Tech: Difference between revisions
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Objects and Mechanics -> Entities, Techniques -> Tech, removed link to Mechanics and unused section
(highly incomplete rewrite of the spikejumps section. i neglected a paragraph on spikejumps off moving blocks as i am not confident in explaining them, and the existing paragraph is also inaccurate. any knowledgable parties, PLEASE improve this section, it is very much needed) |
(Objects and Mechanics -> Entities, Techniques -> Tech, removed link to Mechanics and unused section) |
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{{Sandboxpar}}
'''
All numerical values of speed given are in pixels per second.
'''Note:''' Some higher-level and more obscure
Some other (possibly more extensive) sources of
* [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 ==
These "techs" were added primarily to make the game feel smoother and more forgiving
=== 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
=== Screen Transition ===
When transitioning between two screens, Madeline's dash(es) and [[stamina]] are restored. This can be used to gain height or reach otherwise unreachable areas. This is required to get a [[crystal heart]] in {{ch|2A}}.
=== Liftboost ===▼
Liftboost, rather than a tech, is a basic game mechanic. When being moved by an entity like a [[Zippers|Traffic Block]], the amount it moves you is stored as a value called liftboost. When letting go of the moving
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.
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
=== 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,
==== 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
==== 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
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
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
==== Up Diagonal Demo (Diag Demo) ====
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{{Main|Wallbounces}}
'''Wallbounces''' are a
Wallbounces can be performed out of red or green bubbles.
== Dashless Tech ==
Dashless Tech refers to
▲=== Liftboost ===
▲Liftboost, rather than a tech, is a basic game mechanic. When being moved by an entity like a [[Zippers|Traffic Block]], the amount it moves you is stored as a value called liftboost. When letting go of the moving object, your speed gets set to your the 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.
=== 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.
=== Neutral Jump (Neutral) ===
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{{Main|Neutrals}}
Neutrals are one of the most fundamental pieces of dashless movement
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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=== Crouch Jump / Crouch Climb ===
Madeline can jump while
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
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
=== Cornerboost (cb) ===
When Madeline collides with a wall (when her speed attempts to move her inside
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 ''''good cb'''', where climbjumping ''after'' colliding with the wall is called a '''bad cb.''' Above 180 speed, it
==== 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
==== 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
==== 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. 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 ====
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=== Spike Jumps ===
{{Ambox|type=content|text=This section lacks information about spikejumps off moving blocks. Please take a moment to improve this section.}}
Spikejumps can refer to one of two situations: either Madeline is being pushed into spikes (via wind), or spikes are being pushed into Madeline (when attached to moving blocks).
Wind applies a constant movement to Madeline every frame, however, this movement is applied independently of her regular speed calculations and after collision checks occur. As a consequence, it is possible to jump off
== Entity Tech ==
Entity Tech refers to using various
===
=== Fish / Ice / Oshiro / Seeker / Snowball Jump ===
Holding jump when
=== Bubble Super / Hyper ===
==== 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
=== 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
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 ===
{{Main|Dream tech}}
You can jump out of [[dream blocks]] since they give coyote frames. The jump grants height
==== 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
==== Dream Hyper ====
Instead of simply jumping out of dream blocks, a
You also can do a
=== 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.
=== Theo/Jelly Regrabs ===
[[File:Jelly Regrab.gif|thumb|A Jelly Regrab|240px]]
Grabbing a [[Theo Crystal]] or a [[Jellyfish]]
==== 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
==== Theo/Jelly Ultras ====
You can also use the regrab mechanic to cancel a
=== 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 ===
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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
=== Waterboost ===
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=== Reform Tech ===
Reform Tech is tech done with blocks that
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
==== Reform Kick ====
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==== Reform Boost (Cassette Boost) ====
===== 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
=== Bubsdrop ===
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=== Pause Buffering ===
When unpausing the game, there is a short window
=== 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
=== 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
=== Kermit Dash ===
Kermit Dashing is
== 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
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