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{{Interwiki-ru|Передвижение}}
'''Techniques''', often simply known as '''tech''', are special moves [[Madeline]] can do to improve her mountain-climbing ability. They come in a wide range of uses and difficulty. Many can be used for skips or "exploits" to skip sections of a level without needing to collect or progress through the level first.
{{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 techs 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.
This page only glosses over the execution and usability of various techniques. For a more detailed explanation visit the 'Main article' link below the tech's name.


'''Note:''' Some higher-level and more obscure tech 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!
== Dash Tech ==
Dash Tech refers to techs that require a dash to use, and tend to be simple yet useful. Most dash techs can be extended, meaning you regain your dash if you jump during the dash refresh window ( between the 10th and 15th frame of the dash ), they also can be reversed, meaning you jump in the opposite direction of your dash. Reversing a tech is a handy way to extend it without much ground room, and as such, reversed + extended tech are only referred to as reversed since it's their main use.


Some other (possibly more extensive) sources of tech:
Most of the Dash Techs heights can be controlled depending on how long the jump button is held. The longer it is held, the higher their heights are.
* [https://docs.google.com/document/d/1RVXyO7AZB-r7X3FxkxrBob775qWdhfOyBEOGGbnTgws/edit#heading=h.yyzcmogdk15a Celeste TAS tech document]
[[File:Mid-air super.gif|thumb|240x240px|Reverse Superdash (Top) Superdash (Bottom)]]
* [[Strawberry Jam Collab]] gyms and library
* [https://docs.google.com/document/d/13K5XuV2u54lLdKR_oWLNxE6on4GerDJ4GjHy1sQJfDk/ The Celeste Dictionary], pages 9—26
{{Last revision}}
== Mechanics ==


These "techs" were added primarily to make the game feel smoother and more forgiving. Some of them can be taken advantage of.
=== Supers ===


=== Berry Mechanics ===
{{Main|Superdashes}}
The first strawberry Madeline carries is collected when she is on the ground (except strawberry blockfields), jumpthroughs, or most other non-moving entities for 9 consecutive frames. The next berry is collected after 9 additional frames, and so on.


=== Climbhop ===
'''Supers''' are the most basic dash techs and allows you to travel in the air with dash speed, although their speed is lower than '''Hypers''' ( 260 instead of 325 ) they give higher heights than those.
Climbing onto the top of a ledge causes Madeline to do a small hop to get onto the platform. This usually does not occur if the platform has spikes or spinners on it that would kill Madeline.


=== Corner Correction ===
To do a '''Super''', while on the ground press simultaneously jump and dash.
A leniency mechanic where dashing or jumping within 4 pixels of a corner of a solid surface causes Madeline to automatically be pushed around the corner rather than getting stopped by it. This was added to make tech such as wallbounces easier and generally make the game feel better.


=== Coyote Time/Jump ===
<u>'''Extended:'''</u> Instead of pressing simultaneously dash and jump, dash first and delay the jump, if you jump between the 10th and 15th frame you will get your dash back and still have it while in the air.
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.

=== Dash Attack ===
The dash lasts for 15 frames (including 3 [[freeze frames]]). The period of 6 frames after the dash is known as '''Dash Attack''', since Madeline can interact with entities during it as if she is still in the dash state. However, this can be avoided by jumping or grabbing the block.

=== Directional Spikes ===
Spikes won't hurt Madeline if she collides with them, as long as she's moving in the direction they point.

=== Fastbubbling ===
Pressing the dash key inside a stationary green or red bubble makes it move instantly in the chosen direction, saving around a second if done immediately after entering a bubble. It is not counted as a dash.

=== Fastfalling (Fastfall) ===
Holding down mid-air changes Madeline's max fall speed to 240 pixels per second instead of the usual 160. This is notably required in [[Farewell]] 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.

=== Liftboost ===
When being moved by an entity like a [[Zip Mover]], 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.

=== 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 [[Old Site]].

Additionally, after doing a vertical screen transition, Madeline gets a slight vertical speed boost to ensure that she passes the jumpthrough or does not return so quickly.

== Dash Tech ==
Dash Techs require a dash to perform, though, for many, a dash can be substituted with a bubble.

=== Spring Cancel ===
Dashing just after hitting a spring cancels all momentum given by the spring. It can be done on both normal and sideways springs and also be a buffered input if you do not have a dash before hitting the spring.

=== Superdash (Super) ===
[[File:Mid-air super.gif|thumb|240x240px|Reverse Superdash (Top), Superdash (Bottom)]]
{{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.
<u>'''Reversed:'''</u> Dash in one direction, but jump in the opposite direction, which can be done by switching the direction you hold right before jumping. Madeline will '''Super''' in the opposite direction.


Superdashes can be extended or reversed.
<u>'''Variant - Mid-Air Super:'''</u> You can perform '''Supers''' from mid-air. While in the air, dash unto a platform and jump off of it ( examples seen on the gif ).


=== Hypers ===
=== Hyperdash (Hyper) ===


{{Main|Hyperdashes}}
{{Main|Hyperdashes}}


'''Hypers''' are one of the fastest way to move around, They give Madeline a higher speed than '''Supers''' ( 325 instead of 260 ) but give a lower height than them.
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.
To do a '''Hyper''', dash diagonally down while on the ground and press jump simultaneously.


Hyperdashes can be extended or reversed.
<u>'''Extended:'''</u> Instead of pressing simultaneously dash and jump, dash first and delay the jump, if you jump between the 10th and 15th frame you will get your dash back and still have it while in the air.


=== Wavedash ===
<u>'''Reversed:'''</u> Dash in one direction, but jump in the opposite direction, which can be done by switching the direction you hold right before jumping. Madeline will '''Hyper''' in the opposite direction.
[[File:Wavedashing.gif|thumb|240x240px|Wavedash and Reverse Wavedash]]
{{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 hyperdashes as they provide the same speed and height, however, wavedashes can be done on smaller surfaces. Wavedashing is taught in the Event Horizon subchapter in [[Farewell]].
<u>'''Variant - Mid-Air Hyper:'''</u> See '''Demohypers''' below.[[File:Wavedashing.gif|thumb|240x240px|Wavedash and Reverse Wavedash]]


=== Wavedashes ===
Wavedashes can be extended or reversed.


=== Extended Dashes ===
{{Main|Wavedashes}}Wavedashes are one of the most common tech and are similar to Hyperdashes since they both give the same horizontal speed ( 325 ) and the same height but are used in differents situations, they're mostly used as a way to gain horizontal speed from mid-air on small platforms where you wouldn't be able to do an extended. They indeed give your dash back if you jump between the 10th and the 15th frame of your dash.
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 ===
To do a Wavedash, dash diagonally down towards the ground and press jump as you hit the ground, note that if you're close to the ground you'll want to slightly delay the jump to get the dash refresh.
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.


=== Superwave ===
<u>'''Reversed:'''</u> After dashing unto the ground, jump in the opposite direction of your dash.
An extended superdash immediately followed by a reverse wavedash. It is mostly performed on pink clouds or crumble blocks.


=== 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, like after dashing diagonally-down out of a red bubble or getting flinged by a [[bird]]) and dash down-diagonally as soon as possible. The dash must end before Madeline touches the ground to maintain the momentum (Dashing will reset your speed after ending, unless the dash is down-diagonal. Landing on the ground converts a down-diagonal dash into a horizontal dash, thus losing the speed), so players should start from high enough up that it will end before they land. It's important to jump right after you touch the ground to lose as little speed to friction as possible. Players should aim not to buffer the jump input because this is likely to prevent the 1.2x boost, and instead should jump shortly after landing on the ground.
=== Ultras ===
{{Main|Ultradashes}}Tutorial: [https://m.youtube.com/watch?v=abTRUoz5GZA Aiden]


==== Chained Ultras ====
After Madeline dashes down-diagonally, she gains a 1.2x multiplier to her horizontal speed upon touching the ground. Another unique property of down-diagonal dashes is that unlike every other dash, a down-diagonal will not reset Madeline's speed to 0 if it ends in mid-air. What this means is that a player can dash down-diagonally with a significant amount of speed and, as long as the dash ends in midair, maintain all of that speed until she hits the ground, at which point it will be multiplied by 1.2x, allowing very high speeds to be reached on the right terrain.
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 ====
The simplest and most common way to perform an '''Ultra''' is to perform a hyperdash and down-diagonally dash as soon as possible. The dash must end before Madeline touches the ground in order to maintain the momentum, so players should start from high enough up that the dash will end before they land. It is usually important to jump just after you touch the ground in order to lose as little speed to friction as possible. Players should aim not to buffer the jump input, (because this has a high likelihood of preventing the 1.2x boost) and instead try to press jump just after landing on the ground. To maintain the maximum speed with the ultradash, players should also aim to down-diagonally dash as soon as possible after the initial '''Hyper''' ( or other speed gain ).
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 multiplier, but all of it will be lost when the dash ends.


To perform a Grounded Ultra, down-diagonally dash into the ground. As this is a down-diagonal dash, you will receive the 1.2x speed multiplier, but since down-diagonal dashes are converted into horizontal ones on the floor, the excess speed will be removed when the dash ends. Because this is essentially the same input as a hyper (a down-diagonal dash into the ground), players can jump before the dash ends to perform a Hyper and be given 325 speed and Hyper height. This can be chained infinitely on flat terrain by dashing down diagonally right after jumping. It's more optimal to jump as late as possible, on the 14th frame optimally.
<u>'''Grounded Ultras :'''</u> 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 boost but all speed will be lost when the dash ends.


===== Grounded Ultra Cancel =====
To perform a '''Grounded Ultra''' do an extended '''Hyper''' and down-diagonally dash as soon as possible ( extended '''Super''' also works but is slower ) which will result in a dash with 390 speed optimally and floor correction if dashing in the first two frames after jumping, because this is essentially the same input as a '''Hyper''' ( a down-diagonal dash into the ground ), players can jump before the dash ends to '''Hyper''' and be given 325 speed and '''Hyper''' height, this can be chained infinitely on flat terrain by simply down-diagonally dashing again after jumping ( it's more optimal to jump as late as possible, on the 14th frame optimally ).
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 different ways: grabbing a throwable, skipping a cutscene, bouncing on a snowball, so long as it interrupts the dash.


==== Delayed Ultra ====
<u>'''Variant - Chained Ultras:'''</u> Multiple '''Ultras''' can be done in a row. This requires a very specific terrain in order to be possible, but can quickly reach incredible speeds due to the multiplicative speed gain of '''Ultras'''.
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 RTA (humanly possible) Delayed Ultra is used in the Awake checkpoint of [[2A]], where runners build up massive amounts of speed utilizing a Delayed Ultra, multiple cornerboosts, and multiple chained Ultras.
=== Demodash (Demo) ===


'''Heart Ultra''': see [[#Heart Ultras]].
{{Main|Demodash}}'''Demodashes,''' are a technique that allow 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 if the gap between them is at least 4 pixels.


=== Demodash (Demo) ===
You can bind a '''Demo''' button in game since the 1.4.0.0 version of the game. You can manually do '''Demos''' by pressing down ''before'' (within 4 frames or 0.068 seconds) - but not during - a dash, there is no advantages to doing them manually but it can be the only way to do them if you're playing on a console with a version prior to 1.4.0.0.


{{Main|Demodash}}
<u>'''Variant - Demohyper:'''</u> Jumping during a '''Demo''' will result in a '''Hyper''', because of the crouched state needed for the '''Demo''' in the first place. Their main use is that they allow you to start a hyper from mid-air. '''Demohypers''' have a higher dash speed ( 240 instead of 169) than regular '''Hypers''' since they're horizontal and not diagonal dashes, this can make them harder/impossible to extend in some cases.
[[File:Wallbouncing.gif|thumb|240x240px|Wallbounce]]


'''Demodashes''' (shortened to demos), also known as '''crouch dashes''' in-game, is a tech 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.
=== Wallbounces ===


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.
{{Main|Wallbounces}}


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.
'''Wallbounces''' are a tech mainly used to gain height. They are functionally identical to '''Supers''', but are performed by doing an updash. Unlike '''Supers''', they will not restore your dash as you aren't touching the ground.


==== Demohyper ====
To do a '''Wallbounce''', dash up and walljump during the dash duration. It is to be noted that '''Wallbounces''' vertical speed are slightly lower than the updash vertical speed, as such wallbouncing as late as possible is more optimal in order to gain height.
Dashing down-diagonally is not necessary to do a hyperdash: so long as Madeline is crouching, a hyper will be performed instead of a super. This means doing a horizontal demodash will result in a hyper rather than a super. Demohypers have a higher dash speed than regular hypers (240 instead of 169) since they're horizontal rather than diagonal dashes, though this can be disadvantageous in places where space is limited.


==== Up Diagonal Demo (Diag Demo) ====
<u>'''Variant - Bubble Wallbounce:'''</u> '''Wallbounces''' can be performed directly out of a green bubble without dashing if the bubble is launched upwards.
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.


=== Wallbounce (wounce, wb) ===
[[File:Wallbouncing.gif|thumb|240x240px|Wallbounce]]
{{Main|Wallbounces}}


'''Wallbounces''' are a tech mainly used to gain height. To do a wallbounce, dash up and jump during the dash duration while next to a wall. Wallbounces have a slightly lower vertical speed than an updash, so jumping as late as possible is more optimal for gaining height.


Wallbounces can be performed out of red or green bubbles as well.


== Dashless Tech ==
== Dashless Tech ==
Dashless Tech refers to techs that don't need a dash to use, and tend to be complex or precise.
Dashless Tech refers to tech that do not require a dash to perform. They tend to be more complex or precise.


=== Bunnyhop (Bhop) ===
=== Bunnyhop (Bhop) ===
A bnnyhop is loosely defined as jumping as soon as 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.


{{Main|Bunnyhops}}
Bunnyhops are often used after a '''Wavedash''' or an '''Hyper''' in order to get a greater height than a '''Wavedash''' or '''Hyper''' on top of keeping their speed.

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.


<u>'''Variant - Chained Bunnyhop:'''</u> Because each jump gives Madeline a short burst of speed ( +40 speed ), repeating bunnyhops is the fastest method of dashless movement along flat ground.
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 [[Prologue]], as it is not possible to dash there.


=== Cornerkick ===
=== Cornerkick ===
Cornerkicks are wallkicks of corners when Madeline pass right under them, they give a little bit of height when it's needed and are moderately easy to learn.
Cornerkicks are wallkicks off corners. Performed when Madeline passes right under them, they give a little bit of height.


To cornerkick, jump towards the corner, and press Jump again when you're right next to the corner.
To cornerkick, jump towards the corner, and press Jump again when you're right next to the corner.


Cornerkicks can be neutral, you simply need to stop holding directions before doing the cornerkick.
Cornerkicks will be neutral if no directional keys are held on the frame you press jump.


=== Crouch Jump/Climb ===
=== Ceiling Pop (cpop) ===
Crouch Jumps will allow you to get into comfy 1x1 (or 1 tile high) areas. If crouching before a jump, Madeline will remain crouched while jumping; and can climb while still being crouched.


Tutorial (referenced in [[Celestecord]]): [https://www.youtube.com/watch?v=FLTTtlgbB8E Parrot Dash (YouTube)]
To do this, jump while holding crouch. You can throw a grab into the mix and climbjump at the same time. If you begin falling down, Madeline will uncrouch automatically.

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 can also be turned into a buffer if a setup is found even in vanilla like the last room of Shrine in {{ch|4A}} for speedruns, or if the map is designed to keep the ceiling pop as buffer such as the ones used in MOCE // CPVL.

=== Crouch Jump / Crouch Climb ===
Madeline can jump while crouching and will keep crouching as long as she goes upward. This can be used to reduce her hitbox to avoid getting hit. Madeline can also climbjump while keeping crouch state, but she can not grab walls without moving downward and hence uncrouching. Wallkicks will also uncrouch you.

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.


=== Neutral Jump (Neutral) ===
=== Neutral Jump (Neutral) ===
[[File:Neutral jumping.gif|thumb|100px|Neutral jumping]]
{{Main|Neutrals}}


{{Main|Neutrals}}Neutrals are one of the most fundamental dashless techs. They allow Madeline to scale flat and uneven walls alike without using any stamina, even with downward wind.
Neutrals are one of the most fundamental pieces of dashless movement and vertical mobility in general. They allow Madeline to scale flat and uneven walls alike without using any [[stamina]], even with downward [[wind]].


To do a Neutral, jump off of 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.
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.


=== 5 Jump ===
=== 5jump ===
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 5jump is executed by using a neutral climbjump to reach the top of the wall ( that is, a climbjump that solely goes upward) and then jumping or climbjumping off of it. This technique allows to climbjump over a 5 tile gap.
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 5jump is executed by using a neutral climbjump to reach the top of the wall and then jumping or climbjumping off it. This tech allows you to cross a 5-tile gap, hence its name.


=== Cornerboost (cb) ===
<u>Variant - 6 Jump:</u> See '''Cornerboost''' below.
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.
=== Cornerboost ===
[[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).]]
Cornerboosts are easier done with dashes, but can be done dashless. They are arguably an exploit that grants height and can also give horizontal speed; when climbjumping on the top of a corner with horizontal momentum, they allow Madeline to conserve all of her previous momentum, while gaining +40 speed if the climbjump is done before touching the wall. They also cancel dashes, which means that the speed of the dash is preserved instead of being stopped at the end of the dash. If going above 180 speed, it isn't assured that you can climbjump before touching the wall even if you're buffering it, meaning that above that speed you're not guaranteed to get the +40 horizontal speed gain. diagonal dashes from standing still are below that threshold and as such, you're guaranteed to get the speed gain if you buffer your climbjump, this isn't the case with horizontal dashes sinces they're above that threshold.
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'''', whereas 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 ====
<u>Variant - 6 Jump:</u> 6 Jumps utilize cornerboosts as a dashless tech, where a 5 jump is done while already having horizontal momentum. To do a 6 Jump, get some horizontal motion to the wall corner and climbjump on it, as if you were doing the second half of a 5 jump. A cornerboost will be done instead, going 6 tiles.
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
=== Throwable Backboost (Backboost) ===
* Not be moving downward
Throwing an object in the opposite direction Madeline is moving gives her a small speed boost.
* 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 it 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.
== Entity Tech ==
Entity Tech refers to using blocks or entities of various kinds (and their respective mechanics) to do specifically useful techs.


=== Dream Jump ===
==== 6jump ====
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]].
You can jump out of dream blocks since they give coyote frames, they grant height and horizontal speed gain ( +40 speed ) and don't consume your dash. To execute it simply press jump as you leave the dream block. This technique is taught by the bird in the Old Site B-Side.


==== Double Cornerboost (dcb) ====
'''<u>Dream Double-Jump</u>:''' You can double jump out of dream blocks by buffering a first jump while in the dream block and jumping a second time while in coyote frames after exiting the block. Altough this doesn't grant additionnal height compared to a regular dream jump, it does give an additionnal horizontal speed gain of 40 making it almost as fast as an '''Hyper''' ( 320 compared to 325 ).
If Madeline has a horizontal speed below ~144, it is 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-perfect input, as you need to jump twice on consecutive frames.


=== Dream Hyper ===
==== 7jump ====
A '7jump' is a dashless double cornerboost that travels over 7 tiles. This is done in the same way as a 6jump, by being at full air-strafe speed (90) but then doing a double cornerboost on the top of a wall to gain an additional 40+ speed to the first cornerboost (the player also needs to be lower on the wall to account for this).
Instead of simply jumping out of dreamblocks, a '''Hyper''' or '''Demohyper''' ( which has a slightly bigger window ) can be done in the few frames right after you leave the dream block thanks to coyote frames. This has a much higher horizontal speed than a regular dreamjump but gives less height. Note that unlike dream jump(s), this does '''not''' give your dash back, as it is used after exiting the dream block and requires a dash. You also can do a '''Super''' out of a dream block but it doesn't have as much practical use as '''Dream Hyper''' or dream double-jump.


=== Core Boost ===
==== 8jump ====
An '8jump' is a dashless tech that travels over 8 tiles. This is done in the same way as a 7jump by being at full air-strafe speed (90) but starting with a ground jump before getting to the wall which gives 40+ speed, and also adding another non-cornerboosting climbjump after the double cornerboost, which while giving 0+ speed, gives extra height to clear the 8 tiles. This tech is heavily subpixel-dependent.
By jumping off a lava block a few frames before it breaks, you can gain a vertical speed multiplier of 2.25x and an horizontal speed boost that depends of the block's launching direction, the more horizontal it is the more speed you get.


=== Core Hyper/Super ===
==== 9jump ====
A ‘9jump’ is a dashless tech that travels over 9 tiles. This is done in the exact same way as an 8jump but with a higher subpixel value, allowing the player to travel 9 tiles.


==== Reverse Cornerboost (rcb) ====
Using the same logic of '''Dream Hyper''', you can get a very large amount of horizontal speed and height by inputting one of these techs at the last few frames (coyote frames) of the lava block's launch.This works the same way as a '''Core Boost''' and as such, the core block's launching direction affects how much horizontal speed you get, the more horizontal it is the better.
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 {{abbr|TAS|tool-assisted speedrun}}-only tech, but it has been implemented by high-level players, especially in individual-level runs.


==== Neutral Reverse Cornerboost (nrcb) ====
Since you input the '''Core Hyper''' during coyote frames, you can even do it from grabbing the block, since this always launch the core block in an horizontal direction you'll always get a massive horizontal speed boost.
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 ====
=== Fish / Bumper / Seeker Explosion Boost ===
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.
All of these entities provide a large amount of momentum when used in a certain way (getting near them, touching them and being near them when they explode, respectively), but share a common mechanic. When holding the same direction Madeline is boosted, you gain an extra boost of ~50 horizontal speed.


=== Seeker Bounce ===
==== Disappearing Block Cornerboost ====
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.
After hitting a wall, seekers enter a different state for a brief moment, While in this state, you can bounce into them and get an horizontal speed boost ( approximately '''Hyper''' speed ) on top of refreshing your dash, it also affects your vertical speed depending on the angle at which you bump them. You cannot bounse off the top of the seeker since that's where the hitbox for "killing" them is.


=== Theo/Jelly Regrabs ===
=== Spike Clip ===
Spikes only kill Madeline if the bottom pixels of her hurtbox touches the spike. So you can clip through spikes if the spikes have no tiles below them and you are travelling at a high enough speed. Such that on one frame your bottom pixel is above the spike hitbox and the next frame below it, hence not dying.


=== Spike Jumps ===
Grabbing Theo or Jelly while in dash state cancels it which makes you maintain your vertical and horizontal speed, you can do a regrab even if you're already holding Theo/Jelly, to do so throw the object and quickly dash and grab into it, this can be useful if a short amount of height or distance is needed. Theo Regrabs are considerably harder than Jelly Regrabs.
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, during downwind it is possible to jump off surfaces beneath spikes before collision checks are applied. Or during sideways wind, you can wall jump off surfaces to the side of spikes thus climbing a spiked wall. The former is heavily subpixel-dependent.
=== Theo/Jelly Ultras ===
You can use the regrab mechanic to cancel a '''Grounded Ultra''' and keep the massive momentum from it, to do so simply grab Theo/Jelly while you're in a '''Grounded Ultra'''.


It is also possible to have a moving block push spikes into the player due to how the game logic order works. 1 frame prior, you must be in a position such that the player is on top of the surface of the move block the next frame. 1 frame later you are on the surface of the move block when the game checks if you are touching ground, thus allowing you to jump. You do not die due to the collision checks happening once before the block moves up, and one right after the spike jump, thus you are never in the spikes during a collision check. The game also gives the player stamina back due to briefly being in contact with the ground.
=== Jellyvator / Theovator ===


=== Stamina Cancel ===
{{Main|Vators}}
When climbing a wall, holding up and tapping grab repeatedly instead of simply holding up and grab lets you climb the wall with less stamina than normal, if done correctly.


=== Wallboost ===
Elevators rely on the fact that holding down while releasing grab will simply drop the item Madeline is holding, rather than throwing it. After dropping an item, dash upwards into it and grab it again. The dash will be cancelled and its momentum preserved, giving Madeline some more height.
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 in a {{abbr|TAS|tool-assisted speedrun}}. It has other uses, mainly in beating stamina puzzles. Performing a wallboost will cause falling blocks to drop instantly, since you stopped grabbing the wall, but it's possible to regrab them significantly faster than you could with a neutral jump or a wallkick.


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.
<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 cancelling the dash, but simply due to Madeline being higher up when the dash is actually cancelled. Theo crystals will provide less height than Jellyfish, since holding a jelly lowers Madeline's gravity.


==== Cornerboost Wallboost (cobwob) ====
=== Oshiro / Snowball / Seeker / Fish Jump ===
It is a wallboost from a cornerboost. The cornerboost must be done with a neutral climbjump, then holding the direction opposite to the one climbjumped towards to do a wallboost, which resets any speed you originally had due to the way wallboosts work, thus making you jump towards that direction.
Holding jump when landing on top of Oshiro, a snowball, a pufferfish, or a seeker will give Madeline a significant amount of height compared to not pressing jump, and also preserve some of Madeline's horizontal momentum. Madeline's dash and stamina will also be restored whether or not you press jump.


=== Cornerslip ===
Hitting the top of one of these entities will also cancel Madeline's dash, preserving some of the momentum from the dash. For this reason, dashing horizontally unto one of these entities and jumping is sometimes colloquially referred to as a "Fish super", "Snowball super", and so on, despite mechanically not being in any way related to a '''Super'''.
If Madeline is within 1 pixel of a surface, her dash is refilled without resetting her vertical speed. It also gives coyote frames which can allow you to perform a crouch jump out of the cornerslip, and this is called a jasig jump, named after a speedrun strategy in Chapter 3 called jasig.

== Entity Tech ==
Entity Tech refers to using various blocks or [[entities]] to do useful techs.

=== 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 you enter the bubble with a smaller crouching hitbox.
=== Bubble Super / Hyper ===
=== 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 keep your dash from the bubble, even if the bubble is mid-air.


=== Bumper Clip ===
You can '''Hyper''' or '''Super''' out of bubbles in some specific cases, this can only be performed if the bubble is at ground level or if you're in coyote frames. If the bubble is at ground level simply '''Super''' or '''Hyper''' while in the bubble, you also can fastbubble using a regular dash or '''Demo and''' then jump to get either get a '''Super''' or a '''Hyper''' depending on which dash you used. If you're using coyote frames, dash into the bubble in order to buffer fastbubbling and a jump before entering it. The bubble will then launch you with the momentum of a '''Super''', this tech is mainly used in custom maps.
When a bumper is hit, its hitbox is removed for a few frames. During this time the player can buffer a dash through it thus passing through the bumper. You have to hit the bumper at a precise angle to be able to pass through it with the dash and it can be done in any direction.

=== Explosion Boost ===
Explosions caused by pufferfishes, bumpers, or reviving seekers grant Madeline some momentum. If you're holding the same direction Madeline is boosted towards, you gain about 50 extra horizontal speed.

=== Fish / Iceball / Oshiro / Seeker / Snowball Jump ===
Holding jump when bouncing off the top of something ([[Oshiro]], snowballs, pufferfish, [[seeker]]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.


=== Cloud Jump / Spiked Cloud Jump ===
=== Cloud Jump / Spiked Cloud Jump ===
Madeline only needs to jump when the cloud is at its highest position to gain the vertical speed boost, this can be used to avoid dying if there are spikes or other hazards under the cloud, jump quickly to push the cloud down, then jump again on it as it comes up.
Madeline only needs to jump when the [[Clouds|cloud]] is at its highest position to gain the vertical speed boost; this can be used to avoid dying if there are spikes or other hazards under the cloud. Jump quickly to push it down, then jump again as it comes up.


=== Cloud Super/Hyper ===
==== Cloud Super/Hyper ====
Just like on the ground, Madeline can do a '''Super''' or '''Hyper''' off of clouds and still get the vertical speed bonus off of them; although the timing is a bit more precise.
Just like on the ground, Madeline can do a Super or a Hyper off clouds and still get the vertical speed bonus, although it is somewhat more precise. Input a Super or a Hyper as the cloud bounces upwards. The higher you jump, the more height you'll gain.


==== Cloud Hyper Bunnyhop ====
Simply input a '''Super''' or '''Hyper''' as the cloud bounce up, depending on when you jump you'll get more height.
On top of doing Supers and Hypers on clouds, you also can do a '''Hyper Bunnyhop''' on white clouds, but since it's extremely tight, most Cloud Hyper Bunnyhops are done with a reverse '''Demohyper''' (doing a Demohyper instead of a regular Hyper makes it easier since the vertical dash of the Demohyper is faster and thus goes further than a down-diagonal dash).


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.
=== Cloud Hyper BunnyHop ===
On top of doing '''Supers''' and '''Hypers''' on clouds, you also can do an '''Hyper BunnyHop''' on white clouds, but since it's extremely tight most '''Cloud Hyper BunnyHop''' are done with a reverse '''Demohyper''' ( doing a Demohyper instead of a regular Hyper makes it easier since the vertical dash of the Demohyper is faster and thus goes further than a down-diagonal dash).


=== Core Hyper/Super ===
To execute it, do a very short Reverse Demohyper with a short jump as soon as you land on the edge of the cloud, then BunnyHop when the cloud reach its highest position in order to get a maximum of height.
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 a large amount of horizontal liftboost granted by the core block, causing core hypers to give high amounts of speed.


=== Binoculars Clip (Bino Clip) ===
=== Delayed Blockboost ===
A blockboost can still be achieved while not in contact with the block, but instead walljumping off another surface within a 9-frame window of no longer being in contact with the block. Most commonly done by holding a zip mover or dash block, then diagonal dashing towards a wall and jumping off of it to retain the momentum from the block.
In order to reduce strain on the game, when using binoculars, the game will unload spinners that aren't currently visible; allowing Madeline to dash or even walk through them with total safety (at least until they load back in). To do this, look in the binoculars, move them as far away as you can (or enough to unload the spinners), then quickly leave and dash through the spinners.


=== Archie ===
=== Dream Grab ===
{{Main|Dream tech}}
Tutorial: <u>[https://www.youtube.com/watch?v=7CxzOgWYB00 Flesh117]</u>
[[File:Dream grab.gif|thumb|Dream Grab]]
When exiting the dream block, you can hold the grab button and the opposite direction. This causes Madeline to grab the side of a dream block from which she exited. This tech is taught in 2C.


=== Dream Jump ===
An "Archie" is entering a bubble with a crouched hitbox (from any direction), which will move the bubble up by two pixels. This is most often performed with a demodash, but can also be done simply using a duck jump.
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 tech is taught by the [[bird]] in 2B.
== Obscure Tech ==
Those techs are possible within the vanilla level layout but have pretty specific uses. Most of them are difficult to perform.


=== Spike Jump ===
==== 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 hyper (320 speed compared to 325).
A lot of techs are called spikejumps, most of them refers to interactions with the mechanic of directional spikes, which is a mechanic that allows Madeline to get through spikes without dying as long as she goes in the same direction, this allow to cornerkick off of walls with spikes, this is for example used in the B-Side of Mirror Temple to skip a portion of the chapter.


==== Dream Hyper ====
But you also can jump off of spikes on the ground if there's downwind since the game checks your hurtbox before the wind pushes you down, thanks to that you can get into the spikes and buffer a jump if the wind is what made you enter the spikes. But since this only works if it's specifically the downwind that made you enter the spikes it requires to be at a precise y-position above the spikes to get pushed into them and as such is practically a rng tech if there isn't any setup used.
Instead of simply jumping out of dream blocks, a hyper or a demohyper (which has a slightly bigger window) can be done in the few frames right after you leave the dream block due to coyote frames. This grants 325 horizontal speed and halved jump height, identical to a regular hyperdash. Unlike dream jumps, dream hypers do '''not''' give your dash back, as it is used after exiting the dream block.


You also can do a superdash out of a dream block, though this has less practical use than dream hypers or a dream double-jump.
=== Up Diagonal Demo (Diag Demo) ===
It is also possible to Up Diag Demodash with the demo button. It reduces Madeline's hitbox and hurtbox and allows for easier cornerkick, this can be done by doing the diag demo unto 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 others uses.


=== Up Demo ===
=== Dream Smuggle ===
By dashing into a dream block and grabbing a throwable entity right before entering it, Madeline can carry it while dashing through Dream Blocks. This tech has no viable uses in vanilla, but is common in modded maps.
You can also perform a demo updash, it can be used to perferm demo wallbounces which gives a slightly higher height if buffered against a corner.


=== Waterboost ===
=== Featherboost ===
Holding a diagonal direction with the movement buttons on the first frame of [[feather]] movement will give you an initial speed boost.
When you are on the surface of water, it is possible to jump multiple times with each jump giving +40 speed. Humans can generally only do two or three jumps, while the TAS can jump on every single frame, achieving absurd amounts of speed.


=== Jelly Laddering ===
=== 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.
Using two jellyfishes, Madeline can grab one after the other to keep some of her vertical or horizontal speed.


=== Heart Ultras ===
You can do it directly upwards by dropping and regrabbing the jellyfishes, this tech dosen't have much practical uses and is pretty inconsistent.
This is performed by down diagonal dashing on the same frame as collecting a crystal heart. This can be turned into a buffer by using up Madeline’s dash before bumping into the heart which refills your dash. It is usually only done for fun and to add flavor when beating a map due to it being satisfying to perform, but can also be necessary in modded maps if it is part of the gameplay (using fake hearts). Also note that the name of the tech is a misnomer, as the down diagonal dash by itself is not an ultra in most cases.


=== Lava climbing/Wallbounce ===
=== Jumpthrough Clip ===
If an entity pushes Madeline into a jumpthrough, she passes through it.
Lava blocks actually have an hitbox inside them that's 2 pixel away from their hurtbox, because you can walljump whenever Madeline is within 3 pixels of a wall there is a single pixel where you can wallkick it or climb it with climbjumps/neutral jumps. Additionally, you can even wallbounce off of lava, since Madeline can wallbounce as long as she's within 5 pixels of a wall instead of the usual 3 pixels there is 2 more x pixels where you can do a wallbounce. The frame window for the wallkicks input can be extended by buffering the jump but it isn't guaranteed to get a wallkick unless you're moving below 80 speed.


=== Ceiling Pop ===
==== Feather Clip ====
[[File:Feather clip.mp4|300px|thumb|Feather clip in Reflection]]
When Madeline grabs a wall with downward momentum, she slides down a tiny amount. If she grabs 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 forwards momentum.
By touching a jumpthrough in feather mode before the feather expires, Madeline can pass through jumpthroughs from the other side.


=== Bubsdrop ===
=== Lava Neutrals ===
There is a single pixel of solid lava right infront of the lava hurtbox, so despite the fact that you can not grab and hold onto the lava, it is possible to buffer neutrals off of the lava or ice using this 1 pixel of leniency. Similarly, lava climbjumps, lava walljumps, lava wallbounces, lava 6jumps, lava 5tiles, and so on are also possible.
The use of a wallkick or a climbjump in order to cancel the upwards momentum gained from going into a vertical screen transition, so that you don't land on a one-way [https://i.imgur.com/neUYLiV.png jumpthrough] platform and can return to the previous room. Upon re-entering the original room, your spawnpoint will be set to the nearest available spot. In 5B, this trick is used to skip a significant portion of the Central Chamber checkpoint.


=== Delayed Ultra ===
=== Moon Boost ===
If you do a superdash or demohyper into the top 3 pixels of a moon block, due to corner correction the player is corrected to be on top of the moon block, but simultaneously the block will also be pushed. Since the moon block is moving while you’re on top of it, the block gives you liftboost and results in a major speed boost.
Cancelling a down-diagonal dash before it hits the ground will not remove the flag that tells the game to give Madeline a 1.2x speed boost when she next touches the ground. This is usually done using a cornerboost, or by grabbing a [[throwable]] object. Any other method of cancelling a dash (such as bopping a snowball) will still provide a delayed ultra, but will likely slow Madeline down enough that the 1.2x speed boost is negligible.


=== Neutral Drop ===
An iconic example of a RTA delayed ultra is used in the Awake checkpoint of [[2A]], where runners build up massive amounts of speed utilising a delayed ultra, multiple cornerboosts, and multiple chained ultradashes.
Holding down while letting go of a throwable drops the throwable in place and resets any horizontal momentum it may have had, rather than throwing it towards a side. It is necessary for all types of vators.


=== Reverse Cornerboost ===
=== Reform Tech ===
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.
A reverse cornerboost is executed by climbjumping a corner that is ''behind'' Madeline. This cancels your dash and conserves momentum on top of giving height in the same way as a normal cornerboost, but the +40 speed from jumping is applied in the opposite direction, slowing Madeline down slightly. This is mostly done to cancel an up-diagonal dash and is beneficial because the speed from the dash ( minus 40 ) is conserved. This was originally considered as a TAS-only tech but has been implemented by high-level players, especially in IL runs.


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.
=== Neutral Reverse Cornerboost ===
A neutral reverse cornerboost allows you to not lose any speed compared to a regular reverse cornerboost, you must hold neutral directions while performing the reverse cornerboost, this can be done by pressing the opposite direction and then going neutral before making the cornerboost, making madeline face the corner. Since this is a neutral cornerboost, pressing the opposite direction madeline is facing within the next 11 frames will cause a wallboost. Because of that, you can't hold a direction which makes you lose your speed twice as fast.


=== Spiked Cornerboost ===
==== Reform Kick ====
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.
A cornerboost done on a corner which has spikes on one or two adjacent surfaces. A notable example of a spiked cornerboost that has spikes on both adjacent surfaces is the "Dreadcorner" strat in [[5B]], a spiked cornerboost which skips the same rooms that Bubsdrop does.


==== Reform Boost (Cassette Boost) ====
=== Wallboost ===
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.
Pressing away from a wall 11 frames or less after neutral climbjumping will cause to refund the stamina cost from the climbjump the jump is converted into a wallkick 'after the fact'. However, unlike a normal wallkick, you are not prevented from pressing towards the wall again to quickly return to it. This allows staminaless climbing but is only faster than neutral jumps when performed optimally by a TAS. It has other uses, mainly in beating stamina puzzles and for some strats such as the second berry in 3A. Performing a wallboost will cause falling blocks to instantly fall since you stop grabbing the wall, but allow you to regrab them significantly faster than you could with a neutral jump or real wallkick.


===== Cassoosted Fuper =====
If you do a wallboost while grabbing a wall but also touching the floor, you will still be 'refunded' the stamina from a climbjump despite not having used any for the original climbjump. This means you will have 138 stamina where Madeline's maximum stamina is supposed to be 110, allowing you to do five climbjumps before running out instead of four.
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.


== Modded Tech ==
=== Seeker Bounce ===
After hitting a wall, [[seekers]] enter a different state for a brief moment. In this state, you can bounce into them and get a horizontal speed boost (approximately Hyper speed). On top of refreshing your dash, it also affects your vertical speed depending on the angle at which you bump them. You cannot bounce off the top of the seeker since that's where the hitbox for "killing" them is.
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 way to perform it.


=== Dream Wallbounce ===
=== Theo/Jelly Regrabs ===
[[File:Jelly Regrab.gif|thumb|A Jelly Regrab|240px]]
Wallbounces can be inputted in the few frames after leaving a dream block, similar to supers and hypers.
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.


=== Dream Redirect ===
==== Jelly Laddering ====
Using two [[jellyfish]], Madeline can grab one after the other to keep some of her vertical or horizontal speed.
Dream blocks only restore your dash upon exit, so while inside, you have 0 dashes. If dash crystals are placed inside of dream blocks, you can restore your dash - and even use it - while inside the dream block. Doubledash crystals also act the same as normal.


You can use this tech to move upwards indefinitely by dropping and regrabbing the jellyfish, though it has few practical uses and is quite inconsistent.
== Mechanics ==
These "techs" were added primarily to make the game feel smoother and more forgiving to play, but can be taken advantage of.


=== Screen Transition ===
==== Theo/Jelly Ultras ====
You can also use the regrab mechanic to cancel a grounded ultra, cancelling a dash without losing any speed at the end.
When transitioning between two screens, Madeline's dash(es) and stamina are restored.


=== Fastfalling (Fastfall) ===
=== 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.
Holding down while in midair will cause Madeline to fall faster ( 240 speed instead of the regular 160 falling speed ) after a short acceleration.


=== Coyote Time/Jump ===
=== Jellyvator / Theovator ===
Madeline is allowed to perform actions only doable on the ground for 5 frames after leaving it. This includes jumping and '''Supers'''/'''Hypers'''.


{{Main|Vators}}
=== Fastbubbling ===
Pressing dash while inside a stationary bubble will make it move sooner ( this can be buffered ).


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.
=== Directional Spikes ===
Spikes won't hurt Madeline if she collides with them as long as she's moving in the direction that they point. This is the mechanic behind Spikejumps and one-way gates.


<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 jellyfish since holding a jellyfish lowers Madeline's gravity.
=== Input Buffering ===
Attempting to perform an action while it is not currently possible will "buffer" or store the input for the next 5 frames. If the action 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 techniques instantly after a screen transition or to turn frame perfect tricks into 5 frame windows, and can be done with almost every action in the game ( Buffering '''Ultras''' might not grant the x1.2 speed boost because you can jump off the ground without landing on it depending on your y pixel ).


== TAS-Only Tech ==
=== Waterboost ===
When you are on the surface of water, it is possible to jump multiple times, with each jump giving 40 horizontal speed. Humans can generally only do two or three jumps, while the {{abbr|TAS|tool-assisted speedrun}} can bounce on every possible frame, achieving incredible speed.
This is tech that is impossible for a human to perform, and as such is only possible in [[TAS|Tool-Assisted Speedruns.]] Note that multiple techniques such as Ceiling Pops are largely TAS-only due to the precision involved, but can be performed by humans under the right circumstances.

=== Splipped Droost ===
A spike clipped dream boost is a joke tech (similar to Cassosted Fuper) performed by doing a precise diagonal dashing through the corner of a dream block covered with spikes. You will appear to clip through the spikes while still getting the dream boost from the dream block.

=== Koral Clip ===
If an entity such as a kevin, zip mover, etc. pushes Madeline (or a throwable) against a screen border, they will teleport to the opposite side of the entity.

== Other Tech ==
These techs have very niche uses. Some of them are very difficult to perform.

=== Bino Tech ===
With [[Binoculars|Binos]], you can do many obscure techs.

==== Bino Clip ====
To reduce strain on the game, when the player uses binos, the game will unload spinners not currently visible, allowing Madeline to dash or walk through them safely until they load back in. To do this, look in the binos, move them away enough to unload the spinners, and then quickly leave and dash through them.

==== Bino Control Storage ====
[[File:Bino control storage video.mp4|320px|thumb|Bino Control Storage done by a TAS in Farewell.]]
Bino Control Storage is a complex tech that allows the player to control the bino and Madeline at the same time. It is done if Madeline gets knocked out of a bino after entering it, which is commonly accomplished by explosions or skipping a cutscene. This effect disappears after leaving the bino. In Farewell, it is possible to do a Bino Control Storage in the final room by entering it at a high speed, grabbing the jelly after triggering the pufferfish, activating a bino, and skipping a dialogue with Badeline.

==== Bino Interaction Storage ====
Interacting with binos for exactly one frame and jumping on the next frame tricks the game into thinking that Madeline is interacting with them when she is not. One of the consequences of this is that a dash through a screen transition gets canceled, which means that performing a grounded ultra through a screen transition allows the 1.2x speed boost to be retained past the end of the dash.

=== Bubsdrop ===

{{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 platform and can return to the previous room. Upon re-entering the original room, your spawn point will be set to the nearest available spot. In {{ch|5b|lf=1}}, this trick is used to skip a significant portion of the Central Chamber checkpoint.

=== Cassette Raise ===
[[File:Raised cassette.jpg|250px|thumb|A raised cassette block. You can move through the solid purple section.]]
Remaining inside a [[cassette block]] while it activates and deactivates causes it to move upwards by two pixels. This can be repeated indefinitely. The cassette block will leave a trail matching its color, but it is not solid and Madeline can pass it.

=== Cutscene Warps ===
Some cutscene skips only teleport Madeline along the X-axis and keep her Y position. This allows Madeline to end up in unexpected places and is sometimes used in [[2A]] and [[5A]] to skip a part of the room.


=== Half Stamina Climbing ===
=== 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 of it. Climbjumping gives you +40 speed back towards the wall, allowing you to return to the wall sooner at the cost of stamina. This combination of a wallboost and a climbjump uses the stamina of one climbjump, but gives the height of two.
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 it. Climbjumping gives you +40 speed back towards the wall, allowing you to return to the wall sooner at the cost of stamina. This combination of a wallboost and a climbjump uses the stamina of one climbjump but gives the height of two.


This tech can be made a bit more RTA viable by binding a key to left, right, and jump. After climbjumping away from the wall to wallboost, pressing the new keybind within 2 frames makes Madeline turn around and climbjump.
This tech can be made somewhat more {{abbr|RTA|humanly}}-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.


Madeline can also neutral within the 2 frames after a wallboost. This does not consume stamina and allows Madeline to climb faster than using only neutral jumps.
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.


A good example of this tech in use is [https://youtu.be/FHAuZJC6HaA?t=1620 in the 100% TAS when obtaining the heart in 6A].
[https://youtu.be/FHAuZJC6HaA?t=1620 The 100% TAS uses this tech when obtaining the heart in 6A.]

=== Kermit Dash ===
Kermit Dashing is a very rarely forced tech. Dashing through a screen transition cancels your dash, but does not remove the 'dashattack' timer which allows Madeline to do dash actions like [[wallbounces]], breaking blocks, and entering [[Dream Blocks|dream blocks]], sometimes called kermit wallbounces and so on. 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" in [[Strawberry Jam Collab/Ivory|Ivory from Strawberry Jam Collab]].

=== 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.

=== Roboboost ===
Video: [https://www.youtube.com/watch?v=3fPRVsxSFTk ZKB (YouTube)]

'''Roboboost''', also known as '''mb6fbhsphdrcb''', is a moving block 6-frame bunnyhop subpixel hyperdash reverse cornerboost. This tech is incredibly complex to do {{abbr|RTA|by humans}}.

=== Screen Transition Cassette Offset ===
Screen transitioning while a cassette block activates causes all cassette blocks of that color in the new room to be 1 pixel higher and all cassette blocks of the previous color to be a pixel lower.

=== 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 {{abbr|TAS|tool-assisted speedrun}}-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 the player waits 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.


== Trivia ==
== Trivia ==
* 1A - Dashless tech is used extensively for 1A's Winged Berry. The Cornerkick named "Coffee Jump" refers to the Cornerkick in the room with the coffee shop in the background.
* [[1A]] Dashless tech is used extensively to collect the [[Winged Golden Strawberry]]. The Cornerkick named "Coffee Jump" refers to the Cornerkick in the room with the coffee shop in the background.
* 2A - Screen Transitions are used to obtain 2A's Crystal Heart.
* [[2A]] Screen Transitions must be used to obtain the Old Site [[Crystal Heart]].
* 3A - The Elevator Shaft Demo strategy in 3A requires a Demodash, however there are also other rooms in the game that it's still useful in.
* [[3A]] The Elevator Shaft Demo strategy, which requires a Demodash through the [[Dust Bunnies]] created by [[Oshiro]], can be used to skip many rooms at once.
* The bird will tell you multiple techs throughout the game. Notably: Dashing, in Prologue; Dream Jumps, in Old Site B; Wallbounces, in Summit B; and Hyperdashes, in Core C. The game will teach Wavedashes to the player in Farewell.
* The [[bird]] will teach the player multiple techs throughout the game: climbing and dashing in Prologue, Dream Jumps in 2B, Wallbounces in 7B, and Hyperdashes in 8C.
* The game will teach [[Wavedashes]] to the player in [[Farewell]] on the screen after the [[Heart Door]] in Event Horizon. The bird is also mentioned in that tutorial.
* The Demodash was discovered by the player [[Community:DemoJameson|DemoJameson]] on October 14, 2018. It was subsequently named after him.
* The Demodash is named after the player DemoJameson, who discovered the tech on October 14, 2018.

[[Category:Tech| ]]

Latest revision as of 18:20, 30 July 2024

For those who sit on the bleeding edge, the terrible developers at Celeste Wiki have a sandbox article for Tech.

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 techs 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 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 talk page or 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:

Last revision: 30.07.2024 (DD.MM.YYYY). Update?

Mechanics[edit | edit source]

These "techs" were added primarily to make the game feel smoother and more forgiving. Some of them can be taken advantage of.

Berry Mechanics[edit | edit source]

The first strawberry Madeline carries is collected when she is on the ground (except strawberry blockfields), jumpthroughs, or most other non-moving entities for 9 consecutive frames. The next berry is collected after 9 additional frames, and so on.

Climbhop[edit | edit source]

Climbing onto the top of a ledge causes Madeline to do a small hop to get onto the platform. This usually does not occur if the platform has spikes or spinners on it that would kill Madeline.

Corner Correction[edit | edit source]

A leniency mechanic where dashing or jumping within 4 pixels of a corner of a solid surface causes Madeline to automatically be pushed around the corner rather than getting stopped by it. This was added to make tech such as wallbounces easier and generally make the game feel better.

Coyote Time/Jump[edit | edit source]

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.

Dash Attack[edit | edit source]

The dash lasts for 15 frames (including 3 freeze frames). The period of 6 frames after the dash is known as Dash Attack, since Madeline can interact with entities during it as if she is still in the dash state. However, this can be avoided by jumping or grabbing the block.

Directional Spikes[edit | edit source]

Spikes won't hurt Madeline if she collides with them, as long as she's moving in the direction they point.

Fastbubbling[edit | edit source]

Pressing the dash key inside a stationary green or red bubble makes it move instantly in the chosen direction, saving around a second if done immediately after entering a bubble. It is not counted as a dash.

Fastfalling (Fastfall)[edit | edit source]

Holding down mid-air changes Madeline's max fall speed to 240 pixels per second instead of the usual 160. This is notably required in Farewell and is used to save time in "falling" areas.

Input Buffering[edit | edit source]

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.

Liftboost[edit | edit source]

When being moved by an entity like a Zip Mover, 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.

Screen Transition[edit | edit source]

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 Old Site.

Additionally, after doing a vertical screen transition, Madeline gets a slight vertical speed boost to ensure that she passes the jumpthrough or does not return so quickly.

Dash Tech[edit | edit source]

Dash Techs require a dash to perform, though, for many, a dash can be substituted with a bubble.

Spring Cancel[edit | edit source]

Dashing just after hitting a spring cancels all momentum given by the spring. It can be done on both normal and sideways springs and also be a buffered input if you do not have a dash before hitting the spring.

Superdash (Super)[edit | edit source]

Reverse Superdash (Top), Superdash (Bottom)

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.

Hyperdash (Hyper)[edit | edit source]

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.

Wavedash[edit | edit source]

Wavedash and Reverse Wavedash

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 hyperdashes as they provide the same speed and height, however, wavedashes can be done on smaller surfaces. Wavedashing is taught in the Event Horizon subchapter in Farewell.

Wavedashes can be extended or reversed.

Extended Dashes[edit | edit source]

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[edit | edit source]

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.

Superwave[edit | edit source]

An extended superdash immediately followed by a reverse wavedash. It is mostly performed on pink clouds or crumble blocks.

Ultradash (Ultra)[edit | edit source]

Ultra

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, like after dashing diagonally-down out of a red bubble or getting flinged by a bird) and dash down-diagonally as soon as possible. The dash must end before Madeline touches the ground to maintain the momentum (Dashing will reset your speed after ending, unless the dash is down-diagonal. Landing on the ground converts a down-diagonal dash into a horizontal dash, thus losing the speed), so players should start from high enough up that it will end before they land. It's important to jump right after you touch the ground to lose as little speed to friction as possible. Players should aim not to buffer the jump input because this is likely to prevent the 1.2x boost, and instead should jump shortly after landing on the ground.

Chained Ultras[edit | edit source]

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[edit | edit source]

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 multiplier, but all of it will be lost when the dash ends.

To perform a Grounded Ultra, down-diagonally dash into the ground. As this is a down-diagonal dash, you will receive the 1.2x speed multiplier, but since down-diagonal dashes are converted into horizontal ones on the floor, the excess speed will be removed when the dash ends. Because this is essentially the same input as a hyper (a down-diagonal dash into the ground), players can jump before the dash ends to perform a Hyper and be given 325 speed and Hyper height. This can be chained infinitely on flat terrain by dashing down diagonally right after jumping. It's more optimal to jump as late as possible, on the 14th frame optimally.

Grounded Ultra Cancel[edit | edit source]

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 different ways: grabbing a throwable, skipping a cutscene, bouncing on a snowball, so long as it interrupts the dash.

Delayed Ultra[edit | edit source]

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 RTA (humanly possible) Delayed Ultra is used in the Awake checkpoint of 2A, where runners build up massive amounts of speed utilizing a Delayed Ultra, multiple cornerboosts, and multiple chained Ultras.

Heart Ultra: see #Heart Ultras.

Demodash (Demo)[edit | edit source]

Demodashes (shortened to demos), also known as crouch dashes in-game, is a tech 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.

You can bind a Demo button in-game since the 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[edit | edit source]

Dashing down-diagonally is not necessary to do a hyperdash: so long as Madeline is crouching, a hyper will be performed instead of a super. This means doing a horizontal demodash will result in a hyper rather than a super. Demohypers have a higher dash speed than regular hypers (240 instead of 169) since they're horizontal rather than diagonal dashes, though this can be disadvantageous in places where space is limited.

Up Diagonal Demo (Diag Demo)[edit | edit source]

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.

Wallbounce (wounce, wb)[edit | edit source]

Wallbounce

Wallbounces are a tech mainly used to gain height. To do a wallbounce, dash up and jump during the dash duration while next to a wall. Wallbounces have a slightly lower vertical speed than an updash, so jumping as late as possible is more optimal for gaining height.

Wallbounces can be performed out of red or green bubbles as well.

Dashless Tech[edit | edit source]

Dashless Tech refers to tech that do not require a dash to perform. They tend to be more complex or precise.

Bunnyhop (Bhop)[edit | edit source]

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 Prologue, as it is not possible to dash there.

Cornerkick[edit | edit source]

Cornerkicks are wallkicks off corners. Performed when Madeline passes right under them, they give a little bit of height.

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 on the frame you press jump.

Ceiling Pop (cpop)[edit | edit source]

Tutorial (referenced in Celestecord): 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 can also be turned into a buffer if a setup is found even in vanilla like the last room of Shrine in 4A for speedruns, or if the map is designed to keep the ceiling pop as buffer such as the ones used in MOCE // CPVL.

Crouch Jump / Crouch Climb[edit | edit source]

Madeline can jump while crouching and will keep crouching as long as she goes upward. This can be used to reduce her hitbox to avoid getting hit. Madeline can also climbjump while keeping crouch state, but she can not grab walls without moving downward and hence uncrouching. Wallkicks will also uncrouch you.

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.

Neutral Jump (Neutral)[edit | edit source]

Neutral jumping

Neutrals are one of the most fundamental pieces of dashless movement and vertical mobility in general. They allow Madeline to scale flat and uneven walls alike without using any stamina, even with downward wind.

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.

5jump[edit | edit source]

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 5jump is executed by using a neutral climbjump to reach the top of the wall and then jumping or climbjumping off it. This tech allows you to cross a 5-tile gap, hence its name.

Cornerboost (cb)[edit | edit source]

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.

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', whereas 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[edit | edit source]

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 it 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.

6jump[edit | edit source]

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 City.

Double Cornerboost (dcb)[edit | edit source]

If Madeline has a horizontal speed below ~144, it is 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-perfect input, as you need to jump twice on consecutive frames.

7jump[edit | edit source]

A '7jump' is a dashless double cornerboost that travels over 7 tiles. This is done in the same way as a 6jump, by being at full air-strafe speed (90) but then doing a double cornerboost on the top of a wall to gain an additional 40+ speed to the first cornerboost (the player also needs to be lower on the wall to account for this).

8jump[edit | edit source]

An '8jump' is a dashless tech that travels over 8 tiles. This is done in the same way as a 7jump by being at full air-strafe speed (90) but starting with a ground jump before getting to the wall which gives 40+ speed, and also adding another non-cornerboosting climbjump after the double cornerboost, which while giving 0+ speed, gives extra height to clear the 8 tiles. This tech is heavily subpixel-dependent.

9jump[edit | edit source]

A ‘9jump’ is a dashless tech that travels over 9 tiles. This is done in the exact same way as an 8jump but with a higher subpixel value, allowing the player to travel 9 tiles.

Reverse Cornerboost (rcb)[edit | edit source]

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 (nrcb)[edit | edit source]

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[edit | edit source]

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 5B, which skips the same rooms that a Bubsdrop does.

Disappearing Block Cornerboost[edit | edit source]

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 Clip[edit | edit source]

Spikes only kill Madeline if the bottom pixels of her hurtbox touches the spike. So you can clip through spikes if the spikes have no tiles below them and you are travelling at a high enough speed. Such that on one frame your bottom pixel is above the spike hitbox and the next frame below it, hence not dying.

Spike Jumps[edit | edit source]

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, during downwind it is possible to jump off surfaces beneath spikes before collision checks are applied. Or during sideways wind, you can wall jump off surfaces to the side of spikes thus climbing a spiked wall. The former is heavily subpixel-dependent.

It is also possible to have a moving block push spikes into the player due to how the game logic order works. 1 frame prior, you must be in a position such that the player is on top of the surface of the move block the next frame. 1 frame later you are on the surface of the move block when the game checks if you are touching ground, thus allowing you to jump. You do not die due to the collision checks happening once before the block moves up, and one right after the spike jump, thus you are never in the spikes during a collision check. The game also gives the player stamina back due to briefly being in contact with the ground.

Stamina Cancel[edit | edit source]

When climbing a wall, holding up and tapping grab repeatedly instead of simply holding up and grab lets you climb the wall with less stamina than normal, if done correctly.

Wallboost[edit | edit source]

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 in a TAS. It has other uses, mainly in beating stamina puzzles. Performing a wallboost will cause falling blocks to drop instantly, since you stopped grabbing the wall, but it's possible to regrab them significantly faster than you could with a neutral jump or a wallkick.

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.

Cornerboost Wallboost (cobwob)[edit | edit source]

It is a wallboost from a cornerboost. The cornerboost must be done with a neutral climbjump, then holding the direction opposite to the one climbjumped towards to do a wallboost, which resets any speed you originally had due to the way wallboosts work, thus making you jump towards that direction.

Cornerslip[edit | edit source]

If Madeline is within 1 pixel of a surface, her dash is refilled without resetting her vertical speed. It also gives coyote frames which can allow you to perform a crouch jump out of the cornerslip, and this is called a jasig jump, named after a speedrun strategy in Chapter 3 called jasig.

Entity Tech[edit | edit source]

Entity Tech refers to using various blocks or entities to do useful techs.

Archie[edit | edit source]

Tutorial: Flesh117

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 you enter the bubble with a smaller crouching hitbox.

Bubble Super / Hyper[edit | edit source]

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 keep your dash from the bubble, even if the bubble is mid-air.

Bumper Clip[edit | edit source]

When a bumper is hit, its hitbox is removed for a few frames. During this time the player can buffer a dash through it thus passing through the bumper. You have to hit the bumper at a precise angle to be able to pass through it with the dash and it can be done in any direction.

Explosion Boost[edit | edit source]

Explosions caused by pufferfishes, bumpers, or reviving seekers grant Madeline some momentum. If you're holding the same direction Madeline is boosted towards, you gain about 50 extra horizontal speed.

Fish / Iceball / Oshiro / Seeker / Snowball Jump[edit | edit source]

Holding jump when bouncing off the top of something (Oshiro, snowballs, pufferfish, seekers, 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.

Cloud Jump / Spiked Cloud Jump[edit | edit source]

Madeline only needs to jump when the cloud is at its highest position to gain the vertical speed boost; this can be used to avoid dying if there are spikes or other hazards under the cloud. Jump quickly to push it down, then jump again as it comes up.

Cloud Super/Hyper[edit | edit source]

Just like on the ground, Madeline can do a Super or a Hyper off clouds and still get the vertical speed bonus, although it is somewhat more precise. Input a Super or a Hyper as the cloud bounces upwards. The higher you jump, the more height you'll gain.

Cloud Hyper Bunnyhop[edit | edit source]

On top of doing Supers and Hypers on clouds, you also can do a Hyper Bunnyhop on white clouds, but since it's extremely tight, most Cloud Hyper Bunnyhops are done with a reverse Demohyper (doing a Demohyper instead of a regular Hyper makes it easier since the vertical dash of the Demohyper is faster and thus goes further than a down-diagonal dash).

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 Hyper/Super[edit | edit source]

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 a large amount of horizontal liftboost granted by the core block, causing core hypers to give high amounts of speed.

Delayed Blockboost[edit | edit source]

A blockboost can still be achieved while not in contact with the block, but instead walljumping off another surface within a 9-frame window of no longer being in contact with the block. Most commonly done by holding a zip mover or dash block, then diagonal dashing towards a wall and jumping off of it to retain the momentum from the block.

Dream Grab[edit | edit source]

Dream Grab

When exiting the dream block, you can hold the grab button and the opposite direction. This causes Madeline to grab the side of a dream block from which she exited. This tech is taught in 2C.

Dream Jump[edit | edit source]

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 tech is taught by the bird in 2B.

Dream Double-Jump[edit | edit source]

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 hyper (320 speed compared to 325).

Dream Hyper[edit | edit source]

Instead of simply jumping out of dream blocks, a hyper or a demohyper (which has a slightly bigger window) can be done in the few frames right after you leave the dream block due to coyote frames. This grants 325 horizontal speed and halved jump height, identical to a regular hyperdash. Unlike dream jumps, dream hypers do not give your dash back, as it is used after exiting the dream block.

You also can do a superdash out of a dream block, though this has less practical use than dream hypers or a dream double-jump.

Dream Smuggle[edit | edit source]

By dashing into a dream block and grabbing a throwable entity right before entering it, Madeline can carry it while dashing through Dream Blocks. This tech has no viable uses in vanilla, but is common in modded maps.

Featherboost[edit | edit source]

Holding a diagonal direction with the movement buttons on the first frame of feather movement will give you an initial speed boost.

Feather Super[edit | edit source]

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.

Heart Ultras[edit | edit source]

This is performed by down diagonal dashing on the same frame as collecting a crystal heart. This can be turned into a buffer by using up Madeline’s dash before bumping into the heart which refills your dash. It is usually only done for fun and to add flavor when beating a map due to it being satisfying to perform, but can also be necessary in modded maps if it is part of the gameplay (using fake hearts). Also note that the name of the tech is a misnomer, as the down diagonal dash by itself is not an ultra in most cases.

Jumpthrough Clip[edit | edit source]

If an entity pushes Madeline into a jumpthrough, she passes through it.

Feather Clip[edit | edit source]

Feather clip in Reflection

By touching a jumpthrough in feather mode before the feather expires, Madeline can pass through jumpthroughs from the other side.

Lava Neutrals[edit | edit source]

There is a single pixel of solid lava right infront of the lava hurtbox, so despite the fact that you can not grab and hold onto the lava, it is possible to buffer neutrals off of the lava or ice using this 1 pixel of leniency. Similarly, lava climbjumps, lava walljumps, lava wallbounces, lava 6jumps, lava 5tiles, and so on are also possible.

Moon Boost[edit | edit source]

If you do a superdash or demohyper into the top 3 pixels of a moon block, due to corner correction the player is corrected to be on top of the moon block, but simultaneously the block will also be pushed. Since the moon block is moving while you’re on top of it, the block gives you liftboost and results in a major speed boost.

Neutral Drop[edit | edit source]

Holding down while letting go of a throwable drops the throwable in place and resets any horizontal momentum it may have had, rather than throwing it towards a side. It is necessary for all types of vators.

Reform Tech[edit | edit source]

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 Kick[edit | edit source]

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)[edit | edit source]

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.

Cassoosted Fuper[edit | edit source]

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.

Seeker Bounce[edit | edit source]

After hitting a wall, seekers enter a different state for a brief moment. In this state, you can bounce into them and get a horizontal speed boost (approximately Hyper speed). On top of refreshing your dash, it also affects your vertical speed depending on the angle at which you bump them. You cannot bounce off the top of the seeker since that's where the hitbox for "killing" them is.

Theo/Jelly Regrabs[edit | edit source]

A Jelly Regrab

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[edit | edit source]

Using two jellyfish, Madeline can grab one after the other to keep some of her vertical or horizontal speed.

You can use this tech to move upwards indefinitely by dropping and regrabbing the jellyfish, though it has few practical uses and is quite inconsistent.

Theo/Jelly Ultras[edit | edit source]

You can also use the regrab mechanic to cancel a grounded ultra, cancelling a dash without losing any speed at the end.

Throwable Backboost (Backboost)[edit | edit source]

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[edit | edit source]

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.

Note: 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 crystals provide less height than jellyfish since holding a jellyfish lowers Madeline's gravity.

Waterboost[edit | edit source]

When you are on the surface of water, it is possible to jump multiple times, with each jump giving 40 horizontal speed. Humans can generally only do two or three jumps, while the TAS can bounce on every possible frame, achieving incredible speed.

Splipped Droost[edit | edit source]

A spike clipped dream boost is a joke tech (similar to Cassosted Fuper) performed by doing a precise diagonal dashing through the corner of a dream block covered with spikes. You will appear to clip through the spikes while still getting the dream boost from the dream block.

Koral Clip[edit | edit source]

If an entity such as a kevin, zip mover, etc. pushes Madeline (or a throwable) against a screen border, they will teleport to the opposite side of the entity.

Other Tech[edit | edit source]

These techs have very niche uses. Some of them are very difficult to perform.

Bino Tech[edit | edit source]

With Binos, you can do many obscure techs.

Bino Clip[edit | edit source]

To reduce strain on the game, when the player uses binos, the game will unload spinners not currently visible, allowing Madeline to dash or walk through them safely until they load back in. To do this, look in the binos, move them away enough to unload the spinners, and then quickly leave and dash through them.

Bino Control Storage[edit | edit source]

Bino Control Storage done by a TAS in Farewell.

Bino Control Storage is a complex tech that allows the player to control the bino and Madeline at the same time. It is done if Madeline gets knocked out of a bino after entering it, which is commonly accomplished by explosions or skipping a cutscene. This effect disappears after leaving the bino. In Farewell, it is possible to do a Bino Control Storage in the final room by entering it at a high speed, grabbing the jelly after triggering the pufferfish, activating a bino, and skipping a dialogue with Badeline.

Bino Interaction Storage[edit | edit source]

Interacting with binos for exactly one frame and jumping on the next frame tricks the game into thinking that Madeline is interacting with them when she is not. One of the consequences of this is that a dash through a screen transition gets canceled, which means that performing a grounded ultra through a screen transition allows the 1.2x speed boost to be retained past the end of the dash.

Bubsdrop[edit | edit source]

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 platform and can return to the previous room. Upon re-entering the original room, your spawn point will be set to the nearest available spot. In Mirror Temple B-Side, this trick is used to skip a significant portion of the Central Chamber checkpoint.

Cassette Raise[edit | edit source]

A raised cassette block. You can move through the solid purple section.

Remaining inside a cassette block while it activates and deactivates causes it to move upwards by two pixels. This can be repeated indefinitely. The cassette block will leave a trail matching its color, but it is not solid and Madeline can pass it.

Cutscene Warps[edit | edit source]

Some cutscene skips only teleport Madeline along the X-axis and keep her Y position. This allows Madeline to end up in unexpected places and is sometimes used in 2A and 5A to skip a part of the room.

Half Stamina Climbing[edit | edit source]

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 it. Climbjumping gives you +40 speed back towards the wall, allowing you to return to the wall sooner at the cost of stamina. This combination of a wallboost and a climbjump uses the stamina of one climbjump but gives the height of two.

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.

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.

The 100% TAS uses this tech when obtaining the heart in 6A.

Kermit Dash[edit | edit source]

Kermit Dashing is a very rarely forced tech. Dashing through a screen transition cancels your dash, but does not remove the 'dashattack' timer which allows Madeline to do dash actions like wallbounces, breaking blocks, and entering dream blocks, sometimes called kermit wallbounces and so on. 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" in Ivory from Strawberry Jam Collab.

Pause Buffering[edit | edit source]

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.

Roboboost[edit | edit source]

Video: ZKB (YouTube)

Roboboost, also known as mb6fbhsphdrcb, is a moving block 6-frame bunnyhop subpixel hyperdash reverse cornerboost. This tech is incredibly complex to do RTA.

Screen Transition Cassette Offset[edit | edit source]

Screen transitioning while a cassette block activates causes all cassette blocks of that color in the new room to be 1 pixel higher and all cassette blocks of the previous color to be a pixel lower.

Spinner Stunning[edit | edit source]

Information: 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[edit | edit source]

After the player waits 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[edit | edit source]

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 Weightless Pressure mod.

Trivia[edit | edit source]

  • 1A — Dashless tech is used extensively to collect the Winged Golden Strawberry. The Cornerkick named "Coffee Jump" refers to the Cornerkick in the room with the coffee shop in the background.
  • 2A — Screen Transitions must be used to obtain the Old Site Crystal Heart.
  • 3A — The Elevator Shaft Demo strategy, which requires a Demodash through the Dust Bunnies created by Oshiro, can be used to skip many rooms at once.
  • The bird will teach the player multiple techs throughout the game: climbing and dashing in Prologue, Dream Jumps in 2B, Wallbounces in 7B, and Hyperdashes in 8C.
  • The game will teach Wavedashes to the player in Farewell on the screen after the Heart Door in Event Horizon. The bird is also mentioned in that tutorial.
  • The Demodash is named after the player DemoJameson, who discovered the tech on October 14, 2018.