Difference between revisions of "SOTN/Richter"
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SestrenExsis (talk | contribs) 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 == | ||
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!Notes | !Notes | ||
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− | |style="background-color:#252525;"| | + | |style="background-color:#252525;"|Blade Dash / Airslash |
− | |style="background-color:#252525;"|[[file: | + | |style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]][[file:Ps1s.png]] |
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|style="background-color:#252525;"|80 | |style="background-color:#252525;"|80 | ||
|style="background-color:#252525;"|34 | |style="background-color:#252525;"|34 | ||
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|style="background-color:#252525;"|Uppercut | |style="background-color:#252525;"|Uppercut | ||
− | |style="background-color:#252525;"|[[file: | + | |style="background-color:#252525;"|[[file:D.png]][[file:U.png]][[file:Ps1x.png]] |
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|style="background-color:#252525;"|80 | |style="background-color:#252525;"|80 | ||
|style="background-color:#252525;"|46 | |style="background-color:#252525;"|46 | ||
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|- | |- | ||
|style="background-color:#252525;"|Slide | |style="background-color:#252525;"|Slide | ||
− | |style="background-color:#252525;"|[[file: | + | |style="background-color:#252525;"|[[file:D.png]](hold)[[file:Ps1x.png]] |
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|style="background-color:#252525;"|20 | |style="background-color:#252525;"|20 | ||
|style="background-color:#252525;"|46 | |style="background-color:#252525;"|46 | ||
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|style="background-color:#252525;"|Slide Kick / Vault Kick | |style="background-color:#252525;"|Slide Kick / Vault Kick | ||
− | |style="background-color:#252525;"|[[file: | + | |style="background-color:#252525;"|[[file:D.png]](hold)[[file:Ps1x.png]][[file:Ps1x.png]] |
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|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 | + | |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. |
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|} | |} | ||
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|style="background-color:#252525;"|Rising Airslash | |style="background-color:#252525;"|Rising Airslash | ||
− | |style="background-color:#252525;"|[[file: | + | |style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]][[file:Ps1x.png]][[file:Ps1s.png]] |
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|style="background-color:#252525;"| | |style="background-color:#252525;"| | ||
− | |style="background-color:#252525;"|Removes direction lock state. | + | |style="background-color:#252525;"|While airborne. Removes direction lock state. |
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|style="background-color:#252525;"|Instant Airborne Airslash | |style="background-color:#252525;"|Instant Airborne Airslash | ||
− | |style="background-color:#252525;"|[[file: | + | |style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]][[file:N.png]][[file:Ps1x.png]][[file:Ps1s.png]] |
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|style="background-color:#252525;"| | |style="background-color:#252525;"| | ||
|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. | ||
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|style="background-color:#252525;"|Sliding Airslash | |style="background-color:#252525;"|Sliding Airslash | ||
− | |style="background-color:#252525;"|[[file: | + | |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]] | |
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− | |style="background-color:#252525;"|[[file: | ||
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|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. | ||
|} | |} | ||
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== 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)] | ||
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== Speed Values == | == Speed Values == | ||
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{| 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 | |
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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.
Contents
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
Techniques
Skips
Categories
Video Tutorials
- Richter Mechanics Guide by Rasha
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.1 Basic Richter Mechanics)
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.2 Richter Basic Mechanics Addendum)
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.2 Richter Intermediate Mechanics)
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.3.1 Richter Advanced Mechanics)
Speed Values
horizontal speed values | vertical speed values | ||
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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 |