Difference between revisions of "SOTN/Maria"
From Castlevania Speedrunning
TalicZealot (talk | contribs) |
TalicZealot (talk | contribs) |
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|style="background-color:#252525;"| Must be in the air and have executed all remaining jumps. | |style="background-color:#252525;"| Must be in the air and have executed all remaining jumps. | ||
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+ | *Kicking after divekick extends the horizontal momentum. | ||
== Skips == | == Skips == |
Revision as of 01:24, 17 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
Move | Input | MP cost | Damage | Total frames | Invincible frames | Notes |
---|---|---|---|---|---|---|
Front Kick | + KICK | 1 | 45 | 60 | 0 |
Move | Input | MP cost | Damage | Total frames | Invincible frames | Notes |
---|---|---|---|---|---|---|
Uppercut | + JMP | 2 | 80 | 46 | 0 |
Move | Input | MP cost | Damage | Total frames | Invincible frames | Notes |
---|---|---|---|---|---|---|
Slide | (hold) + JMP | 1 | 20 | 39 | 0 | Can be chained after 27 frames. |
Move | Input | MP cost | Damage | Notes |
---|---|---|---|---|
Byakko | + SHOT | 30 | 40 |
Move | Input | MP cost | Damage | Notes |
---|---|---|---|---|
Guardian Knuckle | + SHOT | 12 | 50 |
Move | Input | MP cost | Damage | Notes |
---|---|---|---|---|
Seiryuu | + ATK | 35 | 25 |
Move | Input | MP cost | Notes |
---|---|---|---|
Four Beasts | (Charge)+ + ATK | 43 | Doubles the damage of Front Kick, Uppercut and Slide. |
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 |