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{{Interwiki-ru|Передвижение}}
{{Sandboxpar}}
'''Tech''', sometimes called '''techniques''', 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 tech 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 tech (like 7jumps) 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/Tech|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 tech:
* [https://docs.google.com/document/d/1RVXyO7AZB-r7X3FxkxrBob775qWdhfOyBEOGGbnTgws/edit#heading=h.yyzcmogdk15a Celeste TAS tech document]
* [[Strawberry Jam Collab]] gyms and library
* [https://icebergcharts.com/i/celeste_tech Celeste tech Iceberg] (no explanations of techs listed)
== Mechanics ==
These "techs" were added primarily to make the game feel smoother and more forgiving, but they can be taken advantage of.
=== Coyote Time/Jump ===
Madeline can input a jump for 5 so-called "coyote" frames after walking off a ledge, allowing for more distance in certain situations. Hyperdashes and superdashes can be done during coyote frames despite not being on the ground.
=== Directional Spikes ===
Spikes won't hurt Madeline if she collides with them as long as she's moving in the direction they point.
=== Fastbubbling ===
Dashing inside a stationary green or red bubble will make it move instantly in the direction of a dash, saving around a second if done immediately after entering a bubble.
=== Fastfalling (Fastfall) ===
Holding down mid-air will change Madeline's max fall speed to 240 pixels per second instead of the usual 160. This is notably required in {{ch|9|lf=1}} and is used to save time in "falling" areas.
=== 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 tech 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 entity, 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 ==
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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{{Main|Superdashes}}
To perform a superdash, dash horizontally on the ground and jump before the dash ends. This will result in a longer and faster jump, granting 260 speed.
Superdashes can be extended or reversed.
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{{Main|Hyperdashes}}
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.
To 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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{{Main|Wavedashes}}
The wavedash is a variation of the hyperdash in which the down-diagonal dash is started midair rather than on the ground. Wavedashes are functionally identical to
Wavedashes can be extended or reversed.
=== 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
The simplest and most common way to perform an
==== Chained Ultras ====
Multiple Ultras can be done in a row. This requires very specific terrain, but Madeline can quickly reach incredible speeds due to the multiplicative speed gain of Ultras.
==== Grounded Ultras ====
Grounded Ultras are the fastest way to move on flat terrain (390 speed optimally). Dashing down-diagonally while on or very close to the ground will still give the 1.2x speed
To perform a Grounded Ultra,
===== 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}}
=== Demodash (Demo) ===
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{{Main|Demodash}}
'''Demodashes
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.
You can bind a
==== Demohyper ====
==== Up Diagonal Demo (Diag Demo) ====
It is also possible to '''Up-Diagonal Demodash''' with the demo button. It reduces Madeline's hitbox and hurtbox and allows for an easier cornerkick. This can be done by doing the diag-demo onto the ceiling that precedes the corner. After the end of the dash, Madeline's hitbox will return to normal and make the cornerkick possible if Madeline is close enough to the corner. It also has a few other uses.
[[File:Wallbouncing.gif|thumb|240x240px|Wallbounce]]
{{Main|Wallbounces}}
'''Wallbounces''' are a
Wallbounces can be performed out of red or green bubbles.
== Dashless Tech ==
Dashless Tech refers to
=== Bunnyhop (Bhop) ===
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{{Main|Bunnyhops}}
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. It is common among 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
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.
=== Cornerkick ===
Cornerkicks are wallkicks
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
=== 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.'
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
===
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
=== Cornerboost (cb) ===
When Madeline collides with a wall (when her speed attempts to move her inside the wall and is blocked by the tile), the game stores her current speed as "retained" speed. If the wall no longer blocks 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 ''''good cb'''', where climbjumping ''after'' colliding with the wall is called a '''bad cb.''' Above 180 speed, it is possible that there will not be a frame where Madeline can 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 ====
Grabbing a wall immediately removes all of Madeline's speed. Note that grabbing is not the same as climbjumping. In order to grab a wall, Madeline needs to:
* Be on one of the two pixels closest to the wall
* Not be moving downward
* Not be in dash state
* 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.
====
A '6jump' 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]].
==== Double Cornerboost ====
If Madeline has a horizontal speed below ~144, it's possible with precise pixel positioning to
==== Reverse Cornerboost (rcb) ====
A reverse cornerboost is executed by climbjumping a corner that is ''behind'' Madeline. This cancels the dash and conserves momentum on top of giving height like a normal cornerboost. However, the +40 speed from jumping is applied in the opposite direction, slowing Madeline down slightly. This is usually done to cancel an up-diagonal dash and is beneficial because the speed from the dash (minus 40) is conserved. This was initially considered a TAS-only tech, but it has been implemented by high-level players, especially in individual-level runs.
==== Neutral Reverse Cornerboost ====
A neutral reverse cornerboost allows you to not lose any speed compared to a regular reverse cornerboost.
==== 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
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.
=== 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 surfaces beneath spikes before collision checks are applied.
== 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
=== Cloud Jump / Spiked Cloud Jump ===
Madeline only needs to jump when the [[Clouds|cloud]] is at its highest position to gain the vertical speed boost
==== Cloud Super/Hyper ====
Just like on the ground, Madeline can do a
==== Cloud Hyper Bunnyhop ====
On top of doing
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 ===
Holding a diagonal direction with the movement buttons on the first frame of [[feather]] movement will give you an initial speed boost.
=== 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]] 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: 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
==== 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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{{Main|Vators}}
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
<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 ===
When you are on the surface of
===
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 entities 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 kicks are performed by being inside of a non-solid reforming block's hitbox, then moving horizontally out of the block after it is supposed to start reforming. If you input a jump while exiting the block, you will wallkick off its side. This is possible regardless of whether this side is spiked or not.
==== Reform Boost (Cassette Boost) ====
If you are near the top of a cassette block when it reforms, your position will be snapped upwards, placing you on top of it. By jumping as this happens, the sudden vertical movement is added, granting a considerably higher jump. The jump input cannot be buffered.
=====
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 ==
These techs
=== Binoculars Clip (Bino Clip) ===
To reduce strain on the game, when
=== Bubsdrop ===
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{{Main|Bubsdrop}}
The Bubsdrop is a use of a wallkick or a climbjump to cancel the upwards momentum gained from going into a vertical screen transition so that you don't land on a one-way
=== Ceiling Pop (cpop) ===
Tutorial (referenced in [[Celestecord]]): [https://www.youtube.com/watch?v=FLTTtlgbB8E Parrot Dash (YouTube)]
When Madeline grabs a wall with downward momentum, she slides a tiny amount down. If she holds the bottom pixel of a wall while she has a low enough subpixel, she will slide ''below'' the wall while still being able to climbjump for one frame. Because there is no wall in the way, this climbjump will give Madeline forward momentum. This tech is mainly used by the TAS but can be done RTA if there's a setup, such as in the last room of Shrine in {{ch|4A}}.
=== Cutscene Warps ===
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=== Pause Buffering ===
When unpausing the game, there is a short window
===
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 particular 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 ===
For a straight vertical wall, immediately after performing a wallboost, there are 2 frames where Madeline is still close enough to the wall to jump off
This tech can be made somewhat more RTA-viable by binding the same key to left, right, and jump. After climbjumping away from the wall to wallboost, pressing it within 2 frames makes Madeline turn around and climbjump.
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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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