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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 page only glosses over the execution and usability of various techniques. For a more detailed explanation or specific values regarding speed, visit the 'Main article' link below the tech's name.


'''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!
== Dash Tech ==
Dash Tech refers to techs that require a dash to use, and tend to be simple yet useful. Most dash techs 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, as reversed techs grant the same benefits as extended versions.


Some other (possibly more extensive) sources of tech:
Many of the Dash Techs can be fine-tuned with the duration that the Jump button is held. The longer it is held, the higher the tech will go and the longer Madeline will stay in the air. Very short hops are known as Bunnyhops, while holding the button down as long as possible is a Full Jump.
* [https://docs.google.com/document/d/1RVXyO7AZB-r7X3FxkxrBob775qWdhfOyBEOGGbnTgws/edit#heading=h.yyzcmogdk15a Celeste TAS tech document]
[[File:Mid-air super.gif|thumb|240x240px|Superdash (Bottom) and Reverse Superdash (Top)]]
* [[Strawberry Jam Collab]] gyms and library
* [https://icebergcharts.com/i/celeste_tech Celeste tech Iceberg] (no explanations of techs listed)


=== Superdash (Super) ===
== Mechanics ==


These "techs" were added primarily to make the game feel smoother and more forgiving, but they can be taken advantage of.
{{Main|Superdashes}}


=== Coyote Time/Jump ===
Supers will boost Madeline forward a good amount, going higher and shorter than '''Hyperdashes'''.
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 ===
To do a Super, dash parallel to the ground and press Jump during the dash. This can be shortened by pressing Jump sooner (or immediately) after Dash.
Spikes won't hurt Madeline if she collides with them as long as she's moving in the direction they point.


=== Fastbubbling ===
<u>Extended:</u> Wait longer before Jumping after pressing Dash.
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) ===
<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.
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 ===
<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.
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.


=== Hyperdash (Hyper) ===
=== 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 ===
{{Main|Hyperdashes}}
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.
Hypers will launch Madeline farther and lower than '''Superdashes''', but are slightly harder to pull off.


== Dash Tech ==
To do a Hyper, Dash diagonally down while touching the ground, then Jump. Again, it can be shortened by pressing Jump sooner.
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)]]


=== Superdash (Super) ===
<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.

{{Main|Superdashes}}

To perform a superdash, dash horizontally on the ground and jump before the dash ends. This will result in a longer and faster jump, granting 260 speed.

Superdashes can be extended or reversed.

=== Hyperdash (Hyper) ===

{{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.
<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.


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>Variant - Mid-Air Hyper:</u> See '''Demohyper''' below.[[File:Wavedashing.gif|thumb|240x240px|Wavedash and Reverse Wavedash]]


Hyperdashes can be extended or reversed.
=== Wavedash (Wave) ===


=== Wavedash ===
{{Main|Wavedashes}}Wavedashes are a simple way to go far and fast, and as a bonus they automatically give your dash back.
[[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}}.
To do a Wavedash, dash diagonally down towards the ground and press jump as you hit the ground.


Wavedashes can be extended or reversed.
<u>Reversed:</u> After hitting the ground, Jump the opposite direction of the Dash.


=== Extended Dashes ===
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) ===
=== Ultradash (Ultra) ===
[[File:Ultra.gif|thumb|240px|Ultra]]
{{Main|Ultradashes}}Tutorial: [https://m.youtube.com/watch?v=abTRUoz5GZA Aiden]
{{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.
After Madeline dashes down-diagonally, the next time she touches the ground her horizontal speed will be multiplied by 1.2. Another unique property of down-diagonal dashes is that unlike every other dash, a down-diagonal will not reset Madeline's speed to 0 if it ends in mid-air. What this means is that a player can dash down-diagonally with a significant amount of speed and, as long as the dash ends in midair, maintain all of that speed until she hits the ground, at which point it will be multiplied by 1.2x, allowing very high speeds to be reached on the right terrain.


The simplest and most common way to perform an ultradash is to perform a hyperdash and then instantly down-diagonally dash. The dash must end before Madeline touches the ground in order to maintain the momentum, so players should start from high enough up that the dash will end before they land. It is usually important to jump just after you touch the ground in order to lose as little speed to friction as possible. Players should aim not to buffer the jump input, (because this has a high likelihood of preventing the 1.2x boost) and instead try to press jump just after landing on the ground. To maintain the maximum speed with the ultradash, players should also aim to down-diagonally dash as soon as possible after the initial hyperdash (or other speed gain).
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.


==== Chained Ultras ====
<u>Grounded Ultra (Gultra):</u> A high speed down-diagonal dash that is done while on or very close to the ground. The 1.2x speed boost will still apply, but all speed will be lost when the dash ends. Because this is essentially the same input as a hyperdash (a down-diagonal dash into the ground), players can jump before the dash ends to hyperdash and be given 325 speed. Then, they can instantly perform another grounded ultra, giving them the 1.2x boost (390 speed), until the dash ends. This can be chained infinitely on flat terrain, and is the fastest possible movement on said terrain.
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 ====
<u>Variant - Chained Ultra:</u> Multiple Ultradashes done in a row. Requires very specific terrain in order to be possible, but can quickly reach incredible speeds due to the multiplicative speed gain of ultradashes.
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.
=== Crouch Dash / Demodash (Demo) ===


===== Grounded Ultra Cancel =====
{{Main|Demodash}}Demodashes, also known as crouch dashes, are a technique that allow the player to dash with a smaller hitbox, usually to get to spots that are normally not accessible.
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 ====
To perform a Demo, press down ''before'' (within 4 frames or 0.07 seconds) - but not during - a Dash. If performed correctly, Madeline's hitbox will remain crouched during the Dash, allowing you to slip through spinners, dust bunnies, and other obstacles unharmed. Demos cannot be performed with downward Dashes as the game automatically uncrouches Madeline.
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.
<u>Variant - Demohyper:</u> Jumping during a Demodash will result in a Hyper, because of the crouched state needed for the Demo in the first place.
[[File:Wallbouncing.gif|thumb|240x240px|Wallbounce]]


=== Wallbounce ===
=== Demodash (Demo) ===


{{Main|Wallbounces}}
{{Main|Demodash}}


'''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.
Wallbounces are aimed vertically rather than horizontally. They are functionally identical to '''Superdashes''', only up. Unlike supers, they will not restore your dash as you aren't touching the ground.


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.
To do a Wallbounce, dash up and parallel to the wall and press Jump.


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.
<u>Variant - Bubble Wallbounce:</u> Wallbounces can be performed directly out of a green bubble without dashing, if the bubble is launched upwards.


==== Demohyper ====
<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.
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) ====
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) ===
[[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.

Wallbounces can be performed out of red or green bubbles.


== Dashless Tech ==
== Dashless Tech ==
Dashless Tech refers to techs that don't need a dash to use, and tend to be more complex or precise. Unlike the dashing variants, these cannot be extended or reversed.
Dashless Tech refers to tech that don't need a dash to perform. They tend to be more complex or precise.


=== Bunnyhop (Bhop) ===
=== Bunnyhop (Bhop) ===
A Bunnyhop is loosely defined as jumping as soon as 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.


{{Main|Bunnyhops}}
<u>Variant - Chained Bunnyhop:</u> Because each jump gives Madeline a short burst of speed, repeating bunnyhops is the fastest method of dashless movement along flat ground.


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.
=== Cornerkick ===
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.


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.
To cornerkick, aim away from the wall, Jump towards the corner, and press Jump again when you hit the corner.


=== Crouch Jump/Climb ===
=== Neutral Jump (Neutral) ===
[[File:Neutral jumping.gif|thumb|100px|Neutral jumping]]
Crouch Jumps will allow you to get into comfy 1x1 (or 1 tile high) areas. If crouching before a Jump, Madeline will remain crouched while jumping; and can climb while still being crouched.
{{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 this, hold Crouch, then Jump while holding Crouch. You can throw a Grab into the mix and climbjump at the same time. If you begin falling down, Madeline will uncrouch automatically.


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.
=== Neutral Jump (Neutral) ===


=== Cornerkick ===
{{Main|Neutrals}}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.
Cornerkicks are wallkicks off 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.
To do a Neutral, jump off of 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.


Cornerkicks will be neutral if no directional keys are held on the frame you press jump.
=== 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, the top of the wall is still possible to climbjump or wallkick from. A 5jump is executed by using a neutral climbjump to reach the top of the wall (that is, a climbjump that goes directly upward) and then jumping again off the very top of the wall. This technique allows a player to climbjump over a 5 tile gap.


=== Crouch Jump / Crouch Climb ===
<u>Variant - 6 Jump:</u> See '''Cornerboost''' below.
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.
=== Cornerboost ===
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 allow Madeline to conserve all of her previous momentum while gaining +40 speed from the climbjump. They also cancel dashes, which means that the speed of the dash is preserved instead of being stopped at the end of the dash. On their own, cornerboosts can clear about 6 tiles without using a dash.


=== Wallboost ===
<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.
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.
=== Throwable Backboost (Backboost) ===
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.


== Entity Tech ==
=== 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.
Entity Tech refers to using blocks or entities of various kinds (and their respective mechanics) to do specifically useful techs.


=== Dream Jump ===
=== Cornerboost (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).
Dream Jumps grant a small upwards (but mostly horizontal) speed boost when exiting Dream Blocks. Simply press Jump as you leave the dream block. This technique is taught by a bird in the Old Site B-Side.


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.
<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.
[[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).]]
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.


=== Core Boost ===
==== Downward Cornerboosts ====
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:
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.


* Be on one of the two pixels closest to the wall
=== Core Super / Hyper ===
* Not be moving downward
* 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.
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 (coyote frames) of the core block's launch.


=== Fish / Bumper / Seeker Boost ===
==== 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]].
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.


=== Jelly/Theo Regrabs ===
==== 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) ====
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.
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.


=== Jellyvator / Theovator (-vator) ===
==== 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 ====
{{Main|Vators}}
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 ====
Elevators rely on the fact that holding down while releasing Grab will simply drop the item Madeline is holding, rather than throwing it. After dropping an item, dash upwards into it and grab the item again. The dash will be cancelled and some of the dash momentum preserved, giving Madeline some more height.
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 ===
<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 cancelling the dash, but simply due to Madeline being higher up when the dash is actually cancelled. Theo crystals will provide less height than Jellyfish, since holding a jelly lowers Madeline's gravity.
{{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).
=== Oshiro / Snowball / Seeker / Fish Jump ===
Holding jump when landing on top of Oshiro, a snowball, a pufferfish, or a seeker will give Madeline a significant amount of height compared to not pressing jump, and also preserve some of Madeline's horizontal momentum. Madeline's dash and stamina will also be restored whether or not you press jump.


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.
Contacting the top of one of these entities will also cancel Madeline's dash, preserving some of the momentum from the dash. For this reason, dashing horizontally parallel to one of these entities and jumping is sometimes colloquially referred to as a "Fish super", "Snowball super", and so on, despite mechanically not being in any way related to a superdash.

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

=== Explosion Boost ===
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.

=== Fish / Ice / Oshiro / Seeker / Snowball 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.


=== Bubble Super / Hyper ===
=== Bubble Super / Hyper ===
If the game considers you grounded while in a bubble, you can hyperdash or superdash out of the bubble. Once you leave the ground, for 5 frames, you are in "coyote time" when the game still considers you to be on the ground. By entering a bubble and inputting a hyper or a super within this 5-frame window, you will gain the speed boost as well as keep your dash from the bubble, even if the bubble is mid-air.

=== Archie ===
Tutorial: <u>[https://www.youtube.com/watch?v=7CxzOgWYB00 Flesh117]</u>


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.
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.


=== Cloud Jump / Spiked Cloud Jump ===
=== Cloud Jump / Spiked Cloud Jump ===
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.
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.


=== Cloud Super/Hyper ===
==== Cloud Super/Hyper ====
Just like on the ground, Madeline can do a super or hyper off of clouds; although the timing is a bit more precise.
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 ====
Just input a super or hyper as you bounce up.
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.
=== Binoculars Clip (Bino Clip) ===
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.


=== Archie ===
=== Core Hyper/Super ===
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.
Tutorial: <u>[https://www.youtube.com/watch?v=7CxzOgWYB00 Flesh117]</u>


=== Dream Jump ===
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.
{{Main|Dream tech}}
== Obscure Tech ==
Obscure tech ''is'' possible within the vanilla level layout, but has extremely specific/niche uses. Most obscure tech is very difficult to perform.


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}}.
=== 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.


==== Dream Double-Jump ====
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.
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).


=== Diagonal Demodash (Diag Demo) ===
==== Dream Hyper ====
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.
A more advanced version of the Demodash. One of the most obscure techs, it has extremely little or no use in most applications.


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.
On the frame you dash, hold the down direction. In the 4 frames after that, release down, and aim where you want to dash in. This is difficult without binding a Demo button.


=== Dream Super/Hyper ===
=== Featherboost ===
Holding a diagonal direction with the movement buttons on the first frame of [[feather]] movement will give you an initial speed boost.
Instead of simply jumping out of dreamblocks, a Hyper can be done in the few frames right as you leave the dream block. This will give you a much larger horizontal speed boost but does not go as high as a dream jump. Note that unlike the dream jump, this does '''not''' give your dash back, as it is used after exiting the dream block and requires a dash.


=== Waterboost ===
=== Feather Super ===
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.
When you are on the surface of water, it is possible to jump multiple times with each jump giving +40 speed. Humans can generally only do two or three jumps, while TAS can jump on every single frame, achieving absurd amounts of speed.


=== Jelly Laddering ===
=== Seeker Bounce ===
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.
Using two jellyfishes, Madeline can grab one after the other to get incrementally small speed boosts and begin to move upwards.


=== Theo/Jelly Regrabs ===
With two jellyfishes, rapidly spam grab.
[[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.


=== Lava climbing ===
==== Jelly Laddering ====
Using two [[jellyfish]], Madeline can grab one after the other to keep some of her vertical or horizontal speed.
Lava is technically a wall, and therefore has a pixel-perfect window where you can climb up it with either climbjumps or neutral jumps. Additionally, you can even wallbounce off of lava. The frame window for this tech can be extended by '''Jump Buffering'''. Just don't get too close, as it will still hurt to touch!


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.
=== Ceiling Pop ===
When Madeline grabs a wall with downward momentum, she slides down a tiny amount. If she grabs 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 forwards momentum.


=== Bubsdrop ===
==== Theo/Jelly Ultras ====
You can also use the regrab mechanic to cancel a grounded ultra, cancelling a dash without losing any speed at the end.
The use of a wallkick in order to cancel the upwards momentum gained from going into a vertical screen transition, so that you don't land on a one-way [https://i.imgur.com/neUYLiV.png jumpthrough] platform and can return to the previous room. Upon re-entering the original room, your spawnpoint will be set to the nearest available spot. In 5B, this trick is used to skip a significant portion of the Central Chamber checkpoint.


=== Delayed Ultra ===
=== Throwable Backboost (Backboost) ===
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.
Cancelling 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 cancelling 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.


=== Jellyvator / Theovator ===
An iconic example of a RTA delayed ultra is used in the Awake checkpoint of [[2A]], where runners build up massive amounts of speed utilising a delayed ultra, multiple cornerboosts, and multiple chained ultradashes.


{{Main|Vators}}
=== Reverse Cornerboost ===
A reverse cornerboost is executed by climbjumping towards a vertical corner that is ''behind'' Madeline. This cancels a dash and conserves momentum in the same way as a normal cornerboost, but the +40 speed from jumping is applied in the opposite direction, slowing Madeline down slightly. This is mostly done to cancel an up-diagonal dash and is still beneficial because more than 40 speed is conserved from the dash. This was originally considered TAS-only tech but has been implemented by high-level players, especially in IL runs.


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


<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.
=== Wallboost ===
If a player presses away from a wall shortly after climbjumping, the stamina cost from the climbjump is refunded and the jump is converted into a wallkick 'after the fact'. However, unlike a normal wallkick, you are not prevented from pressing towards the wall again to quickly return to it. This allows staminaless 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 fall since you stop grabbing the wall, but allow you to regrab them significantly faster than you could with a neutral jump or real wallkick.


=== Waterboost ===
If you do a wallboost while grabbing a wall but also touching the floor, you will still be 'refunded' the stamina from a climbjump despite not having used any for the original climbjump. This means you will have 138 stamina where Madeline's maximum stamina is supposed to be 110, allowing you to do five climbjumps before running out instead of four.
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.


== Modded Tech ==
=== Reform 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.
Modded Tech can't be done in the base game due to the level design, but can be found in modded levels. The tech still exists in vanilla, there just isn't a way to perform it.


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.
=== Dream Wallbounce ===
Wallbounces can be inputted in the few frames after leaving a dream block, similar to supers and hypers.


=== Dream Redirect ===
==== Reform 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.
Dream blocks only restore your dash upon exit, so while inside, you have 0 dashes. If dash crystals are placed inside of dream blocks, you can restore your dash - and even use it - while inside the dream block. Doubledash crystals also act the same as normal.


==== Reform Boost (Cassette Boost) ====
== Mechanics ==
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.
These "techs" were added primarily to make the game feel smoother and more forgiving to play, but can be taken advantage of.


=== Screen Transition ===
===== 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.
When transitioning between two screens, Madeline's dash(es) and stamina are restored.


=== Fastfalling (Fastfall) ===
== Other Tech ==
These techs have very niche uses. Some of them are very difficult to perform.
Holding down while in midair will cause Madeline to fall faster after a short acceleration.


=== Coyote Time/Jump ===
=== 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.
Madeline is allowed to jump for 5 frames (roughly 0.1 seconds) after she last touched the ground. This includes performing super and hyperdashes.


=== Fastbubbling ===
=== Bubsdrop ===
Press Dash while inside of a stationary bubble to make it move sooner. Dashing inside a moving red bubble will use your dash and make Madeline dash outside of the bubble, interrupting it.


{{Main|Bubsdrop}}
=== Directional Spikes ===
Spikes will not hurt Madeline if she is travelling away from them or in the direction that they point. This is the method behind Spikejumps and one-way gates.


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.
=== Input Buffering ===
Attempting to perform an action while it is not currently possible will "buffer" or store the input for the next 5 frames. If the action becomes possible within those 5 frames, Madeline will instantly perform it. For example, you can press jump slightly before you land on the ground, and 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, and can be done with any action in the game (except ultradashes).


== TAS-Only Tech ==
=== Ceiling Pop (cpop) ===

This is tech that is impossible for a human to perform, and as such is only possible in [[TAS|Tool-Assisted Speedruns.]] Note that multiple techniques such as Ceiling Pops are largely TAS-only due to the precision involved, but can be performed by humans under the right circumstances.
Tutorial (referenced in [[Celestecord]]): [https://www.youtube.com/watch?v=FLTTtlgbB8E 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 {{ch|4A}}.

=== Cutscene 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.

=== Pause Buffering ===
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.

=== Spinner Stunning ===
Information: [https://youtu.be/ptFniiXj2f4?t=396 Msushi (YouTube)]

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.

(Note that spinners are made uncollidable rather than unloaded - they are still loaded as usual, just unable to kill Madeline.)

==== 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 ===
=== 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 of 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.
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 a bit more RTA viable by binding a key to left, right, and jump. After climbjumping away from the wall to wallboost, pressing the new keybind within 2 frames makes Madeline turn around and climbjump.
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 within the 2 frames after a wallboost. This does not consume stamina and allows Madeline to climb faster than using only neutral jumps.
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.


A good example of this tech in use is [https://youtu.be/FHAuZJC6HaA?t=1620 in the 100% TAS when obtaining the heart in 6A].
[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 ==
== Trivia ==
* 1A - Dashless tech is used extensively for 1A's Winged Berry. The Cornerkick named "Coffee Jump" refers to the Cornerkick in the room with the coffee shop in the background.
* {{ch|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 2A's Crystal Heart.
* {{ch|2A}} - Screen Transitions are used to obtain the {{ch|2A}} [[Crystal Heart]].
* 3A - The Elevator Shaft Demo strategy in 3A requires a Demodash, however there are also other rooms in the game that it's still useful in.
* {{ch|3A}} - The Elevator Shaft Demo strategy, which requires a Demodash through the [[Dust Bunnies]] created by [[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 {{ch|Pr|lf=1}}, Dream Jumps in {{ch|2B|lf=1}}, Wallbounces in {{ch|7B|lf=1}}, and Hyperdashes in {{ch|8C|lf=1}}.
* 5A - 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.
* The bird will tell you multiple techs throughout the game. Notably: Dashing, in Prologue; Dream Jumps, in Old Site B; Wallbounces, in Summit B; and Hyperdashes, in Core C. The game will teach Wavedashes to the player in Farewell.
* The Demodash was discovered by the player [[Community:DemoJameson|DemoJameson]] on October 14, 2018. It was subsequently named after him.
* The Demodash is named after the player DemoJameson, who discovered the tech on October 14, 2018.

[[Category:Tech| ]]

Revision as of 17:08, 20 April 2024

For those whom sit on the bleeding edge, the terrible developers at Celeste Wiki have a sandbox article for Tech.

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.

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 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 tech:

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 Farewell 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 2A.

Liftboost

Liftboost, rather than a tech, is a basic game mechanic. When being moved by an entity like a 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.

Reverse Superdash (Top), Superdash (Bottom)

Superdash (Super)

To perform a superdash, dash horizontally on the ground and jump before the dash ends. This will result in a longer and faster jump, granting 260 speed.

Superdashes can be extended or reversed.

Hyperdash (Hyper)

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.

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.

Hyperdashes can be extended or reversed.

Wavedash

Wavedash and Reverse Wavedash

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 Farewell.

Wavedashes can be extended or reversed.

Extended Dashes

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)

Ultra

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.

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.

Chained Ultras

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 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)

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.

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.

You can bind a Demo button in-game since the 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.

Demohyper

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)

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)

Wallbounce

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.

Wallbounces can be performed out of red or green bubbles.

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 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 Prologue, as it is not possible to dash there.

Neutral Jump (Neutral)

Neutral jumping

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.

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 on the frame you press jump.

Crouch 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.

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.

Cornerboost (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).

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.

Pixel positions for a good or bad cornerboost on a normal horizontal dash, which gives Madeline 240 speed (4px per frame).

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

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
  • Not be moving downward
  • 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 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 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

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 various blocks or entities to do useful techs.

Explosion Boost

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.

Fish / Ice / Oshiro / Seeker / Snowball Jump

Holding jump when bouncing off the top of something (Mr. Oshiro, snowballs, pufferfish, seekers, 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.

Bubble Super / Hyper

If the game considers you grounded while in a bubble, you can hyperdash or superdash out of the bubble. Once you leave the ground, for 5 frames, you are in "coyote time" when the game still considers you to be on the ground. By entering a bubble and inputting a hyper or a super within this 5-frame window, you will gain the speed boost as well as keep your dash from the bubble, even if the bubble is mid-air.

Archie

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. 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.

Cloud Jump / Spiked Cloud Jump

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

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

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 Hyper/Super

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.

Dream Jump

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 Old Site B-Side.

Dream Double-Jump

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

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.

Featherboost

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

Feather Super

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.

Seeker Bounce

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.

Theo/Jelly Regrabs

A Jelly Regrab

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.

Jelly Laddering

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

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.

Theo/Jelly Ultras

You can also use the regrab mechanic to cancel a grounded ultra, cancelling a dash without losing any speed at the end.

Throwable Backboost (Backboost)

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.

Jellyvator / Theovator

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

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

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.

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.

Reform 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.

Reform Boost (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 binos, 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

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)

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

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

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.

Spinner Stunning

Information: Msushi (YouTube)

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.

(Note that spinners are made uncollidable rather than unloaded - they are still loaded as usual, just unable to kill Madeline.)

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 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.

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 wallbounce, breaking blocks, and entering 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

  • 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 is named after the player DemoJameson, who discovered the tech on October 14, 2018.