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SOTN/Richter

182 bytes added, 19:03, 25 November 2023
m
SestrenExsis moved page SOTN Richter to SOTN/Richter: Use SOTN namespace
*Defense: 0
*Second castle damage multiplier: 2x
*Richter can buffer a slide out of red doors.
== Special Moves ==
[[file:SotnArislash.gif]]
{| class="wikitable"
!width="140"|Move
!width="340"|Input
!Damage
!Total frames
!Invincible frames
!Notes
|-
|style="background-color:#252525;"|Blade Dash / Airslash
|style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]][[file:Ps1s.png]]
|style="background-color:#252525;"|80
|style="background-color:#252525;"|34
|style="background-color:#252525;"|33
|style="background-color:#252525;"|Ignores airslash motion inputs for 18 frames. Can be chained when airborne. Can jump in a 6 frame window after an airslash.
|-
|style="background-color:#252525;"|Uppercut
|style="background-color:#252525;"|[[file:D.png]][[file:U.png]][[file:Ps1x.png]]
|style="background-color:#252525;"|80
|style="background-color:#252525;"|46
|style="background-color:#252525;"|0
|style="background-color:#252525;"|Cannot execute special moves for 4 frames after ceiling bonk. Up input can be a diagonal when airborne.
|-
|style="background-color:#252525;"|Slide
|style="background-color:#252525;"|[[file:D.png]](hold)[[file:Ps1x.png]]
|style="background-color:#252525;"|20
|style="background-color:#252525;"|46
|style="background-color:#252525;"|0
|style="background-color:#252525;"|Can be chain-canceled into itself after 14 frames.
|-
|style="background-color:#252525;"|Slide Kick / Vault Kick
|style="background-color:#252525;"|[[file:D.png]](hold)[[file:Ps1x.png]][[file:Ps1x.png]]
|style="background-color:#252525;"|20
|style="background-color:#252525;"|46
|style="background-color:#252525;"|0
|style="background-color:#252525;"|Hold [[file:Ps1s.png]] to perform a backflip after hit. Hold [[file:Ps1s.png]] + [[file:Ps1x.png]] to perform a high backflip after hit.
|}
 
== Techniques ==
 
{| class="wikitable"
!width="140"|Move
!width="340"|Input
!width="340"|Alternate Input
!Notes
|-
|style="background-color:#252525;"|Rising Airslash
|style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]][[file:Ps1x.png]][[file:Ps1s.png]]
|style="background-color:#252525;"|
|style="background-color:#252525;"|While airborne. Removes direction lock state.
|-
|style="background-color:#252525;"|Instant Airborne Airslash
|style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]][[file:N.png]][[file:Ps1x.png]][[file:Ps1s.png]]
|style="background-color:#252525;"|
|style="background-color:#252525;"|You can adjust height with the gap between jump and attack.
|-
|style="background-color:#252525;"|Sliding Airslash
|style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]](hold)[[file:Ps1x.png]][[file:Ps1s.png]]
|style="background-color:#252525;"|[[file:U.png]][[file:D.png]](hold)[[file:Ps1x.png]][[file:Df.png]][[file:Ps1s.png]]
|style="background-color:#252525;"|Slide off a ledge and airslash immediately after. Can slide in one direction and airslash the opposite way.
|}
 
== Skips ==
*[[SOTN Keep Skip|Keep Skip]]
 
== Categories ==
*[[SOTN Richter Any%|Any%]]
*[[SOTN Richter All Bosses | All Bosses]]
 
== Video Tutorials ==
* [https://youtu.be/0q7-q69c2po Richter Mechanics Guide by Rasha]
* [https://youtu.be/L9AOtkhWThQ Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.1 Basic Richter Mechanics)]
* [https://youtu.be/xGTiGvbXqWU Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.2 Richter Basic Mechanics Addendum)]
* [https://youtu.be/8pBo0Ozks-o Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.2 Richter Intermediate Mechanics)]
* [https://youtu.be/EqcV4My9_6g Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.3.1 Richter Advanced Mechanics)]
 
== Speed Values ==
{| class="wikitable"
!colspan="2"|horizontal speed values
|4.5
|}
 
 
== Special Moves ==
[[file:SotnArislash.gif]]
{| class="wikitable"
!Move
!Input
!Damage
!Total frames
!Invincible frames
!Notes
|-
|style="background-color:#252525;"|Airslash / Blade Dash
|style="background-color:#252525;"|[[file:SotnArrowU.png]]+[[file:SotnArrowD.png]]+[[file:SotnArrow3.png]]+ <span style="
color: white;
font-weight: bold;
font-size: 20px;
text-shadow:
-1px -1px 0 #000,
1px -1px 0 #000,
-1px 1px 0 #000,
1px 1px 0 #000; ">ATK</span>
|style="background-color:#252525;"|80
|style="background-color:#252525;"|34
|style="background-color:#252525;"|33
|style="background-color:#252525;"|Ignores airslash motion inputs for 18 frames. Can be chained when airborne. Can jump in a 6 frame window after an airslash.
|}
 
[[file:SotnRichUpper.png]]
{| class="wikitable"
!Move
!Input
!Damage
!Total frames
!Invincible frames
!Notes
|-
|style="background-color:#252525;"|Uppercut
|style="background-color:#252525;"|[[file:SotnArrowD.png]]+[[file:SotnArrowU.png]] + <span style="
color: white;
font-weight: bold;
font-size: 20px;
text-shadow:
-1px -1px 0 #000,
1px -1px 0 #000,
-1px 1px 0 #000,
1px 1px 0 #000; ">JMP</span>
|style="background-color:#252525;"|80
|style="background-color:#252525;"|46
|style="background-color:#252525;"|0
|style="background-color:#252525;"|Cannot execute special moves for 4 frames after ceiling bonk.
|}
 
[[file:SotnRichSlide.png]]
{| class="wikitable"
!Move
!Input
!Damage
!Total frames
!Invincible frames
!Notes
|-
|style="background-color:#252525;"|Slide
|style="background-color:#252525;"|[[file:SotnArrowD.png]](hold) + <span style="
color: white;
font-weight: bold;
font-size: 20px;
text-shadow:
-1px -1px 0 #000,
1px -1px 0 #000,
-1px 1px 0 #000,
1px 1px 0 #000; ">JMP</span>
|style="background-color:#252525;"|20
|style="background-color:#252525;"|46
|style="background-color:#252525;"|0
|style="background-color:#252525;"|Can be chain-canceled into itself after 14 frames.
|}
 
[[file:SotnRichVault.png]]
{| class="wikitable"
!Move
!Input
!Damage
!Total frames
!Invincible frames
!Notes
|-
|style="background-color:#252525;"|Slide Kick / Vault Kick
|style="background-color:#252525;"|[[file:SotnArrowD.png]](hold) + <span style="
color: white;
font-weight: bold;
font-size: 20px;
text-shadow:
-1px -1px 0 #000,
1px -1px 0 #000,
-1px 1px 0 #000,
1px 1px 0 #000; ">JMP</span> + <span style="
color: white;
font-weight: bold;
font-size: 20px;
text-shadow:
-1px -1px 0 #000,
1px -1px 0 #000,
-1px 1px 0 #000,
1px 1px 0 #000; ">JMP</span>
|style="background-color:#252525;"|20
|style="background-color:#252525;"|46
|style="background-color:#252525;"|0
|style="background-color:#252525;"|Hold <span style="
color: white;
font-weight: bold;
font-size: 20px;
text-shadow:
-1px -1px 0 #000,
1px -1px 0 #000,
-1px 1px 0 #000,
1px 1px 0 #000; ">ATK</span> to perform a backflip after hit. Hold <span style="
color: white;
font-weight: bold;
font-size: 20px;
text-shadow:
-1px -1px 0 #000,
1px -1px 0 #000,
-1px 1px 0 #000,
1px 1px 0 #000; ">ATK</span> + <span style="
color: white;
font-weight: bold;
font-size: 20px;
text-shadow:
-1px -1px 0 #000,
1px -1px 0 #000,
-1px 1px 0 #000,
1px 1px 0 #000; ">JMP</span> to perform a high backflip after hit.
|}
== Tricks ==
== Categories ==
== Video Tutorials ==
Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.1 Basic Richter Mechanics)
{{#ev:youtube|L9AOtkhWThQ|560}}
Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.3.1 Richter Advanced Mechanics)
{{#ev:youtube|EqcV4My9_6g|560}}
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