Tech: Difference between revisions

From Celeste Wiki
306 bytes removed ,  3 months ago
highly incomplete rewrite of the spikejumps section. i neglected a paragraph on spikejumps off moving blocks as i am not confident in explaining them, and the existing paragraph is also inaccurate. any knowledgable parties, PLEASE improve this section, it is very much needed
(liftboost explanation , crouch climb, neutral rcb)
(highly incomplete rewrite of the spikejumps section. i neglected a paragraph on spikejumps off moving blocks as i am not confident in explaining them, and the existing paragraph is also inaccurate. any knowledgable parties, PLEASE improve this section, it is very much needed)
Line 136:
{{Main|Neutrals}}
 
Neutrals are one of the most fundamental pieces of dashless techsmovement, 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.
Line 158:
 
=== 5 Jump ===
When Madeline grabs the top of a wall, she will slide down a significant amount and not be able to climb up further. However, you still can climbjump or wallkick off the top of the wall. A 5 jump is executed by using a neutral climbjump to reach the top of the wall and then jumping or climbjumping off it. This technique allows you to cross a 5-tile gap, hence its name.
 
=== Cornerboost (cb) ===
Line 165:
The most common way to intentionally use retained speed is to do a '''cornerboost'''. Doing a climbjump at the top of a wall with momentum will push Madeline over the top and refund the retained speed. Since climbjumps cancel dashes, this is a way to preserve the speed of a dash if it would otherwise have been lost when the dash ended.
[[File:Cornerboost grid.png|thumb|Pixel positions for a good or bad cornerboost on a normal horizontal dash, which gives Madeline 240 speed (4px per frame).]]
Climbjumps, like ground jumps, give Madeline +40 speed in the direction the player is holding. If the climbjump is done ''before'' Madeline collides with the wall, that extra +40 speed will be included in the retained speed value. This is known as a '<nowiki/>'''good cb'''', where climbjumping ''after'' colliding with the wall is called a '''bad cb.''' Above 180 speed, it's a possibility that there will not be a frame where Madeline is able to 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 ====
Line 196:
 
=== Spike Jumps ===
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).
A lot of techniques are called '''spikejumps''', mostly referring to interactions with the mechanic of directional spikes allowing Madeline to get through them without dying as long as she goes in the same direction. This lets her cornerkick off of walls with spikes. This is used in {{ch|5B}} to skip a portion of the chapter.
 
Wind applies a constant movement to Madeline every frame, however this movement is applied independently of her regular speed calculations and after collision checks occur. As a consequence, it is possible to jump off of surfaces beneath spikes, before collision checks are applied.
You can also jump off spikes on the ground even if there's [[Wind|downwind]] since the game checks your hurtbox ''before'' the wind pushes you down. Thanks to that, if the wind made you enter the spikes, you can buffer a jump there. However, it is required to be at a precise y-position above the spikes to get pushed into them.
 
== Entity Tech ==
Line 207:
 
=== Fish / Ice / Oshiro / Seeker / Snowball Jump ===
Holding jump when landing on top of [[Oshiro]], a [[snowball]], a [[pufferfish]], a [[seeker]], or an ice ball (in {{ch|8|lf=1}}) will give Madelinegrant a significant amount of height compared to not pressing jump, and alsoif preservedashed someinto ofwill also preserve Madeline'sany horizontal momentum. Madeline'sas dashes andthe staminabounce will becancel restoredthe dash. For this reason, dashing horizontally onto regardlessone of whetherthese theentities jumpand jumping is heldsometimes referred to as a "fish super", "snowball super", and so on, despite mechanically not being related to a superdash.
 
Hitting the top of one of these entities will also cancel Madeline's dash, preserving some of the momentum. For this reason, dashing horizontally onto one of these entities and jumping is sometimes referred to as a "Fish super", "Snowball super", and so on, despite mechanically not being related to a Superdash.
 
=== Bubble Super / Hyper ===
7

edits

Cookies help us deliver our services. By using our services, you agree to our use of cookies.