Difference between revisions of "SOTN Maria All Bosses"
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=== Dive Kick === | === Dive Kick === | ||
| + | Can only be performed after when you don't have any extra mid-air jumps. | ||
[[File:MariaDiveKick.png|200px|right]] | [[File:MariaDiveKick.png|200px|right]] | ||
| − | * Can be cancelled into subweapon | + | * Can be cancelled into subweapon |
| + | ** Preserves momentum | ||
| + | ** Helps eliminate landing recovery if timed properly | ||
| + | ** Enables other aerial action such as another dive kick or another super jump. | ||
* You will slide across the floor if you do it after a Front Kick. | * You will slide across the floor if you do it after a Front Kick. | ||
* Input is preserved for long enough to allow you to go into a high jump afterwards | * Input is preserved for long enough to allow you to go into a high jump afterwards | ||
| + | |||
| + | === Slide === | ||
| + | [[File:MariaSlide.png|200px|right]] | ||
| + | Optimal movement. Timing the input near the recovery animation to chain slides tends to be better than mashing. | ||
| + | * Needs the right spacing for it to kill enemies | ||
| + | * Ideal movement when you cast Level 3 Fireball | ||
| + | * Input is preserved for long enough that you can chain this into an uppercut if you do it to go off the edge of a platform | ||
== Area Strats == | == Area Strats == | ||
| Line 35: | Line 46: | ||
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. | 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. | ||
| + | '''Alchemy Lab''' | ||
| + | |||
| + | 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. | ||
== Boss Strats == | == Boss Strats == | ||
Latest revision as of 05:41, 20 January 2026
Contents
Maria Tech
This is an extensive list of the different properties each move has. Not everything is used in the speedrun.
Projectile Attack
- Level 1 (default, no charge)
- This is the only one that can be shot downwards
- Level 3 Fireball
- Recovery can be cancelled with a slide
- Level 4 Laser Beam
- Also provides a shield that can stop enemy projectiles
Flying Kick
- Puts you in direction lock if not cancelled
- Nullifies landing recovery
- Hold Jump to increase height gained from the backflip
Uppercut
- To do diagonal super jump from the ground. Input Down, Up, Down Left/Right.
- Let go of the D-pad at the right time to preserve momentum
Dive Kick
Can only be performed after when you don't have any extra mid-air jumps.
- Can be cancelled into subweapon
- Preserves momentum
- Helps eliminate landing recovery if timed properly
- Enables other aerial action such as another dive kick or another super jump.
- You will slide across the floor if you do it after a Front Kick.
- Input is preserved for long enough to allow you to go into a high jump afterwards
Slide
Optimal movement. Timing the input near the recovery animation to chain slides tends to be better than mashing.
- Needs the right spacing for it to kill enemies
- Ideal movement when you cast Level 3 Fireball
- Input is preserved for long enough that you can chain this into an uppercut if you do it to go off the edge of a platform
Area Strats
Entrance
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.
Alchemy Lab
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.
Boss Strats
Slogra & Gaibon
There are essentially 3 viable strategies you can use depending on your skill level:
- Dragonbreath Spell
- Guardian Knuckle Combo
- Axe + Uppercut
Olrox
Seryuu is the go-to strategy here
Hippogryph
To improve your chances of getting a quick kill, hold the Jump button after the uppercut, this will make Maria "float" for a little while, improving damage output from Four Beasts and the Book.
Skeleton Leader Enter the boss room with a flying kick to trigger the fight as quickly as possible then just use two books while Four Beasts is still active and keep kicking him until the fight is over.
Karasuman
You can get a faster kill by using the Book and quickly doing the Dragonbreath Spell
Lesser Demon
You can either use the book with Four Beasts or throw two crosses from a specific spot.
Scylla
Wyrm - Cross is faster Body - Level 4 shot typically kills her, but if it doesn't you just need to use subweapon
Cerberus