Difference between revisions of "Cv4/stage5"
From Castlevania Speedrunning
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| next = [[cv4/stage6 | Stage 6]] | | next = [[cv4/stage6 | Stage 6]] | ||
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+ | == Overall == | ||
+ | *Harpies are random. | ||
+ | *Your hearts carry over into stage 6 since there is no stage boss. It is good to grab at least 10~20 hearts leaving. This is not strict as you mainly need 6 to 10 for the beginning of stage 6 (strats depending) and can grab more later in 6-2. | ||
== Safe Route == | == Safe Route == | ||
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== Optimal Route == | == Optimal Route == | ||
− | {{#ev:youtube| | + | {{#ev:youtube|TXft4ace4bc|560}} |
+ | '''Notes:''' | ||
+ | *At 0:01 It is best to throw 2 sets of crosses in a triforce pattern to take care of any harpie spawns at ground level. Any patterns above is all reaction. | ||
+ | *At 0:11 whipping up hits the bone pillar above and reduces the amount of fireballs he shoots to 1. Each fireball on the screen causes a little lag. | ||
+ | *At 0:12 you can avoid spawning the other fireball by having very tight jumps here so the camera doesn't scroll (optional) | ||
+ | *At 0:48 to jump without stopping the first jumps are achieved by doing two 1-2f jump + whips in succession. This is not required however. You can achieve this with a one 1-2f jump + whip and then a full jump. |
Revision as of 13:38, 19 May 2023
Game | Super Castlevania IV |
---|---|
Level sections | 5-1, 5-2 |
Level name | Courtyard |
Previous level | Stage 4 |
Next level | Stage 6 |
Overall
- Harpies are random.
- Your hearts carry over into stage 6 since there is no stage boss. It is good to grab at least 10~20 hearts leaving. This is not strict as you mainly need 6 to 10 for the beginning of stage 6 (strats depending) and can grab more later in 6-2.
Safe Route
Optimal Route
Notes:
- At 0:01 It is best to throw 2 sets of crosses in a triforce pattern to take care of any harpie spawns at ground level. Any patterns above is all reaction.
- At 0:11 whipping up hits the bone pillar above and reduces the amount of fireballs he shoots to 1. Each fireball on the screen causes a little lag.
- At 0:12 you can avoid spawning the other fireball by having very tight jumps here so the camera doesn't scroll (optional)
- At 0:48 to jump without stopping the first jumps are achieved by doing two 1-2f jump + whips in succession. This is not required however. You can achieve this with a one 1-2f jump + whip and then a full jump.