Tech: Difference between revisions

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(Objects and Mechanics -> Entities, Techniques -> Tech, removed link to Mechanics and unused section)
 
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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.
{{Ambox|type=move|text=This article is proposed to be renamed to ''Tech''. There may be additional information on the [{{DiscordLink}} Celeste Wiki Discord server.]}}
'''Techniques''', often simply known as '''tech''', 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 techniques 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 ===
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=== 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.
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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.
 
=== 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).
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== Entity Tech ==
Entity Tech refers to using various [[Mechanics|blocks or [[entities]] to do useful techs.
 
=== Explosion Boost ===
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=== Fish / Ice / Oshiro / Seeker / Snowball Jump ===
Holding jump when bouncing off the top of something ([[Oshiro|Oshiro]], snowballs, pufferfish, [[seeker|seekers]]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 ===
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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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=== 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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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 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 every third frame 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 uncollidablenonlethal for arbitrarily long time periods of time. Critically that, this check has a pseudo-random offset on each spinner, in effecteffectively separating all spinners into three groups, only one of which may be stunned a time. While spinnerhumans stunning has beenhave performed byspinner humansstunning, 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 be interacted with bykill Madeline.)
 
==== Spinner Freeze ====
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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 Demodash is named after the player DemoJameson, who discovered the tech on October 14, 2018.
 
[[Category:TechniquesTech| ]]
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