Difference between revisions of "SOTN/Richter"

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m (SestrenExsis moved page SOTN Richter to SOTN/Richter: Use SOTN namespace)
 
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*Defense: 0
 
*Defense: 0
 
*Second castle damage multiplier: 2x
 
*Second castle damage multiplier: 2x
 +
*Richter can buffer a slide out of red doors.
  
 
== Special Moves ==
 
== Special Moves ==
Line 29: Line 30:
 
{| class="wikitable"
 
{| class="wikitable"
 
!width="140"|Move
 
!width="140"|Move
!width="340"|!Input
+
!width="340"|Input
 
!Damage
 
!Damage
 
!Total frames
 
!Total frames
Line 35: Line 36:
 
!Notes
 
!Notes
 
|-
 
|-
|style="background-color:#252525;"|Airslash / Blade Dash
+
|style="background-color:#252525;"|Blade Dash / Airslash
|style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]]+ <span style="
+
|style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]][[file:Ps1s.png]]
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;"|80
 
|style="background-color:#252525;"|34
 
|style="background-color:#252525;"|34
 
|style="background-color:#252525;"|33
 
|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;"|Ignores airslash motion inputs for 18 frames. Can be chained when airborne. Can jump in a 6 frame window after an airslash.
|}
 
 
{| class="wikitable"
 
!width="140"|Move
 
!width="340"|!Input
 
!Damage
 
!Total frames
 
!Invincible frames
 
!Notes
 
 
|-
 
|-
 
|style="background-color:#252525;"|Uppercut
 
|style="background-color:#252525;"|Uppercut
|style="background-color:#252525;"|[[file:SotnArrowD.png]][[file:SotnArrowU.png]] + <span style="
+
|style="background-color:#252525;"|[[file:D.png]][[file:U.png]][[file:Ps1x.png]]
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;"|80
 
|style="background-color:#252525;"|46
 
|style="background-color:#252525;"|46
 
|style="background-color:#252525;"|0
 
|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;"|Cannot execute special moves for 4 frames after ceiling bonk. Up input can be a diagonal when airborne.
|}
 
 
{| class="wikitable"
 
!width="140"|Move
 
!width="340"|!Input
 
!Damage
 
!Total frames
 
!Invincible frames
 
!Notes
 
 
|-
 
|-
 
|style="background-color:#252525;"|Slide
 
|style="background-color:#252525;"|Slide
|style="background-color:#252525;"|[[file:SotnArrowD.png]](hold) + <span style="
+
|style="background-color:#252525;"|[[file:D.png]](hold)[[file:Ps1x.png]]
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;"|20
 
|style="background-color:#252525;"|46
 
|style="background-color:#252525;"|46
 
|style="background-color:#252525;"|0
 
|style="background-color:#252525;"|0
 
|style="background-color:#252525;"|Can be chain-canceled into itself after 14 frames.  
 
|style="background-color:#252525;"|Can be chain-canceled into itself after 14 frames.  
|}
 
 
{| class="wikitable"
 
!width="140"|Move
 
!width="340"|!Input
 
!Damage
 
!Total frames
 
!Invincible frames
 
!Notes
 
 
|-
 
|-
 
|style="background-color:#252525;"|Slide Kick / Vault Kick
 
|style="background-color:#252525;"|Slide Kick / Vault Kick
|style="background-color:#252525;"|[[file:SotnArrowD.png]](hold) + <span style="
+
|style="background-color:#252525;"|[[file:D.png]](hold)[[file:Ps1x.png]][[file:Ps1x.png]]
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;"|20
 
|style="background-color:#252525;"|46
 
|style="background-color:#252525;"|46
 
|style="background-color:#252525;"|0
 
|style="background-color:#252525;"|0
|style="background-color:#252525;"|Hold <span style="
+
|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.
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.
 
 
|}
 
|}
  
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{| class="wikitable"
 
{| class="wikitable"
 
!width="140"|Move
 
!width="140"|Move
!width="340"|!Input
+
!width="340"|Input
 +
!width="340"|Alternate Input
 
!Notes
 
!Notes
 
|-
 
|-
 
|style="background-color:#252525;"|Rising Airslash
 
|style="background-color:#252525;"|Rising Airslash
|style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]]+ <span style="
+
|style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]][[file:Ps1x.png]][[file:Ps1s.png]]
color: white;
+
|style="background-color:#252525;"|
font-weight: bold;
+
|style="background-color:#252525;"|While airborne. Removes direction lock state.
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; ">ATK</span>
 
|style="background-color:#252525;"|Removes direction lock state.
 
|}
 
 
 
{| class="wikitable"
 
!width="140"|Move
 
!width="340"|!Input
 
!Notes
 
 
|-
 
|-
 
|style="background-color:#252525;"|Instant Airborne Airslash
 
|style="background-color:#252525;"|Instant Airborne Airslash
|style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]]+ <span style="
+
|style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]][[file:N.png]][[file:Ps1x.png]][[file:Ps1s.png]]
color: white;
+
|style="background-color:#252525;"|
font-weight: bold;
 
font-size: 20px;
 
text-shadow:
 
-1px -1px 0 #000,
 
1px -1px 0 #000,
 
-1px 1px 0 #000,
 
1px 1px 0 #000; ">NEUTRAL</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> + <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;"|You can adjust height with the gap between jump and attack.
 
|style="background-color:#252525;"|You can adjust height with the gap between jump and attack.
|}
 
 
{| class="wikitable"
 
!width="140"|Move
 
!width="340"|!Input
 
!Alternative Input
 
!Notes
 
 
|-
 
|-
 
|style="background-color:#252525;"|Sliding Airslash
 
|style="background-color:#252525;"|Sliding Airslash
|style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]](hold) + <span style="
+
|style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]](hold)[[file:Ps1x.png]][[file:Ps1s.png]]
color: white;
+
|style="background-color:#252525;"|[[file:U.png]][[file:D.png]](hold)[[file:Ps1x.png]][[file:Df.png]][[file:Ps1s.png]]
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; ">ATK</span>
 
|style="background-color:#252525;"|[[file:SotnArrowU.png]]+[[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> + [[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;"|Slide off a ledge and airslash immediately after. Can slide in one direction and airslash the opposite way.
 
|style="background-color:#252525;"|Slide off a ledge and airslash immediately after. Can slide in one direction and airslash the opposite way.
 
|}
 
|}
Line 265: Line 93:
  
 
== Categories ==
 
== Categories ==
 +
*[[SOTN Richter Any%|Any%]]
 +
*[[SOTN Richter All Bosses | All Bosses]]
 +
 
== Video Tutorials ==
 
== 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/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/xGTiGvbXqWU Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.2 Richter Basic Mechanics Addendum)]
Line 272: Line 104:
  
 
== Speed Values ==
 
== Speed Values ==
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!colspan="2"|horizontal speed values
 
!colspan="2"|horizontal speed values

Latest revision as of 19:03, 25 November 2023

Richter Belmont
SotnRichter.png
platforms XBLA
PlayStation
categories Any%
All Bosses

Richter speedruns revolve around execution. This page includes information on the character, his special moves and some of the advanced tricks that can be performed.


Character Information

  • Base Hit Points: 50
  • HP gained per HP Max UP: 10
  • Defense: 0
  • Second castle damage multiplier: 2x
  • Richter can buffer a slide out of red doors.

Special Moves

SotnArislash.gif

Move Input Damage Total frames Invincible frames Notes
Blade Dash / Airslash U.pngD.pngDf.pngPs1s.png 80 34 33 Ignores airslash motion inputs for 18 frames. Can be chained when airborne. Can jump in a 6 frame window after an airslash.
Uppercut D.pngU.pngPs1x.png 80 46 0 Cannot execute special moves for 4 frames after ceiling bonk. Up input can be a diagonal when airborne.
Slide D.png(hold)Ps1x.png 20 46 0 Can be chain-canceled into itself after 14 frames.
Slide Kick / Vault Kick D.png(hold)Ps1x.pngPs1x.png 20 46 0 Hold Ps1s.png to perform a backflip after hit. Hold Ps1s.png + Ps1x.png to perform a high backflip after hit.

Techniques

Move Input Alternate Input Notes
Rising Airslash U.pngD.pngDf.pngPs1x.pngPs1s.png While airborne. Removes direction lock state.
Instant Airborne Airslash U.pngD.pngDf.pngN.pngPs1x.pngPs1s.png You can adjust height with the gap between jump and attack.
Sliding Airslash U.pngD.pngDf.png(hold)Ps1x.pngPs1s.png U.pngD.png(hold)Ps1x.pngDf.pngPs1s.png Slide off a ledge and airslash immediately after. Can slide in one direction and airslash the opposite way.

Skips

Categories

Video Tutorials

Speed Values

horizontal speed values vertical speed values
walking 1.25 uppercut with scroll lock 4.0 UP
damage boost 1.25 damage boost TOP 3.0 UP
jumping 1.25 jump TOP 5.8 UP
uppercut 1.25 uppercut 7.5 UP
backflip 1.5 backflip TOP 4.5 UP
run 2.3
fall 0.8 falling TOP 7.0 DOWN
blade dash TOP 5.2
slide TOP 5.8 zipping 32.0 DOWN
slide kick TOP 6.1 slide kick flip TOP 4.8 UP
blade dash optimal AVERAGE 3.5
slide optimal AVERAGE 4.5