Tech: Difference between revisions
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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 ==
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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
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
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 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
=== Cornerboost (cb) ===
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=== Spike Jumps ===
{{Ambox|type=content|text=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
=== Explosion Boost ===
Explosions caused by pufferfishes, bumpers, or reviving
=== Fish / Ice / Oshiro / Seeker / Snowball Jump ===
Holding jump when bouncing off
=== 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"
=== 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
=== 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
==== 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]]
==== 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 ====
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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 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
==== Reform Kick ====
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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.
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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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