Damage Stacking in Castlevania: Harmony of Dissonance (GBA) - A Wild Glitch Appears!
The Damage Stacking Glitch is an incredibly useful exploit in Castlevania: Harmony of Dissonance for the Game Boy Advance. It essentially allows you to deal damage on EVERY FRAME of certain attacks, which will absolutely melt larger enemies and bosses.
Essentially, attacks in CV HoD have cooldown timers that will prevent those attacks from dealing multiple instances of damage until that timer ends. In other words, if you hit an enemy with an attack, that attack will only damage the enemy ONCE until the cooldown ends. In other words, ONE whip strike deals damage ONCE. It's also why the cross will deal damage ONCE every 12 frames or so, instead of every possible frame.
However, the game really only keeps track of TWO of your attack timers at once, so if you can overlap three damaging attacks on a single enemy, the third attack will deal damage every frame! Furthermore, a standing or jumping whip strike is technically different from a dashing whip strike.
So, if you hit an enemy with a sub-weapon such as the axe or the cross, then immediately short hop whip, then dash whip as soon as you land, you can overlap three different attacks, and your third hit will deal damage every frame.
There are MULTIPLE WAYS to perform the damage stacking glitch. Here's an old TUMBLR post explaining it pretty good - https://www.tumblr.com/sepyana/755964273823465472/harmony-damage-glitchstacking-guide
I learned this trick from a cool speedrunner with a cool voice named @JupiterClimb - • Harmony of Dissonance Intended% Speedrun
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