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'''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 ===
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 objectentity, 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 ==
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=== Ultradash (Ultra) ===
[[File:Ultra.gif|thumb|240px|Ultra]]
{{Main|Ultradashes}}
 
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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 Madeline to uncrouch as soon as she passes the corner and touches the wall.
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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. 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 ===
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 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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=== 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) ===
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=== Spike Jumps ===
{{Ambox|type=content|text=This section is missinglacks 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 of surfaces beneath spikes before collision checks are applied.
 
== Entity Tech ==
Entity Tech refers to using various [[Mechanics|blocks or [[entities]] to do useful techs.
 
=== Explosion Boost ===
Explosions caused by pufferfishes, bumpers, or reviving seekseekers 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 bouncing off of the top of something ([[Oshiro|(Oshiro]], snowballs, pufferfish, [[seeker|seekers]]s, or ice balls in vanilla) grantgrants 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 keepingkeep 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 enteredyou enter the bubble with a smaller crouching hitbox.
 
=== Cloud Jump / Spiked Cloud Jump ===
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{{Main|Dream tech}}
 
You can jump out of [[dream blocks]] since they give coyote frames. The jump grants height along with the +40 horizontal speed granted by ground jumps. To execute it, simply press jump as you leave the dream block. This techniquetech is taught by the [[bird]] in the {{ch|2B|lf=1}}.
 
==== Dream Double-Jump ====
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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 ===
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=== 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 ====
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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 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 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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=== 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.
 
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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 [[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]].
<!-- no consensus
== 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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