Tech: Difference between revisions
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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
Wpxtmvpsxm (talk | contribs) (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) |
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{{Main|Neutrals}}
Neutrals are one of the most fundamental pieces of dashless
To do a Neutral, jump off the wall ''without'' holding directional keys, then immediately move towards the wall again. Rinse and repeat to keep moving up. The jumps can be delayed to stay in place.
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=== 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) ===
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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 '
==== Downward Cornerboosts ====
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=== 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).
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.
== Entity Tech ==
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=== 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
=== Bubble Super / Hyper ===
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