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		<id>https://castlevaniaspeedruns.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shockra+tease</id>
		<title>Castlevania Speedrunning - User contributions [en]</title>
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		<updated>2026-05-02T16:43:10Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ACE&amp;diff=2785</id>
		<title>Cv1/ACE</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ACE&amp;diff=2785"/>
				<updated>2024-05-19T14:23:57Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Arbitrary Code Execution in Castlevania (NES) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arbitrary Code Execution in Castlevania (NES) ==&lt;br /&gt;
In progress&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=2784</id>
		<title>Castlevania (NES)</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania_(NES)&amp;diff=2784"/>
				<updated>2024-05-19T14:22:57Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Cv1.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv1/general| General Information]]'''&lt;br /&gt;
:* '''[[cv1/tricks| Tricks and Game Mechanics]]'''&lt;br /&gt;
:* '''[[cv1/ScrollGlitch| Scroll Glitch Technical Information]]'''&lt;br /&gt;
:* '''[[cv1/ACE | Arbitrary Code Execution]]'''&lt;br /&gt;
:* '''[[cv1/tutorials | Video Tutorials]]'''&lt;br /&gt;
:* '''[http://www.speedrun.com/cv1 Leaderboards]'''&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
:* '''[[cv1/hacking | Hacking]]'''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
=== Individual Stages ===&lt;br /&gt;
&lt;br /&gt;
:* '''[[cv1/level1 | Level 1: Stage 1-3]]'''&lt;br /&gt;
:* '''[[cv1/level2 | Level 2: Stage 4-6]]'''&lt;br /&gt;
:* '''[[cv1/level3 | Level 3: Stage 7-9]]''' &lt;br /&gt;
:* '''[[cv1/level4 | Level 4: Stage 10-12]]''' &lt;br /&gt;
:* '''[[cv1/level5 | Level 5: Stage 13-15]]''' &lt;br /&gt;
:* '''[[cv1/level6 | Level 6: Stage 16-18]]''' &lt;br /&gt;
:* '''[[cv1/dracula | Dracula]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
== Other Categories ==&lt;br /&gt;
&lt;br /&gt;
:* '''[[Any%, Easy Mode]]'''&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ACE&amp;diff=2783</id>
		<title>Cv1/ACE</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ACE&amp;diff=2783"/>
				<updated>2024-05-19T14:21:30Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: Created page with &amp;quot;== Arbitrary Code Execution in Castlevania (NES) ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arbitrary Code Execution in Castlevania (NES) ==&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2778</id>
		<title>Cv1/level5</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level5&amp;diff=2778"/>
				<updated>2024-04-25T02:27:50Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Screen 13-1 BTP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1level5.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 5&lt;br /&gt;
| level_sections = Stage 13, Stage 14, Stage 15&lt;br /&gt;
| previous = [[cv1/level4 | Level 4]]&lt;br /&gt;
| next = [[cv1/level6 | Level 6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 13 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Simple ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7cl74qWHTr0|550}}&lt;br /&gt;
&lt;br /&gt;
* Upon gaining control of Simon walk forward, jump and throw a water to land on the first flea man, continue forward and the second flea man should jump over Simon and jump into the holy water fire. Next you will have to react to first skeleton's action. He can might walk towards Simon and not attack, in which case you can jump and whip him - be aware this skeleton has a habit of dropping a sub weapon - luckily there is a backup holy water in the last candle on this lower level. The other pattern the skeleton may give you is to hang back and throw bones at Simon. You'll have to hesitate to dodge the bones and then jump and whip him.&lt;br /&gt;
&lt;br /&gt;
* Once you have the Skeleton taken care of you can use the flea man to boost up to the next platform - stand here for that boost:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1SafeFleaManBoost.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* The upper skeleton will have either jumped down onto the same platform as Simon and should be to your right, in which case you can jump to the next higher platform and proceed left. Otherwise if the skeleton is still to the left of Simon you will have to whip him.&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 BTP ====&lt;br /&gt;
&lt;br /&gt;
* For the Burn the Past Strat which manipulates the lower skeleton, start by walking forward and doing a falling whip to hit the first flea man and the candle. Then jump and whip the second flea man, this should result in the skeleton coming towards you and not most of the time not throwing any bones. &lt;br /&gt;
[[File:BurnThePast-Stage13.gif|right|frame||The BurnThePast (BTP) opener loses a small amount of frames to ensure a consistent pattern from the first skeleton.]]&lt;br /&gt;
{{#ev:youtube|eCY_jWwHD7Q|550}}&lt;br /&gt;
&lt;br /&gt;
==== Fast Flea Man Boost ====&lt;br /&gt;
&lt;br /&gt;
* Instead of stopping (see above) and waiting for the flea man to come to Simon you can walk forward and get a faster boost like so:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| QHtCRDllAbE|550}}&lt;br /&gt;
&lt;br /&gt;
[[File:CV1FastFleaManBoost1.png|250px]] [[File:CV1FastFleaManBoost2.png|250px]]&lt;br /&gt;
&lt;br /&gt;
==== Screen 13-1 Shemmy Boost ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1_xpJXro6Do|550}}&lt;br /&gt;
&lt;br /&gt;
* This was a faster flea man boost and manipulation that was being done pre-scroll glitch. &lt;br /&gt;
&lt;br /&gt;
==== 13-2 Simple ====&lt;br /&gt;
&lt;br /&gt;
* Once you go up the stairs, jump onto the platform and whip the lower skeleton, then wait for the upper skeleton to throw a bone, jump in the air and boost to the upper platform off of the bone. Whip that skeleton but beware this skeleton is very prone to being the correct pixel for a subweapn drop. Walk to your right and go down the stairs. If needed there is a breakable block here for a multiplier:&lt;br /&gt;
&lt;br /&gt;
* Once you come down the stairs, jump off of the platform and immediately jump over the red skeleton that will reassemble itself from the ground. Walking right, walk under the two flea men who will hop over Simon if you continue to hold right, and then jump and throw a holy water here:&lt;br /&gt;
&lt;br /&gt;
* This will hit the next red skeleton but also the flea men will follow Simon and get hit by the flames. Continue to the right and then jump and throw another holy water here:&lt;br /&gt;
&lt;br /&gt;
* Walk under the flea man who will jump into the holy water flames then  stop and whip here to get the meat. Continue to the door. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0CCs23c6OwE|550}}&lt;br /&gt;
&lt;br /&gt;
==== 13-2 Different Bones ====&lt;br /&gt;
&lt;br /&gt;
* You can read and respond to the skeletons and do faster boosts than the simple method.&lt;br /&gt;
&lt;br /&gt;
Fast Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| _QxZe3j9dMk|550}}&lt;br /&gt;
&lt;br /&gt;
TAS Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|6EddJ27X7gA|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backup Bone&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|E7ojqpVRSMs|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 14 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Stage 14 - Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ltllWo-ECGY|550}}&lt;br /&gt;
&lt;br /&gt;
* After walking through the door, walk to the right while watching the top axe knight - once he changes direction whip once that will trigger the hunchback to come towards you. You then boost off of the hunchback to the first platform. Turn, walk to the left and jump to the next platform. Simon will still be invincible - walk through the axe and the knight to proceed up the stairs.&lt;br /&gt;
&lt;br /&gt;
* Continue up the next set of stairs, turn to the left and jump over the red skeleton coming towards Simon. Continue left and jump over the next red skeleton and go down the next stairs.&lt;br /&gt;
&lt;br /&gt;
* When you reach the right edge of the pillar in the background jump and throw a holy water at the axe knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_Water_Throw.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Jump immediately again and throw another water this should take care of the red skeleton. Before the platform for the next set of stairs grab the big heart in the candle and proceed up the stairs. At the top of the stairs jump and throw a water at the axe knight: &lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14_AxeKnight_Water.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Proceed down the stairs and head to the door to 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 15 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ARTgvrOuYuM|550}}&lt;br /&gt;
&lt;br /&gt;
* After the door closes start walking to the left, the bone pillar will fire two fireballs your direction. Once you just past the first candle you jump and throw a holy water (which will land on the bone pillar) and then jump again over the second fireball. Once past the pillar jump and throw a holy water at the base of the stairs to take care of the red skeleton.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Fireball_Jump.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* Walk up the stairs until Simon's knee almost touches the bone pillar and throw a holy water while holding up. Simon should throw the water and pass through the pillar. Your other options are to take the damage (if you have the health) or to whip down the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Statue_Skip.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mP9pKuxj7Hs|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|c9uNQ1YkLK0|550}}&lt;br /&gt;
&lt;br /&gt;
* Walking to the right you'll encounter two red skeletons, whip or jump over them, if you need health there is meat in the walk after the stairs to the next screen.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
* The hallway before death is one of the hardest in the game without holy water but with the water there is a pattern of moving to left and then jumping and throwing the water so it lands on the axe knights, stunning them in place, allowing Simon to walk through them and also killing them. The only thing to worry about then is the medusa heads and as long and you keep moving right you should be able to jump over them without any issue.&lt;br /&gt;
&lt;br /&gt;
==== Stage 15 Lag Reduction ====&lt;br /&gt;
&lt;br /&gt;
* An alternate strategy to take of the fireballs from the first bone pillar is to jump them both:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|kB3ydhfofgE|550}}&lt;br /&gt;
&lt;br /&gt;
====Stage 15-2 Death's Hallway ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pPLeBlk-hhI|550}}&lt;br /&gt;
&lt;br /&gt;
* As long as you keep moving left the knights and medusa heads should line up so you can jump and throw a water here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_15-2_First_Axe_Knight.png|250px]] [[File:CV1_15-2_Second_Axe_Knight.png|250px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Scroll Glitch ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE - ALL info about the Scroll Glitches is moved to [[Cv1/ScrollGlitch | Scroll Glitch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-4&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Death Fight ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-4&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Fights ===&lt;br /&gt;
&lt;br /&gt;
==== Easy Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fOTyQ7WBFVU|550}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Walk to the center of the death platform and immediately turn back around, you want to line up with Simon's front foot off of the edge of the platform. Whip once for a buffer then throw a water onto the raised platform on the right. Death comes down jump and whip him once he is stun locked in the holy water flames. Once Simon lands throw another water then jump up and whip Death again. Repeat this until you've defeated Death. 6 hearts is the minimum to do it this way but you can use more by throwing waters instead of whipping.&lt;br /&gt;
&lt;br /&gt;
==== 6 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|bJ0j0IQDM7o|550}}&lt;br /&gt;
&lt;br /&gt;
* This is basically the same as above but the difference is you throw a water on the way down from the jump, this allows you to jump right back up to whip again. This is a good way to learn the rhythm for the machine gun cookie monster fight.&lt;br /&gt;
&lt;br /&gt;
==== 5 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3AltIp1XnNQ|550}}&lt;br /&gt;
&lt;br /&gt;
* Same start as the 6 water kill but after you've thrown the 5 water jump up onto the Death platform and whip 3 times quickly. If your whip rhythm is correct you will kill death prior to him being able to hit you.&lt;br /&gt;
&lt;br /&gt;
==== 4 Water Death Fight ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|RWsggePx11Q|550}}&lt;br /&gt;
&lt;br /&gt;
* Same start but different pattern. Throw a water, jump and whip, throw a water on the way down, jump and whip, as you land jump-whip again, coming down throw a water, jump-whip, throw water then jump onto the platform and whip death 3 times.&lt;br /&gt;
&lt;br /&gt;
==== Death Crit ====&lt;br /&gt;
&lt;br /&gt;
* You can crit Death but usually the current routing does not have enough health to make it possible. This is the turn left Burn The Past OKC set up:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LU4bevik2fI|550}}&lt;br /&gt;
&lt;br /&gt;
This is the short whip right turn crit:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|k1g5ATkuLNM|550}}&lt;br /&gt;
&lt;br /&gt;
==== Death Cross Kill Backup ====&lt;br /&gt;
&lt;br /&gt;
* IF you die at death you'll start at the door for stage 15 - there is a cross subweapon located in the candle under the stairs going to the upper level. Get this cross and start throwing it at as many enemies as possible, we're trying to get a double and triple shot before death. Grab the meat before going to the final hallway to death. The hallway strategy is keep throwing crosses/whipping the knights while trying to stay on the same plane so that you can jump over the medusa heads. This hallway without the water will require practice!&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Cross.png|250px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_Stage_15_Wallmeat.png|250px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Eu7npZGAGog|550}}&lt;br /&gt;
&lt;br /&gt;
==== Whip Only Fight ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-5&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|faMQVNLtvl8|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:BurnThePast-Stage13.gif&amp;diff=2777</id>
		<title>File:BurnThePast-Stage13.gif</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:BurnThePast-Stage13.gif&amp;diff=2777"/>
				<updated>2024-04-25T02:25:18Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: BTP strat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BTP strat&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level3&amp;diff=2775</id>
		<title>Cv1/level3</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level3&amp;diff=2775"/>
				<updated>2024-04-24T23:50:56Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Ouijawii Bridge and Mummy Fight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Level3.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 3&lt;br /&gt;
| level_sections = Stage 7, Stage 8, Stage 9/Mummies Boss&lt;br /&gt;
| previous = [[cv1/level2 | Level 2]]&lt;br /&gt;
| next = [[cv1/level4 | Level 4]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 07 == &lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 first screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1yI1AnXJWAw|550}}&lt;br /&gt;
&lt;br /&gt;
*After gaining control of Simon, immediately jump off of the current platform and throw a holy water to hit the second candle, this should drop triple multiplier. Walk under the first fleaman (you can try to whip him to practice for the advanced strat) and when about the middle of the two raised platforms, jump and do a delayed holy water toss. If done correctly it should allow you to keep moving and kill the first two fleamen.&lt;br /&gt;
&lt;br /&gt;
*Next jump onto the slightly raised platform and head towards the skeleton, turn and come back to the first block and jump up and into the now jumping third fleaman. This should boost you to the next platform, turn toss a holy water at the candle, grab the big heart and proceed up the stairs.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
*After gaining control of Simon, immediately jump off of the current platform, and walk towards the fleaman. When Simon's head almost reaches the candle prior to the fleaman jump and whip - this should kill the first fleaman. If it does not after you walk under the platform jump and throw a holy water. This should be an earlier toss than the standard and not a delayed toss, you want to keep the second fleaman alive to boost off of.&lt;br /&gt;
&lt;br /&gt;
*Walking under the second fleaman you can stop and turn at the candle at the right side of the pillar or the left side of the pillar. You need to time this turn around with the fleamans jumps or bounces, this should cause him to jump high giving enough time to turn back to the left walk and jump onto the raised platform. Immediately turn back and jump boosting you from the second fleaman onto the raised platform.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Gm28dC9Vpjw|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is whipping the first fleaman and doing the turnaround at the left side of the pillar &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3DS7GAAaflg|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is missing the first fleaman whip and throwing the water&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CGDcE_HkiZ8|550}}&lt;br /&gt;
&lt;br /&gt;
*Above is turning at the candle at the right side of the pillar&lt;br /&gt;
&lt;br /&gt;
*Additionally, if you moved the item table and are now on money bag, you can manip a drop here by throwing the water after the first fleaman&lt;br /&gt;
NOTE: need to grab screen shot&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 second screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yrbFYlgIO-M|550}}&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs and jump off of the raised platform as far right as you can. You should &amp;quot;clunk&amp;quot; meaning there is a sound effect and Simon kneels for a moment. This causes the bird pattern coming up to be consistent and the only pattern you have to worry about being the skeleton. The skeleton will either jump towards you or jump towards you and throw a bone. If the skeleton jumps towards you whip him, if he jumps and throws a bone throw a holy water at him.&lt;br /&gt;
&lt;br /&gt;
*After dealing with the skeleton walk and jump as late as possible over the pit, while in the air do a delayed holy water throw this should hit the first bird. Jump from the lower platform to the next platform instead of walking up the stairs.Walk towards the edge of this platform and when Simon has one foot off of the platform throw a holy water so it lands on the edge of the next raised platform. This should kill the upper and lower birds, allowing you jump to the next two platforms.&lt;br /&gt;
&lt;br /&gt;
*As you jump to the highest platform (the one with the stairs on the right side) toss a holy water down so it hits the candle and the skeleton below. Jump and when Simon is coming down do a whip to cancel the clunk here, as you land you should collect the cross from the candle at the bottom. Jump to the next two platforms and then proceed to the door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs and jump off of the raised platform at the top of the stairs. Whip buffer on the way down so you do not clunk. From here you have to deal first with the skeleton, which has two patterns. Jump forwards and if the skeleton just jumps at you, you whip him in the air. If he jumps and throws a bone you do a delayed holy water throw. This needs to be almost as late as possible.&lt;br /&gt;
&lt;br /&gt;
*After dealing with the skeleton walk and jump as late as possible over the pit, while in the air do a delayed holy water throw this should hit the first bird. Jump from the lower platform to the next platform instead of walking up the stairs. If done on the right frame you will get the next item drop, so if you entered level 3 on potion and have not gotten any other drops you will get the potion in mid air, otherwise it will be a rosary or bag - again depending what item you are on.&lt;br /&gt;
&lt;br /&gt;
*There are 3 patterns the birds will give you next. High, mid and low. If you just got a potion or a rosary you proceed by jumping up to each raised platform. Throw an early water as you jump to the highest platform, this should cause the skeleton to walk towards the water as it falls and can give you the next drop. This is optimal if you got the potion and now are on bag, because if you get the bag on this screen you can force a rosary drop in stage 8 which helps you get through the screen faster.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|COSqFULLTnY|550}}&lt;br /&gt;
&lt;br /&gt;
*If you do not get a potion or rosary drop off of the first bird then you have to read the pattern in mid air.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|I0ilG7vkddg|550}}&lt;br /&gt;
&lt;br /&gt;
*High bird - if you get high bird throw a water forward onto the middle raised platform to kill the bird coming from below and immediately jump and whip the high bird.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|jrlSIbBEVxA|550}}&lt;br /&gt;
&lt;br /&gt;
*Mid bird - the mid bird pattern strat is the same as the standard strat so walk towards the edge of this platform and when Simon has one foot off of the platform throw a holy water so it lands on the edge of the next raised platform. This should kill the upper and lower birds, allowing you jump to the next two platforms.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Zh4T4QL_m_0|550}}&lt;br /&gt;
&lt;br /&gt;
*Low bird - this is the pattern when you see the bird from above dive down super fast and below Simon. You quickly pause and unpause, what this does is slightly delays the bird from below from quickly flying up and hitting Simon.&lt;br /&gt;
&lt;br /&gt;
*As you jump to the highest platform (the one with the stairs on the right side) toss a holy water down so it hits the candle and the skeleton below. Jump and when Simon is coming down do a whip to cancel the clunk here, as you land you should collect the cross from the candle at the bottom. Jump to the next two platforms and then proceed to the door.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 08 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stage 8 first screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X_MBCJd-nXw|550}}&lt;br /&gt;
&lt;br /&gt;
*Once you gain control of Simon after the door take a step and do a jump delay whip, this will manipulate the skeleton later on this screen to jump down from the platform as you approach. Keep walking right and the medusa heads will not hit you, jump and throw the axe to hit the upper candle to get the cross to drop. Continuing walking to the right collect the cross and walk up the stairs.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|I4C0wsueWLM|550}}&lt;br /&gt;
&lt;br /&gt;
*If entering stage 8 on bag in the item table and you have 3 or more hearts there is a spot to jump and throw the cross that will force a drop and advance the item table. The video above shows a potion drop but if you were on bag it would be a bag. This is important because it sets you up for the second screen of stage 8 to be on rosary and make it easier to move through that screen.&lt;br /&gt;
&lt;br /&gt;
=== Stage 8 second screen ===&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
&lt;br /&gt;
*There are a number of ways to move through this screen. For beginners you can walk up the stairs, head to the right, jump and throw a cross at the bird and candle. Then stop and whip down the bone pillar. Afterwards jump across the first pit, stop and whip the two birds, then jump the second pit, whip or jump the fireballs and then jump the second bone pillar.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|W__Q1fNpMlU|550}}&lt;br /&gt;
&lt;br /&gt;
*Alternatively, the easiest is to jump and throw a cross to hit the bird and the candle for the 5 hearts. Jump over the first fireball shot at you, and when you land whip the second fireball. Then jump and land on the right side of bone pillar to damage boost over the pit. As Simon stands up from the boost landing, throw a cross to protect you from the birds, continue to walk to the right. Then jump over the next pit, you can whip or jump the fireballs from the next bone pillar, and finally jump over the pillar and proceed to the door. The clip shows the player getting a potion drop but you can jump or whip the fireballs still.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7C0m0RFlgWE|550}}&lt;br /&gt;
&lt;br /&gt;
*The optimal way to move through the second screen of stage 8 is to force an item drop off of the bird. This is done by jumping and throwing a cross on the way down from the jump that hits both the candle and the bird. Depending on which item you are on this allows you to move through this screen very quickly. Potion for this screen allows you to walk through everything except the final bone pillar which you want to jump as your invincibility may run out. If you are setting up for god bridge in stage 9 you'll also want to force a bag drop off of the second bird on this screen so that you are on rosary going into stage 9.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1wksJqlIb0A|550}}&lt;br /&gt;
&lt;br /&gt;
*Another way to move through this screen is to jump and throw a cross at the bird and the candle. Jump the first fireball and whip the second fireball then completely jump the bone pillar. There is enough room to land, then jump the pit whipping the second bird when coming down in the air (or throwing a cross) and either whipping or dodging the second bird. Jump the fireballs and then jump the bone pillar and proceed to the door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Jcsn4rZxLMQ|550}}&lt;br /&gt;
&lt;br /&gt;
*If you do hurdle the first bone pillar and are worried about the jump (it is easy to hit right too early and walk off into the pit or do a neutral jump), then walk to the left into the bone pillar, it will damage boost you across the pit. This is the Perfect Fin boost - great for races as well!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 09/Mummy Fight==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stage 9&lt;br /&gt;
&lt;br /&gt;
===Ouijawii Bridge and Mummy Fight===&lt;br /&gt;
&lt;br /&gt;
*Stage 9 can be difficult but if you move through it consistently you'll get the same enemy pattern AND you'll get a consistent boss pattern. The way to do this is to intentionally lose 66 frames - meaning 3 whips or cross throws.&lt;br /&gt;
[[File:Ouijawii-low-bird.png|400px|thumb|right|If you did not lose frames during the Ouijawii bridge, the bird immediately following this bone tower will swoop low. Plan to set up on the right side of the mummies.]]&lt;br /&gt;
{{#ev:youtube|Ak7L-zhDSak|550}}&lt;br /&gt;
[[File:Ouijawii-mid-bird.png|400px|thumb|right|Losing frames before this point will result in different swoop patterns, which indicates that the mummy pattern will not be consistent. Plan to set up on the left side and react to the mummy pattern.]]&lt;br /&gt;
&lt;br /&gt;
*Moving to the right, jump and whip the first two birds in the air, then when you land after the second bird throw a cross at the bone pillar. Remember to keep holding right for this whole screen. After you throw the cross walk forwards and jump over the bone pillar. You're going jump the next two birds but pay attention to where they fly, you want them to fly down from the statues and hover right around Simon's waist level. IF they dive much farther below mentally note this, this impacts your boss fight.&lt;br /&gt;
&lt;br /&gt;
*After jumping the second pair of birds whip the first fireball from the bone pillar and jump over the next fireball. You then immediately jump the bone pillar. This is pretty tight jump and looks like you're about hit the top the pillar with your feet. There is a bird right after this bone pillar, you are going to jump and throw a cross above the bird. This bird should dive really low - again if it does not note this mentally, your boss fight just changed.&lt;br /&gt;
&lt;br /&gt;
Examples of the correct bird heights&lt;br /&gt;
&lt;br /&gt;
Middle set of birds&lt;br /&gt;
&lt;br /&gt;
Last bird&lt;br /&gt;
&lt;br /&gt;
Examples of frames lost bird heights (line up on the left for the Mummy fight)&lt;br /&gt;
&lt;br /&gt;
Middle set of birds&lt;br /&gt;
&lt;br /&gt;
Last bird&lt;br /&gt;
&lt;br /&gt;
*Your cross should hit the skeleton jumping towards you, and then you whip the second skeleton mid air as he jumps towards you. Jump the next pit and keep heading right - the medusa heads won't hit you if you just walk right. You'll reach the final bone pillar - throw a cross at the fireballs. This should take care of both fireballs and go through the bone pillar to the candle behind the pillar - this should drop the 2x multiplier.&lt;br /&gt;
&lt;br /&gt;
*Jump from your current platform to the middle block of the &amp;quot;steps&amp;quot; into the boss room. If all of Stage 9 went correctly you can walk all the way to the right. The Mummies will activate and the right mummy will hit Simon once and then turn and walk towards the center of the room. Walk left, the Mummies should overlap in the middle of the room, throw 2 crosses at the center of the next background pillar - this should cause the Mummies be killed instantly.&lt;br /&gt;
&lt;br /&gt;
*One note if the candle after the bone pillar doesn't drop the multiplier you can throw a cross in the Mummy room on the way to the right and should get it. If not you can also throw a cross and jump and whip the Mummies on the way down.&lt;br /&gt;
&lt;br /&gt;
===God Bridge and Mummy Fight===&lt;br /&gt;
&lt;br /&gt;
*If you are on money bag entering Stage 9 you can force a drop off of the first bird with a well timed cross.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MHEIK0v5hGc|550}}&lt;br /&gt;
&lt;br /&gt;
*The above isn't needed if you are on the correct item.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|T1CErdxSyVk|550}}&lt;br /&gt;
&lt;br /&gt;
*God Bridge is when you do not stop moving for all of Stage 9, forcing drops from the item table to allow Simon to not have to stop.&lt;br /&gt;
&lt;br /&gt;
*The first drop is done by throwing a falling cross at the second bird, this should drop either a potion or a rosary depending on what item you are on in the table.&lt;br /&gt;
&lt;br /&gt;
[[File:GodBridge Bird1.png|550px]] [[File: GodBridge Bird2.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump - the first bird jump and whip, the second jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
*The second drop is done by throwing a falling cross at the fourth bird, again you should get a rosary or potion.&lt;br /&gt;
&lt;br /&gt;
[[File: GodBridge Bird3.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
*There is a third drop on the fifth bird that you may or may not need to get. You then whip the skeletons mid air and keep moving to the bone pillar. You want to jump the first fireball and as you land whip the second fireball or throw a cross. Since you have not lost 66 frames the Mummy pattern is now one of four patterns - you'll need to line up on the left side by walking to the center of the room then walking back to left, jump + whip the final block of the &amp;quot;stairs&amp;quot; into the room and turn back to the right. The left Mummy will walk through Simon and then you'll have to read the pattern.&lt;br /&gt;
&lt;br /&gt;
[[File: GodBridge Bird4.png|550px]]&lt;br /&gt;
&lt;br /&gt;
*Above are screen shots from the Human Theory TAS - the next step taken starts a jump and throw a delayed cross.&lt;br /&gt;
&lt;br /&gt;
== Boss ==&lt;br /&gt;
=== Mummy patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7O3-0UNAFIY|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-3&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-3&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube| KhYKgpyZbVw|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Ouijawii-mid-bird.png&amp;diff=2773</id>
		<title>File:Ouijawii-mid-bird.png</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Ouijawii-mid-bird.png&amp;diff=2773"/>
				<updated>2024-04-24T23:43:56Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: mid swoop pattern Ouijawii bridge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;mid swoop pattern Ouijawii bridge&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Ouijawii-low-bird.png&amp;diff=2772</id>
		<title>File:Ouijawii-low-bird.png</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Ouijawii-low-bird.png&amp;diff=2772"/>
				<updated>2024-04-24T23:39:54Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: low bird swoop for ouijawii pattern&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;low bird swoop for ouijawii pattern&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Block_Counter_mapping_2.png&amp;diff=2332</id>
		<title>File:Block Counter mapping 2.png</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Block_Counter_mapping_2.png&amp;diff=2332"/>
				<updated>2022-08-27T20:26:19Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2319</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2319"/>
				<updated>2022-08-22T06:00:31Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Training Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1. updated.png|550px]]&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:Block_Counter_mapping.png|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''TECHNICAL NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks further down this page.&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || 1D9 &amp;amp; 1B9&lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || 45C&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || 219 &amp;amp; 1FB &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos  ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2315</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2315"/>
				<updated>2022-08-12T02:56:35Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Standard After 3-Cycle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candles, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|-BPHCKCNeLE|550}}&lt;br /&gt;
*You ideally want to have 12-14 hearts at the beginning of Phase 2 for this strat&lt;br /&gt;
*Pickup holy water and triple multiplier and position yourself approximately 1 whip length from Dracula&lt;br /&gt;
**The whip before the transformation is used to both gauge this distance and for a timing mechanism&lt;br /&gt;
*You can get 2 jump whips in before the first available jump&lt;br /&gt;
**Be sure to hold B after the 2nd whip. This will manipulate Drac into a quick short hop.&lt;br /&gt;
*Once landed, stun Drac with a holy water while it is in the crounched position&lt;br /&gt;
*Begin with a jump whip followed by a holy water while falling to chain the stun lock&lt;br /&gt;
*The holy water will deal damage to Drac as long as it passes through its head&lt;br /&gt;
**If you miss a jump whip, ensure that you still throw a holy water to maintain the stun lock&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
*Same strat as Standard After 3-cycle, you will just be setting up wherever you end up killing Drac in Phase 1&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
{{#ev:youtube|sMh89DRJDIs|550}}&lt;br /&gt;
*Easy 2-hit cross opening. Hold B after throwing the second cross to force the early jump.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
{{#ev:youtube|Cy8WFw0gDjc|550}}&lt;br /&gt;
*3-hit cross opening. For the second cross throw, press right, release, then jump to avoid getting a forward jump towards Cookie. Hold B after the second cross.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
{{#ev:youtube|TbAekcTp7ww|550}}&lt;br /&gt;
*4-hit cross opening. Requires a just-frame backjump input for the first cross. Hold B after whipping the Holy Water candle.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
{{#ev:youtube|JyGAiRkEcmY|550}}&lt;br /&gt;
*This can be done after any Phase 1 and after any opening.&lt;br /&gt;
*Requires fewer hearts. You can skip a big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
*Think of each jump whip and falling whip as a set. Each whip input of each set of whips (jump whips and down whips) are frame perfect. &lt;br /&gt;
**The first whip needs to be staggered 1 frame after your jump input, and the falling whip needs to be input exactly 22 frames after the first whip input in order to connect.&lt;br /&gt;
**If you jump and get no whip, your jump and whip inputs were on the same frame&lt;br /&gt;
**If you input a second whip, but it did not come out, your input was early.&lt;br /&gt;
*Note the pink hit markers for each whip. If you do not see a hit marker for your falling whip, it did not deal damage and was too slow.&lt;br /&gt;
*Only worth going for if you can consistently get 4 or more sets of tyson whips, otherwise this loses time over the standard (Machine gun) strat.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|x-RYQRIkWMk|550}}&lt;br /&gt;
*This can also be used if you lack the hearts for the Standard Kill (Machine Gun)&lt;br /&gt;
*You can get in 2 jump whips per holy water&lt;br /&gt;
&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
{{#ev:youtube|szRuYKjnzwU|550}}&lt;br /&gt;
*Recommend stunning immediately&lt;br /&gt;
*You can get in 3 jump whips per holy water&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
*If Cookie Monster poises to jump (raises arms/one leg), do NOT finish your current set of jump whips. Move to a safe distance and re-apply holy water stun lock.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2314</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2314"/>
				<updated>2022-08-12T02:54:16Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Double Shot Fight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candles, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|-BPHCKCNeLE|550}}&lt;br /&gt;
*You ideally want to have 12-14 hearts at the beginning of Phase 2 for this strat&lt;br /&gt;
*Pickup holy water and triple multiplier and position yourself approximately 1 whip length from Dracula&lt;br /&gt;
**The whip before the transformation is used to both gauge this distance and for a timing mechanism&lt;br /&gt;
*You can get 2 jump whips in before the first available jump&lt;br /&gt;
**Be sure to hold B after the 2nd whip&lt;br /&gt;
*Once landed, stun Drac with a holy water while it is in the crounched position&lt;br /&gt;
*Begin with a jump whip followed by a holy water while falling to chain the stun lock&lt;br /&gt;
*The holy water will deal damage to Drac as long as it passes through its head&lt;br /&gt;
**If you miss a jump whip, ensure that you still throw a holy water to maintain the stun lock&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
*Same strat as Standard After 3-cycle, you will just be setting up wherever you end up killing Drac in Phase 1&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
{{#ev:youtube|sMh89DRJDIs|550}}&lt;br /&gt;
*Easy 2-hit cross opening. Hold B after throwing the second cross to force the early jump.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
{{#ev:youtube|Cy8WFw0gDjc|550}}&lt;br /&gt;
*3-hit cross opening. For the second cross throw, press right, release, then jump to avoid getting a forward jump towards Cookie. Hold B after the second cross.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
{{#ev:youtube|TbAekcTp7ww|550}}&lt;br /&gt;
*4-hit cross opening. Requires a just-frame backjump input for the first cross. Hold B after whipping the Holy Water candle.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
{{#ev:youtube|JyGAiRkEcmY|550}}&lt;br /&gt;
*This can be done after any Phase 1 and after any opening.&lt;br /&gt;
*Requires fewer hearts. You can skip a big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
*Think of each jump whip and falling whip as a set. Each whip input of each set of whips (jump whips and down whips) are frame perfect. &lt;br /&gt;
**The first whip needs to be staggered 1 frame after your jump input, and the falling whip needs to be input exactly 22 frames after the first whip input in order to connect.&lt;br /&gt;
**If you jump and get no whip, your jump and whip inputs were on the same frame&lt;br /&gt;
**If you input a second whip, but it did not come out, your input was early.&lt;br /&gt;
*Note the pink hit markers for each whip. If you do not see a hit marker for your falling whip, it did not deal damage and was too slow.&lt;br /&gt;
*Only worth going for if you can consistently get 4 or more sets of tyson whips, otherwise this loses time over the standard (Machine gun) strat.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|x-RYQRIkWMk|550}}&lt;br /&gt;
*This can also be used if you lack the hearts for the Standard Kill (Machine Gun)&lt;br /&gt;
*You can get in 2 jump whips per holy water&lt;br /&gt;
&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
{{#ev:youtube|szRuYKjnzwU|550}}&lt;br /&gt;
*Recommend stunning immediately&lt;br /&gt;
*You can get in 3 jump whips per holy water&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
*If Cookie Monster poises to jump (raises arms/one leg), do NOT finish your current set of jump whips. Move to a safe distance and re-apply holy water stun lock.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2313</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2313"/>
				<updated>2022-08-12T02:53:20Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Standard After 3-Cycle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candles, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|-BPHCKCNeLE|550}}&lt;br /&gt;
*You ideally want to have 12-14 hearts at the beginning of Phase 2 for this strat&lt;br /&gt;
*Pickup holy water and triple multiplier and position yourself approximately 1 whip length from Dracula&lt;br /&gt;
**The whip before the transformation is used to both gauge this distance and for a timing mechanism&lt;br /&gt;
*You can get 2 jump whips in before the first available jump&lt;br /&gt;
**Be sure to hold B after the 2nd whip&lt;br /&gt;
*Once landed, stun Drac with a holy water while it is in the crounched position&lt;br /&gt;
*Begin with a jump whip followed by a holy water while falling to chain the stun lock&lt;br /&gt;
*The holy water will deal damage to Drac as long as it passes through its head&lt;br /&gt;
**If you miss a jump whip, ensure that you still throw a holy water to maintain the stun lock&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
*Same strat as Standard After 3-cycle, you will just be setting up wherever you end up killing Drac in Phase 1&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
{{#ev:youtube|sMh89DRJDIs|550}}&lt;br /&gt;
*Easy 2-hit cross opening. Hold B after throwing the second cross to force the early jump.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
{{#ev:youtube|Cy8WFw0gDjc|550}}&lt;br /&gt;
*3-hit cross opening. For the second cross throw, press right, release, then jump to avoid getting a forward jump towards Cookie. Hold B after the second cross.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
{{#ev:youtube|TbAekcTp7ww|550}}&lt;br /&gt;
*4-hit cross opening. Requires a just-frame backjump input for the first cross. Hold B after whipping the Holy Water candle.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
{{#ev:youtube|JyGAiRkEcmY|550}}&lt;br /&gt;
*This can be done after any Phase 1 and after any opening.&lt;br /&gt;
*Requires fewer hearts. You can skip a big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
*Think of each jump whip and falling whip as a set. Each whip input of each set of whips (jump whips and down whips) are frame perfect. &lt;br /&gt;
**The first whip needs to be staggered 1 frame after your jump input, and the falling whip needs to be input exactly 22 frames after the first whip input in order to connect.&lt;br /&gt;
**If you jump and get no whip, your jump and whip inputs were on the same frame&lt;br /&gt;
**If you input a second whip, but it did not come out, your input was early.&lt;br /&gt;
*Note the pink hit markers for each whip. If you do not see a hit marker for your falling whip, it did not deal damage and was too slow.&lt;br /&gt;
*Only worth going for if you can consistently get 4 or more sets of tyson whips, otherwise this loses time over the standard (Machine gun) strat.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
{{#ev:youtube|x-RYQRIkWMk|550}}&lt;br /&gt;
*This can also be used if you lack the hearts for the Standard Kill (Machine Gun)&lt;br /&gt;
*You can get in 2 jump whips per holy water &lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
{{#ev:youtube|szRuYKjnzwU|550}}&lt;br /&gt;
*Recommend stunning immediately&lt;br /&gt;
*You can get in 3 jump whips per holy water&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
*If Cookie Monster poises to jump (raises arms/one leg), do NOT finish your current set of jump whips. Move to a safe distance and re-apply holy water stun lock.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2311</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2311"/>
				<updated>2022-08-12T02:49:26Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Backups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candles, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|-BPHCKCNeLE|550}}&lt;br /&gt;
*Pickup holy water and triple multiplier and position yourself approximately 1 whip length from Dracula&lt;br /&gt;
**The whip before the transformation is used to both gauge this distance and for a timing mechanism&lt;br /&gt;
*You can get 2 jump whips in before the first available jump&lt;br /&gt;
**Be sure to hold B after the 2nd whip&lt;br /&gt;
*Once landed, stun Drac with a holy water while it is in the crounched position&lt;br /&gt;
*Begin with a jump whip followed by a holy water while falling to chain the stun lock&lt;br /&gt;
*The holy water will deal damage to Drac as long as it passes through its head&lt;br /&gt;
**If you miss a jump whip, ensure that you still throw a holy water to maintain the stun lock&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
*Same strat as Standard After 3-cycle, you will just be setting up wherever you end up killing Drac in Phase 1&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
{{#ev:youtube|sMh89DRJDIs|550}}&lt;br /&gt;
*Easy 2-hit cross opening. Hold B after throwing the second cross to force the early jump.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
{{#ev:youtube|Cy8WFw0gDjc|550}}&lt;br /&gt;
*3-hit cross opening. For the second cross throw, press right, release, then jump to avoid getting a forward jump towards Cookie. Hold B after the second cross.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
{{#ev:youtube|TbAekcTp7ww|550}}&lt;br /&gt;
*4-hit cross opening. Requires a just-frame backjump input for the first cross. Hold B after whipping the Holy Water candle.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
{{#ev:youtube|JyGAiRkEcmY|550}}&lt;br /&gt;
*This can be done after any Phase 1 and after any opening.&lt;br /&gt;
*Requires fewer hearts. You can skip a big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
*Think of each jump whip and falling whip as a set. Each whip input of each set of whips (jump whips and down whips) are frame perfect. &lt;br /&gt;
**The first whip needs to be staggered 1 frame after your jump input, and the falling whip needs to be input exactly 22 frames after the first whip input in order to connect.&lt;br /&gt;
**If you jump and get no whip, your jump and whip inputs were on the same frame&lt;br /&gt;
**If you input a second whip, but it did not come out, your input was early.&lt;br /&gt;
*Note the pink hit markers for each whip. If you do not see a hit marker for your falling whip, it did not deal damage and was too slow.&lt;br /&gt;
*Only worth going for if you can consistently get 4 or more sets of tyson whips, otherwise this loses time over the standard (Machine gun) strat.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
{{#ev:youtube|x-RYQRIkWMk|550}}&lt;br /&gt;
*This can also used if you lack the hearts for the Standard Kill (Machine Gun)&lt;br /&gt;
*You can get in 2 jump whips per holy water &lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
{{#ev:youtube|szRuYKjnzwU|550}}&lt;br /&gt;
*Recommend stunning immediately&lt;br /&gt;
*You can get in 3 jump whips per holy water&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
*If Cookie Monster poises to jump (raises arms/one leg), do NOT finish your current set of jump whips. Move to a safe distance and re-apply holy water stun lock.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2310</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2310"/>
				<updated>2022-08-12T02:32:51Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Standard After 4-Cycle or higher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candles, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|-BPHCKCNeLE|550}}&lt;br /&gt;
*Pickup holy water and triple multiplier and position yourself approximately 1 whip length from Dracula&lt;br /&gt;
**The whip before the transformation is used to both gauge this distance and for a timing mechanism&lt;br /&gt;
*You can get 2 jump whips in before the first available jump&lt;br /&gt;
**Be sure to hold B after the 2nd whip&lt;br /&gt;
*Once landed, stun Drac with a holy water while it is in the crounched position&lt;br /&gt;
*Begin with a jump whip followed by a holy water while falling to chain the stun lock&lt;br /&gt;
*The holy water will deal damage to Drac as long as it passes through its head&lt;br /&gt;
**If you miss a jump whip, ensure that you still throw a holy water to maintain the stun lock&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
*Same strat as Standard After 3-cycle, you will just be setting up wherever you end up killing Drac in Phase 1&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
{{#ev:youtube|sMh89DRJDIs|550}}&lt;br /&gt;
*Easy 2-hit cross opening. Hold B after throwing the second cross to force the early jump.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
{{#ev:youtube|Cy8WFw0gDjc|550}}&lt;br /&gt;
*3-hit cross opening. For the second cross throw, press right, release, then jump to avoid getting a forward jump towards Cookie. Hold B after the second cross.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
{{#ev:youtube|TbAekcTp7ww|550}}&lt;br /&gt;
*4-hit cross opening. Requires a just-frame backjump input for the first cross. Hold B after whipping the Holy Water candle.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
{{#ev:youtube|JyGAiRkEcmY|550}}&lt;br /&gt;
*This can be done after any Phase 1 and after any opening.&lt;br /&gt;
*Requires fewer hearts. You can skip a big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
*Think of each jump whip and falling whip as a set. Each whip input of each set of whips (jump whips and down whips) are frame perfect. &lt;br /&gt;
**The first whip needs to be staggered 1 frame after your jump input, and the falling whip needs to be input exactly 22 frames after the first whip input in order to connect.&lt;br /&gt;
**If you jump and get no whip, your jump and whip inputs were on the same frame&lt;br /&gt;
**If you input a second whip, but it did not come out, your input was early.&lt;br /&gt;
*Note the pink hit markers for each whip. If you do not see a hit marker for your falling whip, it did not deal damage and was too slow.&lt;br /&gt;
*Only worth going for if you can consistently get 4 or more sets of tyson whips, otherwise this loses time over the standard (Machine gun) strat.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2309</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2309"/>
				<updated>2022-08-12T02:22:03Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Standard After 3-Cycle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candles, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|-BPHCKCNeLE|550}}&lt;br /&gt;
*Pickup holy water and triple multiplier and position yourself approximately 1 whip length from Dracula&lt;br /&gt;
**The whip before the transformation is used to both gauge this distance and for a timing mechanism&lt;br /&gt;
*You can get 2 jump whips in before the first available jump&lt;br /&gt;
**Be sure to hold B after the 2nd whip&lt;br /&gt;
*Once landed, stun Drac with a holy water while it is in the crounched position&lt;br /&gt;
*Begin with a jump whip followed by a holy water while falling to chain the stun lock&lt;br /&gt;
*The holy water will deal damage to Drac as long as it passes through its head&lt;br /&gt;
**If you miss a jump whip, ensure that you still throw a holy water to maintain the stun lock&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
{{#ev:youtube|sMh89DRJDIs|550}}&lt;br /&gt;
*Easy 2-hit cross opening. Hold B after throwing the second cross to force the early jump.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
{{#ev:youtube|Cy8WFw0gDjc|550}}&lt;br /&gt;
*3-hit cross opening. For the second cross throw, press right, release, then jump to avoid getting a forward jump towards Cookie. Hold B after the second cross.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
{{#ev:youtube|TbAekcTp7ww|550}}&lt;br /&gt;
*4-hit cross opening. Requires a just-frame backjump input for the first cross. Hold B after whipping the Holy Water candle.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
{{#ev:youtube|JyGAiRkEcmY|550}}&lt;br /&gt;
*This can be done after any Phase 1 and after any opening.&lt;br /&gt;
*Requires fewer hearts. You can skip a big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
*Think of each jump whip and falling whip as a set. Each whip input of each set of whips (jump whips and down whips) are frame perfect. &lt;br /&gt;
**The first whip needs to be staggered 1 frame after your jump input, and the falling whip needs to be input exactly 22 frames after the first whip input in order to connect.&lt;br /&gt;
**If you jump and get no whip, your jump and whip inputs were on the same frame&lt;br /&gt;
**If you input a second whip, but it did not come out, your input was early.&lt;br /&gt;
*Note the pink hit markers for each whip. If you do not see a hit marker for your falling whip, it did not deal damage and was too slow.&lt;br /&gt;
*Only worth going for if you can consistently get 4 or more sets of tyson whips, otherwise this loses time over the standard (Machine gun) strat.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2308</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2308"/>
				<updated>2022-08-12T02:21:21Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Standard After 3-Cycle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candles, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|BPHCKCNeLE|550}}&lt;br /&gt;
*Pickup holy water and triple multiplier and position yourself approximately 1 whip length from Dracula&lt;br /&gt;
**The whip before the transformation is used to both gauge this distance and for a timing mechanism&lt;br /&gt;
*You can get 2 jump whips in before the first available jump&lt;br /&gt;
**Be sure to hold B after the 2nd whip&lt;br /&gt;
*Once landed, stun Drac with a holy water while it is in the crounched position&lt;br /&gt;
*Begin with a jump whip followed by a holy water while falling to chain the stun lock&lt;br /&gt;
*The holy water will deal damage to Drac as long as it passes through its head&lt;br /&gt;
**If you miss a jump whip, ensure that you still throw a holy water to maintain the stun lock&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
{{#ev:youtube|sMh89DRJDIs|550}}&lt;br /&gt;
*Easy 2-hit cross opening. Hold B after throwing the second cross to force the early jump.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
{{#ev:youtube|Cy8WFw0gDjc|550}}&lt;br /&gt;
*3-hit cross opening. For the second cross throw, press right, release, then jump to avoid getting a forward jump towards Cookie. Hold B after the second cross.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
{{#ev:youtube|TbAekcTp7ww|550}}&lt;br /&gt;
*4-hit cross opening. Requires a just-frame backjump input for the first cross. Hold B after whipping the Holy Water candle.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
{{#ev:youtube|JyGAiRkEcmY|550}}&lt;br /&gt;
*This can be done after any Phase 1 and after any opening.&lt;br /&gt;
*Requires fewer hearts. You can skip a big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
*Think of each jump whip and falling whip as a set. Each whip input of each set of whips (jump whips and down whips) are frame perfect. &lt;br /&gt;
**The first whip needs to be staggered 1 frame after your jump input, and the falling whip needs to be input exactly 22 frames after the first whip input in order to connect.&lt;br /&gt;
**If you jump and get no whip, your jump and whip inputs were on the same frame&lt;br /&gt;
**If you input a second whip, but it did not come out, your input was early.&lt;br /&gt;
*Note the pink hit markers for each whip. If you do not see a hit marker for your falling whip, it did not deal damage and was too slow.&lt;br /&gt;
*Only worth going for if you can consistently get 4 or more sets of tyson whips, otherwise this loses time over the standard (Machine gun) strat.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2306</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2306"/>
				<updated>2022-08-12T02:08:16Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Tyson Cookie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candels, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
{{#ev:youtube|sMh89DRJDIs|550}}&lt;br /&gt;
*Easy 2-hit cross opening. Hold B after throwing the second cross to force the early jump.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
{{#ev:youtube|Cy8WFw0gDjc|550}}&lt;br /&gt;
*3-hit cross opening. For the second cross throw, press right, release, then jump to avoid getting a forward jump towards Cookie. Hold B after the second cross.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
{{#ev:youtube|TbAekcTp7ww|550}}&lt;br /&gt;
*4-hit cross opening. Requires a just-frame backjump input for the first cross. Hold B after whipping the Holy Water candle.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
{{#ev:youtube|JyGAiRkEcmY|550}}&lt;br /&gt;
*This can be done after any Phase 1 and after any opening.&lt;br /&gt;
*Requires fewer hearts. You can skip a big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
*Think of each jump whip and falling whip as a set. Each whip input of each set of whips (jump whips and down whips) are frame perfect. &lt;br /&gt;
**The first whip needs to be staggered 1 frame after your jump input, and the falling whip needs to be input exactly 22 frames after the first whip input in order to connect.&lt;br /&gt;
**If you jump and get no whip, your jump and whip inputs were on the same frame&lt;br /&gt;
**If you input a second whip, but it did not come out, your input was early.&lt;br /&gt;
*Note the pink hit markers for each whip. If you do no see a hit marker for your falling whip, it did not deal damage and was too slow.&lt;br /&gt;
*Only worth going if you can consistently get 4 or more sets of tyson whips, otherwise this loses time over the standard (Machine gun) strat.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2305</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2305"/>
				<updated>2022-08-12T01:51:54Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Tyson Cookie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candels, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
{{#ev:youtube|sMh89DRJDIs|550}}&lt;br /&gt;
*Easy 2-hit cross opening. Hold B after throwing the second cross to force the early jump.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
{{#ev:youtube|Cy8WFw0gDjc|550}}&lt;br /&gt;
*3-hit cross opening. For the second cross throw, press right, release, then jump to avoid getting a forward jump towards Cookie. Hold B after the second cross.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
{{#ev:youtube|TbAekcTp7ww|550}}&lt;br /&gt;
*4-hit cross opening. Requires a just-frame backjump input for the first cross. Hold B after whipping the Holy Water candle.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
{{#ev:youtube|JyGAiRkEcmY|550}}&lt;br /&gt;
*This can be done after any Phase 1 and after any opening.&lt;br /&gt;
*Requires fewer hearts. You can skip a big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
*Think of each jump whip and falling whip as a set. Each whip input of each set of whips (jump whips and down whips) are frame perfect. &lt;br /&gt;
**The first whip needs to staggered 1 frame after your jump input, and the falling whip needs to be input exactly 22 frames after the first whip input in order to connect.&lt;br /&gt;
**If you jump and get no whip, your jump and whip inputs were on the same frame&lt;br /&gt;
**If you input a second whip, but it did not come out, your input was early.&lt;br /&gt;
*Note the pink hit markers for each whip. If you do no see a hit marker for your falling whip, it did not deal damage and was too slow.&lt;br /&gt;
*Only worth going for you can consistently get 4 or more sets of tyson whips, otherwise this loses time over the standard (Machine gun) strat.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2286</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2286"/>
				<updated>2022-08-11T20:45:18Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Missed Crit on 2-Cycle Strat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candels, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
{{#ev:youtube|sMh89DRJDIs|550}}&lt;br /&gt;
*Easy 2-hit cross opening. Hold B after throwing the second cross to force the early jump.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
{{#ev:youtube|Cy8WFw0gDjc|550}}&lt;br /&gt;
*3-hit cross opening. For the second cross throw, press right, release, then jump to avoid getting a forward jump towards Cookie. Hold B after the second cross.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
{{#ev:youtube|TbAekcTp7ww|550}}&lt;br /&gt;
*4-hit cross opening. Requires a just-frame backjump input for the first cross. Hold B after whipping the Holy Water candle.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Showcase video after 2-Cycle Optimal Opening, but this can be done after any Phase 1 and after any opening.&lt;br /&gt;
*This is double frame perfect&lt;br /&gt;
*Visual cue if hit&lt;br /&gt;
*Only worth going for if consistent enough&lt;br /&gt;
*If going for this, needs fewer hearts, and can skip big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2285</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2285"/>
				<updated>2022-08-11T20:27:32Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* [Show/Hide] Phase 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candels, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
{{#ev:youtube|sMh89DRJDIs|550}}&lt;br /&gt;
*Easy 2-hit cross opening. Hold B after throwing the second cross to force the early jump.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
{{#ev:youtube|Cy8WFw0gDjc|550}}&lt;br /&gt;
*3-hit cross opening. For the second cross throw, press right, release, then jump to avoid getting a forward jump towards Cookie. Hold B after the second cross.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
{{#ev:youtube|TbAekcTp7ww|550}}&lt;br /&gt;
*4-hit cross opening. Requires a just-frame backjump input for the first cross. Hold B after whipping the Holy Water candle.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Showcase video after 2-Cycle Optimal Opening, but this can be done after any Phase 1 and after any opening.&lt;br /&gt;
*This is double frame perfect&lt;br /&gt;
*Visual cue if hit&lt;br /&gt;
*Only worth going for if consistent enough&lt;br /&gt;
*If going for this, needs fewer hearts, and can skip big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2284</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2284"/>
				<updated>2022-08-11T18:19:08Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Backups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|280px]]&lt;br /&gt;
*Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candels, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Easy 2-hit cross opening.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-hit cross opening.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*4-hit cross opening.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Showcase video after 2-Cycle Optimal Opening, but this can be done after any Phase 1 and after any opening.&lt;br /&gt;
*This is double frame perfect&lt;br /&gt;
*Visual cue if hit&lt;br /&gt;
*Only worth going for if consistent enough&lt;br /&gt;
*If going for this, needs fewer hearts, and can skip big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2283</id>
		<title>Cv1/dracula</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/dracula&amp;diff=2283"/>
				<updated>2022-08-11T18:18:08Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Missed Crit on 2-Cycle Strat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = CV1 Drac.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 6&lt;br /&gt;
| level_sections = Dracula&lt;br /&gt;
| previous = [[cv1/level6 | Level 6]]&lt;br /&gt;
| next = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is a heavy WIP - for anything beyond basic to intermediate strategies please refer to SBD Wolf's World Record strat video https://www.twitch.tv/videos/1048136981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 1 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-cycle attempt with 5-cycle backup&lt;br /&gt;
*Explain left-right switching, how spawns and fireball patterns work&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Descending Crit ===&lt;br /&gt;
{{#ev:youtube|o31bSltaYh0|550}}&lt;br /&gt;
*Easier to learn&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Frame perfect descending crit variant to keep it simple and let people focus on movement&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== 2-Cycle: Ascending Crit ===&lt;br /&gt;
{{#ev:youtube|QHU4UGNDVII|550}}&lt;br /&gt;
*More difficult to learn, but more lenient&lt;br /&gt;
*Thoroughly explain movements and visual cues&lt;br /&gt;
*Optional whip buffer (not recommended)&lt;br /&gt;
*Explain Ascending Whip setup (aim for 2-frame stagger pixels)&lt;br /&gt;
*3-Cycle backup (maybe put this section under backups?)&lt;br /&gt;
*Refer to backups if missed backward jump&lt;br /&gt;
*If fast pattern, either fall back on old school 3-cycle attempt, or refer to the Pause Buffer Section&lt;br /&gt;
&lt;br /&gt;
=== Fast Pattern 2-Cycle: Pause Buffer ===&lt;br /&gt;
{{#ev:youtube|XwwtLf4ptXg|550}}&lt;br /&gt;
*Give frame number&lt;br /&gt;
*Append this chart:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Pause Buffer Patterns'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;x frames pause&amp;quot; means pressing start once, and repressing it to unpause x frames later.&lt;br /&gt;
These spawns happen if Simon does the 2-cycle movement after a pause buffer on the fast pattern.&lt;br /&gt;
-2 frames pause: normal 2-cycle spawn that we're used to, but attack speed seems RNG.&lt;br /&gt;
-3 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-4 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-5 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-6 frames pause: Dracula spawns on top of Simon, hitting him (same as 5 frames pause).&lt;br /&gt;
-7 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-8 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-9 frames pause: Dracula spawns on the far right. Attack speed seems RNG.&lt;br /&gt;
-10 frames pause: Normal 2-cycle spawn. Fixed attack speed. Aim for this one.&lt;br /&gt;
-11 frames pause: Dracula spawns just left of the mid-left candle.&lt;br /&gt;
-12 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-13 frames pause: Dracula spawns on top of Simon, hitting him.&lt;br /&gt;
-14 frames pause: Dracula spawns on top of Simon, hitting him. (same as 13 frames pause).&lt;br /&gt;
-15 frames pause: Dracula spawns just right of the leftmost candle.&lt;br /&gt;
-16 frames pause: Dracula spawns just right of the mid-left candle.&lt;br /&gt;
-17 frames pause: Dracula spawns on the far right. Attack speed might be fixed here.&lt;br /&gt;
-18 frames pause: Normal 2-cycle spawn.&lt;br /&gt;
Seems to continue on this pattern.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Explain how to go about the fight if missed pause buffer&lt;br /&gt;
&lt;br /&gt;
=== Hitless 3-Cycle ===&lt;br /&gt;
{{#ev:youtube|v_QSCyZhVYs|550}}&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Crit on 2-Cycle Strat ====&lt;br /&gt;
{{#ev:youtube|c9K-M_DSRqI|550}}&lt;br /&gt;
[[File:Drac_2-cycle_backup1_position.png|550px]]&lt;br /&gt;
Refresh rate in the video makes it a little unclear where Simon should be positioned for the backup. Here is the general location.&lt;br /&gt;
&lt;br /&gt;
==== Missed Backward Jump on 2-cycle Strat ====&lt;br /&gt;
{{#ev:youtube|-iMQ7BA1KpE|550}}&lt;br /&gt;
*Ideally you react in time to missing the backward jump and you stop throwing crosses, which would break the candles on the left. If you do break those candels, you will have to fight the cookie monster with a single shot holy water or even with the cross.&lt;br /&gt;
==== Death Recovery ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Phase 2 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Standard After 3-Cycle ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 4-Cycle or higher ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Manipulation info, let it jump once.&lt;br /&gt;
&lt;br /&gt;
=== Standard After 2-Cycle ===&lt;br /&gt;
==== Simple Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Easy 2-hit cross opening.&lt;br /&gt;
==== Intermediate Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*3-hit cross opening.&lt;br /&gt;
==== Optimal Opening ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*4-hit cross opening.&lt;br /&gt;
&lt;br /&gt;
=== Tyson Cookie ===&lt;br /&gt;
(Video Link)&lt;br /&gt;
*Showcase video after 2-Cycle Optimal Opening, but this can be done after any Phase 1 and after any opening.&lt;br /&gt;
*This is double frame perfect&lt;br /&gt;
*Visual cue if hit&lt;br /&gt;
*Only worth going for if consistent enough&lt;br /&gt;
*If going for this, needs fewer hearts, and can skip big heart at the end of Stage 17 if good pattern on 17-2 fleamen.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Double Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
==== Single Shot Fight ====&lt;br /&gt;
(Video Link)&lt;br /&gt;
*When attacking, tap B for as little as possible to reduce the chances of the Cookie Monster jumping.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; 2snek Beginner/Race Video Guide ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ZZ4LA2dM5Ro|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Drac_2-cycle_backup1_position.png&amp;diff=2282</id>
		<title>File:Drac 2-cycle backup1 position.png</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Drac_2-cycle_backup1_position.png&amp;diff=2282"/>
				<updated>2022-08-11T18:16:48Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2281</id>
		<title>Cv1/ScrollGlitch</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/ScrollGlitch&amp;diff=2281"/>
				<updated>2022-08-11T17:54:53Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Tile Update Algorithm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Breaking Dracula’s Castle 101 ==&lt;br /&gt;
&lt;br /&gt;
Before delving into why the scroll glitch works and how to execute it, I recommend understanding how castlevania updates its background tiles.  Once we understand this, we can find various ways to break it, as well as diagnose when the scroll glitch fails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How are background tiles updated? ===&lt;br /&gt;
&lt;br /&gt;
Castlevania graphics are made up of foreground sprites (simon, candles, hearts, enemies) and background tiles.  The game is building up these background tiles ahead of what is actually on the screen behind the scenes so that it can scroll smoothly as Simon moves.  Around half a screen offscreen, the game is drawing a column two blocks wide.  When that is complete, the game moves onto the next column.  It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_ScrollGlitch1.png|550px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile Update Algorithm ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1:  Should the update algorithm run?&lt;br /&gt;
&lt;br /&gt;
There is a framecounter that starts at the beginning of every screen.  This is the same framecounter that powers the item drops throughout the game.  The update algorithm ONLY runs every other frame.  I am not certain as to why, but I would guess this is because the Nintendo is not a very powerful system and this gives it time to do other work.  Even if Simon is moving forward on a non updating frame, no tile will be updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2:  Is Simon moving (left or right… doesn’t matter)?&lt;br /&gt;
&lt;br /&gt;
If Simon is moving (and we are on an even frame as discussed above), the tile upgrading algorithm will run and update a tile.  Otherwise, the tile updating process is skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3:  Determine which vertical column is going to be updated&lt;br /&gt;
&lt;br /&gt;
If Simon is walking left, we will select a column on the left to update.  If he is walking right, the column will be to the right.  Every column is 32 pixels wide.  For every column, there is another set of 32 pixels around 1.5 screens away that map to that column.  When Simon is walking over this set of pixels in the direction towards that column, that column will be updated.  See the section “How Background Tiles are Updated” for a picture that corresponds to this mapping.&lt;br /&gt;
&lt;br /&gt;
I will refer to this 32 pixel walking space as the Column Update Window.&lt;br /&gt;
&lt;br /&gt;
Step 4:  Determine which tiles will be updated&lt;br /&gt;
&lt;br /&gt;
We are now going to choose which actual blocks on the column will be updated.  The game manages a special variable called the Block Counter that determines that location.  This variable maps to the tiles vertically like so:&lt;br /&gt;
&lt;br /&gt;
[[File:Block_Counter_mapping.png|550px]]&lt;br /&gt;
&lt;br /&gt;
The block counter has a value between 0 and 7, inclusive; however, only the values 1-6 actually map to blocks.  &lt;br /&gt;
&lt;br /&gt;
Here is how the algorithm works:&lt;br /&gt;
&lt;br /&gt;
# Did I just enter a new “Column update window”? (One of those 32 pixel spaces you walk over)&lt;br /&gt;
#*If yes, no matter WHAT ( even overriding the every other frame rule described above), reset the Block counter to 0&lt;br /&gt;
# Update the blocks in the selected column (the direction Simon is facing) at the vertical level marked by the block counter.&lt;br /&gt;
#*If the counter is 0 or 7, this does nothing.&lt;br /&gt;
# Increment the block counter by 1&lt;br /&gt;
# If the block counter &amp;gt; 7, set the block counter to 0&lt;br /&gt;
&lt;br /&gt;
=== How non-glitched walking normally works ===&lt;br /&gt;
A player usually just walks in one direction for a while.  As they walk through a new Column Update Window, the column 1.5 screens away starts getting updated.  The Column Update Window is 32 pixels wide and we update tiles every other pixel, so we will run the tile upgrading algorithm 16 times (32/2).  This will cause the block counter to go from 0 -&amp;gt; 7 and then 0 -&amp;gt; 7 again.  This updates every tile value twice.  Updating it twice doesn’t cause any harm - it just puts the same value there.&lt;br /&gt;
&lt;br /&gt;
=== What causes the scroll glitch to happen? ===&lt;br /&gt;
&lt;br /&gt;
This algorithm manages tile drawing in BOTH the left and right direction.  However, there is only ONE block counter.  If you are walking left and the tile counter is at 4 but then turn right while the block counter turns to 5, then turn left again as the block counter changes to 6, you skipped a block on the left side.  You updated blockset 4 and 6 but skipped 5.&lt;br /&gt;
&lt;br /&gt;
The algorithm has a correction mechanism though.  Notice that we normally iterate over the blocks twice for one column update window.  That block 5 will get corrected as you continue to walk left… unless you do the same turnback again.  Keep repeating this turnback until you have exited the column update window and you have successfully skipped updating the block, performing a “scroll glitch”.&lt;br /&gt;
&lt;br /&gt;
This glitch does not let you put any tile value you want there.  You are only skipping writing a value.  This means the value will be whatever was there last.&lt;br /&gt;
&lt;br /&gt;
=== Removing Tile Updating RNG ===&lt;br /&gt;
If the block counter is only updated every other frame, it seems impossible to actually make the trick predictable.  Luckily, there is a neat math trick that solves this.  This is best explained with an example:&lt;br /&gt;
&lt;br /&gt;
''NOTE -  Technically there is a 50% probability of it being 15 times, not 16.  This is because the first value is always overridden to 0.  If that happens on the tile updating frame, the counter will still be held at 0. ''&lt;br /&gt;
&lt;br /&gt;
If you move 1 frame, did you move the block counter?  You don’t know.  There is a 50% probability you did.  If you move 2 frames, did you move the block counter?  You moved the counter one and only one time with 100% certainty.  This is because you either updated on the first frame or the second frame.  It can’t be both or neither!&lt;br /&gt;
&lt;br /&gt;
The above generalizes as you walk forward more pixels.  If you move an even number of pixels without stopping, you are 100% certain to have moved the block counter the number of pixels moved divided by 2.  If you moved an odd number of pixels, you don’t know what the block counter is incremented to.&lt;br /&gt;
&lt;br /&gt;
As a concrete example, if you walk 6 pixels forward without stopping, you definitely moved the counter up by 3.  If you moved 7 pixels, you have a 50% probability of moving it by 3 and a 50% probability of moving it 4.&lt;br /&gt;
&lt;br /&gt;
=== Turnback Requirements ===&lt;br /&gt;
As you walk through a Column Update Window, you update each block in a column twice.  Given this, it would seem like you will need to execute two turnbacks.  Unfortunately, this is not always the case.&lt;br /&gt;
&lt;br /&gt;
When you execute a turnback, you go back two pixels, then forward two pixels.  You have now incremented the block counter twice.  However, you are also on the same pixel in the Column Update Window as you were before you started the turnback.  This means you have essentially added two extra counter updates than a normal walkthrough.  Since you have to execute the turnback a second time, you are incrementing the block counter a total of four extra times.  Those four extra increments will cause you to start updating some of the higher blocks a third time!&lt;br /&gt;
&lt;br /&gt;
In practice, if you execute 2 frame turnbacks, you need to do three turnbacks unless you are targeting blocks at the 5th or 6th height index in the above diagram, in which case you can continue doing 2 turnbacks.&lt;br /&gt;
&lt;br /&gt;
If you execute 4 frame turnbacks, you need to do 4 turnbacks for block indexes from 1 to 3, and 3 turnbacks for indices 4-6.&lt;br /&gt;
&lt;br /&gt;
Note that these are simplifications.  There are scenarios where you can do fewer turnbacks if you get lucky ( a combination of turnbacks being too short but getting lucky with the frame counter).  In addition, you often want to execute extra turnbacks to raise consistency (discussed later).&lt;br /&gt;
&lt;br /&gt;
''NOTE - This is oversimplified.  There are some details around having an odd number of pixels on the last walk forward that leads to one extra counter iteration.  I don’t think this is a missing aspect of the algorithm, just some tricky off-by-one math.  I got frustrated and stopped trying to nail it down exactly. ''&lt;br /&gt;
&lt;br /&gt;
=== Scroll Glitch Execution Approaches ===&lt;br /&gt;
&lt;br /&gt;
For all strategies, there is an important starting pixel where you want to start your turnbacks.  This is the pixel that will have the block counter 1 below your target block regardless of whether.  You can find this pixel with visuals for each of the level 5 tricks further down this page.&lt;br /&gt;
&lt;br /&gt;
=== 2 - 14 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The 2-14 method is the first RTA viable method used by runners and is still used by most.  We will do a series of 2 pixel turnbacks followed by 14 pixel walk forwards.&lt;br /&gt;
&lt;br /&gt;
==== Beginner Approach ====&lt;br /&gt;
The easiest, although slowest, method is to find a launch point to predictably get to your starting pixel.  This is usually done by back jumping and changing direction midair by ducking the opposite direction.  If the backjump succeeds, you will have always landed on the right starting pixel.  This gives you plenty of time to make sure you pick the right jump point without breaking the glitch.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten to the first pixel, you need a consistent way to go back two pixels.  This is usually done by turning in the backwards direction and whipping on the next possible frame.  If you are late on the whip, Simon will visibly walk further.  If you are early, you will move only 1 pixel back but simon will still be facing forward.&lt;br /&gt;
&lt;br /&gt;
After this, walk forward 14 pixels, rinse, and repeat.  Most runners learn the proper 14 pixel visual at each turnback point and practice going to each one.  Pictures are on the wiki for this.&lt;br /&gt;
&lt;br /&gt;
This is a slow method, but it is easier for beginners to learn, execute, and diagnose.  This slowness will limit the RTA viability of the trick to stage 13, stage 14 standard, and stage 14 advanced.  The others are either too risky or the time savings are largely negated by the setup time.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Approach ====&lt;br /&gt;
&lt;br /&gt;
There are two approaches to speed this up.  The first is to pick a proper jump point to land on the right starting pixel.  If you recognize that you jumped a pixel early, you can duck to move one extra pixel on landing to compensate.&lt;br /&gt;
&lt;br /&gt;
The second approach is to just push back for two frames and push forward for fourteen frames repeatedly without whipping.  You can use the jump setup described above or just hit back on the appropriate first frame.  This is currently only being executed by Jay_Cee and I don’t have good advice for how to do this outside of lots of practice.&lt;br /&gt;
&lt;br /&gt;
=== Corrections and Reliability Improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Adjust Pixels ====&lt;br /&gt;
&lt;br /&gt;
Most runners learn to target each turnback pixel.  If your turnback or turn forward is off by one pixel, the trick now has a 50% chance of success.  This is because you now how much you have incremented the Block Counter (see the even-odd rule in the “Removing Tile Updating RNG” section).&lt;br /&gt;
&lt;br /&gt;
HOWEVER, if you proceed as normal and target the same pixels afterwards, you now cut your probability of success down to 25%.  For example, if you walk backwards 3 pixels instead of 2, your walk forward will now be 15 pixels if you keep your same target.  That is now effectively one more area where you may have moved the counter an extra time.&lt;br /&gt;
&lt;br /&gt;
You instead want to keep your existing movements the same and only move forward 14 pixels.  You should either adjust your visual cue or use a rhythm method to feel what 14 frames of movement is like and ignore all pixel targets outside of the first one.&lt;br /&gt;
&lt;br /&gt;
If you moved backwards more than 3 pixels, you definitely moved the counter more than you wanted.  It can be saved but only by switching mid-run to the 4-12 turnback method (discussed later).&lt;br /&gt;
&lt;br /&gt;
If you walked forward 2 pixels beyond your target pixel, unless you messed something earlier, the tile you wanted has been locked into a new value and the trick is dead.&lt;br /&gt;
&lt;br /&gt;
==== Extra Turnback ====&lt;br /&gt;
&lt;br /&gt;
As you get closer to the end of the Column Update Window, there are a few additional tweaks that can help save a dead scrollglitch attempt.  For example, you may want to consider adding a 3rd turnback for the stage 14 scrollglitch.&lt;br /&gt;
&lt;br /&gt;
For that glitch, unlike stage 13, the block counter doesn’t loop around for a 3rd time to that lower tile, so only two turnbacks are necessary.  However, the counter ALMOST makes it there.  If you have 3 pixel turnbacks instead of 2 or start the turnbacks slightly early, you are walking more in the Column Update Window after the final turnback. This can increment the block counter more and update your tile, even if you succeeded on the first two turnbacks.&lt;br /&gt;
&lt;br /&gt;
Given this, you can consider adding one extra turnback as an insurance policy.  For the 2-14 turnbacks, this is usually most relevant for the stage 14 wall glitch.  For higher blocks like the stage 13 glitch, it is very unlikely that it will be able to make an extra loop, so I would not recommend it there.&lt;br /&gt;
&lt;br /&gt;
=== Lenient Final Turnback === &lt;br /&gt;
&lt;br /&gt;
The above extra turnback is valuable when the normal final turnback is far away from the end of the Column Update Window.  However, for some tricks, the final turnback is very close to the end of the Column Update Window.  Stage 13 is a great example of this.  That closeness creates extra leniency that we can take advantage of.&lt;br /&gt;
&lt;br /&gt;
When normally doing the scroll glitch, let's assume you make a mistake.  Instead of going back two pixels, you go back four.  You have moved the counter two times.  Your target block was not updated, so the trick is still alive; however, the trick is now out of alignment.  If you move forward the normal 14 pixels, the trick will be ripped.  HOWEVER, if this turnback was close to the end of the Column Update Window, you will escape before you walk 14 pixels.  This means a 4 pixel turnback will not rip the final turnback on stage 13!&lt;br /&gt;
&lt;br /&gt;
In fact, I would RECOMMEND doing a 4 pixel turnback on your final turnback here.  The reason is you are skipping over two blocks on that last turnback.  So if, for example, the block counter is 1 behind due to an earlier mistake, your run would normally be ripped on the final turnback.  However, by moving the counter twice at the end, you protected yourself.  In fact, this can move the 50% probability of success back to 100%.  The block counter could have one of two possible values, and you handle both cases with one turnback.&lt;br /&gt;
&lt;br /&gt;
You should do the 4 pixel turnback after walking 14 pixels if you think the counter is one behind.  If you think the counter is one ahead, you should walk forward 12 pixels and then do the 4 pixel turnback.  I highly recommend adding one of these approaches to your final turnback on stage 13.  If you are adding an EXTRA turnback, as discussed above, the same leniency rule will apply there.&lt;br /&gt;
&lt;br /&gt;
=== 4-12 Turnback Method ===&lt;br /&gt;
&lt;br /&gt;
The leniency property on the last turnback can actually be applied to all turnbacks.  Instead of doing 2-14 pixel turnbacks, you can execute 4-12 pixel turnbacks everywhere.  This is my preferred technique.&lt;br /&gt;
&lt;br /&gt;
By going back 4 pixels, you are actually skipping two blocks, not one.  You don’t need to move two blocks; however, this can provide an extra buffer in case you make a mistake.  For the 2-14 pixel approach, if you are off by 1 pixel, the success rate drops to 50%.  If you are ever off by more than 1 pixel, the success rate is 0% unless you get lucky and make a countering mistake elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the 4-12 approach, if you are off by 1 pixel, you have a 50% probability for one of the blocks to be overridden.  However, assuming the direction you are off is random, you have a 50% chance of that block being the one you care about.  So now you have around a 75% probability of success even if you make a 1 pixel mistake.  Furthermore, if you make a 2 pixel mistake, you still have a 50% probability of success.  A 3 pixel mistake lowers you to around a 25% chance.&lt;br /&gt;
&lt;br /&gt;
While the above math is just a rough approximation, this method has generally seemed more lenient than the 2-14 approach.  In addition, if you are doing the whipless turnback technique, at least for me, it is much easier to consistently do a 4 pixel turnback instead of a 2 pixel one.  You learn the back and forth d-pad rhythm and the trick can become quite consistent.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this approach does have a few downsides.  First, each turnback will cost an extra 4 frames.  In addition, you will often have to do one extra turnback relative to the two pixel turnback.  If targeting block 2 or 3, I would recommend 4 turnbacks.  Anything below that, I would recommend 3 turnbacks.&lt;br /&gt;
&lt;br /&gt;
=== Training Resources === &lt;br /&gt;
ROMHack - A romhack is available on the CV1 discord.  When used, it will print out Simon’s pixel coordinates.  In addition, it will print the Block Counter.&lt;br /&gt;
&lt;br /&gt;
The starting pixel coordinates for the scroll glitches are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Stage Number !! Pixel &lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Crusher || TO FILL IN &lt;br /&gt;
|-&lt;br /&gt;
| Stage 13  || A4 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Wall  || 328 &lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Ceiling Drop  || TO FILL IN&lt;br /&gt;
|-&lt;br /&gt;
| Stage 14 Advanced  || 2C4&lt;br /&gt;
|-&lt;br /&gt;
| Stage 17 Clocktower  || TO FILL IN   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stage 13:&lt;br /&gt;
&lt;br /&gt;
Start on 7A turn around, backwards jump and turnaround to land on A4 -&amp;gt; A1.  The a 14 frame Walk to B0 then B0 2 frame turnaround AE. Then a 14 frame walk end on BC quick left turn around (between 2-5 frames?) and then walk right.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_13-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-3.png|250px]]&lt;br /&gt;
[[File:CV1_13-SG-4.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Stage 14&lt;br /&gt;
Start on 2FE then backwards jump and turn and land on 328. Whip turnaround 328 -&amp;gt; 326, then move to and do a whip turn around 334 -&amp;gt; 332.&lt;br /&gt;
&lt;br /&gt;
[[File:CV1_14-SG-1.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-2.png|250px]]&lt;br /&gt;
[[File:CV1_14-SG-3.png|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Emulator Training Tools === &lt;br /&gt;
I have created a set of scroll glitch training tools (along with other cv1 helper tools).  These currently require using bizhawk, although I will likely port to other emulators in the future.&lt;br /&gt;
&lt;br /&gt;
https://www.speedrun.com/cv1/resources&lt;br /&gt;
&lt;br /&gt;
Helpful tools included are:&lt;br /&gt;
&lt;br /&gt;
1.  Create lines onscreen to show turnback locations&lt;br /&gt;
2.  Auto-death tool - kills you if you miss a scroll glitch&lt;br /&gt;
3.  Turnback-Turnforward diagnostic printout (to highlight if you really are hitting 2-14 or 4-12)&lt;br /&gt;
&lt;br /&gt;
Note, if you are using original hardware, the above tools may be a little annoying as the input latency is different.  I would still recommend trying them though as many scroll glitch execution strategies are not latency sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Rhythm Sounds === &lt;br /&gt;
If you are trying to learn a whipless rhythm approach, sounds can also be a helpful aid.  You hit the buttons on the appropriate beat.  Every frame is 1/60th of a second (technically 1/60.09), so you can use that to create a beat.  One style is to do 4/60th of a second followed by 12/60th of a second.  Another is to just have a metronome set to 16/60th of a second and time either your forward or backward presses to that beat.&lt;br /&gt;
&lt;br /&gt;
Attached is an MP3 created for the 4-12 pattern:  TO FILL IN &lt;br /&gt;
&lt;br /&gt;
=== Acknowledgements === &lt;br /&gt;
&lt;br /&gt;
InfoManiac&lt;br /&gt;
Originally discovered the scroll glitch.  The initial method only worked on TAS&lt;br /&gt;
&lt;br /&gt;
Challenger&lt;br /&gt;
Implemented almost all the current scroll glitches in TAS that have since been ported to RTA by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NatGoesFast&lt;br /&gt;
Accidently did a scroll glitch on stream.  An investigation of this led to the whip based RTA strategy discussed above.&lt;br /&gt;
&lt;br /&gt;
SBDWolf&lt;br /&gt;
Found the whip based RTA viable approach for stage 13 and stage 14.  Also figured out probably 75% of the basic block updating algorithm and RTA strategies such as odd/even frames approach.  Also was the first person to use these scroll glitches to get WR.  (May have also found the crusher room scrollglitch).&lt;br /&gt;
&lt;br /&gt;
Shockratease&lt;br /&gt;
Along with SBDWolf, did extensive investigation and teaching on the scroll glitch.  Suggested using 16/60th beats instead of two-part beats.&lt;br /&gt;
&lt;br /&gt;
Kajong0007&lt;br /&gt;
Created the Romhack mentioned above, which has been used extensively by runners to better learn the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JayCee&lt;br /&gt;
First person to remove whips for turnbacks and use it in runs.  The removal of whips also enabled a lot of additional scroll glitch areas (crusher, clocktower) which did not seem viable otherwise.  This inspired additional scrollglitch innovations.&lt;br /&gt;
&lt;br /&gt;
Trisk (tr1sklion)&lt;br /&gt;
Wrote this document.  Found the Block Counter and Column Update Window in the game bytecode.  Validated and enhanced the earlier algorithm approximation SBDWolf modeled.  Wrote the Bizhawk training tools.  Pioneered the 4-frame turnbacks strategy and most correction strategies.&lt;br /&gt;
&lt;br /&gt;
== Videos  ==&lt;br /&gt;
&lt;br /&gt;
SBDWolf talking about the scroll glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rmlBCzdVlOc|550}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yaRmDa_T-oo|550}}&lt;br /&gt;
&lt;br /&gt;
Here's Shockra Tease talking about both Scroll Glitches&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Dw7NkOzp8tE|550}}&lt;br /&gt;
&lt;br /&gt;
Advanced Stage 14&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zxLs7h2cL6Y|550}}&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Block_Counter_mapping.png&amp;diff=2280</id>
		<title>File:Block Counter mapping.png</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=File:Block_Counter_mapping.png&amp;diff=2280"/>
				<updated>2022-08-11T17:54:34Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: Demonstrates the corresponding tile in a column with the given block counter associated with that row of tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Demonstrates the corresponding tile in a column with the given block counter associated with that row of tiles&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=1740</id>
		<title>Cv1/level2</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=1740"/>
				<updated>2021-08-08T03:25:38Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* [Show/Hide] Stage 06/Medusa Boss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level2.jpg&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 2&lt;br /&gt;
| level_sections = Stage 4, Stage 5, Stage 6/Medusa Boss&lt;br /&gt;
| previous = [[cv1/level1 | Level 1]]&lt;br /&gt;
| next = [[cv1/level3 | Level 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 04 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111481957|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
=== Standard ===&lt;br /&gt;
*Once you gain control of Simon either walk or jump to the base of the stairs, climb the stairs and then jump to the next platform. Either when jumping (or after landing on the top platform) jump and activate the stop watch. Walk past the frozen knight and bat. The difference between activation during the jump from the first platform to the second is just comfort.&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs after the bat and knight. Once at the top of the stairs jump to the platform. Jump up so your head at the peak of the jump is at the candle, once you land take a step or two and jump again to jump over the bat and land on the lower small platform after the knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage4 BatJumpStart.png|500px]]&lt;br /&gt;
&lt;br /&gt;
If you do this correctly you will not touch the edge of the next platform, if you do not bump into that edge then you should be able to hit the framerule at the door.&lt;br /&gt;
&lt;br /&gt;
*After jumping to the next platform, jump over the knight and onto the moving platform get to the door. You can optionally whip the candle before the door mid jump.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Axe Backup ===&lt;br /&gt;
*If you have the axe instead you can immediately throw an axe to hit the knight from below this will collect the cross from the first candle. Then throw a cross when jumping to the upper platform to kill both the knight and the bat.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uzc_okzIhac|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 05 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*Watch for control of Simon (I usually look at the candles) after the door. Jump immediately to have the medusa hit spawn above Simon's head level so you can just walk to the right. You need to collect 6 hearts (5 to use the watch and 6th for a holy water throw in stage 6) - you can either collect one from a candle and then get the big heart after the knight. &lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111482142|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
*Otherwise you can do the candle lottery. Similar jump immediately after the door but whip as well, collecting hearts from the higher candles. If you are not at 4 by the time you hit the raised platform it might be best to just grab the big heart.&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111482057|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
*Once you go up the stairs do a whip buffer then jump over the two pits. Attempt to land as far to the left as you can on the second platform, pause and when the second medusa spawns jump backwards out over the pit taking a boost from the medusa to the upper platform. From there walk to the left and jump when your foot hits the following area:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage5 DoorJump.png|500px]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*You can make the frame rule at this door but it is tight. You need to not do a whip buffer, walk as far to edge of the first platform as you can without falling, then jump, move to the second block on the middle platform, do a jump to have the medusa head spawn higher, hesitate, jump to the next platform, then jump up and backwards to get boosted to the upper platform. Then walk right, and jump to the lowered platform at the door. Keep in mind this saves not a huge amount of time and if you miss you will fall into the pit.&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111482328|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 06/Medusa Boss==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111482514|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
*Walk off the very first ledge, then jump off the next one. Activate the watch when you go to jump up to the crushers platform and collect the Holy Water from the first candle. Walk under them and while holding right jump up to call the bat down, immediately jump again to boost up to the bone pillar platform. With the remaining heart, jump and throw a holy water at the next bone pillar. This allows you to walk through it but also hits the enemy enough times to get a 2x multiplier off of the next candle you break. IF the 2x multiplier falls in the bone pillar keep moving the candle at the top of the stairs should give you give you one as well. &lt;br /&gt;
&lt;br /&gt;
*You can grab the rosary from the third candle in the hallway to Medusa. Grab the big heart from the candle last before Medusa's room, jump and throw two waters so you have 3 waters left.&lt;br /&gt;
&lt;br /&gt;
===Lag Reduction===&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111482441|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
*Alternatively when under the crushers and after collecting the water from the first candle jump and whip the remaining candles on the way to the bat boost. This should help reduce the lag in this area due to the number of sprites on the screen. The crushers won't kill you when frozen but once they become un-frozen it is instant death.&lt;br /&gt;
&lt;br /&gt;
===Without Stopwatch===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uMw1digj2lE|550}}&lt;br /&gt;
&lt;br /&gt;
*If you have been using Axe strats from Level 1, have lost the stopwatch by this point, or are attempting a category that doesn't employ subweapons, you can manipulate the crushers so that you can proceed quickly without dying. It requires one whip buffer before the third crusher has loaded (ideally between the second and third candles on the screen) then wait for the first crusher to hit the ground and jump up and forward after the second &amp;quot;tick&amp;quot; of movement up from the crusher. Be sure to whip while jumping so that you can get the holy water.&lt;br /&gt;
&lt;br /&gt;
===Item Table Considerations===&lt;br /&gt;
&lt;br /&gt;
*IF when boosting off of the bat up to the bone pillar platform you get a money bag you have just moved the item table. This means the first drop you get in the next level will be the money bag as well. If you want to again move the item table value you are on you can toss a holy water through two candles (after the rosary candle) and hit one of the medusa heads in the hallway to Medusa. This will Drop the cross and you will then be on the first rosary for level 3. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage6 ItemManip.gif|right|frame]]&lt;br /&gt;
&lt;br /&gt;
*Also if you see either a cross or triple multiplier drop during the Medusa fight - in the case of the cross you have moved the item table - in the case of the multiplier you may or may not have.&lt;br /&gt;
&lt;br /&gt;
===Medusa Boss===&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*When entering Medusa's room have 3 hearts (3 Holy Waters) and walk all the way to the door on the other side of the room. Turn around and immediately walk till Simon's front foot is here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage6 MedusaStandardKillStart.png|500px]]&lt;br /&gt;
&lt;br /&gt;
*Throw a Holy Water and whip 3 times, throw another water and whip 3 times, then throw your last water and whip 3 times you should kill Medusa without too much if any, movement from her.&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111481860|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*Below is the video from Shockra Tease on the different pixel set ups to crit Medusa.&lt;br /&gt;
&lt;br /&gt;
=== Medusa Crit Setups by Shockra ===&lt;br /&gt;
{{#ev:youtube|2UF1ogovioQ|560}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=1739</id>
		<title>Cv1/level2</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=1739"/>
				<updated>2021-08-08T03:15:23Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* [Show/Hide] Stage 04 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level2.jpg&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 2&lt;br /&gt;
| level_sections = Stage 4, Stage 5, Stage 6/Medusa Boss&lt;br /&gt;
| previous = [[cv1/level1 | Level 1]]&lt;br /&gt;
| next = [[cv1/level3 | Level 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 04 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111481957|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
=== Standard ===&lt;br /&gt;
*Once you gain control of Simon either walk or jump to the base of the stairs, climb the stairs and then jump to the next platform. Either when jumping (or after landing on the top platform) jump and activate the stop watch. Walk past the frozen knight and bat. The difference between activation during the jump from the first platform to the second is just comfort.&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs after the bat and knight. Once at the top of the stairs jump to the platform. Jump up so your head at the peak of the jump is at the candle, once you land take a step or two and jump again to jump over the bat and land on the lower small platform after the knight. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage4 BatJumpStart.png|500px]]&lt;br /&gt;
&lt;br /&gt;
If you do this correctly you will not touch the edge of the next platform, if you do not bump into that edge then you should be able to hit the framerule at the door.&lt;br /&gt;
&lt;br /&gt;
*After jumping to the next platform, jump over the knight and onto the moving platform get to the door. You can optionally whip the candle before the door mid jump.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Axe Backup ===&lt;br /&gt;
*If you have the axe instead you can immediately throw an axe to hit the knight from below this will collect the cross from the first candle. Then throw a cross when jumping to the upper platform to kill both the knight and the bat.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uzc_okzIhac|550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 05 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*Watch for control of Simon (I usually look at the candles) after the door. Jump immediately to have the medusa hit spawn above Simon's head level so you can just walk to the right. You need to collect 6 hearts (5 to use the watch and 6th for a holy water throw in stage 6) - you can either collect one from a candle and then get the big heart after the knight. &lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111482142|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
*Otherwise you can do the candle lottery. Similar jump immediately after the door but whip as well, collecting hearts from the higher candles. If you are not at 4 by the time you hit the raised platform it might be best to just grab the big heart.&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111482057|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
*Once you go up the stairs do a whip buffer then jump over the two pits. Attempt to land as far to the left as you can on the second platform, pause and when the second medusa spawns jump backwards out over the pit taking a boost from the medusa to the upper platform. From there walk to the left and jump when your foot hits the following area:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage5 DoorJump.png|500px]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*You can make the frame rule at this door but it is tight. You need to not do a whip buffer, walk as far to edge of the first platform as you can without falling, then jump, move to the second block on the middle platform, do a jump to have the medusa head spawn higher, hesitate, jump to the next platform, then jump up and backwards to get boosted to the upper platform. Then walk right, and jump to the lowered platform at the door. Keep in mind this saves not a huge amount of time and if you miss you will fall into the pit.&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111482328|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 06/Medusa Boss==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111482514|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
*Walk off the very first ledge, then jump off the next one. Activate the watch when you go to jump up to the crushers platform and collect the Holy Water from the first candle. Walk under them and while holding right jump up to call the bat down, immediately jump again to boost up to the bone pillar platform. With the remaining heart, jump and throw a holy water at the next bone pillar. This allows you to walk through it but also hits the enemy enough times to get a 2x multiplier off of the next candle you break. IF the 2x multiplier falls in the bone pillar keep moving the candle at the top of the stairs should give you give you one as well. &lt;br /&gt;
&lt;br /&gt;
*You can grab the rosary from the third candle in the hallway to Medusa. Grab the big heart from the candle last before Medusa's room, jump and throw two waters so you have 3 waters left.&lt;br /&gt;
&lt;br /&gt;
===Lag Reduction===&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111482441|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
*Alternatively when under the crushers and after collecting the water from the first candle jump and whip the remaining candles on the way to the bat boost. This should help reduce the lag in this area due to the number of sprites on the screen. The crushers won't kill you when frozen but once they become un-frozen it is instant death.&lt;br /&gt;
&lt;br /&gt;
===Item Table Considerations===&lt;br /&gt;
&lt;br /&gt;
*IF when boosting off of the bat up to the bone pillar platform you get a money bag you have just moved the item table. This means the first drop you get in the next level will be the money bag as well. If you want to again move the item table value you are on you can toss a holy water through two candles (after the rosary candle) and hit one of the medusa heads in the hallway to Medusa. This will Drop the cross and you will then be on the first rosary for level 3. &lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage6 ItemManip.gif|right|frame]]&lt;br /&gt;
&lt;br /&gt;
*Also if you see either a cross or triple multiplier drop during the Medusa fight - in the case of the cross you have moved the item table - in the case of the multiplier you may or may not have.&lt;br /&gt;
&lt;br /&gt;
===Medusa Boss===&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
&lt;br /&gt;
*When entering Medusa's room have 3 hearts (3 Holy Waters) and walk all the way to the door on the other side of the room. Turn around and immediately walk till Simon's front foot is here:&lt;br /&gt;
&lt;br /&gt;
[[File:CV1 Stage6 MedusaStandardKillStart.png|500px]]&lt;br /&gt;
&lt;br /&gt;
*Throw a Holy Water and whip 3 times, throw another water and whip 3 times, then throw your last water and whip 3 times you should kill Medusa without too much if any, movement from her.&lt;br /&gt;
&lt;br /&gt;
{{#evt: service=twitchvod|id=1111481860|dimensions=550|urlargs=autoplay=false&amp;amp;parent=castlevaniaspeedruns.com}}&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*Below is the video from Shockra Tease on the different pixel set ups to crit Medusa.&lt;br /&gt;
&lt;br /&gt;
=== Medusa Crit Setups by Shockra ===&lt;br /&gt;
{{#ev:youtube|2UF1ogovioQ|560}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=1686</id>
		<title>Cv1/level2</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level2&amp;diff=1686"/>
				<updated>2021-07-31T02:53:00Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level2.jpg&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 2&lt;br /&gt;
| level_sections = Stage 4, Stage 5, Stage 6&lt;br /&gt;
| previous = [[cv1/level1 | Level 1]]&lt;br /&gt;
| next = [[cv1/level3 | Level 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 04 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard ===&lt;br /&gt;
*Once you gain control of Simon either walk or jump to the base of the stairs, climb the stairs and then jump to the next platform. Either when jumping (or after landing on the top platform) jump and activate the stop watch. Walk past the frozen knight and bat. The difference between activation during the jump from the first platform to the second is just comfort.&lt;br /&gt;
&lt;br /&gt;
[[File:Cv1-4-1_Stairs.gif|right|frame|Walking up the stairs and activating the watch]]&lt;br /&gt;
&lt;br /&gt;
=== Axe Backup ===&lt;br /&gt;
*If you have the axe instead you can immediately throw an axe to hit the knight from below this will collect the cross from the first candle. Then throw a cross when jumping to the upper platform to kill both the knight and the bat.&lt;br /&gt;
&lt;br /&gt;
=== Standard ===&lt;br /&gt;
&lt;br /&gt;
*Walk up the stairs after the bat and knight. Once at the top of the stairs jump to the platform. Jump up so your head at the peak of the jump is at the candle, once you land take a step or two and jump again to jump over the bat and land on the lower small platform after the knight. If you do this correctly you will not touch the edge of the next platform, if you do not bump into that edge then you should be able to hit the framerule at the door.&lt;br /&gt;
&lt;br /&gt;
[[File:Cv1-4-1_Bat_Jump.gif|right|frame|Jumping over the bat and pit]]&lt;br /&gt;
&lt;br /&gt;
*After jumping to the next platform, jump over the knight and onto the moving platform get to the door. You can optionally whip the candle before the door mid jump.&lt;br /&gt;
&lt;br /&gt;
[[File:4-1 Door.gif|right|frame|Jumping over night and getting to the door]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 05 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medusa head boost ===&lt;br /&gt;
Tutorial by CLChambers00&lt;br /&gt;
{{#ev:youtube|2gN_zYCKKho|560}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 06/Medusa Fight ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medusa Crit Setups by Shockra ===&lt;br /&gt;
{{#ev:youtube|2UF1ogovioQ|560}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1569</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1569"/>
				<updated>2021-04-28T22:19:39Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* Rare Double Zombie pattern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
| image = cv1level1.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 1&lt;br /&gt;
| level_sections = Stage 1, Stage 2, Stage 3&lt;br /&gt;
| previous = None&lt;br /&gt;
| next = [[cv1/level2 | Level 2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 01 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|WytD-jPacY0|550}}&lt;br /&gt;
[[File:Cv1-Zombie DBoost.gif|right|frame||If two or three zombies spawn clumped up together, take a damage boost.]]&lt;br /&gt;
*Jumping into the gate as shown is faster. This is because as soon as Simon touches the castle entrance, the game automatically moves him at a slower speed, so you want to jump to preserve normal speed.&lt;br /&gt;
*Right at the start of the castle, there could be one, two or three zombie spawning next to each other. If it's only one, you can simply jump over it and whip the one trailing a bit behind it, if there is one. If there's two or three zombies grouped up together, you might want to take a damage boost on one of them.&lt;br /&gt;
*Get the first whip upgrade from one of the high candles. Try to not get it from one of the low candles, especially if close to a zombie since it'll make timing your subsequent jump difficult.&lt;br /&gt;
**Try to hold off on collecting the final whip upgrade, as having the short whip will make Cave Skip in level 4 easier.&lt;br /&gt;
*On the second wave on zombies, there will never be two zombies next to each other. Feel free to jump and whip on landing for these guys.&lt;br /&gt;
*Don't be afraid to start climbing the staircase to avoid taking knockback from a zombie behind it.&lt;br /&gt;
&lt;br /&gt;
=== Stopwatch Manipulation (Optimal) ===&lt;br /&gt;
{{#ev:youtube|a1-C85VCv5A|550}}&lt;br /&gt;
[[File:Cv1-stage01 double drop.gif|right|frame||Money Bag dropping from the first Zombie, advancing the item chart.]]&lt;br /&gt;
*The optimal frame to jump into the gate is the one shown in the video, where Simon turns around for a very brief moment before going into the castle.&lt;br /&gt;
*Aim to get the Stopwatch off the first zombie. Break the first candle to get the whip upgrade, then jump and whip the zombie on landing. Whipping to get the Stopwatch is a 1-frame window.&lt;br /&gt;
**Pay attention if there's two or more zombies at the start, as the additional zombie will also generate a Money Bag if the Stopwatch drops and it'll advance the item chart to Slot 2 (this would be the Holy Water but it gets turned into a money bag due to the Important Item Rule). This needs to be taken into consideration later for a more optimal Level 3.&lt;br /&gt;
*If you successfully got the stopwatch already, go through the second wave of zombies as shown in the video to make it less likely to collect additional item drops.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Jump visual cue for second wave'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cv1-Stage01 jump cue.jpg]]&lt;br /&gt;
*Jump when Simon's front foot overlaps this spot in the background pillar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you don't have a Stopwatch by the second wave, use this strat:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|Y6TNwlSusLY|400}}&lt;br /&gt;
*You should aim to get the stopwatch on these two zombies showcased. The exact timing of the whips to get the stopwatch depends on how much time has already been lost whipping previous zombies: the more time has been lost, the earlier your whip will have to be to get the stopwatch.&lt;br /&gt;
**If the first zombie in this wave doesn't spawn, you should delay the whip on the second zombie by a lot.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Watch Manip Strats ===&lt;br /&gt;
{{#ev:youtube|e1Nh3a_JmWA|550}}&lt;br /&gt;
*This watch manipulation is a lot more complex as the actions are different from pattern to pattern, but it can always avoid a second item drop from happening in this stage, and some people may find the timing a little less awkward on some of these patterns.&lt;br /&gt;
*In order, the patterns shown are the Space Zombies (one zombie, a space, one zombie), the Couple (two zombies), the Triplet (three zombies), the Triplet with heart drops, and the Solo pattern (one unusable zombie and no more trailing zombies).&lt;br /&gt;
**On the Solo pattern, you will have to get the Stopwatch on the second wave. It is recommended to lose a few frames before the second wave with a stutter to help with the timing.&lt;br /&gt;
**Remember that if you don't get the Stopwatch on the first wave, you will have to adjust the whip timing for second wave depending on exactly how many frames have been lost whipping these first zombies. Usually, the Space zombies will lose fewer frames and demand a later timing, while the Couple and Triplet will lose more and demand an earlier timing.&lt;br /&gt;
&lt;br /&gt;
=== TAS Framerule ===&lt;br /&gt;
https://clips.twitch.tv/SwissPlumpAnteaterDendiFace-PgXOHhKl-4LZtjPW&lt;br /&gt;
*As of the date of this writing (April 27th 2021), this framerule has only been hit once in real time. To hit it, it is required to only whip a single zombie on the earliest possible frame, get the stopwatch off of it, pray that there's no zombies coming from the back of the stairs at the end, and get an optimal [[Cv1/tricks#Staircases | Stairs Grab]]. The chances of this happening are obviously extremely unlikely, and actively attempting this kind of strategy makes consistency greatly suffer. As such, it is not recommended to try to hit this framerule.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 02 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Easier Bat Boost ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|4aAr2RgyT64|550}}&lt;br /&gt;
[[File:Cv1-Stage02 pixel.png|thumb|right|frame|400px||This is the pixel you need to stay at to manipulate an item drop]]&lt;br /&gt;
*Stand on a pixel perfect location. This will force the bat to force an item as soon as it hits Simon. If no other item drops have occurred yet, this item will be a Stopwatch.&lt;br /&gt;
**If you fail the Stopwatch manipulation or you get another item drop, it's recommended to not retry it and continue with the setup instead. Fall back on the backup Axe strats for stage 03 if you leave this stage without a Stopwatch.&lt;br /&gt;
***If you happen to have collected a Stopwatch from stage 01 already, you should stand on a pixel left or right of this one to avoid getting another item drop. Taking the knockback is not necessary to perform the bat boost, but it will allow you to execute this pseudo-buffer strat.&lt;br /&gt;
*As soon as Simon lands back on his feet from the knockback, whip while still in the crouched position and start holding right. Perform the jump and the other whip stall where shown in the video to manipulate the bat's Y position and be able to boost over.&lt;br /&gt;
&lt;br /&gt;
=== Early Boost (Stopwatch) ===&lt;br /&gt;
{{#ev:youtube|kwwpOo6ZuCE|550}}&lt;br /&gt;
*The first bat will spawn on the second frame of the room. Thus, by activating the Stopwatch on the first frame of control, it's possible to delay its spawn and make the boost with the first bat. This saves ~4 seconds.&lt;br /&gt;
**While the bat will spawn on the second frame of the room, its visual model will spawn on the third frame. This means that if the Stopwatch is used on the second frame, it will look like the bat is not present, while in reality it has already spawned in the top right. It's not possible to boost over using this bat spawn.&lt;br /&gt;
***By holding left+up and pushing B at the start of the room, it's possible to tell early if the Stopwatch has been activated on the first or second frame. If Simon keeps facing right after the activation, it means that it was done on the first frame, while if Simon faces left, that means it was done on the second frame, making the boost impossible. Switch to right ASAP after activating the Stopwatch (in the middle of the whip animation).&lt;br /&gt;
*Perform the whip stalls and the jump where shown in the video to manipulate the bat's Y position in order to boost over.&lt;br /&gt;
**You can jump over the big heart if you intend on resetting for a missed crit in in stage 03, otherwise feel free to take it. The jump does not help manipulate the bat's Y position so you can skip it if you want to pick up the big heart.&lt;br /&gt;
&lt;br /&gt;
=== Optimal Early Boost (Stopwatch) ===&lt;br /&gt;
{{#ev:youtube|37B6l3-KqMI|550}}&lt;br /&gt;
*Same principle as the other Early Boost method shown above, but the movements are slightly different so that an additional framerule may be saved. This is significantly more difficult.&lt;br /&gt;
*Two grounded whip stalls are made and then one on jump landing to lose a few more frames. The timing for this whip is a bit specific. Whip too early and you will break the candle, potentially getting a heart drop, and the bat will likely spawn too low. Whip too late, ad the bat will likely spawn too high.&lt;br /&gt;
**This landing whip can also be replaced with a simple stutter.&lt;br /&gt;
*Jump immediately as soon as you drop off the block. The earlier, the lower the bat will spawn and usually the easier the boost will be.&lt;br /&gt;
*You can do small stutter before jumping in for the boost to make it a little easier to hit the back of the bat and boost forward. As long as the stutter is kept tiny, you will still make the framerule.&lt;br /&gt;
**One side effect of doing this stutter is that it increases the chances of getting the bat to drop an item after boosting, which will advance the item chart.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Manual Bat Boost ====&lt;br /&gt;
{{#ev:youtube|5WNKWypGBMc|550}}&lt;br /&gt;
*To be used if the standard bat boost fails.&lt;br /&gt;
*Walking off the ledge and going back up seems to increase the chances of getting a higher bat spawn, which makes the boost easier.&lt;br /&gt;
*Wait at the ledge, then as soon as you see the bat appear on screen go back a little, then jump forward.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 03 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Simple Crit attempt + backup Stopwatch kill ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Cv1-Successful Crit.gif|right|frame||Successful Crit, killing the bat in a single whip strike.]]&lt;br /&gt;
{{#ev:youtube|xmF1ImWb92U|550}}&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|320px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
*The boss pattern is dependent on how many frames have elapsed since the start of this room (so to clarify, this excludes stage 01 and stage 02). This means that by always holding right, and performing consistent actions, it's possible to always get the same pattern on the boss.&lt;br /&gt;
*To achieve this, got through the room taking special care to never let go of right, take the invincibility potion, and simply walk off the big ledge, taking a clunk. This will consistently lose exactly 18 frames, providing a good pattern on the boss.&lt;br /&gt;
*Once you're at the boss, position Simon on the middle step. Once the bat starts to move, move to the top step and wait. When the bat approaches you, there is a 1-frame window where you can whip and kill the boss in one hit. This is known as the [[Cv1/tricks#Critical_Hit_Glitch | Critical Hit Glitch]]&lt;br /&gt;
**A general visual cue designed for people running on original console with a low display monitor (CRT or low delay LCD) in mind is depicted in this picture. This changes from person to person depending on reaction time and input delay, so experiment with your visual cue and try to create your own line a little earlier or later if you feel like it works better.&lt;br /&gt;
**Some people count the number of wing flaps from the bat as a visual cue ('''Needs amounts''').&lt;br /&gt;
***If you fail the crit, there's an easy way to tell if you were late or early. If you were late, Simon will hit the boss for 2 bars of HP, and a red sparkle will appear around the bat, indicating a hit. If you were early, SImon will not hit the boss instead and it will stay at full health.&lt;br /&gt;
*As a backup, activate the stopwatch and kill the bat there. You need to press either up+B on the same frame, or B 1 frame after pressing up, to avoid climbing the step.&lt;br /&gt;
*The simplest way to grab the end-stage orb is to let it fall on Simon. You might be tempted to jump towards the orb to collect it sooner, but you risk losing time that way. Read [[Cv1/tricks#Orb_Grabs | here]] if you're interested in the full details.&lt;br /&gt;
&lt;br /&gt;
=== Simple Stopwatch kill ===&lt;br /&gt;
{{#ev:youtube|QU1c3xGGcuQ|550}}&lt;br /&gt;
*This is an easier alternative to the Stopwatch kill with the Crit attempt listed above. This will require 10 hearts, grab the big heart from the candle as shown in the video if you still need hearts.&lt;br /&gt;
*Perform the same movements to manipulate the boss to swoop down, but as soon as it gets close to Simon, instead of attempting the Crit, activate the stopwatch and fully climb the stairs. Then turn around and start whipping down the bat. Activate the Stopwatch a second time as soon as it runs out.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Crit (Optimal) ===&lt;br /&gt;
*The boss pattern is dependent on how many frames have elapsed since the start of this room (so to clarify, this excludes stage 01 and stage 02). If you never release right through this room, the only spot that has time variance is the whip cancel off the big ledge. Depending on exactly how good the whip cancel is, a different amount of frames will be lost and the boss will have a different pattern. You will have to be able to tell exactly how many frames have been lost and perform different movements to make the bat swoop down quickly. The following videos illustrate what to do on every relevant scenario. If you lose more than 3 frames (or do some other kind of mistake), just do the same movement that the 2-frame and the 3-frame videos do and patiently wait for the bat to swoop down (it will likely take a lot longer).&lt;br /&gt;
*Breaking the candle that contains the invincibility potion can cause some lag, so you can skip it and get away with it most of the time. But there are certain zombie patterns that will hit you if you don't get the potion, so do this at your own risk.&lt;br /&gt;
*By jumping from a specific spot on the platform, you can have a chance at destroying the candle that cointains the Axe. If you jump from this spot, you can use this candle as an aid in telling what kind of whip cancel you just got: if you don't destroy the candle or clunk, it means the whip landing lost you no less than 2 frames. If you do destroy the candle, you will only have to recognize between a 1-frame landing and a 0-frame landing.&lt;br /&gt;
**If you do use this axe candle as a visual cue, it is recommended that you pick up the invincibility potion, as breaking the candle without being invincible has a chance of causing some lag as well, and it will make it harder to tell what kind of whip landing you just got.&lt;br /&gt;
***If you want to be fully optimal, you should skip both the invincibility potion and the axe candle by jumping from as far out as possible on the platform. This also means you can jump, whip too early and get a clunk, without having the Axe drop on Simon during the clunk.&lt;br /&gt;
*Read [[Cv1/tricks#Orb_Grabs | here]] for information on how to grab the end-stage orb optimally.&lt;br /&gt;
&lt;br /&gt;
==== 3-frame pattern ====&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|7ySRArdJeTA|450}}&lt;br /&gt;
*Wait on the middle step, wait for the bat to move, then move to the top step and go for the crit.&lt;br /&gt;
&lt;br /&gt;
==== 2-frame pattern ====&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|4p2VNLmUxxA|450}}&lt;br /&gt;
*Same movement as the 3-frame pattern. Wait on the middle step, wait for the bat to move, then move to the top step and go for the crit. This saves about 0.5s over the 3-frame pattern, as the boss will swoop down more quickly.&lt;br /&gt;
&lt;br /&gt;
==== 1-frame pattern ====&lt;br /&gt;
[[File:Cv1-TopBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|ZUnYMJceZ8I|450}}&lt;br /&gt;
*Wait on the top step right from the start and go for the crit. This crit is exactly same speed as the 2-frame pattern, down to the frame.&lt;br /&gt;
&lt;br /&gt;
==== 0-frame pattern (TASCrit) (Fastest!) ====&lt;br /&gt;
[[File:TASBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|xDmQgvKuzIo|450}}&lt;br /&gt;
[[File:Cv1-TASCrit failed backward.PNG|thumb|right|frame|210px||If you fail the backward jump, strike a bit later.]]&lt;br /&gt;
*This is the fastest possible kill, it saves a little over 0.4s over the 2-frame and the 1-frame patterns (26 frames at most).&lt;br /&gt;
*To do this setup, climb two steps of the stairs and then go immediately down. Make sure that every movement so far is buffered. At this point, wait a split second and aim to do a backward jump up the top platform. There is a 4-frame window to perform a backward jump and get a usable swoop from the boss. Immediately start going down a step (buffer this action as well) and go for the crit.&lt;br /&gt;
**If you jump up to the top platform too early, the bat will swoop down too high and it won't hit Simon. If you jump too late, it will move from its original position, making the rest of the setup not work (there is a backup for this, check the Backups section below).&lt;br /&gt;
**The last 2 frames of the 4-frame window on the backward jump will require you to whip 1 frame later, shifting your visual cue slightly. In other words, if you jump to the top platform later rather than sooner, you will have to whip 1 frame later.&lt;br /&gt;
**If you fail to get a backward jump (you start facing right during the jump instead), you will have to whip a bit later.&lt;br /&gt;
**There is no good backup if you miss the Crit, so it's recommended to only go for this if you intend on resetting after missing it.&lt;br /&gt;
&lt;br /&gt;
==== Clunk pattern ====&lt;br /&gt;
[[File:TASBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|e-9QD0wywk8|450}}&lt;br /&gt;
*Getting a clunk just provides the 0-frame pattern. Refer to the above section for instructions.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Rare Double Zombie pattern ====&lt;br /&gt;
{{#ev:youtube|W8PrhtSIgAU|550}}&lt;br /&gt;
*Rarely, two zombies will spawn at the start of the room. If this happens, take knockback from the zombie on the back, then perform a jump-clunk off the platform to get the same pattern that the Simple Stopwatch Kills and the 2-frame landing from the Advanced section get from the boss.&lt;br /&gt;
&lt;br /&gt;
==== Late jump on TASCrit ====&lt;br /&gt;
[[File:Cv1-MidBat.PNG|thumb|right|frame|260px||Whip when the bat's middle crosses this line.]]&lt;br /&gt;
{{#ev:youtube|8EtSD9AaRF0|550}}&lt;br /&gt;
*If you jump too late on the top platform during a TASCrit attempt, the bat will move slightly from its original position and won't swoop down for a while. To get him to move quickly, go down two steps and then move back up one step. This will allow you to go for a Crit, and it loses about 1 seconds over the standard TASCrit. The crit has a similar visual cue to the 2-frame pattern.&lt;br /&gt;
==== Axe strats ====&lt;br /&gt;
{{#ev:youtube|E1U3fPZutuY|550}}&lt;br /&gt;
*This is recommended to be used as a backup if the stopwatch manipulation failed in stage 02, though it can be used in alternative to the stopwatch kills and some people may find this more simple.&lt;br /&gt;
**Keep in mind that not having the stopwatch for level 2 will make it slower and more difficult.&lt;br /&gt;
*The number of frames that have elapsed since the start of the room doesn't really matter with this strat.&lt;br /&gt;
*Make sure you have enough hearts for this kill, you can break the candle shown in the video for an extra Big Heart if you need it.&lt;br /&gt;
*Position Simon against the bottom platform to the right and wait. There's a breakable block that contains a Double Shot there, you can break this in advance but wait until the boss has moved down before walking in to collect it.&lt;br /&gt;
*As soon as you've collected the Double Shot, simply fire off Axes from safety until the boss is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1547</id>
		<title>Cv1/level1</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Cv1/level1&amp;diff=1547"/>
				<updated>2021-04-24T17:51:50Z</updated>
		
		<summary type="html">&lt;p&gt;Shockra tease: /* [Show/Hide] Stage 01 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a heavy WIP.&lt;br /&gt;
&lt;br /&gt;
{{Infobox level&lt;br /&gt;
| image = cv1level1.png&lt;br /&gt;
| game = Castlevania&lt;br /&gt;
| level_name = 1&lt;br /&gt;
| level_sections = Stage 1, Stage 2, Stage 3&lt;br /&gt;
| previous = None&lt;br /&gt;
| next = [[cv1/level2 | Level 2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 01 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|WytD-jPacY0|550}}&lt;br /&gt;
*Jump into the gate.&lt;br /&gt;
*How to deal with zombies.&lt;br /&gt;
*When to get the whip (don't get it off the first low candle).&lt;br /&gt;
*Dealing with zombies at the end.&lt;br /&gt;
*To deal with the triple zombie pattern, damage boost (gif)&lt;br /&gt;
&lt;br /&gt;
=== Stopwatch Manipulation (Optimal) ===&lt;br /&gt;
{{#ev:youtube|a1-C85VCv5A|550}}&lt;br /&gt;
*The optimal frame to jump into gate is the one shown in the video, where Simon turns around for a very brief moment before going into the castle.&lt;br /&gt;
*Kmac Watch off the first zombie is a frame perfect window that works on every pattern.&lt;br /&gt;
**Pay attention if there's two or more zombies at the start, as the second one will also drop a Money Bag if the Stopwatch drops and it'll advance the item chart to Slot 2 (possibly put a gif of this happening here).&lt;br /&gt;
*Explain how to deal with Second Wave if Stopwatch is already in hand, possibly with a picture to point out visual cue for first jump.&lt;br /&gt;
&lt;br /&gt;
If you don't have a Stopwatch by the second wave, use this strat:&amp;lt;br /&amp;gt;&lt;br /&gt;
(Link to video showcasing how to get watch on second wave on all possible zombies and patterns)&lt;br /&gt;
*Explanation&lt;br /&gt;
&lt;br /&gt;
=== Alternate Watch Manip Strats ===&lt;br /&gt;
(Link to video, basically old watch strats)&lt;br /&gt;
*This watch manipulation is a lot more complex as the actions are different from pattern to pattern, but it can always avoids a second item drop from happening in this stage, and some people may find the timing a little less awkward on some of these patterns.&lt;br /&gt;
&lt;br /&gt;
=== TAS Framerule ===&lt;br /&gt;
(Captcha's clip)&lt;br /&gt;
*It's stupid.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 02 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Easier Bat Boost ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Recommended to newcomers&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Link to video)&lt;br /&gt;
*Kmac buffer, don't retry pixel if watch manipulation failed.&lt;br /&gt;
&lt;br /&gt;
=== Early Boost (Stopwatch) ===&lt;br /&gt;
{{#ev:youtube|kwwpOo6ZuCE|550}}&lt;br /&gt;
*Easier buffer&lt;br /&gt;
&lt;br /&gt;
=== Optimal Early Boost (Stopwatch) ===&lt;br /&gt;
{{#ev:youtube|37B6l3-KqMI|550}}&lt;br /&gt;
*How to save a Framerule.&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Manual Bat Boost ====&lt;br /&gt;
(Link to video)&lt;br /&gt;
*(Waiting at the ledge)&lt;br /&gt;
*Mainly to be used as a backup if the Bat Boost failed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;font-size:large; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/Hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; Stage 03 ==&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Simple Stopwatch kill ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Should this be recommended to newcomers or should this be categorized as an alternative strat/backup?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Link to video)&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Get potion, clunk off the ledge.&lt;br /&gt;
*Get into position, let Bat go through Simon, activate Stopwatch, go ham.&lt;br /&gt;
*Orb Grab.&lt;br /&gt;
*This can also be used as a backup for the Crit strat.&lt;br /&gt;
&lt;br /&gt;
=== Simple Crit ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;This could be recommended to newcomers alternatively&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Link to video)&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Clunk, get consistent pattern.&lt;br /&gt;
*Crit.&lt;br /&gt;
*As a backup, activate the stopwatch and kill the bat there. You need to press either up+B on the same frame, or B 1 frame after pressing up, to avoid climbing the step (Can point to the simple stopwatch kill, append a gif, or just show it in the video).&lt;br /&gt;
&lt;br /&gt;
=== Advanced Crit (Optimal) ===&lt;br /&gt;
*Boss's pattern is dependent on how many frames have elapsed since the start of the screen.&lt;br /&gt;
*Whip cancel landing off ledge, possibly skip potion.&lt;br /&gt;
(LInk to video of 3-frame pattern)&lt;br /&gt;
*Slower, but but acceptable. Explanation.&lt;br /&gt;
(Link to video of 2-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
(Link to video of 1-frame pattern)&lt;br /&gt;
*Explanation&lt;br /&gt;
{{#ev:youtube|xDmQgvKuzIo|550}}&lt;br /&gt;
(Link to video of 0-frame pattern (TASCrit))&lt;br /&gt;
*Explanation, point out that this is best pattern&lt;br /&gt;
(Link to video of clunk (Also TASCrit))&lt;br /&gt;
*Just to point out that a clunk gives you TASCrit)&lt;br /&gt;
(LInk to video of more patterns possibly? We just do the 2-frame movement for those anyway. Point this out in some way)&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Rare Double Zombie pattern ====&lt;br /&gt;
(Link to video)&lt;br /&gt;
*For Stopwatch/Crit users&lt;br /&gt;
*Take the boost, jump clunk.&lt;br /&gt;
==== Late jump on TASCrit ====&lt;br /&gt;
(Link to video)&lt;br /&gt;
*Explanation&lt;br /&gt;
==== Axe strats ====&lt;br /&gt;
(Link to video)&lt;br /&gt;
*Recommended to be used as a backup if the stopwatch manipulation failed in stage 02, though it can be used in alternative to the stopwatch kill if really struggling with the up+B press.&lt;br /&gt;
**Keep in mind that not having the stopwatch for level 2 will make it slower and more difficult.&lt;br /&gt;
*Get potion.&lt;br /&gt;
*Position Simon in correct spot for Axe kill on boss.&lt;br /&gt;
*Orb grab&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:560px&amp;quot;&amp;gt;&lt;br /&gt;
'''Truefalse's tutorial on Bat Crit'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Can probably remove this once the page is done, this video is already in the Tutorials page anyway.&lt;br /&gt;
== Boss ==&lt;br /&gt;
=== Critical hit glitch (optimal) ===&lt;br /&gt;
Tutorial by Truefalse&lt;br /&gt;
{{#ev:youtube|PgT7T7GantQ|560}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shockra tease</name></author>	</entry>

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