Tech: Difference between revisions
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Rewrote half of the dash techs to be cleaner and more clearly explained, moved technical information to their respective pages; will continue with the other techs later
(Rewrote half of the dash techs to be cleaner and more clearly explained, moved technical information to their respective pages; will continue with the other techs later) |
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== Dash Tech ==
Dash Techs require using a dash to perform.
'''<nowiki/>'Extending'<nowiki/>''' a dash tech allows ample time (10 to 15 frames) touching the ground to restore the dash. '''<nowiki/>'Reversing'''' a dash tech creates a launch trajectory opposite of the direction dashed, by pressing the opposite direction key between dashing and jumping.
Superdashes and Hyperdashes can be extended. All dash techs except for Demodashes and Wallbounces can be reversed. Trajectory height can be adjusted by holding down Jump for different durations.
[[File:Mid-air super.gif|thumb|240x240px|Reverse Superdash (Top), Superdash (Bottom)]]
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{{Main|Superdashes}}
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Superdashes can be both extended and/or reversed. Performing a Super from mid-air restores dashes automatically.
=== Hyperdash (Hyper) ===
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{{Main|Hyperdashes}}
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▲<u>'''Mid-Air Hyper:'''</u> See '''Demohypers''' below.[[File:Wavedashing.gif|thumb|240x240px|Wavedash and Reverse Wavedash]]
=== Wavedash ===
{{Main|Wavedashes}}Wavedashes are functionally identical to '''Hyperdashes'''. They travel the same speed, but Wavedashes can be done on smaller surfaces.
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.▼
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Wavedashes can be reversed, and automatically restore dashes.
=== Ultradash (Ultra) ===
{{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.
▲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''' ( or other speed gain ).
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