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(Added 6 Jumps and a few others + grammar fixes)
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Dash Tech refers to techs that require a dash to use, and tend to be simple yet useful. Most dash tech can be Extended, meaning you regain a dash by touching the ground for longer; or Reversed, meaning you dash one direction but launch 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.
Dash Tech refers to techs that require a dash to use, and tend to be simple yet useful. Most dash tech can be Extended, meaning you regain a dash by touching the ground for longer; or Reversed, meaning you dash one direction but launch 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.


==== Superdash (Super) ====
==== Superdash (Super) ====


{{Main|Superdashes}}
{{Main|Superdashes}}
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==== Cornerboost (Cboost) ====
==== Cornerboost (Cboost) ====
Cornerboosts are easier done with dashes, but can be done dashless. They are arguably an exploit that grants a horizontal speed boost; when climbjumping on the top corner of terrain with horizontal momentum, they give a multiplicative speed boost, similar to Ultradashes. On their own, they can clear about 6 tiles without using a dash.
Cornerboosts are easier done with dashes, but can be done dashless. They are arguably an exploit that grants a horizontal speed boost; when climbjumping on the top corner of terrain with horizontal momentum, they give a multiplicative speed boost, similar to Ultradashes. On their own, they can clear about 6 tiles without using a dash.

<u>Variant - 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.


== Entity Tech ==
== Entity Tech ==
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Dream Jumps grant a small upwards (but mostly horizontal) speed boost when exiting Dream Blocks. Simply press Jump as you leave the dream block.
Dream Jumps grant a small upwards (but mostly horizontal) speed boost when exiting Dream Blocks. Simply press Jump as you leave the dream block.


==== Dream Super ====
==== Dream Super/Hyper ====
Instead of simply jumping out of dreamblocks, a hyperdash can be done in the few frames right as you leave the dream block. This will give you a much larger horizontal speed boost but does not go as high as a dream jump. Note that unlike the dream jump, this does '''not''' give your dash back, as it is used after exiting the dream block and requires a dash.

==== Dream Hyper ====
Similar to Dream Jumps, input a hyperdash (downright dash + jump) in a few frames right as you leave the dream block. This will give you a much larger horizontal speed boost but does not go as high as a dream jump. Note that unlike the dream jump, this does '''not''' give your dash back.


==== Core boost ====
==== Core boost ====
By jumping off a fire core block a few frames after it breaks, you can gain an additional boost of speed, about 1.2-1.5x.
By jumping off a fire core block a few frames after it breaks, you can gain an additional boost of speed, about 1.2-1.5x.


==== Core super/hyper ====
==== Core Super/Hyper ====


Similar to core boosts, entering a fast hyper or a super in the few frames after it breaks, you can get a very large amount of speed and height.
Using the same logic of Dream Supers/Hypers, you can get a very large amount of speed and height by inputting one of these techs at the last few frames of the core block's launch.


==== Blockboost ====
==== Blockboost ====
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==== Ground Ultra (Gultra) ====
==== Ground Ultra (Gultra) ====
You can perform a wavedash immediately followed by a downdiagonal dash, which will give you ultra momentum, 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.
You can perform a wavedash immediately followed by a down-diagonal dash, which will give you ultra momentum, 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.


==== Chained Ultra ====
==== Chained Ultra ====
Chained ultras are 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.
Chained ultras are 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.


==== Throwable Backboosts ====
==== Throwable Backboost (Backboost) ====


Throwing an object in the opposite direction Madeline is moving gives her a small speed boost, and performing an ultra right after allows her to build more speed.
Throwing an object in the opposite direction Madeline is moving gives her a small initial speed boost. Performing an ultra directly after will utilize this extra speed and launch Madeline even faster.


==== Spike Jump ====
==== Spike Jump ====