved by landing in the gap in crumbling blocks. To be safe on the passage upwards, hug the right wall (hold right until you are past the saws) and jump so that you hit the elevators, but dont stick. This will propel you upwards with no danger whatsoever of hitting the saws.
Level 20 (
Meat Boy): Take the path I take! Standing on the top of the elevator at the start make the jump between saw + salt a lot easier/reliable. The last room with the launcher - hold left to land straight on the key, move to the platform on the right, and just hop to avoid the rockets until the locks disappear.
Hopefully the video + description combination helps to make the Missile Boy challenge more manageable for people! [ofc, practice makes perfect too! :)]
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After all that, my new chart thingo:

= Got it, no problems at all

= Got it, and it wasn't too bad (a few annoying sections)

= Got it, and it really, really pissed me off

= Currently attempting to get this one, and it should be possible

= I'll attempt it once I get a couple of others

= Oh god.... haven't looked at this, but will attempt it conditional on getting the others first

= Yeh.... not happening
Forest /
Hospital /
Factory /
Hell /
Rapture /
The End /
Cotton AlleyLight World:

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Dark World:

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