Difference between revisions of "SOTN/Maria"
From Castlevania Speedrunning
TalicZealot (talk | contribs) (Created page with "{| class="infobox" !colspan="2" style="text-align: center;"|'''''Maria Renard''''' |- !colspan="2"|180px |- |'''platforms''' |Sega Saturn |- |rowspan="2...") |
SestrenExsis (talk | contribs) m (SestrenExsis moved page SOTN Maria to SOTN/Maria: Use SOTN namespace) |
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− | Maria plays in a similar way to richter. All of her moves are unlocked at the start and the routes are similar. Unlike Richter she is much more resilient and can take a few without issues, allowing her to utilize damage boosts and some more room for mistakes. Console and emulator runs are separated into different categories due to a severe difference in performance. | + | Maria plays in a similar way to richter. All of her moves are unlocked at the start and the routes are similar. Unlike Richter she is much more resilient and can take a few hits without issues, allowing her to utilize damage boosts and some more room for mistakes. Console and emulator runs are separated into different categories due to a severe difference in performance. |
− | |||
== Character Information == | == Character Information == | ||
+ | *HP: 200 | ||
+ | *MP: 200 | ||
+ | *MP regenerates at a rate of 1 MP per 16 frames. | ||
+ | *HP gained per HP max up: 10 | ||
== Special Moves == | == Special Moves == | ||
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
!width="140"|Move | !width="140"|Move | ||
− | !width=" | + | !width="440"|Input |
+ | !MP cost | ||
!Damage | !Damage | ||
!Total frames | !Total frames | ||
Line 28: | Line 33: | ||
|- | |- | ||
|style="background-color:#252525;"|Front Kick | |style="background-color:#252525;"|Front Kick | ||
− | |style="background-color:#252525;"|[[file: | + | |style="background-color:#252525;"|[[file:F.png]][[file:F.png]](hold)[[file:Satc.png]] |
− | color: | + | |style="background-color:#252525;"|0 |
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|style="background-color:#252525;"|45 | |style="background-color:#252525;"|45 | ||
|style="background-color:#252525;"|60 | |style="background-color:#252525;"|60 | ||
|style="background-color:#252525;"|0 | |style="background-color:#252525;"|0 | ||
− | |style="background-color:#252525;"| | + | |style="background-color:#252525;"|Hold back to end the move sooner. Can also initiate run and move with [[file:SotnArrowL.png]] then [[file:SotnArrowR.png]] |
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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:Satb.png]] |
− | color: | + | |style="background-color:#252525;"|4 |
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|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;"| | + | |style="background-color:#252525;"|Can adjust the forward momentum of diagonal uppercuts by holding forward. |
+ | |- | ||
+ | |style="background-color:#252525;"|Slide | ||
+ | |style="background-color:#252525;"|[[file:D.png]](hold)[[file:Satb.png]] | ||
+ | |style="background-color:#252525;"|0 | ||
+ | |style="background-color:#252525;"|20 | ||
+ | |style="background-color:#252525;"|39 | ||
+ | |style="background-color:#252525;"|0 | ||
+ | |style="background-color:#252525;"| Can be chained after 27 frames. | ||
+ | |- | ||
+ | |style="background-color:#252525;"|Byakko | ||
+ | |style="background-color:#252525;"|[[file:U.png]][[file:qcf.png]][[file:Sata.png]] | ||
+ | |style="background-color:#252525;"|100 | ||
+ | |style="background-color:#252525;"|40 | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |- | ||
+ | |style="background-color:#252525;"|Guardian Knuckle | ||
+ | |style="background-color:#252525;"|[[file:qcf.png]][[file:Sata.png]] | ||
+ | |style="background-color:#252525;"|40 | ||
+ | |style="background-color:#252525;"|50 | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |- | ||
+ | |style="background-color:#252525;"|Seiryuu | ||
+ | |style="background-color:#252525;"|[[file:B.png]][[file:Hcb.png]][[file:F.png]][[file:Sata.png]] | ||
+ | |style="background-color:#252525;"|120 | ||
+ | |style="background-color:#252525;"|25 | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |- | ||
+ | |style="background-color:#252525;"|Four Beasts | ||
+ | |style="background-color:#252525;"|[[file:360u.png]][[file:Cu.png]][[file:D.png]][[file:Sata.png]] | ||
+ | |style="background-color:#252525;"|150 | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"|Charge up for 42+ frames. Doubles the damage of Front Kick, Uppercut and Slide. | ||
+ | |- | ||
+ | |style="background-color:#252525;"|Suzaku | ||
+ | |style="background-color:#252525;"|[[file:Cu.png]][[file:Hcd.png]][[file:Sata.png]] | ||
+ | |style="background-color:#252525;"|60 | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |- | ||
+ | |style="background-color:#252525;"|Genbu | ||
+ | |style="background-color:#252525;"|[[file:Hcuf.png]][[file:Sata.png]] | ||
+ | |style="background-color:#252525;"|80 | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"| | ||
|} | |} | ||
+ | |||
+ | == Techniques == | ||
{| class="wikitable" | {| class="wikitable" | ||
!width="140"|Move | !width="140"|Move | ||
!width="340"|Input | !width="340"|Input | ||
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!Notes | !Notes | ||
|- | |- | ||
− | |style="background-color:#252525;"| | + | |style="background-color:#252525;"|Diving Uppercut |
− | |style="background-color:#252525;"|[[file: | + | |style="background-color:#252525;"|[[file:Df.png]][[file:Satb.png]][[file:Uf.png]][[file:Satb.png]] |
− | + | |style="background-color:#252525;"| Must be in the air and have executed all remaining jumps. | |
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− | |style="background-color:#252525;"| | ||
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|} | |} | ||
− | + | *Kicking after divekick extends the horizontal momentum. | |
− | |||
== Skips == | == Skips == | ||
Line 97: | Line 122: | ||
== Categories == | == Categories == | ||
+ | *[[SOTN Maria Any% |Any%]] | ||
+ | *[[SOTN Maria All Bosses | All Bosses]] | ||
== Video Tutorials == | == Video Tutorials == | ||
+ | * [https://www.twitch.tv/videos/564122345 Maria Any% Tutorial] | ||
== Speed Values == | == Speed Values == | ||
− | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="2"|horizontal speed values | !colspan="2"|horizontal speed values | ||
Line 109: | Line 136: | ||
|running | |running | ||
|2.75 | |2.75 | ||
+ | |- | ||
+ | |slide optimal AVG | ||
+ | |4.5 | ||
+ | |- | ||
+ | |slide TOP | ||
+ | |6.5 | ||
|- | |- | ||
|front kick AVG | |front kick AVG |
Latest revision as of 19:03, 25 November 2023
Maria Renard | |
---|---|
platforms | Sega Saturn |
categories | Any% |
All Bosses |
Maria plays in a similar way to richter. All of her moves are unlocked at the start and the routes are similar. Unlike Richter she is much more resilient and can take a few hits without issues, allowing her to utilize damage boosts and some more room for mistakes. Console and emulator runs are separated into different categories due to a severe difference in performance.
Contents
Character Information
- HP: 200
- MP: 200
- MP regenerates at a rate of 1 MP per 16 frames.
- HP gained per HP max up: 10
Special Moves
Techniques
Move | Input | Notes |
---|---|---|
Diving Uppercut | Must be in the air and have executed all remaining jumps. |
- Kicking after divekick extends the horizontal momentum.
Skips
Categories
Video Tutorials
Speed Values
horizontal speed values | |
---|---|
walking / jumping | 1.5 |
running | 2.75 |
slide optimal AVG | 4.5 |
slide TOP | 6.5 |
front kick AVG | 4.2 |
front kick TOP | 6.5 |
dive kick AVG | 5.0 |
dive kick TOP | 5.5 |
uppercut diagonal | 4.8 |