Difference between revisions of "SOTN/Richter"
From Castlevania Speedrunning
TalicZealot (talk | contribs) |
TalicZealot (talk | contribs) |
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*Defense: 0 | *Defense: 0 | ||
*Second castle damage multiplier: 2x | *Second castle damage multiplier: 2x | ||
− | + | *Richter can buffer a slide out of red doors. | |
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== Special Moves == | == Special Moves == | ||
[[file:SotnArislash.gif]] | [[file:SotnArislash.gif]] | ||
{| class="wikitable" | {| class="wikitable" | ||
− | !Move | + | !width="140"|Move |
− | !Input | + | !width="340"|Input |
!Damage | !Damage | ||
!Total frames | !Total frames | ||
Line 94: | Line 37: | ||
|- | |- | ||
|style="background-color:#252525;"|Airslash / Blade Dash | |style="background-color:#252525;"|Airslash / Blade Dash | ||
− | |style="background-color:#252525;"|[[file:SotnArrowU.png]] | + | |style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]]+ <span style=" |
color: white; | color: white; | ||
font-weight: bold; | font-weight: bold; | ||
Line 107: | Line 50: | ||
|style="background-color:#252525;"|33 | |style="background-color:#252525;"|33 | ||
|style="background-color:#252525;"|Ignores airslash motion inputs for 18 frames. Can be chained when airborne. Can jump in a 6 frame window after an airslash. | |style="background-color:#252525;"|Ignores airslash motion inputs for 18 frames. Can be chained when airborne. Can jump in a 6 frame window after an airslash. | ||
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|- | |- | ||
|style="background-color:#252525;"|Uppercut | |style="background-color:#252525;"|Uppercut | ||
− | |style="background-color:#252525;"|[[file:SotnArrowD.png]] | + | |style="background-color:#252525;"|[[file:SotnArrowD.png]][[file:SotnArrowU.png]] + <span style=" |
color: white; | color: white; | ||
font-weight: bold; | font-weight: bold; | ||
Line 131: | Line 64: | ||
|style="background-color:#252525;"|46 | |style="background-color:#252525;"|46 | ||
|style="background-color:#252525;"|0 | |style="background-color:#252525;"|0 | ||
− | |style="background-color:#252525;"|Cannot execute special moves for 4 frames after ceiling bonk. | + | |style="background-color:#252525;"|Cannot execute special moves for 4 frames after ceiling bonk. Up input can be a diagonal when airborne. |
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|- | |- | ||
|style="background-color:#252525;"|Slide | |style="background-color:#252525;"|Slide | ||
Line 157: | Line 80: | ||
|style="background-color:#252525;"|0 | |style="background-color:#252525;"|0 | ||
|style="background-color:#252525;"|Can be chain-canceled into itself after 14 frames. | |style="background-color:#252525;"|Can be chain-canceled into itself after 14 frames. | ||
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|- | |- | ||
|style="background-color:#252525;"|Slide Kick / Vault Kick | |style="background-color:#252525;"|Slide Kick / Vault Kick | ||
Line 215: | Line 128: | ||
1px 1px 0 #000; ">JMP</span> to perform a high backflip after hit. | 1px 1px 0 #000; ">JMP</span> to perform a high backflip after hit. | ||
|} | |} | ||
− | == | + | |
+ | == Techniques == | ||
+ | |||
+ | {| class="wikitable" | ||
+ | !width="140"|Move | ||
+ | !width="340"|Input | ||
+ | !width="340"|Alternate Input | ||
+ | !Notes | ||
+ | |- | ||
+ | |style="background-color:#252525;"|Rising Airslash | ||
+ | |style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]]+ <span style=" | ||
+ | color: white; | ||
+ | font-weight: bold; | ||
+ | font-size: 20px; | ||
+ | text-shadow: | ||
+ | -1px -1px 0 #000, | ||
+ | 1px -1px 0 #000, | ||
+ | -1px 1px 0 #000, | ||
+ | 1px 1px 0 #000; ">JMP</span> + <span style=" | ||
+ | color: white; | ||
+ | font-weight: bold; | ||
+ | font-size: 20px; | ||
+ | text-shadow: | ||
+ | -1px -1px 0 #000, | ||
+ | 1px -1px 0 #000, | ||
+ | -1px 1px 0 #000, | ||
+ | 1px 1px 0 #000; ">ATK</span> | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"|Removes direction lock state. | ||
+ | |- | ||
+ | |style="background-color:#252525;"|Instant Airborne Airslash | ||
+ | |style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]]+ <span style=" | ||
+ | color: white; | ||
+ | font-weight: bold; | ||
+ | font-size: 20px; | ||
+ | text-shadow: | ||
+ | -1px -1px 0 #000, | ||
+ | 1px -1px 0 #000, | ||
+ | -1px 1px 0 #000, | ||
+ | 1px 1px 0 #000; ">NEUTRAL</span> + <span style=" | ||
+ | color: white; | ||
+ | font-weight: bold; | ||
+ | font-size: 20px; | ||
+ | text-shadow: | ||
+ | -1px -1px 0 #000, | ||
+ | 1px -1px 0 #000, | ||
+ | -1px 1px 0 #000, | ||
+ | 1px 1px 0 #000; ">JMP</span> + <span style=" | ||
+ | color: white; | ||
+ | font-weight: bold; | ||
+ | font-size: 20px; | ||
+ | text-shadow: | ||
+ | -1px -1px 0 #000, | ||
+ | 1px -1px 0 #000, | ||
+ | -1px 1px 0 #000, | ||
+ | 1px 1px 0 #000; ">ATK</span> | ||
+ | |style="background-color:#252525;"| | ||
+ | |style="background-color:#252525;"|You can adjust height with the gap between jump and attack. | ||
+ | |- | ||
+ | |style="background-color:#252525;"|Sliding Airslash | ||
+ | |style="background-color:#252525;"|[[file:SotnArrowU.png]][[file:SotnArrowD.png]][[file:SotnArrow3.png]](hold) + <span style=" | ||
+ | color: white; | ||
+ | font-weight: bold; | ||
+ | font-size: 20px; | ||
+ | text-shadow: | ||
+ | -1px -1px 0 #000, | ||
+ | 1px -1px 0 #000, | ||
+ | -1px 1px 0 #000, | ||
+ | 1px 1px 0 #000; ">JMP</span> + <span style=" | ||
+ | color: white; | ||
+ | font-weight: bold; | ||
+ | font-size: 20px; | ||
+ | text-shadow: | ||
+ | -1px -1px 0 #000, | ||
+ | 1px -1px 0 #000, | ||
+ | -1px 1px 0 #000, | ||
+ | 1px 1px 0 #000; ">ATK</span> | ||
+ | |style="background-color:#252525;"|[[file:SotnArrowU.png]]+[[file:SotnArrowD.png]](hold) + <span style=" | ||
+ | color: white; | ||
+ | font-weight: bold; | ||
+ | font-size: 20px; | ||
+ | text-shadow: | ||
+ | -1px -1px 0 #000, | ||
+ | 1px -1px 0 #000, | ||
+ | -1px 1px 0 #000, | ||
+ | 1px 1px 0 #000; ">JMP</span> + [[file:SotnArrow3.png]] + <span style=" | ||
+ | color: white; | ||
+ | font-weight: bold; | ||
+ | font-size: 20px; | ||
+ | text-shadow: | ||
+ | -1px -1px 0 #000, | ||
+ | 1px -1px 0 #000, | ||
+ | -1px 1px 0 #000, | ||
+ | 1px 1px 0 #000; ">ATK</span> | ||
+ | |style="background-color:#252525;"|Slide off a ledge and airslash immediately after. Can slide in one direction and airslash the opposite way. | ||
+ | |} | ||
+ | |||
+ | == Skips == | ||
+ | *[[SOTN Keep Skip|Keep Skip]] | ||
+ | |||
== Categories == | == Categories == | ||
+ | *[[SOTN Richter Any%|Any%]] | ||
+ | *[[SOTN Richter All Bosses | All Bosses]] | ||
+ | |||
== Video Tutorials == | == Video Tutorials == | ||
− | Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.1 Basic Richter Mechanics) | + | * [https://youtu.be/L9AOtkhWThQ Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.1 Basic Richter Mechanics)] |
− | + | * [https://youtu.be/xGTiGvbXqWU Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.2 Richter Basic Mechanics Addendum)] | |
− | Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.3.1 Richter Advanced Mechanics) | + | * [https://youtu.be/8pBo0Ozks-o Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.2 Richter Intermediate Mechanics)] |
− | { | + | * [https://youtu.be/EqcV4My9_6g Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.3.1 Richter Advanced Mechanics)] |
+ | |||
+ | == Speed Values == | ||
+ | {| class="wikitable" | ||
+ | !colspan="2"|horizontal speed values | ||
+ | !colspan="2"|vertical speed values | ||
+ | |- | ||
+ | |walking | ||
+ | |1.25 | ||
+ | |uppercut with scroll lock | ||
+ | |4.0 UP | ||
+ | |- | ||
+ | |damage boost | ||
+ | |1.25 | ||
+ | |damage boost TOP | ||
+ | |3.0 UP | ||
+ | |- | ||
+ | |jumping | ||
+ | |1.25 | ||
+ | |jump TOP | ||
+ | |5.8 UP | ||
+ | |- | ||
+ | |uppercut | ||
+ | |1.25 | ||
+ | |uppercut | ||
+ | |7.5 UP | ||
+ | |- | ||
+ | |backflip | ||
+ | |1.5 | ||
+ | |backflip TOP | ||
+ | |4.5 UP | ||
+ | |- | ||
+ | |run | ||
+ | |2.3 | ||
+ | |- | ||
+ | |fall | ||
+ | |0.8 | ||
+ | |falling TOP | ||
+ | |7.0 DOWN | ||
+ | |- | ||
+ | |blade dash TOP | ||
+ | |5.2 | ||
+ | |- | ||
+ | |slide TOP | ||
+ | |5.8 | ||
+ | |zipping | ||
+ | |32.0 DOWN | ||
+ | |- | ||
+ | |slide kick TOP | ||
+ | |6.1 | ||
+ | |slide kick flip TOP | ||
+ | |4.8 UP | ||
+ | |- | ||
+ | |blade dash optimal AVERAGE | ||
+ | |3.5 | ||
+ | |- | ||
+ | |slide optimal AVERAGE | ||
+ | |4.5 | ||
+ | |} |
Revision as of 08:06, 20 June 2018
Richter Belmont | |
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platforms | XBLA |
PlayStation | |
categories | Any% |
All Bosses |
Richter speedruns revolve around execution. This page includes information on the character, his special moves and some of the advanced tricks that can be performed.
Contents
Character Information
- Base Hit Points: 50
- HP gained per HP Max UP: 10
- Defense: 0
- Second castle damage multiplier: 2x
- Richter can buffer a slide out of red doors.
Special Moves
Techniques
Skips
Categories
Video Tutorials
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.1 Basic Richter Mechanics)
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.1.2 Richter Basic Mechanics Addendum)
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.2 Richter Intermediate Mechanics)
- Turbo Tutorials: Castlevania: Symphony of the Night Any% (0.2.3.1 Richter Advanced Mechanics)
Speed Values
horizontal speed values | vertical speed values | ||
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walking | 1.25 | uppercut with scroll lock | 4.0 UP |
damage boost | 1.25 | damage boost TOP | 3.0 UP |
jumping | 1.25 | jump TOP | 5.8 UP |
uppercut | 1.25 | uppercut | 7.5 UP |
backflip | 1.5 | backflip TOP | 4.5 UP |
run | 2.3 | ||
fall | 0.8 | falling TOP | 7.0 DOWN |
blade dash TOP | 5.2 | ||
slide TOP | 5.8 | zipping | 32.0 DOWN |
slide kick TOP | 6.1 | slide kick flip TOP | 4.8 UP |
blade dash optimal AVERAGE | 3.5 | ||
slide optimal AVERAGE | 4.5 |