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→Alchemy Lab
==== Walk/Run ====
Maria doesn't auto-run in the Saturn version like she does in the PSP/Requiem version. You need to double tap. Walking should be avoided as much as possible even at beginner level, apart from a few specific spots where precise positioning is required for skips.
Running can be a beginner-friendly alternative to the Flying Kick in some spots if you're scared of getting direction locked. It is possible to continue the running animation when turning around mid-air, but this involves inputting the opposite direction with no "neutral input" in between. This can either be easy or difficult depending on the SOCD configuration you use, your input device, and how you hold the controller. This trick can be executed very easily on leverless devices (such as keyboards and hitbox) with Priority SOCD. It has minimal impact in the run outside of competition at the absolute highest level like Top 3 in Any% where the trick is used only 4 times; it isn't something that beginners or even intermediate players need to worry about at all, your time will be better spent practicing other techniques. To perform this on a Playstation controller without Priority SOCD (or other controllers that may have a gap at the center of the D-pad), you may find it easier to place your thumb horizontally on the D-pad over the Left and Right arrows as opposed to having your thumb positioned vertically or at an angle. This is to help ensure you're pressing the center of the D-pad as you're going from one side to another, thus increasing your chances of avoiding the "neutral input". Alternatively, you can use both the D-pad and the Analog Stick at the same time to control Maria.
==== Jump ====
Maria's jump is shorter than Alucard's and Richter's, so there are some platforms you can't clear with just one long button press. But, she has the ability to do a triple jump. Her jumps are used primarily to escape direction lock and to make minor adjustments mid-air.
==== Back Dash ====
Saturn version: Always the same button. Shorter distance
PSP/Requiem: Her dash in the style of "Harmony of Dissonance", meaning the button changes depending on the direction she's facing.
==== Kick ====
* Momentum is also preserved when you slide off the edge of a platform
* Landing recovery can be cancelled into slide making it good for damage boosts
=== Spells ===
==== Guardian Knuckle ====
Can double hit on certain enemies if spaced properly.
==== Byakko ====
There's a chance of getting a Silver Flame. It is completely random and the Silver Flame is Maria's highest damage spell. Getting a lucky Silver Flame can save a few seconds.
==== Genbuu ====
Healing spell. Useful only at beginner level.
==== Suzaku ====
Familiar spell. Used once in the run
==== Seryuu ====
Dragon spell. Can be used instead of Four Beasts against some bosses if you're more comfortable with this input.
=== Subweapons ===
Unlike in the PSP/Requiem version, Saturn Maria does not have the ability to carry two subweapons. Also, her subweapons aren't based on Rondo of Blood.
==== Dagger ====
Not used in the speedrun and has very little utility overall especially considering the fact that Maria isn't lacking options for long range attacks.
==== Axe ====
The pattern is random, but still a very strong subweapon for her
==== Cross ====
Maria's strongest subweapon
== Area Strats ==
=== 1st Castle === ==== Entrance ====
1st visit
The fastest strategy here is to use Maria's level 3 fireball and chain slides. Keep in mind that this does make this section more RNG-heavy though. For a more conservative strategy, simply do Flying Kicks buffering them whenever you can.
Once again, level 3 fireball and slides are the fastest strat, but it's more RNG-heavy. You can use the book to give yourself a little bit of extra protection
==== Alchemy Lab ====
* [https://youtu.be/v9sppDUr0Tc Screen 1]: If doing the dive kick into diagonal uppercut is too difficult, you can set up the uppercut by just doing 4 slides.
==== Marble Gallery ====
Clock rush is slightly different in the Saturn version because it utilizes the system clock.
==== Olrox's Quarters ====
Buffer the Axe throw to reduce landing recovery
==== Royal Chapel ====
Careful not to go past the Book. Make sure to end the Front Kick early by holding the opposite direction.
==== Castle Keep ====
1st Visit
Your goal is to simply make it all the way to the right and take the portal back to Entrance. What you need to watch out here is that you don't get any other subweapons so be careful not to get the Diamond accidentally. Sometimes the Axe Lords will drop an Axe subweapon and you'll instantly pick it up, if that happens, go back immediately and get the book.
==== Underground Garden ====It might be faster to use Four Beasts when you enter the boss room, but this hasn't been tested yet. ==== Clock Tower ====This is one of the more complicated sections to do optimally, but thankfully there are safer alternatives. ==== Outer Wall ====You can use run buffers, backdashes or even dive kicks. ==== Library ====You can do big fireball for slightly faster time ==== Catacombs ====Four Beasts is a viable beginner-friendly strat here. === 2nd Castle === ==== Darkwing's Lair ==== ==== Inverted Chapel ====My setup for the OoB: https://youtu.be/wo4GnRjZ6XA
== Boss Strats ==
=== 1st Castle ===
Maria doesn't fight Minotaur & Werewolf or Succubus.
==== Slogra & Gaibon ====
=== 2nd Castle ===
Maria does not fight Death or Dracula
==== Darkwing Bat ====