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'''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.
'''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 difficulties. Many can be used for skips or "exploits" to skip sections of a level.


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.
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.


== Dash Tech ==
== Dash Tech ==
Dash Techs require using a dash to perform.
Dash Techs require a dash to perform them.


'''<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.
'''"Extending"''' a dash tech allows ample time (10 to 15 frames) touching the ground to restore the dash. '''"Reversing"''' a dash tech creates a launch trajectory opposite of the direction dashed to by pressing the opposite direction key in-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.
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 the Jump key for different durations.
[[File:Mid-air super.gif|thumb|240x240px|Reverse Superdash (Top), Superdash (Bottom)]]
[[File:Mid-air super.gif|thumb|240x240px|Reverse Superdash (Top), Superdash (Bottom)]]


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To perform a Superdash, dash parallel to the ground and press Jump before the dash ends.
To perform a Superdash, dash parallel to the ground and press Jump before the dash ends.


Superdashes can be both extended and/or reversed. Performing a Super from mid-air restores dashes automatically.
Superdashes can be extended or reversed. Performing a Super from mid-air restores dashes automatically.


=== Hyperdash (Hyper) ===
=== Hyperdash (Hyper) ===
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Hypers are a quick and easy way to move quickly on flat ground or traverse large gaps. Compared to '''Superdashes''', they travel in a lower but farther-reaching arc.
Hypers are a quick and easy way to move quickly on flat ground or traverse large gaps. Compared to '''Superdashes''', they travel in a lower but farther-reaching arc.


To perform a Hyperdash, dash diagonally down along the ground and press Jump before the dash ends. To perform a Hyper from mid-air, see '''Demodashes''' below.
To perform a Hyperdash, dash diagonally down along the ground and press Jump before the dash ends. To perform a Hyper mid-air, see [[Demodashes|Demodashes]] below.


Hyperdashes can be both extended and/or reversed.[[File:Wavedashing.gif|thumb|240x240px|Wavedash and Reverse Wavedash]]
Hyperdashes can be extended or reversed.


=== Wavedash ===
=== Wavedash ===
[[File:Wavedashing.gif|thumb|240x240px|Wavedash and Reverse Wavedash]]
{{Main|Wavedashes}}Wavedashes are functionally identical to '''Hyperdashes''' in that they provide the same speed, however, Wavedashes can be done on smaller surfaces. Wavedashing is taught in {{ch|9|lf=1}}.


To perform a Wavedash, dash diagonally down towards the ground and press Jump as you touch it. If you don't regain a dash, dash from higher up before jumping. If you don't travel far, dash from lower before jumping.
{{Main|Wavedashes}}Wavedashes are functionally identical to '''Hyperdashes'''. They travel the same speed, but Wavedashes can be done on smaller surfaces.


Wavedashes can be reversed.
To perform a Wavedash, dash diagonally down towards the ground and press Jump as you touch the ground. If you don't regain a dash, dash from higher up before jumping. If you don't travel far, dash from lower before jumping.

Wavedashes can be reversed, and automatically restore dashes.


=== Ultradash (Ultra) ===
=== 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.
{{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. Unlike every other dash, an ultra doesn't reset Madeline's speed to 0 provided it ends mid-air. Thus, it allows going very fast on suitable 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).
The simplest and most common way to perform an '''Ultra''' is to perform a hyperdash and dash down-diagonally as soon as possible. The dash must end before Madeline touches the ground to maintain the momentum, 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 in order 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 try to press jump after landing on the ground.


<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.
<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 of it will be lost when the dash ends.


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).
To perform a '''Grounded Ultra''', do an extended '''Hyper''' and down-diagonally dash as soon as possible (extended '''Super''' also works but is slower). This results 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 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>'''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'''.
<u>'''Chained Ultras:'''</u> Multiple '''Ultras''' can be done in a row. This requires a very specific terrain, but Madeline can quickly reach incredible speeds due to the multiplicative speed gain of '''Ultras'''.


=== Demodash (Demo) ===
=== Demodash (Demo) ===


{{Main|Demodash}}'''Demodashes,''' also known as '''crouch dashes''', 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.
{{Main|Demodash}}'''Demodashes,''' also known as '''crouch dashes''' in-game, is a technique 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.


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.
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 the Down key ''before'' (within 4 frames or 0.068 seconds) - but not during - a dash. There are no advantages to doing them manually, but it can be the only way to perform them 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 (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.
<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, allowing you to start a Hyper mid-air. '''Demohypers''' have a higher dash speed (240 instead of 169) than regular '''Hypers''' since they're horizontal and not diagonal dashes, although this can make them harder or even impossible to extend in some cases.
[[File:Wallbouncing.gif|thumb|240x240px|Wallbounce]]


=== Wallbounce (wb) ===
=== Wallbounce (wb) ===
[[File:Wallbouncing.gif|thumb|240x240px|Wallbounce]]

{{Main|Wallbounces}}
{{Main|Wallbounces}}


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


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.
To do a '''Wallbounce''', dash up and walljump during the dash duration. It is to be noted that '''Wallbounces''' vertical speed is slightly lower than the updash's. Thus, wallbouncing as late as possible is more optimal for gaining height.


<u>'''Bubble Wallbounce:'''</u> '''Wallbounces''' can be performed directly out of a green bubble without dashing if the bubble is launched upwards.
<u>'''Bubble Wallbounce:'''</u> '''Wallbounces''' can be performed directly out of a green or a red bubble.


<u>'''Transition Wallbounce:'''</u> Since the game keeps your dash state through transitions it is possible to updash into a transition and '''Wallbounce''' in the next room while still in the dash state, because the game restores your dash(es) between transitions, you'll still have your dash after doing the transition '''Wallbounce'''.
<u>'''Transition Wallbounce:'''</u> Since the game keeps your dash state through transitions, it is possible to updash into a transition and '''Wallbounce''' in the next room while still in the dash state. Because the game restores your dash(es) between screen transitions, you'll still have your dash after doing such '''Wallbounce'''.




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


=== Bunnyhop (Bhop) ===
=== 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.
{{Main|Bunnyhops}}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 an '''Hyper''' in order to get a greater height than a '''Wavedash''' or '''Hyper''' on top of keeping their speed.
Bunnyhops are often used after a '''Wavedash''' or a '''Hyper''' to get a greater height and keep the speed received.


<u>'''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.
<u>'''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. They are frequently used by speedrunners in {{ch|Pr|lf=1}}, 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 of 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 before doing it.


=== Crouch Jump / Crouch Climb ===
=== Crouch Jump / Crouch Climb ===
Madeline can jump while being crouched and will keep being crouched as long as she's going upwards, this can be used to reduce her hurtbox to avoid getting hit by hazards.
Madeline can jump while being crouched and will keep being crouched as long as she's going upward. This can be used to reduce her hurtbox to avoid getting hit.


Madeline can also climbjump while she's crouched but cannot grab and hence wallclimb.
Madeline can also climbjump while crouched, but she can not grab walls and hence wallclimb.


=== Neutral Jump (Neutral) ===
=== Neutral Jump (Neutral) ===
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{{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]].
{{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.
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 ===
=== 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 (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 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.


<u>'''6 Jump:'''</u> See '''Cornerboost''' below.
<u>'''6 Jump:'''</u> See '''Cornerboost''' below.


=== Cornerboost (cb) ===
=== Cornerboost (cb) ===
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.
When climbjumping on the top of a corner with horizontal momentum, it is possible to conserve all of her previous momentum while also gaining +40 speed if the climbjump is done before touching the wall. This is called a '''cornerboost'''. They also cancel dashes, so their speed is preserved instead of lost 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.


'''<u>Downward Cornerboosts:</u>''' Doing a cornerboost when Madeline has downward momentum works differently than when she has upward or horizontal momentum, Madeline lose all her speed and does a regular climbjump unless there are 2 pixels separating Madeline from the wall which make those cornerboosts horizontally pixel perfect
'''<u>Downward Cornerboosts:</u>''' Doing a cornerboost while Madeline has downward momentum works differently than when she has upward or horizontal momentum: Madeline loses all her speed and does a regular climbjump unless there are 2 pixels separating Madeline from the wall, making those cornerboosts horizontally pixel perfect.


<u>'''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.
<u>'''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, spanning 6 tiles.


=== Throwable Backboost (Backboost) ===
=== Throwable Backboost (Backboost) ===
Throwing an object in the opposite direction Madeline is moving gives her a small speed boost.
Throwing an object opposite the direction Madeline is moving gives her a little speed boost.


== Entity Tech ==
== Entity Tech ==
Entity Tech refers to using blocks or [[Mechanics|entities]] of various kinds (and their respective mechanics) to do specifically useful techs.
Entity Tech refers to using various [[Mechanics|blocks or entities]] to do useful techs.


=== Dream Jump ===
=== Dream Jump ===
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You can jump out of [[dream blocks]] since they give coyote frames. The jump grants height and horizontal speed gain (+40 speed) and doesn'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 {{ch|2B|lf=1}}.
You can jump out of [[dream blocks]] since they give coyote frames. The jump grants height and horizontal speed gain (+40 speed) and doesn'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 {{ch|2B|lf=1}}.


'''<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''' (320 compared to 325).
'''<u>Dream Double-Jump</u>:''' 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 ===
=== Dream Hyper ===
Instead of simply jumping out of dream blocks, 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.
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 gives much more horizontal speed than a regular dreamjump, but grants less height. Note that, unlike dream jumps, 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.


=== Featherboost ===
=== Featherboost ===
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=== Core 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 a horizontal speed boost that depends on the block's launching direction, the more horizontal it is the more speed you get. This tech is required to complete a few rooms in {{ch|8|lf=1}}.
By jumping off a lava block a few frames before it breaks, you can gain a vertical speed multiplier of 2.25x and a horizontal speed boost depending on the block's launching direction: the more horizontal it is, the more speed you get. This tech is required to complete a few rooms in {{ch|8|lf=1}}.


=== Core Hyper/Super ===
=== 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.
Using the same logic as '''Dream Hyper''', you can get lots 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.


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.
Since you input the '''Core Hyper''' during coyote frames, you can even do it by grabbing the block, since this always launches the core block in a horizontal direction, you'll always get a massive speed boost.


=== Fish / Bumper / Seeker Explosion Boost ===
=== Fish / Bumper / Seeker Explosion Boost ===
All of these entities provide a large amount of momentum when used in a certain way (getting near [[Pufferfish]]es, touching [[Bumper]]s and being near [[Seekers]] when they revive, respectively), but share a common mechanic. When holding the same direction Madeline is boosted, you gain an extra boost of ~50 horizontal speed.
Getting near [[Pufferfish]]es, touching [[Bumper]]s, and being near [[Seekers]] when they revive grants Madeline some momentum. When holding the same direction Madeline is boosted, you gain an extra ~50 horizontal speed.


=== Seeker Bounce ===
=== Seeker Bounce ===
After hitting a wall, [[seekers]] enter a different state for a brief moment. While 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.
After hitting a wall, [[seekers]] enter a different state for a brief moment. While 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 ===
=== Theo/Jelly Regrabs ===


Grabbing a [[Theo Crystal]] or a [[Jellyfish]] 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 a throwable object: to do so, throw it 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.
Grabbing a [[Theo Crystal]] or a [[Jellyfish]] while 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 object: 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.


=== Theo/Jelly Ultras ===
=== 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'''.
You can also use the regrab mechanic to cancel a '''Grounded Ultra''' and keep the massive momentum from it.


=== Jellyvator / Theovator ===
=== Jellyvator / Theovator ===
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{{Main|Vators}}
{{Main|Vators}}


Vators rely on the fact that holding down while releasing grab will simply drop the item 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 cancelled and its momentum preserved, giving Madeline some more height.
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 some more height.


<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 provide less height than Jellyfish, since holding a Jellyfish lowers Madeline's gravity.
<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.


=== Oshiro / Snowball / Seeker / Fish Jump ===
=== 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.
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 dashes and stamina will also be restored.


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 onto 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'''.
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 ===
=== Bubble Super / Hyper ===


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.
You can '''Hyper''' or '''Super''' out of bubbles if the bubble is at ground level or if you're in coyote frames. In the first case, simply perform it while in the bubble. You can also fastbubble using a regular dash or a '''Demo''' and then jump to get a '''Super''' or a '''Hyper'''. If using coyote frames, dash into the bubble 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.


=== Cloud Jump / Spiked Cloud Jump ===
=== 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.
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.

Simply input a '''Super''' or '''Hyper''' as the cloud bounces upwards. The higher you jump, the more height you'll gain.


=== Cloud Hyper Bunnyhop ===
=== 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).
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 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 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.
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.


=== Binoculars Clip (Bino Clip) ===
=== Binoculars Clip (Bino Clip) ===
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.
To reduce strain on the game, when using binoculars, the game will unload spinners not currently visible, allowing Madeline to dash or even walk through them with total safety until they load back in. To do this, look in the binoculars, move them away enough to unload the spinners, then quickly leave and dash through them.


=== Archie ===
=== Archie ===
Tutorial: <u>[https://www.youtube.com/watch?v=7CxzOgWYB00 Flesh117]</u>
Tutorial: <u>[https://www.youtube.com/watch?v=7CxzOgWYB00 Flesh117]</u>


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'''.
An "Archie" is entering a bubble with a crouched hitbox (from any direction), moving it up by two pixels. This is usually performed with a '''demodash''', but can also be done simply using a '''duck jump'''.
== Obscure Tech ==
== Obscure Tech ==
These techs are possible within the vanilla level layout, but have niche and specific uses. Most of them are very difficult to perform.
These techs are possible within the vanilla-level layout but have niche and specific uses. Most of them are very difficult to perform.


=== Spike Jump ===
=== Spike Jump ===
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.
A lot of techniques are called spikejumps, most of them 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|lf=1}} to skip a portion of the chapter.


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.
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. Because of that, it is required to be at a precise y-position above the spikes to get pushed into them.


=== Up Diagonal Demo (Diag Demo) ===
=== Up Diagonal Demo (Diag Demo) ===
It is also possible to Up-Diagonal 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.
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.


=== Up Demo ===
=== Up Demo ===
You can also perform a demo updash, it can be used to perform demo wallbounces which gives a slightly higher height if buffered against a corner.
You can also perform a demo updash which can be used to perform demo wallbounces which give a slightly higher height if buffered against a corner.


=== Waterboost ===
=== Waterboost ===
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.
When you are on the surface of the 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.


=== Pause Buffering ===
=== Pause Buffering ===
When unpausing the game, there is a short window (~10 frames) in which the game has not started yet. Inputting anything in this window will make the input processed in 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 (like [[Demodashes]]) significantly easier to perform.


=== Cutscene Warps ===
=== 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 part of the room.
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 part of the room.


=== Cutscene Ultras ===
=== Cutscene Ultras ===
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=== Grounded Ultra Cancel ===
=== 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 (390), this can be done in others way than skipping cutscenes such as canceling your '''Grounded Ultra''' with doors (both key doors and mirror temple doors works), this can be done by colliding with a door with a '''Grounded Ultra''' within the last 4 frames before it opens (it stores the '''Grounded Ultra''' speed value for 4 frames) and not being in the dash state when the door opens (You can do a '''Hyper''' after colliding with the door to stop being in dash state and still get the stored speed value of the grounded ultra once the door opens).
Using the same principle as '''Cutscene Ultras''', canceling your dash while in a '''Grounded Ultra''' makes Madeline keep all 390 speed from it. This can be done in other ways than skipping cutscenes. An example is canceling your '''Grounded Ultra''' with doors (both key doors and mirror temple doors work), done by colliding with a door with a '''Grounded Ultra''' within the last 4 frames before it opens and not being in the dash state when the door opens (You can do a '''Hyper''' after colliding with the door to stop being in dash state and still get the stored speed value of the grounded ultra once the door opens).


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


You can use this technique to move upwards indefinitely by dropping and regrabbing the jellyfishes, though it doesn't have many practical uses and is quite inconsistent.
You can use this technique to move upwards indefinitely by dropping and regrabbing the jellyfish, though it doesn't have many practical uses and is quite inconsistent.


=== Lava climbing/Wallbounce ===
=== Lava climbing/Wallbounce ===
Lava blocks actually have an hitbox inside them that's 2 pixel away from their hurtbox. Because Madeline can walljump whenever she is within 3 pixels of a wall, there is a single pixel where you can wallkick it or climb it with climbjumps or 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. 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.
Lava blocks actually have a hitbox inside them that's 2 pixels away from their hurtbox. Because Madeline can walljump whenever she is within 3 pixels of a wall, there is a single pixel where you can wallkick it or climb it with climbjumps or 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. 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 ===
=== Ceiling Pop ===
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. This tech is mainly used by the TAS but can be done RTA if there's a setup, such as in the last room of the Shrine checkpoint in 4A.
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 is mainly used by the TAS but can be done RTA if there's a setup, such as in the last room of the Shrine checkpoint in {{ch|4A|lf=1}}.


=== Bubsdrop ===
=== Bubsdrop ===
The use of a wallkick or a climb jump 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 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.
The Bubsdrop is a use of a wallkick or a climb jump 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 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.


=== Delayed Ultra ===
=== Delayed Ultra ===
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.
Canceling 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 canceling 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.


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 '''Ultras'''.
An iconic example of an RTA '''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'''.


=== Disappearing Blocks Cornerboost ===
=== Disappearing Blocks Cornerboost ===
It is possible to cornerboost off the wall of a disappearing block ( such as cassette blocks and doors ) and gain 40 speed from it.
It is possible to cornerboost off the wall of a disappearing block (such as cassette blocks and doors) and gain 40 speed from it.


Simply climbjump into the block right before it disappears.
Simply climbjump into the block right before it disappears.


=== Double Cornerboost ===
=== Double Cornerboost ===
If Madeline has an horizontal speed below approximately 144 it's possible to cornerboost once and not hit the wall, if it's the case you can execute another cornerboost and gain an additional 40 speed. The higher your speed, the more precise the required horizontal subpixel positioning is.
If Madeline has a horizontal speed below ~144, it's possible to cornerboost once and not hit the wall, making it possible to execute another cornerboost and gain an additional +40 speed.


=== Reverse Cornerboost ===
=== Reverse Cornerboost ===
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.
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 ===
=== 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.
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, 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 directional key, making you lose your speed twice as fast.


=== Spiked Cornerboost ===
=== Spiked Cornerboost ===
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.
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.


=== Wallboost ===
=== Wallboost ===
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.
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.' However, 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 by a TAS. It has other uses, mainly in beating stamina puzzles. Performing a wallboost will cause falling blocks to instantly drop 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 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.
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 138 stamina, whereas Madeline's maximum stamina is supposed to be 110, allowing you to do five climbjumps before running out instead of four.


=== Dash Block Boosted Wall Bounce ===
=== Dash Block Boosted Wall Bounce ===
Doing a wall bounce on either a vertically moving kevin, zipper, or dash block will give you a lot more height than a normal wall bounce and also regain your dash.
Doing a wall bounce on a vertically moving [[kevin]], [[zipper]], or a dash block gives Maddy a lot more height than a normal wall bounce and also regains Madeline's dash.


=== Cassoosted Fuper ===
=== 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.
This is essentially a joke tech. The full name of this tech is Cassette Boosted Feather Super. When [[cassette blocks]] activate, 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 ==
== Modded Tech ==
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 spot to perform it.
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 spot to perform it.


=== Dream Wallbounce ===
=== Dream Wallbounce ===
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=== Dream Redirect ===
=== Dream Redirect ===
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.
Dream blocks only restore your dash upon exiting, so you have 0 dashes inside. If a [[dash refill]] or a double dash crystal is placed inside dream blocks, you can recharge your dash - and even use it - while inside the dream block. Doubledash crystals also act the same.


== Mechanics ==
== Mechanics ==
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=== Fastfalling (Fastfall) ===
=== Fastfalling (Fastfall) ===
Holding down while in midair will cause Madeline to fall faster (240 speed instead of the regular 160 falling speed) after a short acceleration.
Holding down mid-air will cause Madeline to fall at 240 downward speed instead of the usual 160. This is notably required in {{ch|9|lf=1}}.


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


=== Fastbubbling ===
=== Fastbubbling ===
Pressing dash while inside a stationary bubble will make it move sooner (this can be buffered).
Pressing the Dash key inside a stationary bubble will make it move sooner.


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


=== Input Buffering ===
=== 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).
Attempting to perform an action 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 techniques 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 (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 ==
== 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]]. 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.
These are techs only possible in [[TAS|Tool-Assisted Speedruns]] due to their complexity. Some of them can be performed by humans under the right circumstances.


=== 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 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.


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 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 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 technique when obtaining the heart in 6A.]


== Trivia ==
== Trivia ==
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* {{ch|2A}} - Screen Transitions are used to obtain {{ch|2A|lf=1}} [[Crystal Heart]].
* {{ch|2A}} - Screen Transitions are used to obtain {{ch|2A|lf=1}} [[Crystal Heart]].
* {{ch|3A}} - The Elevator Shaft Demo strategy, which requires a Demodash through the [[Dust Bunnies]] created by [[Oshiro]], can be used to skip multiple rooms at once.
* {{ch|3A}} - The Elevator Shaft Demo strategy, which requires a Demodash through the [[Dust Bunnies]] created by [[Oshiro]], can be used to skip multiple rooms at once.
* The [[bird]] will teach the player multiple techs throughout the game: climbing and dashing in {{ch|Pr|lf=1}}, Dream Jumps in {{ch|2B|lf=1}}, Dream Grabs in {{ch|2C|lf=1}}, Wallbounces in {{ch|7B|lf=1}} and Hyperdashes in {{ch|8C|lf=1}}.
* The [[bird]] will teach the player multiple techs throughout the game: climbing and dashing in {{ch|Pr|lf=1}}, Dream Jumps in {{ch|2B|lf=1}} and Wallbounces in {{ch|7B|lf=1}}.
* The game will teach [[Wavedashes]] to the player in {{ch|9|lf=1}} right after passing the [[Crystal Heart Gate]] in Event Horizon.
* 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 DemoJameson on October 14, 2018. It was subsequently named after him.
* The Demodash was discovered by the player DemoJameson on October 14, 2018. It was subsequently named after him.

Revision as of 18:05, 29 May 2023

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 difficulties. Many can be used for skips or "exploits" to skip sections of a level.

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.

Dash Tech

Dash Techs require a dash to perform them.

"Extending" a dash tech allows ample time (10 to 15 frames) touching the ground to restore the dash. "Reversing" a dash tech creates a launch trajectory opposite of the direction dashed to by pressing the opposite direction key in-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 the Jump key for different durations.

Reverse Superdash (Top), Superdash (Bottom)

Superdash (Super)

Supers are the most basic dash tech. Compared to Hyperdashes, they travel in a higher and shorter arc.

To perform a Superdash, dash parallel to the ground and press Jump before the dash ends.

Superdashes can be extended or reversed. Performing a Super from mid-air restores dashes automatically.

Hyperdash (Hyper)

Hypers are a quick and easy way to move quickly on flat ground or traverse large gaps. Compared to Superdashes, they travel in a lower but farther-reaching arc.

To perform a Hyperdash, dash diagonally down along the ground and press Jump before the dash ends. To perform a Hyper mid-air, see Demodash below.

Hyperdashes can be extended or reversed.

Wavedash

Wavedash and Reverse Wavedash

Wavedashes are functionally identical to Hyperdashes in that they provide the same speed, however, Wavedashes can be done on smaller surfaces. Wavedashing is taught in Farewell.

To perform a Wavedash, dash diagonally down towards the ground and press Jump as you touch it. If you don't regain a dash, dash from higher up before jumping. If you don't travel far, dash from lower before jumping.

Wavedashes can be reversed.

Ultradash (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. Unlike every other dash, an ultra doesn't reset Madeline's speed to 0 provided it ends mid-air. Thus, it allows going very fast on suitable terrain.

The simplest and most common way to perform an Ultra is to perform a hyperdash and dash down-diagonally as soon as possible. The dash must end before Madeline touches the ground to maintain the momentum, 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 in order 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 try to press jump after landing on the ground.

Grounded Ultras: 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 of it will be lost when the dash ends.

To perform a Grounded Ultra, do an extended Hyper and down-diagonally dash as soon as possible (extended Super also works but is slower). This results 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 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.

Chained Ultras: Multiple Ultras can be done in a row. This requires a very specific terrain, but Madeline can quickly reach incredible speeds due to the multiplicative speed gain of Ultras.

Demodash (Demo)

Demodashes, also known as crouch dashes in-game, is a technique 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.

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 the Down key before (within 4 frames or 0.068 seconds) - but not during - a dash. There are no advantages to doing them manually, but it can be the only way to perform them on a console with a version prior to 1.4.0.0.

Demohyper: Jumping during a Demo will result in a Hyper because of the crouched state needed for the Demo in the first place, allowing you to start a Hyper mid-air. Demohypers have a higher dash speed (240 instead of 169) than regular Hypers since they're horizontal and not diagonal dashes, although this can make them harder or even impossible to extend in some cases.

Wallbounce (wb)

Wallbounce

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

To do a Wallbounce, dash up and walljump during the dash duration. It is to be noted that Wallbounces vertical speed is slightly lower than the updash's. Thus, wallbouncing as late as possible is more optimal for gaining height.

Bubble Wallbounce: Wallbounces can be performed directly out of a green or a red bubble.

Transition Wallbounce: Since the game keeps your dash state through transitions, it is possible to updash into a transition and Wallbounce in the next room while still in the dash state. Because the game restores your dash(es) between screen transitions, you'll still have your dash after doing such Wallbounce.


Dashless Tech

Dashless Tech refers to techniques that don't need a dash to perform. They tend to be more complex or precise.

Bunnyhop (Bhop)

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 Hyper to get a greater height and keep the speed received.

Chained Bunnyhop: Because each jump gives Madeline a short burst of speed (+40 speed), repeating bunnyhops is the fastest method of dashless movement along flat ground. They are frequently used by speedrunners in Prologue, as it is not possible to dash there.

Cornerkick

Cornerkicks are wallkicks of 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 before doing it.

Crouch Jump / Crouch Climb

Madeline can jump while being crouched and will keep being crouched as long as she's going upward. This can be used to reduce her hurtbox to avoid getting hit.

Madeline can also climbjump while crouched, but she can not grab walls and hence wallclimb.

Neutral Jump (Neutral)

Neutral jumping

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 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 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.

6 Jump: See Cornerboost below.

Cornerboost (cb)

When climbjumping on the top of a corner with horizontal momentum, it is possible to conserve all of her previous momentum while also gaining +40 speed if the climbjump is done before touching the wall. This is called a cornerboost. They also cancel dashes, so their speed is preserved instead of lost 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.

Downward Cornerboosts: Doing a cornerboost while Madeline has downward momentum works differently than when she has upward or horizontal momentum: Madeline loses all her speed and does a regular climbjump unless there are 2 pixels separating Madeline from the wall, making those cornerboosts horizontally pixel perfect.

6 Jump: 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, spanning 6 tiles.

Throwable Backboost (Backboost)

Throwing an object opposite the direction Madeline is moving gives her a little speed boost.

Entity Tech

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

Dream Jump

You can jump out of dream blocks since they give coyote frames. The jump grants height and horizontal speed gain (+40 speed) and doesn'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.

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).

Dream Hyper

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 gives much more horizontal speed than a regular dreamjump, but grants less height. Note that, unlike dream jumps, 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.

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 a horizontal speed boost depending on the block's launching direction: the more horizontal it is, the more speed you get. This tech is required to complete a few rooms in Core.

Core Hyper/Super

Using the same logic as Dream Hyper, you can get lots 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.

Since you input the Core Hyper during coyote frames, you can even do it by grabbing the block, since this always launches the core block in a horizontal direction, you'll always get a massive speed boost.

Fish / Bumper / Seeker Explosion Boost

Getting near Pufferfishes, touching Bumpers, and being near Seeker when they revive grants Madeline some momentum. When holding the same direction Madeline is boosted, you gain an extra ~50 horizontal speed.

Seeker Bounce

After hitting a wall, seekers enter a different state for a brief moment. While 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

Grabbing a Theo Crystal or a Jellyfish while 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 object: 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.

Theo/Jelly Ultras

You can also use the regrab mechanic to cancel a Grounded Ultra and keep the massive momentum from it.

Jellyvator / Theovator

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 some 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.

Oshiro / Snowball / Seeker / Fish Jump

Holding jump when landing on top of Mr. 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 dashes and stamina will also be restored.

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

You can Hyper or Super out of bubbles if the bubble is at ground level or if you're in coyote frames. In the first case, simply perform it while in the bubble. You can also fastbubble using a regular dash or a Demo and then jump to get a Super or a Hyper. If using coyote frames, dash into the bubble 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.

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 it down, then jump again as it comes up.

Cloud Super/Hyper

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

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 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.

Binoculars Clip (Bino Clip)

To reduce strain on the game, when using binoculars, the game will unload spinners not currently visible, allowing Madeline to dash or even walk through them with total safety until they load back in. To do this, look in the binoculars, move them away enough to unload the spinners, then quickly leave and dash through them.

Archie

Tutorial: Flesh117

An "Archie" is entering a bubble with a crouched hitbox (from any direction), moving it up by two pixels. This is usually performed with a demodash, but can also be done simply using a duck jump.

Obscure Tech

These techs are possible within the vanilla-level layout but have niche and specific uses. Most of them are very difficult to perform.

Spike Jump

A lot of techniques are called spikejumps, most of them 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 Mirror Temple B-Side to skip a portion of the chapter.

You can also jump off spikes on the ground even if there's 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. Because of that, it is required to be at a precise y-position above the spikes to get pushed into them.

Up Diagonal Demo (Diag Demo)

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.

Up Demo

You can also perform a demo updash which can be used to perform demo wallbounces which give a slightly higher height if buffered against a corner.

Waterboost

When you are on the surface of the 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.

Pause Buffering

When unpausing the game, there is a short window (~10 frames) in which the game has not started yet. Inputting anything in this window will make the input processed in 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 (like Demodash) significantly easier to perform.

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.

Cutscene Ultras

Skipping a cutscene cancels the dash state of Madeline. This can be used to conserve the speed of a Grounded Ultra that would normally end at the end of the dash. Although cutscenes rapidly decrease Madeline's speed, skipping on the first frames available allows Madeline to keep most of the Grounded Ultra speed (390).

Grounded Ultra Cancel

Using the same principle as Cutscene Ultras, canceling your dash while in a Grounded Ultra makes Madeline keep all 390 speed from it. This can be done in other ways than skipping cutscenes. An example is canceling your Grounded Ultra with doors (both key doors and mirror temple doors work), done by colliding with a door with a Grounded Ultra within the last 4 frames before it opens and not being in the dash state when the door opens (You can do a Hyper after colliding with the door to stop being in dash state and still get the stored speed value of the grounded ultra once the door opens).

Jelly Laddering

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

You can use this technique to move upwards indefinitely by dropping and regrabbing the jellyfish, though it doesn't have many practical uses and is quite inconsistent.

Lava climbing/Wallbounce

Lava blocks actually have a hitbox inside them that's 2 pixels away from their hurtbox. Because Madeline can walljump whenever she is within 3 pixels of a wall, there is a single pixel where you can wallkick it or climb it with climbjumps or 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. 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

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 is mainly used by the TAS but can be done RTA if there's a setup, such as in the last room of the Shrine checkpoint in Golden Ridge A-Side.

Bubsdrop

The Bubsdrop is a use of a wallkick or a climb jump to cancel the upwards momentum gained from going into a vertical screen transition so that you don't land on a one-way jumpthrough 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.

Delayed Ultra

Canceling 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 canceling 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.

An iconic example of an RTA Delayed Ultra is used in the Awake checkpoint of Old Site, where runners build up massive amounts of speed utilizing a Delayed Ultra, multiple cornerboosts, and multiple chained Ultras.

Disappearing Blocks Cornerboost

It is possible to cornerboost off the wall of a disappearing block (such as cassette blocks and doors) and gain 40 speed from it.

Simply climbjump into the block right before it disappears.

Double Cornerboost

If Madeline has a horizontal speed below ~144, it's possible to cornerboost once and not hit the wall, making it possible to execute another cornerboost and gain an additional +40 speed.

Reverse Cornerboost

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

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, 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 directional key, making you lose your speed twice as fast.

Spiked Cornerboost

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.

Wallboost

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.' However, 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 by a TAS. It has other uses, mainly in beating stamina puzzles. Performing a wallboost will cause falling blocks to instantly drop 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 138 stamina, whereas Madeline's maximum stamina is supposed to be 110, allowing you to do five climbjumps before running out instead of four.

Dash Block Boosted Wall Bounce

Doing a wall bounce on a vertically moving kevin, zipper, or a dash block gives Maddy a lot more height than a normal wall bounce and also regains Madeline's dash.

Cassoosted Fuper

This is essentially a joke tech. The full name of this tech is Cassette Boosted Feather Super. When cassette blocks activate, 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

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 spot to perform it.

Dream Wallbounce

Wallbounces can be inputted in the few frames after leaving a dream block, similar to supers and hypers. Requires gaining an extra dash while inside the dream block.

Dream Redirect

Dream blocks only restore your dash upon exiting, so you have 0 dashes inside. If a dash refill or a double dash crystal is placed inside dream blocks, you can recharge your dash - and even use it - while inside the dream block. Doubledash crystals also act the same.

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

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 2A and some Red Strawberries.

Fastfalling (Fastfall)

Holding down mid-air will cause Madeline to fall at 240 downward speed instead of the usual 160. This is notably required in Farewell.

Coyote Time/Jump

Madeline can perform actions doable only on the ground for an additional 5 frames after leaving it. This includes jumping, Supers, Hypers, and so on.

Fastbubbling

Pressing the Dash key 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 they point. This is the mechanic behind Spikejumps and one-way gates.

Input Buffering

Attempting to perform an action 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 techniques 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 (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

These are techs only possible in Tool-Assisted Speedruns due to their complexity. Some of them can be performed by humans under the right circumstances.

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.

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 technique when obtaining the heart in 6A.

Trivia

  • 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 Old Site A-Side Crystal Heart.
  • 3A - The Elevator Shaft Demo strategy, which requires a Demodash through the Dust Bunnies created by Mr. Oshiro, can be used to skip multiple rooms at once.
  • The bird will teach the player multiple techs throughout the game: climbing and dashing in Prologue, Dream Jumps in Old Site B-Side and Wallbounces in Summit B-Side.
  • The game will teach Wavedashes to the player in Farewell right after passing the Crystal Heart Gate in Event Horizon.
  • The Demodash was discovered by the player DemoJameson on October 14, 2018. It was subsequently named after him.