Difference between revisions of "SOTN/Richter"

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(Created page with "{| class="wikitable floatright" !colspan="2"|Richter Belmont |- !colspan="2"|180px |- |rowspan="2"|platforms |XBLA |- |PlayStation |- |rowspan="2"|cat...")
 
m (SestrenExsis moved page SOTN Richter to SOTN/Richter: Use SOTN namespace)
 
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{| class="wikitable floatright"
+
{| class="infobox"
!colspan="2"|Richter Belmont
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!colspan="2" style="text-align: center;"|'''''Richter Belmont'''''
 
|-
 
|-
 
!colspan="2"|[[file:sotnRichter.png|180px]]
 
!colspan="2"|[[file:sotnRichter.png|180px]]
 
|-
 
|-
|rowspan="2"|platforms
+
|rowspan="2"|'''platforms'''
 
|XBLA
 
|XBLA
 
|-
 
|-
 
|PlayStation
 
|PlayStation
 
|-
 
|-
|rowspan="2"|categories
+
|rowspan="2"|'''categories'''
 
|Any%
 
|Any%
 
|-
 
|-
 
|All Bosses
 
|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.
  
  
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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.
 +
 +
== Special Moves ==
 +
[[file:SotnArislash.gif]]
 +
{| class="wikitable"
 +
!width="140"|Move
 +
!width="340"|Input
 +
!Damage
 +
!Total frames
 +
!Invincible frames
 +
!Notes
 +
|-
 +
|style="background-color:#252525;"|Blade Dash / Airslash
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|style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]][[file:Ps1s.png]]
 +
|style="background-color:#252525;"|80
 +
|style="background-color:#252525;"|34
 +
|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.
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|-
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|style="background-color:#252525;"|Uppercut
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|style="background-color:#252525;"|[[file:D.png]][[file:U.png]][[file:Ps1x.png]]
 +
|style="background-color:#252525;"|80
 +
|style="background-color:#252525;"|46
 +
|style="background-color:#252525;"|0
 +
|style="background-color:#252525;"|Cannot execute special moves for 4 frames after ceiling bonk. Up input can be a diagonal when airborne.
 +
|-
 +
|style="background-color:#252525;"|Slide
 +
|style="background-color:#252525;"|[[file:D.png]](hold)[[file:Ps1x.png]]
 +
|style="background-color:#252525;"|20
 +
|style="background-color:#252525;"|46
 +
|style="background-color:#252525;"|0
 +
|style="background-color:#252525;"|Can be chain-canceled into itself after 14 frames.
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|-
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|style="background-color:#252525;"|Slide Kick / Vault Kick
 +
|style="background-color:#252525;"|[[file:D.png]](hold)[[file:Ps1x.png]][[file:Ps1x.png]]
 +
|style="background-color:#252525;"|20
 +
|style="background-color:#252525;"|46
 +
|style="background-color:#252525;"|0
 +
|style="background-color:#252525;"|Hold [[file:Ps1s.png]] to perform a backflip after hit. Hold [[file:Ps1s.png]] + [[file:Ps1x.png]] 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:U.png]][[file:D.png]][[file:Df.png]][[file:Ps1x.png]][[file:Ps1s.png]]
 +
|style="background-color:#252525;"|
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|style="background-color:#252525;"|While airborne. Removes direction lock state.
 +
|-
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|style="background-color:#252525;"|Instant Airborne Airslash
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|style="background-color:#252525;"|[[file:U.png]][[file:D.png]][[file:Df.png]][[file:N.png]][[file:Ps1x.png]][[file:Ps1s.png]]
 +
|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:U.png]][[file:D.png]][[file:Df.png]](hold)[[file:Ps1x.png]][[file:Ps1s.png]]
 +
|style="background-color:#252525;"|[[file:U.png]][[file:D.png]](hold)[[file:Ps1x.png]][[file:Df.png]][[file:Ps1s.png]]
 +
|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 ==
 +
*[[SOTN Richter Any%|Any%]]
 +
*[[SOTN Richter All Bosses | All Bosses]]
 +
 +
== Video Tutorials ==
 +
* [https://youtu.be/0q7-q69c2po Richter Mechanics Guide by Rasha]
 +
* [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)]
 +
* [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"
 
{| class="wikitable"
 
!colspan="2"|horizontal speed values
 
!colspan="2"|horizontal speed values
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|4.5
 
|4.5
 
|}
 
|}
 
 
== Special Moves ==
 
 
{| class="wikitable"
 
!Move
 
!Input
 
!Total frames
 
!Invincible frames
 
!Speed
 
|-
 
|airslash/bladedash
 
|uddf+atk
 
|35
 
|33
 
|3.5 avg
 
|}
 
== Tricks ==
 
== Categories ==
 

Latest revision as of 19:03, 25 November 2023

Richter Belmont
SotnRichter.png
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.


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

SotnArislash.gif

Move Input Damage Total frames Invincible frames Notes
Blade Dash / Airslash U.pngD.pngDf.pngPs1s.png 80 34 33 Ignores airslash motion inputs for 18 frames. Can be chained when airborne. Can jump in a 6 frame window after an airslash.
Uppercut D.pngU.pngPs1x.png 80 46 0 Cannot execute special moves for 4 frames after ceiling bonk. Up input can be a diagonal when airborne.
Slide D.png(hold)Ps1x.png 20 46 0 Can be chain-canceled into itself after 14 frames.
Slide Kick / Vault Kick D.png(hold)Ps1x.pngPs1x.png 20 46 0 Hold Ps1s.png to perform a backflip after hit. Hold Ps1s.png + Ps1x.png to perform a high backflip after hit.

Techniques

Move Input Alternate Input Notes
Rising Airslash U.pngD.pngDf.pngPs1x.pngPs1s.png While airborne. Removes direction lock state.
Instant Airborne Airslash U.pngD.pngDf.pngN.pngPs1x.pngPs1s.png You can adjust height with the gap between jump and attack.
Sliding Airslash U.pngD.pngDf.png(hold)Ps1x.pngPs1s.png U.pngD.png(hold)Ps1x.pngDf.pngPs1s.png Slide off a ledge and airslash immediately after. Can slide in one direction and airslash the opposite way.

Skips

Categories

Video Tutorials

Speed Values

horizontal speed values 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