Techniques

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For those whom love breaking sites, the terrible developers at Celeste Wiki have a sandbox article for Techniques.

Techniques, often simply known as tech, are special moves Madeline can do to enhance her mountain-climbing ability. They come in a wide range of uses and difficulties. Many can be used to skip sections of a room or multiple rooms at once. There are a lot of techniques in Celeste and their variations, so it is virtually impossible to describe them all.

Note: Some higher-level and more obscure techniques (like 7-Jumps) may be missing, improperly named, or poorly described, so do not expect 100% accuracy or comprehensiveness. If you notice any issues, inaccuracies, or typos, please let us know by reporting them on the talk page or fixing them yourself. This way, you get to improve Celeste Wiki for future readers, and we appreciate your help in making the wiki more complete!

Some other (possibly more extensive) sources of techniques:

Mechanics[edit | edit source]

Not to be confused with Mechanics (game objects).

These "techs" were added primarily to make the game feel smoother and more forgiving to play, but can be taken advantage of.

Coyote Time/Jump[edit | edit source]

Madeline can perform actions doable only on the ground for an additional 5 frames after leaving it. This includes jumping, Supers, Hypers, and so on.

Directional Spikes[edit | edit source]

Spikes won't hurt Madeline if she collides with them as long as she's moving in the direction they point. This is the mechanic behind Spikejumps and one-way gates.

Fastbubbling[edit | edit source]

Pressing the Dash key inside a stationary green or red bubble will make it move instantly in the direction of a dash, saving around a second if done immediately after entering a bubble.

Fastfalling (Fastfall)[edit | edit source]

Holding down mid-air will change Madeline's max fall speed to 240 instead of the usual 160. This is notably required in Farewell and is used to save time in "falling" areas.

Input Buffering[edit | edit source]

Attempting to perform an action not currently possible will "buffer" (store) the input for the next 5 frames. If it becomes possible within those 5 frames, Madeline will instantly perform it. For example, if you press jump slightly before landing on the ground, Madeline will jump on the first possible frame. This is notably used to execute techniques instantly after a screen transition or to turn frame-perfect tricks into 5-frame windows. It can be done with almost every action in the game (Buffering Ultras might not grant the x1.2 speed boost because you can jump off the ground without landing on it, depending on your y-pixel).

Screen Transition[edit | edit source]

When transitioning between two screens, Madeline's dash(es) and stamina are restored. This can be used to gain height or reach otherwise unreachable areas. It is required to get a crystal heart in 2A and some Red Strawberries. A lot of techniques can be used to abuse this mechanic, sometimes known as kermit tech.

Dash Tech[edit | edit source]

Dash Techs require a dash to perform them.

Extending a dash tech allows ample time (10 to 15 frames) touching the ground to restore the dash. Reversing a dash tech creates a launch trajectory opposite of the direction dashed to by pressing the opposite direction key between dashing and jumping.

Superdashes and Hyperdashes can be extended. All dash techs except for Demodashes and Wallbounces can be reversed. Trajectory height can be adjusted by holding down the Jump key for different durations.

Reverse Superdash (Top), Superdash (Bottom)

Superdash (Super)[edit | edit source]

Supers are the most basic dash tech. Compared to Hyperdashes, they travel in a higher and shorter arc.

To perform a Superdash, dash parallel to the ground and press Jump before the dash ends.

Superdashes can be extended or reversed.

Hyperdash (Hyper)[edit | edit source]

Hypers are a quick and easy way to move quickly on flat ground or traverse large gaps. Compared to Superdashes, they travel in a lower but farther-reaching arc.

To perform a Hyperdash, dash diagonally down along the ground and press Jump before the dash ends. To perform a Hyper mid-air, see Demodash below.

Hyperdashes can be extended or reversed.

Wavedash[edit | edit source]

Wavedash and Reverse Wavedash

Wavedashes are functionally identical to Hyperdashes in that they provide the same speed, however, Wavedashes can be done on smaller surfaces. Wavedashing is taught in the Event Horizon subchapter in Farewell.

To perform a Wavedash, dash diagonally down (↘) towards the ground and press Jump as you touch it. If you don't regain a dash, dash from higher up before jumping. If you don't travel far, dash from lower before jumping.

Wavedashes can be reversed.

Ultradash (Ultra)[edit | edit source]

An Ultradash, commonly referred to as an Ultra, is a diagonal-down (↘) dash performed when Madeline is traveling with a high horizontal velocity. By doing it, she gains a 1.2x multiplier to her horizontal speed upon touching the ground. Unlike every other dash, an ultra doesn't reset Madeline's speed to 0 provided it ends mid-air. Thus, it allows going very fast on suitable terrain.

The simplest and most common way to perform an Ultra is to perform a hyperdash and dash down-diagonally as soon as possible. The dash must end before Madeline touches the ground to maintain the momentum, so players should start from high enough up that it will end before they land. It's important to jump right after you touch the ground to lose as little speed to friction as possible. Players should aim not to buffer the jump input because this is likely to prevent the 1.2x boost, and instead should try to press jump after landing on the ground.

Grounded Ultras[edit | edit source]

Grounded Ultras are the fastest way to move on flat terrain (390 speed optimally). Dashing down-diagonally while on or very close to the ground will still give the 1.2x speed boost, but all of it will be lost when the dash ends.

To perform a Grounded Ultra, do an extended Hyper and down-diagonally dash as soon as possible (extended Super also works but is slower). This results in a dash with 390 speed optimally and floor correction if dashing in the first two frames after jumping. Because this is essentially the same input as a Hyper (a down-diagonal dash into the ground), players can jump before the dash ends to perform a Hyper and be given 325 speed and Hyper height. This can be chained infinitely on flat terrain by dashing down diagonally right after jumping. It's more optimal to jump as late as possible, on the 14th frame optimally.

Cutscene Ultras[edit | edit source]

Skipping a cutscene cancels the dash state of Madeline. This can be used to conserve the speed of a Grounded Ultra that would normally end at the end of the dash. Although cutscenes rapidly decrease Madeline's speed, skipping on the first frames available allows Madeline to keep most of the Grounded Ultra speed (390).

Grounded Ultra Cancel[edit | edit source]

Using the same principle as Cutscene Ultras, canceling your dash while in a Grounded Ultra makes Madeline keep all 390 speed from it. This can be done in other ways than skipping cutscenes. An example is canceling your Grounded Ultra with doors (both key doors and mirror temple doors work), done by colliding with a door with a Grounded Ultra within the last 4 frames before it opens and not being in the dash state when the door opens (You can do a Hyper after colliding with the door to stop being in dash state and still get the stored speed value of the grounded ultra once the door opens).

Chained Ultras[edit | edit source]

Multiple Ultras can be done in a row. This requires very specific terrain, but Madeline can quickly reach incredible speeds due to the multiplicative speed gain of Ultras.

Delayed Ultra[edit | edit source]

Canceling a down-diagonal dash before it hits the ground will not remove the flag that tells the game to give Madeline a 1.2x speed boost when she next touches the ground. This is usually done using a cornerboost or by grabbing a throwable object. Any other method of canceling a dash (such as bopping a snowball) will still provide a delayed ultra, but will likely slow Madeline down enough that the 1.2x speed boost is negligible.

An iconic example of an RTA Delayed Ultra is used in the Awake checkpoint of 2A, where runners build up massive amounts of speed utilizing a Delayed Ultra, multiple cornerboosts, and multiple chained Ultras.

Demodash (Demo)[edit | edit source]

Demodashes (shortened to Demos), also known as crouch dashes in-game, is a technique that allows the player to dash with the crouched hurtbox (4 pixels instead of 9), allowing you to slip through spinners, dust bunnies, and other obstacles unharmed, provided the gap between them is at least 4 pixels.

You can bind a Demo button in-game since the 1.4.0.0 version of the game. You can manually do Demos by pressing the Down key before (within 4 frames or 0.068 seconds) — but not during — a dash. There are no advantages to doing them manually, but it can be the only way to perform them on a console with a version older than 1.4.0.0.

Demohyper[edit | edit source]

Jumping during a Demo will result in a Hyper because of the crouched state needed for the Demo in the first place, allowing you to start a Hyper mid-air. Demohypers have a higher dash speed (240 instead of 169) than regular Hypers since they're horizontal and not diagonal dashes, although this can make them harder or even impossible to extend in some cases.

Up Diagonal Demo (Diag Demo)[edit | edit source]

It is also possible to Up-Diagonal Demodash with the demo button. It reduces Madeline's hitbox and hurtbox and allows for an easier cornerkick. This can be done by doing the diag-demo onto the ceiling that precedes the corner. After the end of the dash, Madeline's hitbox will return to normal and make the cornerkick possible if Madeline is close enough to the corner. It also has a few other uses.

Up Demo[edit | edit source]

You can also perform a demo updash which can be used to perform demo wallbounces which give a slightly higher height if buffered against a corner.

Wallbounce (wounce, wb)[edit | edit source]

Wallbounce

Wallbounces are a technique mainly used to gain height. They are functionally identical to Supers, but are performed by doing a dash upwards. Unlike Supers, they will not restore your dash since you aren't touching the ground.

To do a Wallbounce, dash up and walljump during the dash duration. It is to be noted that Wallbounce's vertical speed is slightly lower than the updash's. Thus, wallbouncing as late as possible is more optimal for gaining height.

Bubble Wallbounce[edit | edit source]

Wallbounces can be performed directly out of a green or a red bubble.

Dash Block Boosted Wall Bounce[edit | edit source]

Doing a wall bounce on a vertically moving kevin, zipper, or a dash block gives Maddy a lot more height than a normal wall bounce and also regains Madeline's dash.

Dream Wallbounce[edit | edit source]

Wallbounces can be inputted in the few frames after leaving a dream block, similar to supers and hypers. Requires gaining an extra dash while inside the dream block.

Lava climbing/Wallbounce[edit | edit source]

Lava blocks have a hitbox inside them that's 2 pixels away from their hurtbox. Because Madeline can walljump whenever she is within 3 pixels of a wall, there is a single pixel where you can wallkick it or climb it with climbjumps or neutral jumps. Additionally, you can even wallbounce off of lava, since Madeline can wallbounce as long as she's within 5 pixels of a wall instead of the usual 3 pixels. The frame window for the wallkicks input can be extended by buffering the jump, but it isn't guaranteed to get a wallkick unless you're moving below 80 speed.

Transition Wallbounce[edit | edit source]

Since the game keeps your dash state through transitions, it is possible to updash into a transition and Wallbounce in the next room while still in the dash state. Because the game restores your dash(es) between screen transitions, you'll still have your dash after doing such Wallbounce. Transition tech is also known as kermit tech.

Dashless Tech[edit | edit source]

Dashless Tech refers to techniques that don't need a dash to perform. They tend to be more complex or precise.

Liftboost[edit | edit source]

A Liftboost is a very low-level tech, rarely seen as a tech in the traditional sense. When being moved by an entity like a Traffic Block you get a certain Velocity. When letting go of the moving object, your speed gets set to your velocity, unless your velocity exceeds the Liftboost cap, which is -130 for vertical velocity and 250 in the moving direction for horizontal velocity. When jumping, your velocity first gets capped and then the jump velocity gets added to your speed, so the maximum speed for vertical Liftboosts is -235 and 355 for horizontal speed.

Bunnyhop (Bhop)[edit | edit source]

A bunnyhop is loosely defined as jumping the moment Madeline hits the ground. Because there is more friction on the ground than in the air, bunnyhops allow Madeline to conserve speed over longer distances.

Bunnyhops are often used after a Wavedash or a Hyper to get a greater height and keep the speed received.

Chained Bunnyhop[edit | edit source]

Because each jump gives Madeline a short burst of speed (+40 speed), repeating bunnyhops is the fastest method of dashless movement along flat ground. They are frequently used by speedrunners in Prologue, as it is not possible to dash there.

Neutral Jump (Neutral)[edit | edit source]

Neutral jumping

Neutrals are one of the most fundamental dashless techs. They allow Madeline to scale flat and uneven walls alike without using any stamina, even with downward wind.

To do a Neutral, jump off the wall without holding directional keys, then immediately move towards the wall again. Rinse and repeat to keep moving up. The jumps can be delayed to stay in place.

Cornerkick[edit | edit source]

Cornerkicks are wallkicks of corners. Performed when Madeline passes right under them, they give a little bit of height.

To cornerkick, jump towards the corner, and press Jump again when you're right next to the corner.

Cornerkicks will be neutral if no directional keys are held before doing it.

Crouch Jump / Crouch Climb[edit | edit source]

Madeline can jump while being crouched and will keep being crouched as long as she's going upward. This can be used to reduce her hitbox to avoid getting hit.

Madeline can also climbjump while crouched, but she can not grab walls and hence wallclimb.

Wallboost[edit | edit source]

Pressing away from a wall 11 frames or less after neutral climbjumping will refund the stamina cost from the climbjump as the jump is converted into a wallkick 'after the fact.' However, unlike a normal wallkick, you can still press toward the wall again to quickly return to it. This allows stamina-less climbing but is only faster than neutral jumps when performed optimally by a TAS. It has other uses, mainly in beating stamina puzzles. Performing a wallboost will cause falling blocks to instantly drop since you stopped grabbing the wall, but it's possible to regrab them significantly faster than you could with a neutral jump or a wallkick.

If you do a wallboost while grabbing a wall and also touching the floor, the stamina from a climbjump will still be 'refunded' despite not being consumed in the first place. This means you will have 138 stamina, whereas Madeline's maximum stamina is supposed to be 110, allowing you to do five climbjumps before running out instead of four.

5 Jump[edit | edit source]

When Madeline grabs the top of a wall, she will slide down a significant amount and not be able to climb up further. However, you still can climbjump or wallkick off the top of the wall. A 5 jump is executed by using a neutral climbjump to reach the top of the wall and then jumping or climbjumping off it. This technique allows you to cross a 5-tile gap.

Cornerboost (cb)[edit | edit source]

When climbjumping on the top of a corner with horizontal momentum, it is possible to conserve all of her previous momentum while also gaining +40 speed if the climbjump is done before touching the wall. This is called a cornerboost. They also cancel dashes, so their speed is preserved instead of lost at the end of the dash. If going above 180 speed, it isn't assured that you can climbjump before touching the wall, even if you're buffering it.

Downward Cornerboosts[edit | edit source]

Doing a cornerboost while Madeline has downward momentum works differently than when she has upward or horizontal momentum: Madeline loses all her speed and does a regular climbjump unless there are 2 pixels separating Madeline from the wall, making those cornerboosts horizontally pixel perfect.

6 Jump[edit | edit source]

6 Jumps utilize cornerboosts as a dashless tech, whereas a 5 Jump is done while already having horizontal momentum. To do a 6 Jump, get some horizontal motion to the wall corner and climbjump on it as if you were doing the second half of a 5 Jump. A cornerboost will be done instead, spanning 6 tiles.

Double Cornerboost[edit | edit source]

If Madeline has a horizontal speed below ~144, it's possible to cornerboost once and not hit the wall, making it possible to execute another cornerboost and gain an additional +40 speed.

Reverse Cornerboost (rcb)[edit | edit source]

A reverse cornerboost is executed by climbjumping a corner that is behind Madeline. This cancels the dash and conserves momentum on top of giving height like a normal cornerboost. However, the +40 speed from jumping is applied in the opposite direction, slowing Madeline down slightly. This is usually done to cancel an up-diagonal dash and is beneficial because the speed from the dash (minus 40) is conserved. This was initially considered a TAS-only tech, but it has been implemented by high-level players, especially in individual-level runs.

Neutral Reverse Cornerboost[edit | edit source]

A neutral reverse cornerboost allows you to not lose any speed compared to a regular reverse cornerboost. You must hold neutral directions while performing the reverse cornerboost, done by pressing the opposite direction and then going neutral before making the cornerboost, making Madeline face the corner. Since this is a neutral cornerboost, pressing the opposite direction Madeline is facing within the next 11 frames will cause a wallboost. Because of that, you can't hold a directional key, making you lose your speed twice as fast.

Spiked Cornerboost[edit | edit source]

A Spiked Cornerboost is a cornerboost on a corner that has spikes on one or two adjacent surfaces. A notable example of a spiked cornerboost is the "Dreadcorner" strat in 5B, which skips the same rooms that a Bubsdrop does.

Disappearing Blocks Cornerboost[edit | edit source]

It is possible to cornerboost off the wall of a disappearing block (such as cassette blocks and doors) and gain 40 speed from it. Simply climbjump into the block right before it disappears.

Spike Jumps[edit | edit source]

A lot of techniques are called spikejumps, mostly referring to interactions with the mechanic of directional spikes allowing Madeline to get through them without dying as long as she goes in the same direction. This lets her cornerkick off of walls with spikes. This is used in 5B to skip a portion of the chapter.

You can also jump off spikes on the ground even if there's downwind since the game checks your hurtbox before the wind pushes you down. Thanks to that, if the wind made you enter the spikes, you can buffer a jump there. However, it is required to be at a precise y-position above the spikes to get pushed into them.

Entity Tech[edit | edit source]

Entity Tech refers to using various blocks or entities to do useful techs.

Bumper / Fish / Seeker Explosion Boost[edit | edit source]

Getting near Pufferfishes, touching Bumpers, and being near Seekers when they revive grants Madeline some momentum. If you're holding the same direction Madeline is boosted towards, you gain about 50 extra horizontal speed.

Fish / Ice / Oshiro / Seeker / Snowball Jump[edit | edit source]

Holding jump when landing on top of Mr. Oshiro, a snowball, a pufferfish, a seeker, or an ice ball (in Core) will give Madeline a significant amount of height compared to not pressing jump, and also preserve some of Madeline's horizontal momentum. Madeline's dashes and stamina will be restored regardless of whether the jump is held.

Hitting the top of one of these entities will also cancel Madeline's dash, preserving some of the momentum. For this reason, dashing horizontally onto one of these entities and jumping is sometimes referred to as a "Fish super", "Snowball super", and so on, despite mechanically not being related to a Superdash.

Bubble Super / Hyper[edit | edit source]

You can Hyper or Super out of bubbles if the bubble is at ground level or if you're in coyote frames. In the first case, simply perform it in the bubble. You can also fastbubble using a regular dash or a Demo and then jump to get a Super or a Hyper. If using coyote frames, dash into the bubble to buffer fastbubbling and a jump before entering it. The bubble will then launch you with the momentum of a Super.

This tech is used mainly in custom maps.

Archie[edit | edit source]

Tutorial: Flesh117

An Archie is entering a bubble with a crouched hitbox (from any direction), raising it by two pixels. This is usually performed with a demodash, but can also be done simply using a crouch jump.

Cloud Jump / Spiked Cloud Jump[edit | edit source]

Madeline only needs to jump when the cloud is at its highest position to gain the vertical speed boost; this can be used to avoid dying if there are spikes or other hazards under the cloud. Jump quickly to push it down, then jump again as it comes up.

Cloud Super/Hyper[edit | edit source]

Just like on the ground, Madeline can do a Super or a Hyper off clouds and still get the vertical speed bonus, although it is somewhat more precise. Input a Super or a Hyper as the cloud bounces upwards. The higher you jump, the more height you'll gain.

Cloud Hyper Bunnyhop[edit | edit source]

On top of doing Supers and Hypers on clouds, you also can do a Hyper Bunnyhop on white clouds, but since it's extremely tight, most Cloud Hyper Bunnyhops are done with a reverse Demohyper (doing a Demohyper instead of a regular Hyper makes it easier since the vertical dash of the Demohyper is faster and thus goes further than a down-diagonal dash).

To execute it, do a very short Reverse Demohyper with a tiny jump as soon as you land on the edge of the cloud, then Bunnyhop when the cloud reaches its highest position to get maximum height.

Core Boost[edit | edit source]

By jumping off a lava block a few frames before it breaks, you can gain a vertical speed multiplier of 2.25x and a horizontal speed boost depending on the block's launching direction: the more horizontally it launches you, the more speed you get. This tech is required to complete a few rooms in Core.

Core Hyper/Super[edit | edit source]

By the same logic as Dream Hyper, you can get lots of horizontal speed and height by inputting one of these techs at the last few frames (coyote frames) of the lava block's launch. This works the same way as a Core Boost and as such, the core block's launching direction affects how much horizontal speed you get.

Since you input the Core Hyper during coyote frames, you can even do it by grabbing the block: since this always launches the core block horizontally, you'll always get a massive speed boost.

Dream Jump[edit | edit source]

You can jump out of dream blocks since they give coyote frames. The jump grants height and horizontal speed gain (+40 speed) and doesn't consume your dash. To execute it, simply press jump as you leave the dream block. This technique is taught by the bird in the Old Site B-Side.

Dream Double-Jump[edit | edit source]

You can double jump out of dream blocks by buffering a first jump in the dream block and jumping a second time in coyote frames after exiting it. Although this doesn't grant additional height compared to a regular dream jump, it does give an additional horizontal speed gain of 40, making it almost as fast as a Hyper (320 speed compared to 325).

Dream Hyper[edit | edit source]

Instead of simply jumping out of dream blocks, a Hyper or a Demohyper (which has a slightly bigger window) can be done in the few frames right after you leave the dream block due to coyote frames. This gives much more horizontal speed than a regular dreamjump but less height. Unlike dream jumps, this does not give your dash back, as it is used after exiting the dream block.

You also can do a Super out of a dream block, but it doesn't have as much practical use as a Dream Hyper or a Dream Double-Jump.

Featherboost[edit | edit source]

Holding a diagonal direction with the movement buttons on the first frame of feather movement will give you an initial speed boost.

Feather Super[edit | edit source]

If you move horizontally along the ground in a feather and perform a jump, you will exit the feather state and perform a long jump.

Seeker Bounce[edit | edit source]

After hitting a wall, seekers enter a different state for a brief moment. While in this state, you can bounce into them and get a horizontal speed boost (approximately Hyper speed). On top of refreshing your dash, it also affects your vertical speed depending on the angle at which you bump them. You cannot bounce off the top of the seeker since that's where the hitbox for "killing" them is.

Theo/Jelly Regrabs[edit | edit source]

Grabbing a Theo Crystal or a Jellyfish while in a dash state cancels it, which makes you maintain your vertical and horizontal speed. You can do a regrab even if you're already holding a throwable object: to do so, throw it and quickly dash and grab into it. This can be useful if a small amount of height or distance is needed. Theo Regrabs are more challenging than Jelly Regrabs.

Jelly Laddering[edit | edit source]

Using two jellyfish, Madeline can grab one after the other to keep some of her vertical or horizontal speed.

You can use this technique to move upwards indefinitely by dropping and regrabbing the jellyfish, though it doesn't have many practical uses and is quite inconsistent.

Theo/Jelly Ultras[edit | edit source]

You can also use the regrab mechanic to cancel a Grounded Ultra and keep the massive momentum from it.

Throwable Backboost (Backboost)[edit | edit source]

Throwing an object opposite the direction Madeline is moving gives her a little speed boost.

Jellyvator / Theovator[edit | edit source]

Vators rely on the fact that holding down while releasing Grab will simply drop the throwable Madeline is holding (neutral drop) rather than throwing it. After dropping an item, dash upwards into it and grab it again. The dash will be canceled and its momentum preserved, giving Madeline more height.

Note: Throwables appear to give more height the later they are grabbed. This is not due to a difference in the amount of momentum preserved from canceling the dash but simply due to Madeline being higher up when it is actually canceled. Theo crystals provide less height than Jellyfish since holding a Jellyfish lowers Madeline's gravity.

Waterboost[edit | edit source]

When you are on the surface of water, it is possible to jump multiple times, with each jump giving 40 horizontal speed. Humans can generally only do two or three jumps, while the TAS can bounce on every possible frame, achieving incredible speed.

Reform Tech[edit | edit source]

Reform Tech is tech done with blocks that can once again become solid at their initial position, like cassette blocks and moving blocks, while they are reforming.

The block will not become solid if Madeline is in it and will instead start reforming once she leaves the block. The block becomes solid before spikes and other objects on the block are generated (except on cassette blocks, which reform instantly), enabling Madeline to grab onto normally spiked walls of the reforming block, or land on the reforming block even if its floor is spiked.

Reform Kick[edit | edit source]

Reform kicks are performed by being inside of a non-solid reforming block's hitbox, then moving horizontally out of the block after it is supposed to start reforming. If you input a jump while exiting the block, you will wallkick off its side. This is possible regardless of whether this side is spiked or not.

Reform Boost (Cassette Boost)[edit | edit source]

Jumping off a reforming block as it reforms while you are just barely inside of its hitbox will push you upwards out of its hitbox. This can also be performed with two overlapping cassette blocks. The jump input cannot be buffered.

Other Tech[edit | edit source]

These techs have very niche uses. Some of them are very difficult to perform.

Binoculars Clip (Bino Clip)[edit | edit source]

To reduce strain on the game, when using binoculars, the game will unload spinners not currently visible, allowing Madeline to dash or even walk through them with total safety until they load back in. To do this, look in the binoculars, move them away enough to unload the spinners, and then quickly leave and dash through them.

Bubsdrop[edit | edit source]

The Bubsdrop is a use of a wallkick or a climbjump to cancel the upwards momentum gained from going into a vertical screen transition so that you don't land on a one-way platform and can return to the previous room. Upon re-entering the original room, your spawn point will be set to the nearest available spot. In Mirror Temple B-Side, this trick is used to skip a significant portion of the Central Chamber checkpoint.

Ceiling Pop (cpop)[edit | edit source]

Tutorial (referenced in Celestecord): Parrot Dash (YouTube)

When Madeline grabs a wall with downward momentum, she slides a tiny amount down. If she holds the bottom pixel of a wall while she has a low enough subpixel, she will slide below the wall while still being able to climbjump for one frame. Because there is no wall in the way, this climbjump will give Madeline forward momentum. This tech is mainly used by the TAS but can be done RTA if there's a setup, such as in the last room of Shrine in 4A.

Cutscene Warps[edit | edit source]

Some cutscene skips only teleport Madeline along the X-axis and keep her Y position. This allows Madeline to end up in unexpected places and is sometimes used in 2A and 5A to skip a part of the room.

Pause Buffering[edit | edit source]

When unpausing the game, there is a short window (~10 frames) in which the game has not started yet. Inputting anything in this window will make the input processed in the first frame of the game running. This allows you to input a movement command as well as another pause command, effectively making the game run one frame at a time making frame-perfect techs (like Demodash) significantly easier to perform.

Spinner Stunning[edit | edit source]

Information: Msushi (YouTube)

Due to how collision loading for spinners works, by pausing the game every second frame, you can phase through spinners without dying. This tech is TAS-only. However, by waiting for around 118 hours, two-thirds of spinners will be permanently inactive, making a variation of this tech humanly possible.

Splipped droosts[edit | edit source]

It is possible to dreamdash in the top corners of a spiked dream block without actually entering it. The name is considered a meme.

Undemo dashing[edit | edit source]

Also known as omed dashing, it's the reverse of a demodash. It is useful in very specific circumstances, like entering a dream block uncrouched. A good example of this is the Weightless Pressure mod.

Cassoosted Fuper[edit | edit source]

A Cassoosted Fuper is getting a cassette boost as you perform a feather super. This is a joke tech.

Half Stamina Climbing[edit | edit source]

For a straight vertical wall, immediately after performing a wallboost, there are 2 frames where Madeline is still close enough to the wall to jump off it. Climbjumping gives you +40 speed back towards the wall, allowing you to return to the wall sooner at the cost of stamina. This combination of a wallboost and a climbjump uses the stamina of one climbjump but gives the height of two.

This tech can be made somewhat more RTA-viable by binding the same key to left, right, and jump. After climbjumping away from the wall to wallboost, pressing it within 2 frames makes Madeline turn around and climbjump.

Madeline can also neutral jump within 2 frames of a wallboost. This does not consume stamina and allows Madeline to climb faster than using only neutral jumps.

The 100% TAS uses this technique when obtaining the heart in 6A.

Kermit Dash[edit | edit source]

Kermit Dashing is more like a joke tech, very rarely used. Dashing through a screen transition doesn't actually cancel your dash. It lets you control Madeline freely, without stopping your dash attack, and maintains the original dash direction. For example, this lets you activate a Kevin from angles not usually possible or for preserving your dash. This is used in the "True ending" from Ivory in Strawberry Jam Collab.

Trivia[edit | edit source]

  • 1A - Dashless tech is used extensively to collect the Winged Golden Strawberry. The Cornerkick named "Coffee Jump" refers to the Cornerkick in the room with the coffee shop in the background.
  • 2A - Screen Transitions are used to obtain the 2A Crystal Heart.
  • 3A - The Elevator Shaft Demo strategy, which requires a Demodash through the Dust Bunnies created by Mr. Oshiro, can be used to skip many rooms at once.
  • The bird will teach the player multiple techs throughout the game: climbing and dashing in Prologue, Dream Jumps in Old Site B-Side, Wallbounces in Summit B-Side, and Hyperdashes in Core C-Side.
  • The game will teach Wavedashes to the player in Farewell right after passing the Crystal Heart Gate in Event Horizon. The bird is also mentioned in that tutorial.
  • The Demodash was discovered by the player DemoJameson on October 14, 2018, and was subsequently named after him.