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SOTN

110 bytes added, 13:58, 13 June 2018
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The Castlevania: Symphony of the Night( or simply SOTN) speedruns focus on movement and efficient combat. Alucard, Richter and Maria have their own separate categories and unique playstyles. The runs feature heavy usage of many mobility-based special abilities with complex, fighting game style inputs.
 
== Input Reader ==
 
The game requires every direction of a motion to be inputted exactly, no input approximation is included in the engine. For example J+874126+J would result in a failed wingsmash due to the missing 3 diagonal. An exception is the summon spirit spell, which works if you simply return to neutral after pressing the back direction instead of pressing forward.
 
Special move inputs are non exclusive and can be buffered into each other or from other actions. For example a jump can be inserted into the airslash move input just before pressing attack: 823+jump+attack
 
Inputs are buffered for 15 frames or 1/4s.
 
Some character states can ignore inputs or clear the input buffer entirely.
 
== Timing ==
 
All categories are timed in RTA. Time starts upon gaining character control and ends at final boss death. Runs are submitted with second accuracy with the exception of top times. Guide for precise run timing: '''https://www.speedrun.com/sotn/guide/eho60'''
== Alucard ==
[[SOTN Maria All Bosses | All Bosses]]
 
== Input Reader ==
 
The game requires every direction of a motion to be inputted exactly, no input approximation is included in the engine. For example J+874126+J would result in a failed wingsmash due to the missing 3 diagonal. An exception is the summon spirit spell, which works if you simply return to neutral after pressing the back direction instead of pressing forward.
 
Special move inputs are non exclusive and can be buffered into each other or from other actions. For example a jump can be inserted into the airslash move input just before pressing attack: 823+jump+attack
 
Inputs are buffered for 15 frames or 1/4s.
 
Typically moves require pressing the activation button at least one frame after completing the motion input.
 
Some character states can ignore inputs or clear the input buffer entirely.
 
== Timing ==
 
All categories are timed in RTA. Time starts upon gaining character control and ends at final boss death. Runs are submitted with second accuracy with the exception of top times. Guide for precise run timing: '''https://www.speedrun.com/sotn/guide/eho60'''
== Version Differences for main Alucard and Richter categories==
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