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SOTN

496 bytes added, 09:26, 26 November 2023
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== Information ==
:* '''[[SOTN/Categories| Categories]]'''
:* '''[[SOTN/Techniques| Techniques]]'''
 
== Other links ==
 
:* '''[https://www.speedrun.com/sotn Main Category Leaderboards]'''
:* '''[https://www.speedrun.com/sotnce Category Extension Leaderboards]'''
:* '''[https://discordapp.com/invite/wGMdDRG The Long Library Discord]'''
:* '''[https://www.sotn.io SOTN Randomizer]'''
:* '''[https://www.symphonyrando.fun/ SOTN Compendium]'''
:* '''[https://github.com/Xeeynamo/sotn-decomp/ SOTN Decompilation Project]'''
== Alucard ==
:''Main article [[SOTN Alucard| Alucard]]''
Alucard runs feature the most wide range of mechanics and playstyles as well as the most heavy use of various glitches.
=== Popular Alucard categories ===:*'''[[SOTN Alucard Any/Alucard_Any% NSC _NSC |Any% No Save CorruptionNSC]]''':*'''[[SOTN Alucard All Bosses /Alucard_All_Bosses | All Bosses]]''':*'''[[SOTN Alucard /Alucard_Glitchless_Any% | Glitchless ]]''':* '''[[SOTN/Alucard_Any%_Requiem | Glitchless Any%Requiem / DXC PAL ]]'''
== Richter ==
:''Main article [[SOTN Richter| Richter]]''
Richter runs start at full speed and never slow down. Very heavy in execution and extremely merciless due to his low hp.
=== Popular Richter categories ===:*'''[[SOTN Richter Any/Richter_Any%|Any%]]''':*'''[[SOTN Richter All Bosses /Richter_All_Bosses | All Bosses]]'''
== Maria ==
:''Main article [[SOTN Maria| Maria]]''
Played on the Sega Saturn. Categories are separated between emu and console due to significant differences in performance. Maria starts with all of her powers unlocked like Richter, but is much more resilient.
=== Popular Maria categories ===:*'''[[SOTN Maria Any/Maria_Any% _Emulator |Any%Emulator]]*[[SOTN Maria All Bosses | All Bosses]] == Other categories ==*[[SOTN_Alucard_Blindfolded_Any%_NSC|Blindfolded]]'''
== Input Reader / Input Mechanics ==
*Whenever Alucard transitions from a ground state to an air state, there is a 7 frame period where he retains some properties of ground state. He can walk, but still has falling speed, and can jump, allowing you to get an extra horizontal boost if a jump is too far to make normally.
*States when the game is frozen and doesn't progress logically also halt the input countdowntimer. Level ups, transition screens and the menu do that. Example: You can start a Wingsmash input, enter a screen transition or level up, then resume the input after regaining control.
*Blue doors will allow you to buffer an action but not special moves.
 
*Level Up animation buffers one input and halts buffer decay until the end of the animation. Example: you can do a wing smash input half-way, hold inputs during freeze, then finish the input after the animation.
 
== Timing ==
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