Difference between revisions of "SOTN/Richter"
From Castlevania Speedrunning
TalicZealot (talk | contribs) |
TalicZealot (talk | contribs) |
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|style="background-color:#252525;"|Airslash / Blade Dash | |style="background-color:#252525;"|Airslash / Blade Dash | ||
− | |style="background-color:#252525;"|[[file:SotnArrowU.png]] | + | |style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]]+ <span style=" |
color: white; | color: white; | ||
font-weight: bold; | font-weight: bold; | ||
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|- | |- | ||
|style="background-color:#252525;"|Uppercut | |style="background-color:#252525;"|Uppercut | ||
− | |style="background-color:#252525;"|[[file:SotnArrowD.png]] | + | |style="background-color:#252525;"|[[file:SotnArrowD.png]][[file:SotnArrowU.png]] + <span style=" |
color: white; | color: white; | ||
font-weight: bold; | font-weight: bold; | ||
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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;"|Cannot execute special moves for 4 frames after ceiling bonk. | + | |style="background-color:#252525;"|Cannot execute special moves for 4 frames after ceiling bonk. Up input can be a diagonal when airborne. |
|} | |} | ||
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!Move | !Move | ||
!Input | !Input | ||
− | |||
− | |||
− | |||
!Notes | !Notes | ||
|- | |- | ||
|style="background-color:#252525;"|Rising Airslash | |style="background-color:#252525;"|Rising Airslash | ||
− | |style="background-color:#252525;"|[[file:SotnArrowU.png]] | + | |style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]]+ <span style=" |
color: white; | color: white; | ||
font-weight: bold; | font-weight: bold; | ||
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-1px 1px 0 #000, | -1px 1px 0 #000, | ||
1px 1px 0 #000; ">ATK</span> | 1px 1px 0 #000; ">ATK</span> | ||
− | |||
− | |||
− | |||
|style="background-color:#252525;"|Removes direction lock state. | |style="background-color:#252525;"|Removes direction lock state. | ||
|} | |} | ||
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!Move | !Move | ||
!Input | !Input | ||
− | |||
− | |||
− | |||
!Notes | !Notes | ||
|- | |- | ||
|style="background-color:#252525;"|Instant Airborne Airslash | |style="background-color:#252525;"|Instant Airborne Airslash | ||
− | |style="background-color:#252525;"|[[file:SotnArrowU.png]] | + | |style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]]+ <span style=" |
color: white; | color: white; | ||
font-weight: bold; | font-weight: bold; | ||
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-1px 1px 0 #000, | -1px 1px 0 #000, | ||
1px 1px 0 #000; ">ATK</span> | 1px 1px 0 #000; ">ATK</span> | ||
− | |||
− | |||
− | |||
|style="background-color:#252525;"|You can adjust height with the gap between jump and attack. | |style="background-color:#252525;"|You can adjust height with the gap between jump and attack. | ||
|} | |} | ||
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!Input | !Input | ||
!Alternative Input | !Alternative Input | ||
− | |||
− | |||
− | |||
!Notes | !Notes | ||
|- | |- | ||
|style="background-color:#252525;"|Sliding Airslash | |style="background-color:#252525;"|Sliding Airslash | ||
− | |style="background-color:#252525;"|[[file:SotnArrowU.png]] | + | |style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]](hold) + <span style=" |
color: white; | color: white; | ||
font-weight: bold; | font-weight: bold; | ||
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-1px 1px 0 #000, | -1px 1px 0 #000, | ||
1px 1px 0 #000; ">ATK</span> | 1px 1px 0 #000; ">ATK</span> | ||
− | |||
− | |||
− | |||
|style="background-color:#252525;"|Slide off a ledge and airslash immediately after. Can slide in one direction and airslash the opposite way. | |style="background-color:#252525;"|Slide off a ledge and airslash immediately after. Can slide in one direction and airslash the opposite way. | ||
|} | |} |
Revision as of 07:45, 15 June 2018
Richter Belmont | |
---|---|
platforms | XBLA |
PlayStation | |
categories | Any% |
All Bosses |
Richter speedruns revolve around execution. This page includes information on the character, his special moves and some of the advanced tricks that can be performed.
Contents
Character Information
- Base Hit Points: 50
- HP gained per HP Max UP: 10
- Defense: 0
- Second castle damage multiplier: 2x
Special Moves
Move | Input | Damage | Total frames | Invincible frames | Notes |
---|---|---|---|---|---|
Uppercut | + JMP | 80 | 46 | 0 | Cannot execute special moves for 4 frames after ceiling bonk. Up input can be a diagonal when airborne. |
Move | Input | Damage | Total frames | Invincible frames | Notes |
---|---|---|---|---|---|
Slide | (hold) + JMP | 20 | 46 | 0 | Can be chain-canceled into itself after 14 frames. |
Techniques
Move | Input | Notes |
---|---|---|
Rising Airslash | + JMP + ATK | Removes direction lock state. |
Move | Input | Notes |
---|---|---|
Instant Airborne Airslash | + NEUTRAL + JMP + ATK | You can adjust height with the gap between jump and attack. |
Skips
Categories
Video Tutorials
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.1 Basic Richter Mechanics)
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.2 Richter Basic Mechanics Addendum)
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.2 Richter Intermediate Mechanics)
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.3.1 Richter Advanced Mechanics)
Speed Values
horizontal speed values | vertical speed values | ||
---|---|---|---|
walking | 1.25 | uppercut with scroll lock | 4.0 UP |
damage boost | 1.25 | damage boost TOP | 3.0 UP |
jumping | 1.25 | jump TOP | 5.8 UP |
uppercut | 1.25 | uppercut | 7.5 UP |
backflip | 1.5 | backflip TOP | 4.5 UP |
run | 2.3 | ||
fall | 0.8 | falling TOP | 7.0 DOWN |
blade dash TOP | 5.2 | ||
slide TOP | 5.8 | zipping | 32.0 DOWN |
slide kick TOP | 6.1 | slide kick flip TOP | 4.8 UP |
blade dash optimal AVERAGE | 3.5 | ||
slide optimal AVERAGE | 4.5 |