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. | ||
+ | *Your heart pickups here are 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 and a full jump + whip and 1-2f jump + whip . | ||
+ | |||
+ | == Backups== | ||
+ | |||
+ | {{#ev:youtube|3nRBa7EtpF8|560}} | ||
+ | '''Notes:''' | ||
+ | *Low health (Safe 5-2): this is an option if you take too many hits on the previous screen and cannot take the full damage boosts. This can alternatively be used as the safe route to get through the section with no d-boosts. | ||
+ | *Low health (Optimal 5-2): this allows you to proceed like normal but you forgo the extra skeleton d-boost. This works only if you take 1 extra hit on the previous screen. |
Latest revision as of 16:05, 19 May 2023
Game | Super Castlevania IV |
---|---|
Level sections | 5-1, 5-2 |
Level name | Courtyard |
Previous level | Stage 4 |
Next level | Stage 6 |
Contents
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.
- Your heart pickups here are 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 and a full jump + whip and 1-2f jump + whip .
Backups
Notes:
- Low health (Safe 5-2): this is an option if you take too many hits on the previous screen and cannot take the full damage boosts. This can alternatively be used as the safe route to get through the section with no d-boosts.
- Low health (Optimal 5-2): this allows you to proceed like normal but you forgo the extra skeleton d-boost. This works only if you take 1 extra hit on the previous screen.