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Castlevania Speedrunning β

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Cv4/tricks

1,972 bytes added, 21:09, 8 May 2019
Basics and Simple Tricks
*Simon can whip in 8 directions
*Unless it can't be avoided, always try to jump when you want to whip to prevent slowing down
*Whip animation uses 12 frames till the whip is out and does damage. It will be out for 12 more frames but can always be canceled by a limp whip.
*Whip Damage
(To see hit-boxes and damage done in the game use Bizhawk. It will come with a demo Lua script you can load into the console)
 
[[File:HitboxViewing.png | 200px]]
=== Limp Whip ===
*Holding the whip button allows your whip to go limp. If you hold any direction while whipping it will go into limp state faster. In this state, the whip will do less damage. This can be useful in a few different scenarios.
=== Subweapons ===
*It is worth noting that the holy water is very effective against many of the bosses. However, the cross is hands down the most useful subweapon for speedrunning.
*The cross acts like a boomerang and upon reaching the end of the screen it will reverse direction. By moving Simon forward, you can extend the cross' range and it also becomes twice as effective because it can hit enemies going forward and backwards.
 
Properties:
 
*Dagger Damage 32
*Axe Damage 48
*HolyWater Damage48
*Cross Damage 48
 
After hitting a Enemy/Candle you can't hit a other one for 17 frames with any cross on the screen. It is possible to cancel imported cross hits out with a wrong crosses on screen.
The whip seems to have his own frame window also made out of 17 frames where it can't hit. The whip does also stun most enemies for more or less 15 frames.
 
*StopWatch
=== Jumping ===
*When you jump down from a ledge that's at least 2 blocks high, you are forced into a crouching state. You can avoid this by just jumping. Every time you jump means one less frame you would have to crouch. Walking off usually avoids this crouching state entirely, but wastes a couple of frames.
*It is possible to jump while using a subweapon. If you land while throwing one, you can jump immediately without losing any time.
*Stairs slow you down, therefore, as little time as possible should be spent Jumping does have less frames then walking and can reduce lag on themsome screens.
=== Damage Boosting ===
*Simon can only move so fast, but the game will move him a bit faster whenever he takes damage.*After a damage boost you will be invincible for 80 frames. It can be used to walk over spikes and will help reducing lag on some screen since your Sprite does not need to be drawn every frame. The counter is at CPU-bus: 0x0000bc === Stairs ===*Stairs slow you down, therefore, as little time as possible should be spent on them.
=== Powerups ===
 
* Whipupgrade: This does waste time to collect but as you see in a low% run you will lose time after.
* Hearts: For the love of subweapon use.
* Multiplayer: Hit 10 things with a subeweapon. Have more then 8 hearts and they will drop instead of a small heart. Whip upgrades do have priority over multiplayer. You can find them in walls too. In more techinical therms. On the S-CPU bus at 0x0013c6 is a counter that counts up every time you hit a enemy/candle with a sub weapon. When you reach A (Dec 10) and the heart count is 8 or more the next candle with a small heart will drop a multiplayer. Also hitting a small heart with a subweapon with count 9 will drop one.
* Orb: Round Shiny and finishes most stages.
* Money bags: They don't slow you down what is strange ^^
* One Up: Can be found in a wall 6-3-3 or behind a pillar in the water-slide 2-3-2. It does the same thing as earning 20 000 or 70 000 pints but without the points.
== Ring Glitch/Trick ==