Difference between revisions of "Cv4/stage5"
From Castlevania Speedrunning
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*At 0:12 you can avoid spawning the other fireball by having very tight jumps here so the camera doesn't scroll (optional) | *At 0:12 you can avoid spawning the other fireball by having very tight jumps here so the camera doesn't scroll (optional) | ||
*At 0:48 to jump without stopping the first jumps are achieved by doing two 1-2f jump + whips in succession. This is not required however. You can achieve this with and a full jump + whip and 1-2f jump + whip . | *At 0:48 to jump without stopping the first jumps are achieved by doing two 1-2f jump + whips in succession. This is not required however. You can achieve this with and a full jump + whip and 1-2f jump + whip . | ||
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+ | == Backups== | ||
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+ | {{#ev:youtube|3nRBa7EtpF8|560}} | ||
+ | '''Notes:''' | ||
+ | *Safe 5-2: this is an option if you take too many hits on the previous screen and cannot take the full damage boosts. This can alternatively be used as a safer way to get through the section. | ||
+ | *Optimal 5-2: this allows you to proceed like normal but you forgo the extra skeleton d-boost. This works only if you take 1 extra hit on the previous screen. |
Revision as of 16:02, 19 May 2023
Game | Super Castlevania IV |
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Level sections | 5-1, 5-2 |
Level name | Courtyard |
Previous level | Stage 4 |
Next level | Stage 6 |
Contents
Overall
- Harpies are random.
- Your hearts carry over into stage 6 since there is no stage boss. It is good to grab at least 10~20 hearts leaving.
- Your heart pickups here are not strict as you mainly need 6 to 10 for the beginning of stage 6 (strats depending) and can grab more later in 6-2.
Safe Route
Optimal Route
Notes:
- At 0:01 It is best to throw 2 sets of crosses in a triforce pattern to take care of any harpie spawns at ground level. Any patterns above is all reaction.
- At 0:11 whipping up hits the bone pillar above and reduces the amount of fireballs he shoots to 1. Each fireball on the screen causes a little lag.
- At 0:12 you can avoid spawning the other fireball by having very tight jumps here so the camera doesn't scroll (optional)
- At 0:48 to jump without stopping the first jumps are achieved by doing two 1-2f jump + whips in succession. This is not required however. You can achieve this with and a full jump + whip and 1-2f jump + whip .
Backups
Notes:
- Safe 5-2: this is an option if you take too many hits on the previous screen and cannot take the full damage boosts. This can alternatively be used as a safer way to get through the section.
- Optimal 5-2: this allows you to proceed like normal but you forgo the extra skeleton d-boost. This works only if you take 1 extra hit on the previous screen.