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{{Sandboxpar}}
'''TechniquesTech''', oftensometimes simply known ascalled '''techtechniques''', 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 techniquestech 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 techniquestech (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/TechniquesTech|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 techniquestech:
* [https://docs.google.com/document/d/1RVXyO7AZB-r7X3FxkxrBob775qWdhfOyBEOGGbnTgws/edit#heading=h.yyzcmogdk15a Celeste TAS tech document]
* [[Strawberry Jam Collab]] gyms and library
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== Mechanics ==
''Not to be confused with [[Mechanics]] (game objects).''
 
These "techs" were added primarily to make the game feel smoother and more forgiving to play, but they can be taken advantage of.
 
=== Coyote Time/Jump ===
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=== 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 techniquestech instantly after a screen transition or to turn frame-perfect tricks into 5-frame windows. It can be done with almost every action in the game.
 
=== Screen Transition ===
When transitioning between two screens, Madeline's dash(es) and [[stamina]] are restored. This can be used to gain height or reach otherwise unreachable areas. This is required to get a [[crystal heart]] in {{ch|2A}}.
 
=== Liftboost ===
A Liftboost, israther than a very low-level tech, rarely seen asis a techbasic in thegame traditional sensemechanic. When being moved by an entity like a [[Zippers|Traffic Block]], the amount it moves you getis stored as a certainvalue velocitycalled liftboost. When letting go of the moving objectentity, your speed gets set to your velocity,liftboost unlessvalue. yourThere velocityis exceedsa themaximum liftboostvalue capfor liftboost, which is -130 for vertical velocity and 250 in the moving direction for horizontal velocity. When jumping, yourliftboost velocity first gets capped and then the jump velocity getsis added to your jump speed, so the maximum vertical speed for verticala liftboostsjump with liftboost is -235 and 355the formaximum horizontal speed is 355.
 
Other actions, such as hypers, supers, and dashes, apply liftboost the same way a jump does. The speed calculation for a hyper is (260+liftboost)*1.25 horizontal and (-105+liftboost)*0.5 vertical, so liftboost is applied slightly differently to hypers than to other actions.
 
== Dash Tech ==
Dash Techs require a dash to perform, though, for many, a dash can be substituted with a bubble.[[File:Mid-air super.gif|thumb|240x240px|Reverse Superdash (Top), Superdash (Bottom)]]
 
=== Superdash (Super) ===
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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.
 
In order toTo 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.
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=== 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) ===
[[File:Ultra.gif|thumb|240px|Ultra]]
{{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.
 
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, ie.like after dashing diagonally-down out of a red bubble or flinggetting 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 ====
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===== Grounded Ultra Cancel =====
When dashing at high speeds, excess speed is only removed once the dash ends. By interrupting the dash before it ends, the speed from the grounded ultra can be retained. This can be done in many different ways;: grabbing a throwable, skipping a cutscene, bouncing on a snowball, so long as it interrupts the dash.
 
==== Delayed Ultra ====
When colliding with the ground, if your last dash direction was down-diagonal, you will get an ultra, granting a 1.2x speed multiplier and crouching you. This can be abused by dashing diagonally without landing on the ground, stalling in the air before landing somewhere different, and gaining the 1.2x speed multiplier at a later point somewhere different.
 
An iconic example of an {{Tooltip|RTA|humanly-possible}} Delayed Ultra is used in the Awake checkpoint of {{ch|2A}}, where runners build up massive amounts of speed utilizing a Delayed Ultra, multiple cornerboosts, and multiple chained Ultras.
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{{Main|Demodash}}
 
'''Demodashes''' (shortened to demos), also known as '''crouch dashes''' in-game, is a techniquetech 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 madelineMadeline to uncrouch as soon as she passes the corner and touches the wall.
 
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.
 
==== 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) ====
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{{Main|Wallbounces}}
 
'''Wallbounces''' are a techniquetech mainly used to gain height. To do a wallbounce, dash up and, jump during the dash duration while next to a wall, jump during the dash duration. 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 techniquestech that don't need a dash to perform. They tend to be more complex or precise.
 
=== Liftboost ===
A Liftboost is a very low-level tech, rarely seen as a tech in the traditional sense. When being moved by an entity like a [[Zippers|Traffic Block]] you get a certain velocity. When letting go of the moving object, your speed gets set to your velocity, unless your velocity exceeds the liftboost cap, which is -130 for vertical velocity and 250 in the moving direction for horizontal velocity. When jumping, your velocity first gets capped and then the jump velocity gets added to your speed, so the maximum speed for vertical liftboosts is -235 and 355 for horizontal speed.
 
=== Bunnyhop (Bhop) ===
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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. TheyIt areis frequentlycommon used byamong speedrunners to bunnyhop in {{ch|Pr|lf=1}}, as it is not possible to dash there.
 
=== Neutral Jump (Neutral) ===
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{{Main|Neutrals}}
 
Neutrals are one of the most fundamental pieces of dashless techsmovement 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.
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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 beforeon doingthe itframe you press jump.
 
=== Crouch Jump / Crouch Climb ===
Madeline can jump while being crouchedcrouching and will keep being crouchedcrouching as long as she's goinggoes 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.
Madeline can also climbjump while crouched, but she can not grab walls and hence wallclimb.
 
=== 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 instantly 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 techniquetech 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 of the wall and is blocked by the tile), the game stores her current speed as "retained" speed. If the wall is no longer blockingblocks 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.
[[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 '<nowiki/>'''good cb'''', where climbjumping ''after'' colliding with the wall is called a '''bad cb.''' Above 180 speed, it's ais possibilitypossible that there will not be a frame where Madeline is able tocan 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 ====
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* Not have less than 20 stamina (sprite flashing red)
 
As you do not want to grab and lose all your speed for a cornerboost, another of these conditions must be met if Madeline is moving downward and the player wants to cornerboost. The simplest method is to do a down diagonal dash as in a delayed ultra. However, if the cornerboost needs to be done without dashing, Madeline needs to be 3 pixels away from the wall - too far to grab but close enough to do a climbjump. She will now be moving upward on the next frame and unable to jump for that reason. Note the similarity to climbjumping on a moveblock without activating it, which is also about avoiding grabbing the block.
 
==== 6 Jump ====
A '6 jump' is a dashless cornerboost that travels over 6 tiles, typically over spikes. This is done by being at full air-strafe speed (90) and doing a cornerboost on the top of a wall to gain another +40 speed. It must be done in the first room of Crossing for the [[Winged Golden Strawberry]] in dashless [[Forsaken City|City]].
6 Jumps utilize cornerboosts as a dashless tech, whereas a 5 Jump is done while already having horizontal momentum. To do a 6 Jump, get some horizontal motion to the wall corner and climbjump on it as if you were doing the second half of a 5 Jump. A cornerboost will be done instead, spanning 6 tiles.
 
==== Double Cornerboost ====
If Madeline has a horizontal speed below ~144, it's possible with precise pixel positioning to cornerboostclimbjump once and not yet collide with the wall, making it possible to execute anothera cornerboostsecond 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) ====
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==== Neutral Reverse Cornerboost ====
A neutral reverse cornerboost allows you to not lose any speed compared to a regular reverse cornerboost. YouTo mustexecute holdthis neutralyou directionsmust whileface performingtowards the reverse cornerboost, done by pressing the opposite directionwall and then goingrelease neutralall directions before making the cornerboost, making Madeline face the cornerjumping. Since this is a neutral cornerboostclimbjump, 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. BecauseFor ofthis thatreason, neutral RCBs are generally undesirable at high speed as air friction is doubled when you can'tare holdnot aholding directionalthe direction that Madeline is keymoving, makingand youthe lose11f yourof extra friction outweighs the -40 speed twicefrom asthe 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 fast6).
 
==== Spiked Cornerboost ====
A '''Spiked Cornerboost''' is a cornerboost on a corner that has spikes on one or two adjacent surfaces. A notable example of a spiked cornerboost is the "Dreadcorner" strat in {{ch|5B}}, which skips the same rooms that a Bubsdrop does.
 
==== Disappearing BlocksBlock 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.
It is possible to cornerboost off the wall of a disappearing block (such as cassette blocks and doors) and gain 40 speed from it. Simply climbjump into the block right before it disappears.
 
=== Spike Jumps ===
{{Ambox|type=content|text=This section lacks information about spikejumps off moving blocks. Please take a moment to improve this section.}}
A lot of techniques are called '''spikejumps''', mostly referring to interactions with the mechanic of directional spikes allowing Madeline to get through them without dying as long as she goes in the same direction. This lets her cornerkick off of walls with spikes. This is used in {{ch|5B}} to skip a portion of the chapter.
 
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).
You can also jump off spikes on the ground even if there's [[Wind|downwind]] since the game checks your hurtbox ''before'' the wind pushes you down. Thanks to that, if the wind made you enter the spikes, you can buffer a jump there. However, it is required to be at a precise y-position above the spikes to get pushed into them.
 
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 [[Mechanics|blocks or [[entities]] to do useful techs.
 
=== Bumper / Fish / Seeker Explosion Boost ===
GettingExplosions nearcaused [[Pufferfish]]esby pufferfishes, touching [[Bumper]]sbumpers, and being near [[Seeker]]s whenor theyreviving reviveseekers grantsgrant 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 landingbouncing onoff the top of something ([[Oshiro]], a [[snowball]]snowballs, a [[pufferfish]], a [[seeker]]s, or an ice ballballs (in {{ch|8|lf=1}}vanilla) will give Madelinegrants a significant amount of height compared to not pressing jump, and alsoif preservedashed someinto ofwill Madeline'salso preserve any horizontal momentum. Madeline'sas dashes andthe staminabounce will becancel restoredthe regardlessdash. For this reason, dashing horizontally onto one of whetherthese theentities jumpand jumping is heldsometimes referred to as a "fish super", "snowball super", and so on, despite mechanically not being related to a superdash.
 
Hitting the top of one of these entities will also cancel Madeline's dash, preserving some of the momentum. For this reason, dashing horizontally onto one of these entities and jumping is sometimes referred to as a "Fish super", "Snowball super", and so on, despite mechanically not being related to a Superdash.
 
=== Bubble Super / Hyper ===
YouIf the game considers you grounded while in a bubble, you can Hyperhyperdash or Supersuperdash out of bubbles if the bubble. isOnce atyou leave the ground, levelfor or5 ifframes, you're are in "coyote frames.time" Inwhen the firstgame case,still simplyconsiders performyou itto inbe on the bubbleground. YouBy can also fastbubble usingentering a regular dash or a Demobubble and then jump to getinputting a Superhyper or a Hyper.super Ifwithin usingthis coyote5-frame frameswindow, dashyou intowill gain the bubblespeed toboost bufferas fastbubblingwell andas akeep jumpyour beforedash enteringfrom it. Thethe bubble, willeven then launch you withif the momentumbubble of ais Supermid-air.
 
This tech is used mainly in custom maps.
 
==== Archie ====
 
==== 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.
 
=== Cloud Jump / Spiked Cloud Jump ===
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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 BoostHyper/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.
By jumping off a lava block a few frames before it breaks, you can gain a vertical speed multiplier of 2.25x and a horizontal speed boost depending on the block's launching direction: the more horizontally it launches you, the more speed you get. This tech is required to complete a few rooms in {{ch|8|lf=1}}.
 
==== Core Hyper/Super ====
By the same logic as '''Dream Hyper''', you can get lots of horizontal speed and height by inputting one of these techs at the last few frames (coyote frames) of the lava block's launch. This works the same way as a '''Core Boost''' and as such, the core block's launching direction affects how much horizontal speed you get.
 
Since you input the '''Core Hyper''' during coyote frames, you can even do it by grabbing the block: since this always launches the core block horizontally, you'll always get a massive speed boost.
 
=== Dream Jump ===
{{Main|Dream tech}}
 
You can jump out of [[dream blocks]] since they give coyote frames. The jump grants height andalong horizontalwith speedthe gain (+40 horizontal speed) and doesn'tgranted consumeby yourground dashjumps. To execute it, simply press jump as you leave the dream block. This techniquetech is taught by the [[bird]] in the {{ch|2B|lf=1}}.
 
==== 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 Hyperhyper (320 speed compared to 325).
 
==== Dream Hyper ====
Instead of simply jumping out of dream blocks, a Hyperhyper or a Demohyperdemohyper (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 givesgrants much more325 horizontal speed thanand ahalved regularjump dreamjumpheight, butidentical lessto heighta regular hyperdash. Unlike dream jumps, thisdream hypers doesdo '''not''' give your dash back, as it is used after exiting the dream block.
 
You also can do a Supersuperdash out of a dream block, butthough itthis doesn'thas have as muchless practical use asthan adream Dream Hyperhypers or a Dreamdream Doubledouble-Jumpjump.
 
=== Featherboost ===
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=== 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. While inIn 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 ===
[[File:Jelly Regrab.gif|thumb|A Jelly Regrab|240px]]
Grabbing a [[Theo Crystal]] or a [[Jellyfish]] while in a dash state cancels it, which makes you maintain your vertical and horizontal speed. You can do a regrab even if you're already holding a throwable object: to do so, throw it and quickly dash and grab into it. This can be useful if a small amount of height or distance is needed. Theo Regrabs are more challenging than Jelly Regrabs.
 
==== Jelly Laddering ====
Using two [[jellyfish]], Madeline can grab one after the other to keep some of her vertical or horizontal speed.
 
You can use this techniquetech to move upwards indefinitely by dropping and regrabbing the jellyfish, though it doesn'thas have manyfew practical uses and is quite inconsistent.
 
==== Theo/Jelly Ultras ====
You can also use the regrab mechanic to cancel a '''Groundedgrounded Ultra'''ultra, andcancelling keepa thedash massivewithout momentumlosing fromany speed at the itend.
 
=== 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.
Throwing an object opposite the direction Madeline is moving gives her a little speed boost.
 
=== Jellyvator / Theovator ===
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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.
 
<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 Jellyfishjellyfish since holding a Jellyfishjellyfish lowers Madeline's gravity.
 
=== Waterboost ===
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=== Reform Tech ===
Reform Tech is tech done with blocks that canwill oncedisappear againand become solidrespawn 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 objectsentities 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 ====
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==== Reform Boost (Cassette Boost) ====
JumpingIf offyou are near the top of a reformingcassette block aswhen it reforms, whileyour youposition arewill justbe barelysnapped insideupwards, ofplacing itsyou hitboxon willtop pushof youit. upwardsBy outjumping ofas itsthis hitbox.happens, Thisthe cansudden alsovertical bemovement performedis withadded, twogranting overlappinga cassetteconsiderably higher blocksjump. 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 ==
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=== Binoculars Clip (Bino Clip) ===
To reduce strain on the game, when usingthe player uses {{Tooltip|binos|entities to preview the binocularsscreen}}, the game will unload spinners not currently visible, allowing Madeline to dash or even walk through them with total safetysafely until they load back in. To do this, look in the binocularsbinos, move them away enough to unload the spinners, and then quickly leave and dash through them.
 
=== Bubsdrop ===
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=== Pause Buffering ===
When unpausing the game, there is a short window (~10 frames) in which the game has not started yet. Inputting anything induring this period up to 6 frames (notably longer than the standard 5-frame buffer window) before the game starts will make the input processedoccur inon the first frame of the game running. This allows you to input a movement command as well as another pause command, effectively making the game run one frame at a time, making frame-perfect techs (like [[Demodashes]]) 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.
To reduce lag, the game splits spinners into three randomly-assigned groups and only checks one group each frame. By pausing the game every third gameplay frame, you can prevent one group of spinners from ever being loaded and pass through them without dying. This tech has been executed RTA, but is generally not considered human-viable because every pause is a frame perfect input and which spinner group you end up deloading would be pseudorandom for humans.
 
(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 very specificparticular 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 ===
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Madeline can also neutral jump within 2 frames of a wallboost. This does not consume stamina and allows Madeline to climb faster than using only neutral jumps.
 
[https://youtu.be/FHAuZJC6HaA?t=1620 The 100% TAS uses this techniquetech when obtaining the heart in 6A.]
 
=== Kermit Dash ===
Kermit Dashing is more like a joke tech, very rarely used. Dashing through a vertical 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 dreamblocks[[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]].
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== Modded Tech ==
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 spot to perform it.
=== Dream Redirect ===
Dream blocks only restore your dash upon exiting, so you have 0 dashes inside. If a [[dash refill]] or a double dash crystal is placed inside dream blocks, you can recharge your dash — and even use it — while inside the dream block. Doubledash crystals also act the same.
=== Spiked Sideways Jumpthroughs ===
You can jump on a sideways jumpthrough.
== TAS-Only Tech ==
These are techs only possible in [[TAS|Tool-Assisted Speedruns]] due to their complexity. Some of them can be performed by humans under the right circumstances. -->
 
== Trivia ==
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* The [[bird]] will teach the player multiple techs throughout the game: climbing and dashing in {{ch|Pr|lf=1}}, Dream Jumps in {{ch|2B|lf=1}}, Wallbounces in {{ch|7B|lf=1}}, and Hyperdashes in {{ch|8C|lf=1}}.
* The 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 Demodash wasis discoverednamed byafter the player DemoJameson, who discovered the tech on October 14, 2018, and was subsequently named after him.
 
[[Category:TechniquesTech| ]]
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