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Alucard -
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Full Name: Adrian Farenheights Tepes |
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Main Weapon: Fists & Flying Kick | |
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Weapon Power-Up: Click here for Alucard's full list | |
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Alternate Weapons: Click here for Alucard's full list | |
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Sub-Weapon Power-Up: None | |
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Starting Abilities: Back Dash | |
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Gained Abilities: He can transform into a bat, a wolf or mist. Too, he'll learn to double jump, jump kick, super jump, and use a variety of spells | |
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Armor: Click here for Alucard's full list |
Limitations
![]() Alucard
is very different than you'll remember from his Dracula's Curse
stint: He's faster, stronger, more agile and utterly controllable. His
rather weak fists act as his main offense, and his normal defense is only
standard. Though, he'll collect hundreds of swords, clubs, throwing weapons,
armor/gear utilities, etc. that will help to increase all of his attributes
exponentially. Both his health and magical power are measured by respective
meters, and both can be increased in potency by the gaining of levels
and through the location of power-ups. He'll also collect relics that
will allow him to change form, from a bat, to a wolf, to a mist cloud
(regular and poison);
some that afford him special moves, like the double jump; some that conjure
familiars; and others t hat
offer unique abilities, such as the power to walk within water. If
that's not enough: He can learn several deadly spells and those with the
propensity to heal. Finally, Alucard can use nine sub-weapons (six typical
and three unique) to supplement his sizable arsenal.
Click here
for Alucard's full bio. |
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Richter Belmont -
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Full Name: Richter C. Belmont |
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Main Weapon: Vampire Killer Whip | |
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Weapon Power-Up: Flame Whip | |
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Alternate Weapons: None | |
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Sub-Weapon Power-Up: Item-crash | |
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Starting Abilities: Richter can run; backflip; slide kick (combo with repeated slides); air-dash; and super jump. Also, he can brandish the whip, flailing it wildly |
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Gained Abilities: None | |
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Armor: None |
Limitations
On
the surface, Richter is very much similar to his Dracula X counterparts,
but he's much more equipped than you'd think. He's still bound to whipping
in two directions, but he has two alternate methods: He can call forth
a long-lasting flame power if no sub-weapon is equipped, and he can now
brandish the whip as Simon could in Super
Castlevania IV. While he retains the defensive backflip, he can now
pull off all of the moves you see listed under "Special Abilities."
These slide, dash and super jump techniques are necessary to Richter because
in addition to acting as offensive moves, they supply him accessibility
where the game wasn't made with a traditional hero in mind; only by mastering
these moves can he complete his mission. Richter has available all of
the same nine sub-weapons, three of which (bibuti, aguen and rebound stone)
are new to him; unlike Alucard, Richter can amplify the effect of each
sub-weapon by utilizing the all-powerful item-crash ability. Richter is
indeed powerful, and hardly any boss short of Galamoth is a real match
for him. Click
here for Richter's
full bio. |
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Maria -
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Full Name: Maria Renard |
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Main Weapon: Energy Ball | |
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Weapon Power-Up: None | |
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Alternate Weapons: Sweeping, jump, and side kicks | |
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Sub-Weapon Power-Up: Item-crash | |
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Starting Abilities: Maria can back dash; triple jump; roll and tumble; execute a super-dash kick; throw a flaming punch; and conjure her animal friends |
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Gained Abilities: None | |
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Armor: None |
Limitations
Maria
has certain advantages and disadvantages that can make her a pleasure
to play only when offense isn't required. Maria suffers in combat because
her energy ball and kicks are weak, even when used for maximum effect;
even though the energy ball can be charged, it takes time and then precision
to hit the attack. Her special offensive moves require button combinations
and thus also suffer. In terms of movement, she's equal to Richter in
speed and in normal jumping. Whereas Richter has a sliding move, Maria
has the roll and tumble (carried over from her Rondo days) for
increased speed. She borrows moves from the other two, as well, like the
super jump, the jump kick and the back-dash. Beyond that, it's all positive
in her favor: (1) She can triple jump, which makes her a platforming master--something
Richter and Alucard aren't at their most basic. (2) She can use summoning
spells for some overwhelming attacks. (3) She's tougher than Richter because
she's more durable against tough enemies. And (4) Maria uses most sub-weapons
in bunches for a more effective onslaught; also, she can carry more hearts
than Richter, which makes the sub-weapon use even more potent even though
her usage consumption is greater.
Click here
for Maria's full bio. |
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