Tech: Difference between revisions
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{{Main|Ultradashes}}After Madeline dashes diagonally down, 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.
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''' (
<u>'''Grounded Ultras:'''</u> Grounded ultras are the fastest way to move on flat terrain (
To perform a '''Grounded Ultra''' do an extended '''Hyper''' and down-diagonally dash as soon as possible (
<u>'''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'''.
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=== Demodash (Demo) ===
{{Main|Demodash}}'''Demodashes,''' also known as '''crouch dashes''', are a technique that allow the player to dash with the crouched hurtbox (
You can bind a '''Demo''' button in game since the [[Version history|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.
<u>'''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, and can be used where wavedashes are impossible.. '''Demohypers''' have a higher dash speed (
[[File:Wallbouncing.gif|thumb|240x240px|Wallbounce]]
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== Dashless Tech ==
Dashless Tech refers to
=== Bunnyhop (Bhop) ===
{{Main|Bunnyhops}}A bunnyhop 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.
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.
<u>'''Chained Bunnyhop:'''</u> Because each jump gives Madeline a short burst of speed (
=== Cornerkick ===
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=== Neutral Jump (Neutral) ===
[[File:Neutral jumping.gif|thumb|100px|Neutral jumping]]
{{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]].
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.
=== 5 Jump ===
When Madeline grabs the top of a wall, she will slide down a significant amount and not be able to climb up further. However, you still can climbjump or wallkick off the top of the wall. A 5jump is executed by using a neutral climbjump to reach the top of the wall (
<u>'''6 Jump:'''</u> See '''Cornerboost''' below.
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== Entity Tech ==
Entity Tech refers to using blocks or [[Mechanics|entities]] of various kinds (and their respective mechanics) to do specifically useful techs.
=== Dream Jump ===
{{Main|Dream tech}}
You can jump out of [[dream blocks]] since they give coyote frames
'''<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. 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 an '''Hyper''' (
=== Dream Hyper ===
Instead of simply jumping out of dream blocks, a '''Hyper''' or '''Demohyper''' (
=== Featherboost ===
Holding a diagonal direction with the movement buttons on the first frame of [[feather]] movement will give an initial speed boost.
=== Core Boost ===
By jumping off a lava block a few frames before it breaks, you can gain a vertical speed multiplier of 2.25x and
=== Core Hyper/Super ===
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.
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.
=== Fish / Bumper / Seeker Explosion Boost ===
All of these entities provide a large amount of momentum when used in a certain way (getting near
=== Seeker Bounce ===
After hitting a wall, [[seekers]] enter a different state for a brief moment
=== Theo/Jelly Regrabs ===
Grabbing a [[Theo Crystal]] or
=== Theo/Jelly Ultras ===
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{{Main|Vators}}
<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
=== Oshiro / Snowball / Seeker / Fish Jump ===
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.
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'''.
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=== Cloud Jump / Spiked Cloud Jump ===
Madeline only needs to jump when the [[Clouds|cloud]] is at its highest position to gain the vertical speed boost, 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.
=== Cloud Super/Hyper ===
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=== 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''' (
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 maximum height.
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=== 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 {{ch|2A}} and {{ch|5A}} to skip a
=== Cutscene Ultras ===
Skipping a cutscene cancels the dash state of Madeline
=== Grounded Ultra Cancel ===
Using the same principle as '''Cutscenes Ultras''' right above, cancelling your dash while in a '''Grounded Ultra''' makes Madeline keep the speed from it (
=== Jelly Laddering ===
Using two jellyfishes, Madeline can grab one after the other to keep some of her vertical or horizontal speed.
You can use this technique to move
=== Lava climbing/Wallbounce ===
Lava blocks actually have an hitbox inside them that's 2 pixel away from their hurtbox
=== Ceiling Pop ===
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=== Cassoosted Fuper ===
This is essentially a joke tech. The full name of this tech is Cassette Boosted Feather Super. When [[cassette blocks]] appear, you have around a frame that you can jump and get a large vertical boost. This is known as a cassette boost. A feather super is going horizontally along the ground in a [[feather]] and jumping right when it runs out to get a horizontal speed boost. So a cassoosted fuper is getting a cassette boost as you perform a feather super.
== Modded Tech ==
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=== 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. It is required to get a [[crystal heart]] in {{ch|2A}} and some Red Strawberries.
=== Fastfalling (Fastfall) ===
Holding down while in midair will cause Madeline to fall faster (
=== Coyote Time/Jump ===
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=== Fastbubbling ===
Pressing dash while inside a stationary bubble will make it move sooner (
=== 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.
=== 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 (
== TAS-Only Tech ==
This is tech that is impossible for a human to perform, and as such is only possible in [[TAS|Tool-Assisted Speedruns
=== Half Stamina Climbing ===
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== Trivia ==
* {{ch|1A}} - Dashless tech is used extensively
* {{ch|2A}} - Screen Transitions are used to obtain {{ch|2A
* {{ch|3A}} - The Elevator Shaft Demo strategy,
* The [[bird]] will
* The game will teach [[Wavedashes]] to the player in {{ch|9|lf=1}} right after passing the [[Crystal Heart Gate]] in Event Horizon.
* The Demodash was discovered by the player
[[Category:Techniques]]
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