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Castlevania Speedrunning β

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SOTN

95 bytes removed, 20:28, 24 January 2023
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*Whenever Alucard transitions from a ground state to an air state, there is a 7 frame period where he retains some properties of ground state. He can walk, but still has falling speed, and can jump, allowing you to get an extra horizontal boost if a jump is too far to make normally.
*States when the game is frozen and doesn't progress logically also halt the input countdown. Level ups, transition screens and the menu do that. Example: you can do a wing smash input half-way, hold inputs during freeze, then finish the input after the animation.
*Blue doors will allow you to buffer an action but not special moves.
 
*Level Up animation buffers one input and halts buffer decay until the end of the animation. Example: you can do a wing smash input half-way, hold inputs during freeze, then finish the input after the animation.
 
== Timing ==
204
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