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'''Techniques''', often simply known as '''tech''', are special moves [[Madeline]] can do to improve her mountain-climbing ability. They come in a wide range of uses and difficulty. Many can be used for skips or "exploits" to skip sections of a level without needing to collect or progress through the level first.
'''Tech''', sometimes called '''techniques''', 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 tech in ''Celeste'' and their variations, so it is virtually impossible to describe them all.
 
All numerical values of speed given are in pixels per second.
''This article is a stub. You can help the Celeste Wiki by expanding it.''
 
'''Note:''' Some higher-level and more obscure tech (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 [[{{TALKPAGENAME}}|talk page]] or [[Special:EditPage/Tech|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 tech:
* [https://docs.google.com/document/d/1RVXyO7AZB-r7X3FxkxrBob775qWdhfOyBEOGGbnTgws/edit#heading=h.yyzcmogdk15a Celeste TAS tech document]
* [[Strawberry Jam Collab]] gyms and library
* [https://icebergcharts.com/i/celeste_tech Celeste tech Iceberg] (no explanations of techs listed)
 
== Mechanics ==
 
These "techs" were added primarily to make the game feel smoother and more forgiving, but they can be taken advantage of.
 
=== Coyote Time/Jump ===
Madeline can input a jump for 5 so-called "coyote" frames after walking off a ledge, allowing for more distance in certain situations. Hyperdashes and superdashes can be done during coyote frames despite not being on the ground.
 
=== Directional Spikes ===
Spikes won't hurt Madeline if she collides with them as long as she's moving in the direction they point.
 
=== Fastbubbling ===
Dashing 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) ===
Holding down mid-air will change Madeline's max fall speed to 240 pixels per second instead of the usual 160. This is notably required in {{ch|9|lf=1}} and is used to save time in "falling" areas.
 
=== Input Buffering ===
Attempting to perform an action that's 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 tech 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.
 
=== Screen Transition ===
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. This is required to get a [[crystal heart]] in {{ch|2A}}.
 
=== Liftboost ===
Liftboost, rather than a tech, is a basic game mechanic. When being moved by an entity like a [[Zippers|Traffic Block]], the amount it moves you is stored as a value called liftboost. When letting go of the moving entity, your speed gets set to your liftboost value. There is a maximum value for liftboost, which is -130 for vertical velocity and 250 in the moving direction for horizontal velocity. When jumping, liftboost is added to your jump speed, so the maximum vertical speed for a jump with liftboost is -235 and the maximum horizontal speed is 355.
 
Other actions, such as hypers, supers, and dashes, apply liftboost the same way a jump does. The speed calculation for a hyper is (260+liftboost)*1.25 horizontal and (-105+liftboost)*0.5 vertical, so liftboost is applied slightly differently to hypers than to other actions.
 
== Dash Tech ==
Dash Techs require a dash to perform, though, for many, a dash can be substituted with a bubble.[[File:Mid-air super.gif|thumb|240x240px|Reverse Superdash (Top), Superdash (Bottom)]]
Dash Tech refers to techs that require a dash to use, and tend to be simple yet useful. Most dash tech can be Extended, meaning you regain a dash by touching the ground for longer; or Reversed, meaning you dash in one direction but launch in the other direction. Reversing a tech is a handy way to Extend it without much ground room, and as such, Reversed + Extended tech is only referred to as Reversed.
[[File:Mid-air super.gif|thumb|240x240px|Mid-Air Super and Reverse Super]]
 
=== Superdash (Super) ===
Line 11 ⟶ 45:
{{Main|Superdashes}}
 
Supers will carry the player a relatively short distance but give lots of height. To doperform a Supersuperdash, dash parallelhorizontally toon the ground and pressjump Jump duringbefore the dash ends. This canwill beresult shortenedin bya pressinglonger Jumpand soonerfaster (orjump, immediately)granting after260 Dashspeed.
 
<u>Extended:</u> Wait longer before Jumping after pressing Dash. This enables Madeline to dash after performing a Super, instead of having to land afterwards.
 
<u>Reversed:</u> Dash in one direction, but press the opposite direction (after the Dash) before Jumping. Madeline will be launched in the opposite direction.
 
Superdashes can be extended or reversed.
<u>Variant - Mid-Air Super:</u> Supers don't need to touch the ground the entire time; you can Dash from any position and Jump off the ground, and still perform it successfully.
 
=== Hyperdash (Hyper) ===
Line 23 ⟶ 53:
{{Main|Hyperdashes}}
 
To perform a hyperdash, dash diagonally downwards into the ground and jump before the dash ends. This will result in a burst of speed similar to a superdash, only granting 325 speed instead of 260, and half the height of a regular jump.
Hypers will launch the player farther and lower than Supers, but are slightly harder to pull off. To do a Hyper, Dash diagonally down while touching the ground, then Jump. Again, it can be shortened by pressing Jump sooner.
 
To gain the higher speed of a hyperdash as well as the full jump height of a superdash, you can do a short hyperdash by only tapping jump and then doing another full-height jump afterwards. This is usually referred to as a hyper bunnyhop.
<u>Extended:</u> Wait longer before Jumping after pressing Dash. This enables Madeline to Dash after performing a Hyper, instead of having to land afterwards.
 
Hyperdashes can be extended or reversed.
<u>Reversed:</u> Dash in one direction, but press the opposite direction (after the Dash) before Jumping. Madeline will be launched in the opposite direction.
 
=== Wavedash ===
<u>Variant - Mid-Air Hyper:</u> See '''Demohyper''' below.
 
<u>Variant - Hyper Hop:</u> A Hyper followed by a Bunnyhop is known as a Hyper Hop, and will give a large speed boost compared to a regular Hyper. To perform a Hyper Hop, do a Hyper with the quickest and shortest Jump you can, then a full-length Jump after hitting the ground again.
[[File:Wavedashing.gif|thumb|240x240px|Wavedash and Reverse Wavedash]]
{{Main|Wavedashes}}
 
The wavedash is a variation of the hyperdash in which the down-diagonal dash is started midair rather than on the ground. Wavedashes are functionally identical to hyperdashes as they provide the same speed and height, however, wavedashes can be done on smaller surfaces. Wavedashing is taught in the Event Horizon subchapter in {{ch|9|lf=1}}.
=== Wavedash (Wave) ===
 
Wavedashes can be extended or reversed.
{{Main|Wavedashes}}Wavedashes are a simple way to go large distances without too much effort or skill, and they automatically restore your Dash on the ground; they are also useful for tight/small spots of ground where a Super or Hyper is less feasible. To perform a Wave, Dash diagonally down ''towards'' the ground while in the air, then press Jump when you hit the ground.
 
=== Extended Dashes ===
<u>Reversed:</u> After hitting the ground, Jump the opposite direction of the Dash. There is little practical use for this, other than extra-tight spots.
A dash lasts 15 frames. When performing a dash, there is a 10-frame cooldown before Madeline's dash is restored. When performing a super/hyper/wavedash, you can regain your dash by jumping at the right time; dashing after the 10-frame cooldown has passed, but before the dash has ended.
 
=== Reverse Dashes ===
When performing a super/hyper/wavedash, the direction of your dash is not actually relevant. By jumping in the opposite direction of the dash, the tech can be performed in the opposite direction, for instance, a reverse wavedash by dashing down-left and jumping right.
 
=== Ultradash (Ultra) ===
[[File:Ultra.gif|thumb|240px|Ultra]]
{{Main|Ultradashes}}Ultras are a quite tricky and precise tech to use, but very useful for speedrunning because of their extreme speed. They rely on the mechanic that downwards diagonal dashes add to your speed rather than removing the boost at the end of the dash. To perform an Ultra, Dash diagonally down towards the ground and press Jump ''when'' you hit the ground, not before or after, and you will gain a 1.2x speed boost. See the main Ultra page for a more detailed explanation.
{{Main|Ultradashes}}
 
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.
Ultradashes can not be reversed. Reversing them will result in a wavedash.
 
The simplest and most common way to perform an Ultra is to perform a hyperdash (though one can be performed any time Madeline is moving fast, like after dashing diagonally-down out of a red bubble or getting flinged by a [[bird]]) and dash down-diagonally as soon as possible. The dash must end before Madeline touches the ground to maintain the momentum (Dashing will reset your speed after ending, unless the dash is down-diagonal. Landing on the ground converts a down-diagonal dash into a horizontal dash, thus losing the speed), 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 jump shortly after landing on the ground.
<u>Grounded Ultra (Gultra):</u> You can perform a Wave immediately followed by a down-diagonal Dash, which will give you the momentum of an Ultra, but for a very limited time. This is typically used in speedrunning as the fastest means to travel long flat distances. However, grabbing a throwable as you jump off the Grounded Ultra allows you to keep your Ultra momentum.
 
==== Chained Ultras ====
<u>Variant - Chained Ultra:</u> Similar to normal Ultras, but you want to dash as soon as you leave the ground. The earlier you dash, the more momentum you get from the Chained Ultra.
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.
 
==== Grounded Ultras ====
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 multiplier, but all of it will be lost when the dash ends.
 
To perform a Grounded Ultra, down-diagonally dash into the ground. As this is a down-diagonal dash, you will receive the 1.2x speed multiplier, but since down-diagonal dashes are converted into horizontal ones on the floor, the excess speed will be removed when the dash ends. 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.
 
===== Grounded Ultra Cancel =====
When dashing at high speeds, excess speed is only removed once the dash ends. By interrupting the dash before it ends, the speed from the grounded ultra can be retained. This can be done in many different ways: grabbing a throwable, skipping a cutscene, bouncing on a snowball, so long as it interrupts the dash.
 
==== Delayed Ultra ====
When colliding with the ground, if your last dash direction was down-diagonal, you will get an ultra, granting a 1.2x speed multiplier and crouching you. This can be abused by dashing diagonally without landing on the ground, stalling in the air before landing somewhere different, and gaining the 1.2x speed multiplier at a later point somewhere different.
 
An iconic example of an {{Tooltip|RTA|humanly-possible}} Delayed Ultra is used in the Awake checkpoint of {{ch|2A}}, where runners build up massive amounts of speed utilizing a Delayed Ultra, multiple cornerboosts, and multiple chained Ultras.
 
=== Demodash (Demo) ===
 
{{Main|Demodash}}
{{Main|Demodash}}Demos are a neat tech that allow the player to dash through hitboxes and get to spots that are normally not accessible, however are rather difficult to learn. To perform a Demo, press down ''right before'' (within 4 frames or 0.07 seconds) - but not during - a left/right Dash. If done correctly, Madeline's hitbox will remain crouched during the Dash, allowing you to slip through spinners, dust bunnies, and other obstacles unharmed.
 
'''Demodashes''' (shortened to demos), also known as '''crouch dashes''' in-game, is a tech 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.
<u>Variant - Demohyper:</u> Doing a Super (usually a mid-air one) after the Demo will result in a Hyper, because of the crouched state needed for the Demo in the first place. They are slightly faster than normal Hypers because it begins with a horizontal Dash rather than a diagonal one.
[[File:Wallbouncing.gif|thumb|240x240px|Mid-Air Wallbounce]]
 
When a demodash ends, Madeline will uncrouch, returning her hitbox to full height. This is often used to make cornerkicks more lenient by demodashing up-diagonally into the corner, causing Madeline to uncrouch as soon as she passes the corner and touches the wall.
=== Wallbounce ===
 
You can bind a Demo button in-game since the [[Version history|1.4.0.0 version]] of the game. You can do a demodash manually by dashing down and then holding a different direction ''before'' (within 4 frames or 0.068 seconds) — but not during — a dash. There are no advantages to doing them manually.
{{Main|Wallbounces}}
 
==== Demohyper ====
Wallbounces, unlike the other mentioned dash tech, is aimed vertically. To do a Wallbounce, follow the same steps for a Super, but against a wall (and Dashing up) rather than the ground. This won't restore your dash, but will give you a large boost up and out from the wall.
Dashing down-diagonally is not necessary to do a hyperdash: so long as Madeline is crouching, a hyper will be performed instead of a super. This means doing a horizontal demodash will result in a hyper rather than a super. Demohypers have a higher dash speed than regular hypers (240 instead of 169) since they're horizontal rather than diagonal dashes, though this can be disadvantageous in places where space is limited.
 
==== Up Diagonal Demo (Diag Demo) ====
<u>Variant - Mid-Air Wallbounce:</u> Wallbounces don't need to touch the wall the entire time; you can do a dash from any position and still kick off the wall.
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.
 
=== Wallbounce (wounce, wb) ===
<u>Variant - Spiked Wallbounce:</u> Wallbounces can be done on walls with spikes; just make sure you hit the corner of the wall without spikes.
[[File:Wallbouncing.gif|thumb|240x240px|Wallbounce]]
{{Main|Wallbounces}}
 
'''Wallbounces''' are a tech mainly used to gain height. To do a wallbounce, dash up and jump during the dash duration while next to a wall. It is to be noted that wallbounces have a slightly lower vertical speed than an updash. Thus, jumping as late as possible is more optimal for gaining height.
== Dashless Tech ==
Dashless Tech refers to techs that don't need a dash to use, and tend to be more complex. Unlike the dashing variants, these cannot be extended or reversed.
 
Wallbounces can be performed out of red or green bubbles.
=== Fastfalling (Fastfall) ===
 
One of the simplest techs to perform, Fastfalling will (you guessed it) make Madeline fall faster. Air friction will remain the same. To fastfall, hold Down while in mid-air. This has little practical use outside of speedrunning and a few rooms in Farewell.
== Dashless Tech ==
Dashless Tech refers to tech that don't need a dash to perform. They tend to be more complex or precise.
 
=== Bunnyhop (Bhop) ===
 
A Bunnyhop is little more than hitting the jump button for as little time as possible. Repeated bhops are slightly faster than normal walking, and can be added to some dash techs to increase speed.
{{Main|Bunnyhops}}
 
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 hyperdash to get the height of a full jump and keep the speed received.
 
Because each jump gives Madeline a short burst of speed (+40 speed), repeating bunnyhops is the fastest method of dashless movement along flat ground. It is common among speedrunners to bunnyhop in {{ch|Pr|lf=1}}, as it is not possible to dash there.
 
=== Neutral Jump (Neutral) ===
[[File:Neutral jumping.gif|thumb|100px|Neutral jumping]]
{{Main|Neutrals}}
 
Neutrals are one of the most fundamental pieces of dashless movement and vertical mobility in general. 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 ===
Cornerkicks are wallkicks off corners. Performed when Madeline passes right under them, they give a little bit of height.
Cornerkicks are the use of bottom corners of terrain to kick off, giving a little more distance when it's needed; and are moderately easy to learn. To cornerkick, aim away from the wall, Jump towards the corner, and press Jump again when you hit the corner. Madeline will kick off the corner of the wall in the same way.
 
To cornerkick, jump towards the corner, and press Jump again when you're right next to the corner.
<u>Note - Spiked walls:</u> Spikes do not hurt when Madeline is moving in the direction they are pointing. If the corner of the wall has spikes in the same direction you want to go, you can still safely kick off of it.
 
Cornerkicks will be neutral if no directional keys are held on the frame you press jump.
=== Crouch Jump/Climb ===
If crouching before a Jump, Madeline will remain crouched while jumping; and can climb while still being crouched. To do this, hold Crouch, then Jump while holding Crouch. You can throw a Grab into the mix and climbjump at the same time.
 
=== NeutralCrouch Jump / Crouch Climb ===
Madeline can jump while crouching and will keep crouching as long as she goes upward. This can be used to reduce her hitbox to avoid getting hit. Madeline can also climbjump while keeping crouch state, but she can not grab walls without moving downward and hence uncrouching. Wallkicks will also uncrouch you.
 
Note that it is possible to be crouched while holding a wall if the player lands a delayed ultra by sliding to the bottom of a wall while still grabbing it. They can then wallclimb upward while keeping their crouched hitbox until they next move downward.
{{Main|Neutrals}}Neutrals are one of the most fundamental dashless techs, used in a variety of base game and modded maps. They are moderately hard to learn, but easier to master. To do a neutral, kick off a wall ''without'' holding a direction, then immediately hold a direction towards the wall; repeat until the wall is climbed.
 
=== Wallboost ===
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.' After performing a wallboost, 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 drop instantly, 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 137.5 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 ===
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 tech allows you to cross a 5-tile gap, hence its name.
5 Jumps use two climbjumps - one after the other - to clear 5 tiles in a single jump. To do a 5 Jump, climbjump off a wall (straight up), and as you hit/grab onto the wall again, climbjump and move left or right.
 
=== DreadcornerCornerboost (cb) ===
When Madeline collides with a wall (when her speed attempts to move her inside the wall and is blocked by the tile), the game stores her current speed as "retained" speed. If the wall no longer blocks Madeline from moving forward within the next 5 frames, the retained speed will be refunded (so Madeline will keep moving at the speed she had when she hit the wall).
A Dreadcorner refers to the corner of terrain that has spikes on it. This is actually safe to jump on, yet pixel perfect. To play it safe, you can use a wall that ends on the same tile (if available), fall down, and then jump.
 
The most common way to intentionally use retained speed is to do a '''cornerboost'''. Doing a climbjump at the top of a wall with momentum will push Madeline over the top and refund the retained speed. Since climbjumps cancel dashes, this is a way to preserve the speed of a dash if it would otherwise have been lost when the dash ended.
=== Cornerboost (Cboost) ===
[[File:Cornerboost grid.png|thumb|Pixel positions for a good or bad cornerboost on a normal horizontal dash, which gives Madeline 240 speed (4px per frame).]]
Cornerboosts are easier done with dashes, but can be done dashless. They are arguably an exploit that grants a horizontal speed boost; when climbjumping on the top corner of terrain with horizontal momentum, they give a multiplicative speed boost, similar to Ultradashes. On their own, they can clear about 6 tiles without using a dash.
Climbjumps, like ground jumps, give Madeline +40 speed in the direction the player is holding. If the climbjump is done ''before'' Madeline collides with the wall, that extra +40 speed will be included in the retained speed value. This is known as a ''''good cb'''', where climbjumping ''after'' colliding with the wall is called a '''bad cb.''' Above 180 speed, it is possible that there will not be a frame where Madeline can climbjump before she collides with the wall, and as such, a bad cb will be inevitable even when jump is buffered. There are 3 pixels Madeline can occupy and climbjump on before she actually collides with the wall, so if moving at 4px/frame like in a typical horizontal dash, 1 in every 4 pixels will give a bad cornerboost.
 
==== Downward Cornerboosts ====
<u>Variant - 6 Jump:</u> 6 Jumps utilize cornerboosts as a dashless tech, where 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, going 6 tiles.
Grabbing a wall immediately removes all of Madeline's speed. Note that grabbing is not the same as climbjumping. In order to grab a wall, Madeline needs to:
 
* Be on one of the two pixels closest to the wall
=== Throwable Backboost (Backboost) ===
* Not be moving downward
Throwing an object in the opposite direction Madeline is moving gives her a small initial speed boost. Performing an Ultra directly after will utilize this extra speed and launch Madeline even faster.
* Not be in dash state
* Not have less than 20 stamina (sprite flashing red)
 
As you do not want to grab and lose all your speed for a cornerboost, another of these conditions must be met if Madeline is moving downward and the player wants to cornerboost. The simplest method is to do a down diagonal dash as in a delayed ultra. However, if the cornerboost needs to be done without dashing, Madeline needs to be 3 pixels away from the wall - too far to grab but close enough to do a climbjump. She will now be moving upward on the next frame and unable to jump for that reason. Note the similarity to climbjumping on a moveblock without activating it, which is also about avoiding grabbing the block.
 
==== 6 Jump ====
A '6 jump' is a dashless cornerboost that travels over 6 tiles, typically over spikes. This is done by being at full air-strafe speed (90) and doing a cornerboost on the top of a wall to gain another +40 speed. It must be done in the first room of Crossing for the [[Winged Golden Strawberry]] in dashless [[Forsaken City|City]].
 
==== Double Cornerboost ====
If Madeline has a horizontal speed below ~144, it's possible with precise pixel positioning to climbjump once and not yet collide with the wall, making it possible to execute a second climbjump before colliding and gain an additional +40 speed. This is typically a frame-perfect input, as you need to jump twice on consecutive frames.
 
==== Reverse Cornerboost (rcb) ====
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 ====
A neutral reverse cornerboost allows you to not lose any speed compared to a regular reverse cornerboost. To execute this you must face towards the wall and then release all directions before jumping. Since this is a neutral climbjump, pressing the opposite direction Madeline is facing within the next 11 frames will cause a wallboost- setting your horizontal speed to ~125 no matter the previous speed. For this reason, neutral RCBs are generally undesirable at high speed as air friction is doubled when you are not holding the direction that Madeline is moving, and the 11f of extra friction outweighs the -40 speed from the reversed climbjump. However, this is sometimes used intentionally at low speeds to gain speed from the wallboost (e.g. Pillarless in 5B) or to wallboost after a screen transition and gain some extra horizontal speed (e.g. the fastest entry to City start room 6).
 
==== Spiked Cornerboost ====
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 {{ch|5B}}, which skips the same rooms that a Bubsdrop does.
 
==== Disappearing Block Cornerboost ====
A block disappearing (such as a door or a cassette block) works just the same as going over the top of a wall for the purpose of refunding retained speed.
 
=== Spike Jumps ===
{{Ambox|type=content|text=This section lacks information about spikejumps off moving blocks. Please take a moment to improve this section.}}
 
Spikejumps can refer to one of two situations: either Madeline is being pushed into spikes (via wind), or spikes are being pushed into Madeline (when attached to moving blocks).
 
Wind applies a constant movement to Madeline every frame, however, this movement is applied independently of her regular speed calculations and after collision checks occur. As a consequence, it is possible to jump off surfaces beneath spikes before collision checks are applied.
 
== Entity Tech ==
Entity Tech refers to using blocks of various kindsblocks (andor their respective mechanics)[[entities]] to do specifically useful techs.
 
=== DreamExplosion JumpBoost ===
Explosions caused by pufferfishes, bumpers, or reviving seekers grant Madeline some momentum. If you're holding the same direction Madeline is boosted towards, you gain about 50 extra horizontal speed.
Dream Jumps grant a small upwards (but mostly horizontal) speed boost when exiting Dream Blocks. Simply press Jump as you leave the dream block.
 
=== Fish / Ice / Oshiro / Seeker / Snowball Jump ===
<u>Dream Double-Jump</u>: Spamming the jump button twice right as Madeline makes it out of the dream block allows for a longer jump than a normal dream jump.
Holding jump when bouncing off the top of something ([[Oshiro]], snowballs, pufferfish, [[seeker]]s, or ice balls in vanilla) grants a significant amount of height compared to not pressing jump, and if dashed into will also preserve any horizontal momentum as the bounce will cancel the dash. 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.
 
=== DreamBubble Super / Hyper ===
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=== Core BoostArchie ===
Tutorial: <u>[https://www.youtube.com/watch?v=7CxzOgWYB00 Flesh117]</u>
By jumping off a fire core block a few frames after it breaks, you can gain an additional boost of speed, about 1.2-1.5x.
 
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. Archies are possible because bubbles center your hitbox when entered, hence you will be higher up if you enter the bubble with a smaller crouching hitbox.
=== Core Super/Hyper ===
 
=== Cloud Jump / Spiked Cloud Jump ===
Using the same logic of Dream Supers/Hypers, you can get a very large amount of speed and height by inputting one of these techs at the last few frames of the core block's launch.
Madeline only needs to jump when the [[Clouds|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.
 
==== FishCloud Super/Bumper/Seeker BoostHyper ====
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.
All of these entities provide a large amount of momentum when used in a certain way (Getting near them, Touching them, and Stunning them, respectively), but share a common mechanic. When holding in the same direction as Madeline is boosted, you will gain an extra boost of speed; about 1.5x to 2x.
 
==== SeekerCloud SuperbounceHyper Bunnyhop ====
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.
=== Jelly/Theo Regrabs ===
 
=== Core Hyper/Super ===
Throw the throwable in front of you, then updiagonal Dash to pick it up again, giving you a boost. Theo Regrabs are considerably harder than Jelly Regrabs.
Core blocks give coyote frames before disappearing at the end of their launch, and a hyper/super can be performed during coyote time. The speed from this is combined with the large amount of horizontal liftboost granted by the core block, causing core hypers to give high amounts of speed.
 
=== JellyvatorDream / Theovator (-vator)Jump ===
{{Main|Dream tech}}
 
You can jump out of [[dream blocks]] since they give coyote frames. The jump grants height along with the +40 horizontal speed granted by ground jumps. To execute it, simply press jump as you leave the dream block. This tech is taught by the [[bird]] in the {{ch|2B|lf=1}}.
{{Main|Vators}}
 
==== Dream Double-Jump ====
Elevators rely on the fact that pressing down while releasing Grab will simply drop the item Madeline is holding, rather than throwing it. After dropping an item, Dash upwards while holding Grab to Grab the item again. Madeline will get a small speed boost upwards.
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 ====
<u>Note:</u> Theo crystals do not give a speed boost; Jellyfish do, and will give a larger one depending on how late in the Dash they were Grabbed.
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 grants 325 horizontal speed and halved jump height, identical to a regular hyperdash. Unlike dream jumps, dream hypers do '''not''' give your dash back, as it is used after exiting the dream block.
 
You also can do a superdash out of a dream block, though this has less practical use than dream hypers or a dream double-jump.
=== Bubble Super/Hyper ===
 
=== Featherboost ===
This can only be performed if the bubble is level with the ground Madeline is standing on. Dash right into the bubble, and before you enter the bubble, very quickly input a hyper/super (not extended). The bubble will then launch you with the momentum of either a hyper or a super, depending on which one you used.
Holding a diagonal direction with the movement buttons on the first frame of [[feather]] movement will give you an initial speed boost.
 
=== CloudFeather Jump / Spiked Cloud JumpSuper ===
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. Despite the name, feather supers bear no mechanical relation to superdashes.
Rather than jumping with a cloud, Madeline only needs to jump when the cloud is at its highest position. If there are spikes or other hazards under the cloud, Jump quickly to push the cloud down, then Jump again as it comes up.
 
=== CloudSeeker SuperbounceBounce ===
After hitting a wall, [[seekers]] enter a different state for a brief moment. 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.
 
=== Cloud SuperTheo/HyperJelly Regrabs ===
[[File:Jelly Regrab.gif|thumb|A Jelly Regrab|240px]]
Grabbing a [[Theo Crystal]] or a [[Jellyfish]] 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: 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.
 
==== BinocularsJelly Clip (Bino Clip)Laddering ====
Using two [[jellyfish]], Madeline can grab one after the other to keep some of her vertical or horizontal speed.
In order to reduce strain on the game, when using binoculars, the game will unload spinners that aren't currently visible; allowing Madeline to dash or even walk through them with total safety (at least until they load back in). To do this, look in the binoculars, move them as far away as you can (or enough to unload the spinners), then quickly leave and dash through the spinners.
 
You can use this tech to move upwards indefinitely by dropping and regrabbing the jellyfish, though it has few practical uses and is quite inconsistent.
=== Jellyfish Boost ===
Dashing into a jellyfish while holding grab will impart Madeline's speed into the jellyfish, as well as a small speed boost. Works for any direction.
 
==== ArchieTheo/Jelly Ultras ====
You can also use the regrab mechanic to cancel a grounded ultra, cancelling a dash without losing any speed at the end.
An "Archie" is entering a bubble with a crouched hitbox (from any direction), which will move the bubble up by two pixels. This is most often performed with a demodash, but can also be done simply using a duck jump.
 
=== Throwable Backboost (Backboost) ===
<u>[https://www.youtube.com/watch?v=7CxzOgWYB00 Tutorial (Flesh117)]</u>
Throwing a jellyfish or Theo crystal grants Madeline 80 speed in the opposite direction it is thrown. This can be exploited by turning around briefly and throwing the throwable backwards, granting the speed bonus in the forwards direction.
 
=== ObscureJellyvator Tech/ Theovator ===
=== Spike Jump ===
Spikes and their surface have a short (almost pixel-perfect) window where they can be jumped on, provided there is wind pushing you towards the spikes or the spikes are moving towards you.
 
{{Main|Vators}}
In order to jump on them, Madeline needs to be moving away from them (at least aimed away) in the window where you can input a jump. Jumping off of spikes on the ground (not walls) will restore your stamina, but not your dash.
 
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.
=== Diagonal Demodash (Diag Demo) ===
 
<u>'''Note:'''</u> 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 crystal]]s provide less height than jellyfish since holding a jellyfish lowers Madeline's gravity.
=== Jelly Juggling ===
 
=== Lava NeutralsWaterboost ===
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.
Lava has a pixel-perfect window where you can climb it with a Neutral Jump. Just don't get too close, as it will still hurt to touch!
 
=== BlockboostReform Tech ===
Reform Tech is tech done with blocks that will disappear and respawn at their initial position, like [[cassette blocks]] and moving blocks, while they are reforming.
A blockboost is done by inputting a super, hyper, or wavedash onto a dash block, and makes Madeline inherit the (very high) speed from the moving dash block. The jump after the tech may need to be delayed. Reversing the tech will also work (although it will be harder to time it right).
 
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 entities 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.
<u>Variant - Double Blockboost:</u> A blockboost followed by an immediate ultra dash. The ultra will multiply the already high speed of the dash block.
 
==== ZipboostReform Kick ====
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.
 
==== CeilingReform PopBoost (Cassette Boost) ====
If you are near the top of a cassette block when it reforms, your position will be snapped upwards, placing you on top of it. By jumping as this happens, the sudden vertical movement is added, granting a considerably higher jump. The jump input cannot be buffered.
 
===== Cassoosted Fuper =====
A Cassoosted Fuper is getting a cassette boost as you perform a feather super. This is a joke tech, primarily mocking the Celeste communities' culture of making portmanteaus out of tech names.
 
== Other Tech ==
These techs have very niche uses. Some of them are very difficult to perform.
 
=== Binoculars Clip (Bino Clip) ===
To reduce strain on the game, when the player uses {{Tooltip|binos|entities to preview the screen}}, the game will unload spinners not currently visible, allowing Madeline to dash or even walk through them safely until they load back in. To do this, look in the binos, move them away enough to unload the spinners, and then quickly leave and dash through them.
 
=== Bubsdrop ===
 
{{Main|Bubsdrop}}
== Modded Tech ==
Modded Tech is not found in the base game nor its speedruns, but still exists. It can be used in modded levels.
 
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 {{ch|5b|lf=1}}, this trick is used to skip a significant portion of the Central Chamber checkpoint.
=== Dream Redirect ===
If dash crystals are put inside of dream blocks, Madeline's dash is restored inside the dream block as well as after leaving it. You can dash while inside the dream block and change direction, or dash the same direction for a massive speed boost.
 
=== Dream-BubbleCeiling BoostPop (cpop) ===
Dream supers and hypers can be done from within a bubble right after a dream block.
 
Tutorial (referenced in [[Celestecord]]): [https://www.youtube.com/watch?v=FLTTtlgbB8E Parrot Dash (YouTube)]
=== Dream Wallbounce ===
Wallbounces can be inputted in the few frames after leaving a dream block, similar to supers and hypers.
 
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 {{ch|4A}}.
=== Waterboost ===
Going in and out of multiple layers of water rapidly will add multiplicative speed, as long as the proper direction is held.
 
=== MechanicsCutscene Warps ===
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 {{ch|2A}} and {{ch|5A}} to skip a part of the room.
Mechanics are not techs in themselves, but rather just base components of the main game. They can be used to their advantage, and many techs make use of them.
 
=== ScreenPause TransitionBuffering ===
When unpausing the game, there is a short window in which the game has not started yet. Inputting during this period up to 6 frames (notably longer than the standard 5-frame buffer window) before the game starts will make the input occur on 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 significantly easier to perform.
When transitioning between two screens, Madeline's dash(es) and stamina are restored.
 
=== CoyoteSpinner TimeStunning ===
Information: [https://youtu.be/ptFniiXj2f4?t=396 Msushi (YouTube)]
Madeline is allowed to jump for a few frames after leaving a platform.
 
Spinners only gain collision when within a certain distance of Madeline, and they check whether they are in this distance every third frame. By pausing on the frame this check occurs, the check is skipped, keeping the spinner uncollidable. This can be chained to keep spinners nonlethal for arbitrarily long time periods. Critically, this check has a pseudo-random offset on each spinner, effectively separating all spinners into three groups, only one of which may be stunned. While humans have performed spinner stunning, it is generally considered a TAS-only tech as each pause is frame-perfect, and without using hitboxes it is impossible to tell which group is being stunned. Lightning can also be stunned in the same manner as described above.
=== Fastbubbling ===
Press Dash while inside of a bubble to make it move sooner.
 
(Note that spinners are made uncollidable rather than unloaded - they are still loaded as usual, just unable to kill Madeline.)
=== Ledges ===
 
Ledges refer to the corner(ish) of a tile that doesn't actually have spikes on it, but next to it (usually on a wall). These are completely safe to stand on, although they are rather tiny. To stand on them, stand just next to the corner of the tile.
==== Spinner Freeze ====
After waiting for around 118 hours in a level, the TimeActive variable will stop increasing due to floating point imprecision. TimeActive is the variable that decides which spinner group to check, so two-thirds of spinners will never be loaded, making a variation of spinner stunning humanly possible.
 
=== Undemo dashing ===
This tech is the opposite of a manual demodash. Instead of forcing the frame 1 crouch check to be made on a non-downward dash, the player avoids the crouch check on a downward dash by redirecting from a neutral or non-downward direction. It is useful in particular circumstances, like entering a dream block uncrouched or collecting a heart from the bottom with a down dash. A good example of this is the [https://gamebanana.com/mods/470120 Weightless Pressure] mod
 
=== Half Stamina Climbing ===
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.
 
[https://youtu.be/FHAuZJC6HaA?t=1620 The 100% TAS uses this tech when obtaining the heart in 6A.]
 
=== Kermit Dash ===
Kermit Dashing is a joke tech, very rarely used. Dashing through a screen transition cancels your dash, but does not remove the 'dashattack' timer which allows Madeline to do 'dash actions' like [[Wallbounces|wallbounce]], breaking blocks, and entering [[Dream Blocks|dream blocks]]. The 'dash direction' of a cancelled dash is also maintained. 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 ==
* {{ch|1A}} - Dashless tech is used extensively forto 1A'scollect the [[Winged BerryGolden Strawberry]]. The Cornerkick named "Coffee Jump" refers to the Cornerkick in the room with the coffee shop in the background.
* {{ch|2A}} - Screen Transitions are used forto obtain the {{ch|2A's}} [[Crystal Heart]].
* {{ch|3A}} - The Elevator Shaft Demo strategy, in 3Awhich requires a Demo,Demodash howeverthrough therethe are[[Dust alsoBunnies]] othercreated roomsby in[[Oshiro]], thecan gamebe thatused it'sto stillskip many rooms usefulat inonce.
* The [[bird]] will teach the player multiple techs throughout the game: climbing and dashing in {{ch|Pr|lf=1}}, Dream Jumps in {{ch|2B|lf=1}}, Wallbounces in {{ch|7B|lf=1}}, and Hyperdashes in {{ch|8C|lf=1}}.
* The Keyskip strategy in 5A requires a Reverse Super.
* The game will teach [[Wavedashes]] to the player in {{ch|9|lf=1}} right after passing the [[Crystal Heart Gate]] in Event Horizon. The bird is also mentioned in that tutorial.
* Hypers are taught and required in 8C.
* The Demodash wasis discoverednamed byafter the player [[Community:DemoJameson|DemoJameson]], who discovered the tech on October 14, 2018. It was subsequently named after him.
 
* Wavedashes are used extensively in the Farewell chapter.
[[Category:Tech| ]]
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