SOTN/Richter

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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

Special Moves

SotnArislash.gif

Move !Input Damage Total frames Invincible frames Notes
Airslash / Blade Dash SotnArrowU.pngSotnArrowD.pngSotnArrow3.png+ ATK 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.
Move !Input Damage Total frames Invincible frames Notes
Uppercut SotnArrowD.pngSotnArrowU.png + JMP 80 46 0 Cannot execute special moves for 4 frames after ceiling bonk. Up input can be a diagonal when airborne.
Move !Input Damage Total frames Invincible frames Notes
Slide SotnArrowD.png(hold) + JMP 20 46 0 Can be chain-canceled into itself after 14 frames.
Move !Input Damage Total frames Invincible frames Notes
Slide Kick / Vault Kick SotnArrowD.png(hold) + JMP + JMP 20 46 0 Hold ATK to perform a backflip after hit. Hold ATK + JMP to perform a high backflip after hit.

Techniques

Move !Input Notes
Rising Airslash SotnArrowU.pngSotnArrowD.pngSotnArrow3.png+ JMP + ATK Removes direction lock state.
Move !Input Notes
Instant Airborne Airslash SotnArrowU.pngSotnArrowD.pngSotnArrow3.png+ NEUTRAL + JMP + ATK You can adjust height with the gap between jump and attack.
Move !Input Alternative Input Notes
Sliding Airslash SotnArrowU.pngSotnArrowD.pngSotnArrow3.png(hold) + JMP + ATK SotnArrowU.png+SotnArrowD.png(hold) + JMP + SotnArrow3.png + ATK 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