Difference between revisions of "Cv1/level4"
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First single jump and throw a holy water right before the middle of the this column. | First single jump and throw a holy water right before the middle of the this column. | ||
− | [[File: | + | [[File:Stage11_1.png|250px]] |
Second single jump and whip right before the start of this column. | Second single jump and whip right before the start of this column. | ||
− | [[File: | + | [[File:Stage11_2.png|250px]] |
For the first double pair jump and throw a water then jump and whip. | For the first double pair jump and throw a water then jump and whip. | ||
− | [[File: | + | [[File:Stage11_3.png|250px]] [[File:Stage11_4.png|250px]] |
Next single jump and whip here. | Next single jump and whip here. |
Revision as of 02:52, 5 October 2021
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Game | Castlevania |
---|---|
Level sections | Stage 10, Stage 11, Stage 12 |
Level name | 4 |
Previous level | Level 3 |
Next level | Level 5 |
Contents
[Show/Hide] Stage 10
Stage 10
Beginner route
If you want to hold off on learning cave skip, the cave is somewhat straight forward. Simon will land and clunk, holding right to keep moving to the right - jump from the first platform to the second. The candle above the second platform will have a watch, this is useful to get in the habit of grabbing the watch for the cave skip but also to make the level easier.
Jump from the platform to the moving platform and watch for fishmen and bats. If you move consistently from the clunk, you should just beat the fishmen and bats on the moving platform if you keep moving the fishmen will jump up from below behind you and as you approach the gap in between the platforms a bat will appear from the right. This bat as long as you are not jumping should appear at Simon's level and is easy to jump in stride.
Jump up to the next two platforms, once you get to the highest one, break the second candle for the holy water. Drop down to the low platform, wait for the moving platform and whip the first bat that appears. Jump out to the moving platform, if you may or may not have another bat appear mid-jump or a fishman jump out of the water - be prepared, the pattern should be consistent but can be slightly different based on frames lost.
Crouch down so you don't get knocked off of the moving platform by the hanging rocks, and watch for a bat to spawn from the right whip it once you can. Then jump up to the small elevated platform. Wait for the next moving platform, whip any fishmen that pose a threat, get on the moving platform and duck under the next hanging rocks.
The moving platform will move towards another moving platform, jump up to that platform, whip the first candle you come to for five hearts and then throw a holy water at the next candle to get the whip upgrade if you do not have it already. Then jump to the next platform, and the following platform. There is a super troll-y bat after this platform - you can jump and whip or throw a water at it of just wait till it passes over Simon.
Jump from that platform to ground and then jump up the platforms to reach the stairs and exit the cave.
Cave Skip
Once Simon lands, he will clunk. You need to wait for Simon to stand and then do 3 whips. The purpose of the whips is to lose 66 frames each whip is 22 frames. Whip while holding right, this will take some practice and while you can technically still make the moving platform by whipping once then taking a step, and doing this three times - it may be tough to catch the platform.
Immediately after the third whip you want to jump and whip the candle in front of you to get the big heart, jump and whip to the next platform to pick up the watch and jump onto the moving platform. If you are having issues making this platform check that you are not spamming the whip button at the 3 whip pause buffer (this requires decent whip rhythm) or not trying to jump to the moving platform too early.
Ride the moving platform, jump and whip the second candle to get another big heart, and jump to the next platform. Walk right and jump up and whip the second candle. You want to whip as you are falling down through the candle so that you do not collect the long whip upgrade. As you reach the ground jump up and activate the watch. The visual cue here is the fishman jumping up out of the water behind you. You want to activate the watch when you see the bottom of his feet right above the candle flame. There are two pixels that you have hit the set up correctly and you do not have to pause buffer to try and save the cave skip.
Pixel 1 - note the fishman's feet are right on the flames
Pixel 2 - note there is a single pixel between the bottom of his feet and the top of the flames
If you have done that correctly when you activate the watch there will not be a bat in front of you. Jump over the pit and jump up the platforms. As you jump to the highest platform walk to about the midpoint of the platform and activate the watch as the bat swoops down and the fishman pops up. You will whip the fishman and the candle, collect the holy water and be able to walk and jump out over the bat to damage boost into the rock platforms that normally only the fishmen are able to access.
Once you land on the first rock platform jump to second platform below that one. Then you can take a step and throw a holy water to hit the fishman that pops up to the fourth platform or you can jump whip the fishman (note video shows the jump whip).
Jump up from the fourth to the fifth platform (the highest one in the ceiling platforms) jump from the fifth to the sixth and the sixth to the eighth skipping the seventh lower platform. Pause there and wait for the moving platform to move below you, drop down, Simon will clunk - you have to wait till he comes out of that animation to jump to the next moving platform otherwise your input will get eaten. After jumping up whip the next candle to get a big heart, then throw a water at the next candle to get the long whip upgrade.
Jump from the moving platform to the next platform, as you jump from that platform to the next do a delayed water throw to hit the bat, then jump from the final platform to the ground. Jump up the elevated platforms to get to the stairs and exit the cave.
Cave Skip Saves
If you mess up the watch activation and you see the fishman's feet not on the right pixels you can save the cave skip.
NOTE: will expand this section further
Generally if you are early (the fishman is not above the candle fully) it is more difficult to save this but you pause buffer - I've (KCR experience results may vary lol) found that I pause and say to myself "crap" and sometimes I can save this, you'll only find out once you get to the top platform to do the second watch activation.
If you're late on the first activation (fishman's feet are more than the 2 pixels above the candle flame) then I find its a much quicker pause buffer.
All in all - the pause buffer is something that you have to get a feel for - you might as well attempt if you miss the set up.
[Show/Hide] Stage 11
Stage 11 Fleaman Alley
As you come up the stairs hold right, during stage 11 you can get consistent patterns but this requires not losing frames, so it is important to make sure you're heading right immediately.
Long Whip
The overall pattern of stage 11 is:
single single double single double single double single single
single meaning a single bird with a fleaman and then a space double meaning two birds with two fleamen closely appearing
Easiest way to approach this is to jump and whip or jump and throw a holy water - your visual cues can be the background, I also like to have jumps to help me space the throws/whips correctly. Additionally, you want to practice the jumping so you can jump over any drops.
First single jump and throw a holy water right before the middle of the this column.
Second single jump and whip right before the start of this column.
For the first double pair jump and throw a water then jump and whip.
Next single jump and whip here.
Next double throw a delayed water and the jump and whip here.
Next single jump and whip here.
Next double throw a water and then jump whip here.
Next single jump and whip here.
Final single jump and throw a water here.
For the bone dragon, if you have a heart leftover jump and throw a water at him - this will ensure you get a double shot from the next candle.
[Show/Hide] Stage 12
Simple
Recommended to newcomers
(Video link)
- Standing whip buffer for bone dragon
Optimal
(Video link)
- Show both ways in the video, the while falling whip and the pause buffer. Both are fine, it boils down to preference, although with the pause buffer you risk adding an extra tick on the IGT after the orb grab, in certain scenarios.
- Point out that the big candle should be skipped optimally as it can cause lag (show the heart being grabbed with the pause buffer clip, it being ignored and already having 2 hearts with the landing whip clip)
Backups
Death Recovery
(Video link)
- Smooth way of recovering from death and picking up the dagger
[Show/Hide] Igor and Frankenstein's Monster
Simple
Recommended to newcomers
(Video link)
- Explanation, standard holy water fight
- Orb grab info, mimic level 1 info
Crit
(Video link)
- Explanation of setup, provide pictures with pixel information, video should show a few timings (or maybe there should be separate videos)
Backups
Axe fight
(Video link)
Dagger fight
(Video link)
Will delete this collapsible once this page is fully done, this video is in the tutorials page anyway
Cave Skip
Tutorial by 2snek