Tech: Difference between revisions

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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.
 
If you want to learn more about a tech, or find a more detailed explanation on how to execute it, visit the 'Main article' link below the tech's name.
 
''This article is a stub. You can help the Celeste Wiki by expanding it.''
 
== Dash Tech ==
Dash Tech refers to techs that require a dash to use, and tend to be simple yet useful. Most dash techtechs can be Extended, meaning you regain a dash by touching the ground for longer; or Reversed, meaning you dash in one direction but launch in the other direction. Reversing a tech is a handy way to Extend it without much ground room, and as such, Reversed + Extended tech is only referred to as Reversed, as reversed techs grant the same benefits as extended versions.
 
Many of the Dash Techs can be fine-tuned with the duration that the Jump button is held. The longer it is held, the higher the tech will go and the longer Madeline will stay in the air. Very short hops are known as Bunnyhops, while holding the button down as long as possible is a Full Jump.
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{{Main|Superdashes}}
 
Supers will boost Madeline forward a good amount, going higher and shorter than '''Hyperdashes'''.
Supers will carry the player a relatively short distance but give lots of height. To do a Super, dash parallel to the ground and press Jump during the dash. This can be shortened by pressing Jump sooner (or immediately) after Dash.
 
Supers will carry the player a relatively short distance but give lots of height. To do a Super, dash parallel to the ground and press Jump during the dash. This can be shortened by pressing Jump sooner (or immediately) after Dash.
<u>Extended:</u> Wait longer before Jumping after pressing Dash. This enables Madeline to dash after performing a Super, instead of having to land afterwards.
 
<u>Extended:</u> Wait longer before Jumping after pressing Dash. This enables Madeline to dash after performing a Super, instead of having to land afterwards.
 
<u>Reversed:</u> Dash in one direction, but press the opposite direction (after the Dash) before Jumping. Madeline will be launched in the opposite direction.
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{{Main|Hyperdashes}}
 
Hypers will launch the playerMadeline farther and lower than Supers'''Superdashes''', but are slightly harder to pull off. To do a Hyper, Dash diagonally down while touching the ground, then Jump. Again, it can be shortened by pressing Jump sooner.
 
To do a Hyper, Dash diagonally down while touching the ground, then Jump. Again, it can be shortened by pressing Jump sooner.
 
<u>Extended:</u> Wait longer before Jumping after pressing Dash. This enables Madeline to Dash after performing a Hyper, instead of having to land afterwards.
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=== Wavedash (Wave) ===
 
{{Main|Wavedashes}}Wavedashes are a simple way to go largefar distancesand withoutfast, tooand muchas efforta or skill, andbonus they automatically restoregive your Dash on the ground; they are also useful for tight/small spots of ground where a Super or Hyper is less feasible. To perform a Wave, Dash diagonally down ''towards'' the ground while in the air, then press Jump when you hit thedash groundback.
 
To do a Wavedash, dash diagonally down towards the ground and press jump as you hit the ground.
 
<u>Reversed:</u> After hitting the ground, Jump the opposite direction of the Dash. ThereThis is littleonly practical useuseful for thistight spots, otheras thanwavedashes extra-tightalready spotsrestore your dash.
 
<u>Reversed:</u> After hitting the ground, Jump the opposite direction of the Dash. There is little practical use for this, other than extra-tight spots.
 
 
=== Ultradash (Ultra) ===
{{Main|Ultradashes}}Ultras are a quite tricky and precise tech to usepull off, but are very useful for speedrunning becauseapplications ofdue to their extreme speed. They relywork on the mechanicprinciple that downwardsdashing diagonaldiagonally down dasheswill add to your speed ratherinstead thanof removing theending boostit at the end ofwith the dash. ToJust performlike an Ultrawavedashes, Dashthey diagonallywill downrestore towardsyour thedash ground and press Jump ''when'' you hithitting the ground, not before or after. See the main Ultra page for a more detailed explanation.
 
To perform an Ultra, Dash diagonally down towards the ground and press Jump the moment ''when'' you hit the ground, not before or after.
Ultradashes can not be reversed. Reversing them will result in a wavedash.
 
Ultradashes can not be reversed. Reversing them will result in a wavedashWavedash.
<u>Grounded Ultra (Gultra):</u> You can perform a Wave immediately followed by a down-diagonal Dash, which will give you the momentum of an Ultra, but for a very limited time. This is typically used in speedrunning as the fastest means to travel long flat distances. However, grabbing a throwable as you jump off the Grounded Ultra allows you to keep your Ultra momentum.
 
<u>Grounded Ultra (Gultra):</u> You can perform a Wave immediately followed by a down-diagonal Dash, which will give you the momentum of an Ultra, but for a very limited time. This is typically used in speedrunning as the fastest means to travel long flat distances. However, grabbing a throwable as you jump off the Grounded Ultra allows you to keep your Ultra momentum.
 
<u>Variant - Chained Ultra:</u> Similar to normal Ultras, but you want to dash as soon as you leave the ground. The earlier you dash, the more momentum you get from the Chained Ultra.
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=== Demodash (Demo) ===
 
{{Main|Demodash}}Demos are a neat tech that allow the player to dash throughbetween hitboxes and get to spots that are normally not accessible, however are rather difficult to learn. To perform a Demo, press down ''right before'' (within 4 frames or 0.07 seconds) - but not during - a left/right Dash. If done correctly, Madeline's hitbox will remain crouched during the Dash, allowing you to slip through spinners, dust bunnies, and other obstacles unharmed.
 
To perform a Demo, press down ''right before'' (within 4 frames or 0.07 seconds) - but not during - a left/right Dash. If done correctly, Madeline's hitbox will remain crouched during the Dash, allowing you to slip through spinners, dust bunnies, and other obstacles unharmed.
 
<u>Variant - Demohyper:</u> Doing a Super (usually a mid-air one) after the Demo will result in a Hyper, because of the crouched state needed for the Demo in the first place. They are slightly faster than normal Hypers because it begins with a horizontal Dash rather than a diagonal one.
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Wallbounces, unlike the other mentioned dash tech, is aimed vertically. To do a Wallbounce, follow the same steps for a Super, but against a wall (and Dashing up) rather than the ground. This won't restore your dash, but will give you a large boost up and out from the wall.
 
<u>Variant - Bubble Wallbounce:</u> Wallbounces can be performed directly out of a green bubble without dashing, if the bubble is launched upwards. This is notably used in {{ch|4c|lf=1}}.
 
<u>Variant - Mid-Air Wallbounce:</u> Wallbounces don't need to touch the wall the entire time; you can do a dash from any position and still kick off the wall.
 
<u>Variant - Spiked Wallbounce:</u> Wallbounces can be done on walls with spikes; just make sure you hit the corner of the wall without spikes.
 
== Dashless Tech ==
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=== Crouch Jump/Climb ===
Crouch Jumps will allow you to get into comfy 1x1 (or 1 tile high) areas. If crouching before a Jump, Madeline will remain crouched while jumping; and can climb while still being crouched. To do this, hold Crouch, then Jump while holding Crouch. You can throw a Grab into the mix and climbjump at the same time.
 
To do this, hold Crouch, then Jump while holding Crouch. You can throw a Grab into the mix and climbjump at the same time. If you begin falling down, Madeline will uncrouch automatically.
 
=== Neutral Jump (Neutral) ===
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