Difference between revisions of "SOTN/Maria"
From Castlevania Speedrunning
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TalicZealot (talk | contribs) |
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|style="background-color:#252525;"|Front Kick | |style="background-color:#252525;"|Front Kick | ||
− | |style="background-color:#252525;"|[[file:SotnArrowR.png]][[file:SotnArrowR.png]]+ <span style=" | + | |style="background-color:#252525;"|[[file:SotnArrowR.png]][[file:SotnArrowR.png]](hold) + <span style=" |
color: white; | color: white; | ||
font-weight: bold; | font-weight: bold; | ||
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|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 | ||
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|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. |
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|style="background-color:#252525;"|Slide | |style="background-color:#252525;"|Slide |
Revision as of 09:19, 24 June 2018
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: ~60
- MP regenerates at a rate of around 1 MP per 48 frames.
- HP gained per HP max up: 10
Special Moves
Techniques
Move | Input | Notes |
---|---|---|
Diving Uppercut | + JMP + + JMP | 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 |