| Dracula's Curse keeps Castlevania's jump for every character but Grant; the take-off starts the arc at entry 9 of a longer table whose entries from there are Castlevania's 20 rises, 5, 5, 3, 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 1, 0, 0, 0, and 0 px, and the 8 entries before it, 6 then 5 px, carry a fall below the take-off height down to 6 px/frame, where Castlevania falls at 8 px/frame once its table runs out. | 0x39884-0x398A1 | Code |
| Grant's jump reads its own table from entry 30, one entry a frame while A is held; once A is up during the rise, or once he falls, the routine moves two entries a frame, so letting go shortens the rise, from 58 px held to the top to 30 px with A up on the first frame, by the table. | 0x39E68-0x39EA1 | Code |
| Dracula's Curse turns a hit into a launch, where Castlevania steps a second table; the character is given 2 px/frame up and 1 px/frame sideways and faces opposite to that push (facing left with +1 speed when $90 is nonzero, else facing right with −1), and the hurt state adds 0.125 px/frame² of gravity each frame up to a 5 px/frame fall. | 0x398A2-0x398CE | Code |
| Dracula's Curse prices its subweapons from one table of eleven entries, nine at 1 heart, one at 5, and one at 0; a use compares the heart count with the price, and a thrown one subtracts it in BCD. | 0x3BAC6-0x3BAD1 | Code |