Spike Jumps

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Celeste features a lot of variants of Spike Jumps that can be done by the player. Some of them are required for the Winged Golden Strawberry, while the rest is generally used by speedrunners or experienced players.

Upwards spike jumps[edit | edit source]

These kind of jumps can be done from jumping off of the top of a platform with spikes.

5jump[edit | edit source]

The game originally makes Madeline slide down slightly after grabbing the very top of a wall. Jumping and buffering another jump at the very top of a wall allows the player to jump from a slightly higher position, making jumping over some obstacles possible. It's required in a few spots in 1A dashless.

Floor Spike Jump[edit | edit source]

In downdraft sections in 7A and 7B it's possible to buffer a jump right before touching the spikes, allowing the player to bunnyhop without being hurt by the spikes. The frame window is technically frame perfect but it can be buffered.

Corner Jump[edit | edit source]

A climb jump that's done from a corner with spikes hanging from both sides. Unlike a cornerboost, it doesn't give Madeline the speed increase. It's required in 1A dashless.

Cornerboosts[edit | edit source]

A cornerboost allows players to jump off of a spiked corner with a significant boost in speed, which can be done by dashing into one of the 3 top pixels of the platform, and jumping as soon as possible. A successful cornerboost with launch the player a lot further than a normal climb jump.

6jump[edit | edit source]

Also known as dashless cornerboosts, these can be done by jumping on top of a corner and buffering a quick climb jump at the very top of the platform. If the timing is correct, Madeline will get a slight increase in speed upon jumping. This trick is required at the start of Crossing in 1A, and is very precise without a setup.

Double cornerboost[edit | edit source]

On lower speeds (less than 100) it's possible to buffer a cornerboost before touching a wall, and press jump again later, to get an extra speed increase when jumping. Due to the speed requirement, the tech is mostly used only in Prologue or in Core sections that require saving a dash.

Double cornerboosts also allow performing a trick known as a "7jump", which is jumping over a wall of 7 tiles of spikes.

Dreadcorner[edit | edit source]

Infamous cornerboost known from a very difficult 5B speedstrat. Dreadcorner is, in short, a cornerboost done from a corner that has spikes on both sides. Compared to a normal cornerboost that has a 3 pixel window, Dreadcorner is basically a pixel perfect trick.

Sideways Spike Jumps[edit | edit source]

These Spike Jumps are usually done by jumping off of a wall with spikes on the sides.

Corner kick[edit | edit source]

A wall jump that can be done by jumping away very close to a wall, allowing the player to jump away from it, despite having spikes on the sides. This trick is used in one of the key skips in 5B.

Coffee Jump[edit | edit source]

Infamous trick that's required in the second room of Crossing in 1A. It's a very specific corner kick setup that has only an 1 tile wide overhang, which requires the player to find a proper pixel lineup for it to work. It can be done with a single keybind, however it's recommended to use two keys/buttons to make the jump more consistent.

The name of the setup is a reference to the building decal, which is named "brazillian_coffee_building" in the game files.

Spiked wallbounce/Lake skip[edit | edit source]

A wallbounce done off of the very bottom of a wall with spikes on the sides, possible because of the generous hitboxes of the hazard. It can also be done with crystal spinners due to their hitbox becoming smaller towards the edge of a wall. That type of wallbounce is known as "Lake Skip" in 6A.

Sideways Spike Jump[edit | edit source]

If the wind is blowing towards a spiked wall, it's possible to jump off of the wall, while slowly moving away from it, avoiding getting hit by the spikes. The stronger the wind, the easier it is to do the trick. Spikes are programmed in the game to not hurt the player if they're jumping or walking away from them.