Tech: Difference between revisions

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== Dash Tech ==
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 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.
 
=== Superdash (Super) ===
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<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 dashDash) before Jumping. Madeline will be launched in the opposite direction.
 
<u>Variant - Mid-Air Super:</u> Supers don't need to touch the ground the entire time; you can do a dashDash from any position and Jump off the ground, and still perform it successfully.
 
=== Hyperdash (Hyper) ===
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{{Main|Hyperdashes}}
 
Hypers will launch the player farther and lower than Supers, but are slightly harder to pull off. To do a Hyper, dashDash diagonally down while touching the ground and, then Jump. Again, it can be shortened by pressing Jump sooner. Hypers are taught in Chapter 8's C-Side.
 
<u>Extended:</u> Wait longer before Jumping after pressing Dash. This enables Madeline to dashDash after performing a Hyper, instead of having to land afterwards.
 
<u>Reversed:</u> Dash in one direction, but press the opposite direction (after the dashDash) before Jumping. Madeline will be launched in the opposite direction.
 
<u>Variant - Mid-airAir Hyper:</u> CheckSee '''Demohyper''' below.
 
<u>Variant - Hyper Hop:</u> A Hyper followed by a Bunnyhop is known as a Hyper Hop, and will give a large speed boost compared to a regular Hyper. To doperform a Hyper Hop, do a Hyper with the quickest and shortest Jump you can, then a full-length Jump after hitting the ground again.
 
=== Demodash (Demo) ===
 
{{Main|Demodash}}Demos are a neat tech that allow the player to dash through hitboxes and get to spots that are normally not accessible, however are rather difficult to learn. To do a demo, press down ''right before'' (Within 4 frames or 0.07 seconds before) - 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 Duper (usually a mid-air one) after the Demodash 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.
 
=== Wavedash (Wave) ===
 
{{Main|Wavedashes}}Wavedashes are a simple way to go large distances without too much effort or skill, and they automatically restore your Dash on the ground; they are also useful for tight/small spots of ground where a Super or Hyper is less feasible. To doperform a WavedashWave, Dash diagonally down ''towards'' the ground while in the air, then press Jump when you hit the ground.
 
<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 very tricky and precise tech to use, but very useful for speedrunning because of their extreme speed. They rely on the mechanic that downwards diagonal dashes add to your speed rather than removing the boost at the end of the dash. To doperform an ultraUltra, dashDash diagonally down towards the ground and press Jump ''when'' you hit the ground, not before or after., Aand moreyou detailedwill guidegain isa listed1.2x abovespeed boost. TheseSee givethe youmain Ultra page for a 1.2xmore speeddetailed boostexplanation.
 
<u>Grounded Ultra (Gultra):</u> You can perform a wavedashWave immediately followed by a down-diagonal dashDash, which will give you ultrathe 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 groundedGrounded ultraUltra allows you to keep your ultraUltra momentum.
 
<u>Variant - Chained Ultra:</u> Similar to normal ultrasUltras, but you want to dash as soon as you leave the ground. The earlier you dash, the more momentum you get from the chainedChained ultraUltra.
 
=== Demodash (Demo) ===
 
{{Main|Demodash}}Demos are a neat tech that allow the player to dash through hitboxes and get to spots that are normally not accessible, however are rather difficult to learn. To doperform a demoDemo, press down ''right before'' (Withinwithin 4 frames or 0.07 seconds before) - but not during - a left/right Dash. If done correctly, Madeline's hitbox will remain crouched during the dashDash, allowing you to slip through spinners, dust bunnies, and other obstacles unharmed.
Chained Ultra
 
<u>Variant - Demohyper:</u> Doing a DuperSuper (usually a mid-air one) after the DemodashDemo 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.
<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.
 
=== Wallbounce ===
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{{Main|Wallbounces}}
 
Wallbounces, unlike the other mentioned dash tech, is aimed vertically. To do a wallbounceWallbounce, follow the same steps for a SuperdashSuper, but against a wall (and dashingDashing up) rather than the ground. WallbouncesThis do notwon't restore your dash, but will give you a large boost up and out from the wall.
 
<u>Variant - Mid-airAir wallbounceWallbounce:</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 wallbounceWallbounce:</u> Wallbounces can be done on walls with spikes; just make sure you hit the corner of the wall thatwithout doesn'tspikes.
 
=== Jelly/Theo regrabsRegrabs ===
 
Throw the throwable in front of you, then updiagonal dashDash to pick it up again, giving you a boost. Theo regrabsRegrabs are considerably harder than jellyJelly regrabsRegrabs.
 
=== Jellyvator / Theovator (-vator) ===
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{{Main|Vators}}
 
Elevators rely on the fact that pressing Downdown while releasing Grab will simply drop the item Madeline is holding, rather than throwing it. After dropping an item, Dash upwards while holding Grab to grabGrab the item again. Madeline will get a small speed boost upwards.
 
<u>Note:</u> Theo crystals do not give a speed boost; Jellyfish do, and will give a larger one depending on how late in the dashDash they were grabbedGrabbed.
 
== Dashless Tech ==
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=== Throwable Backboost (Backboost) ===
Throwing an object in the opposite direction Madeline is moving gives her a small initial speed boost. Performing an ultraUltra directly after will utilize this extra speed and launch Madeline even faster.
 
== Entity Tech ==
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=== Dream Super/Hyper ===
Instead of simply jumping out of dreamblocks, a hyperdashHyper 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.
 
=== Core boostBoost ===
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.
 
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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.
 
=== Fish/Bumper/Seeker/Fish Boost ===
All of these entities provide a large amount of momentum when used in a certain way (Getting near them, Touching them, and Stunning them, respectively), but share a common mechanic. When holding in the same direction as Madeline is boosted, you will gain an extra boost of speed; about 1.5x to 2x.
 
=== Bubble hyperSuper/superHyper ===
 
This can only be performed if the bubble is level with the ground Madeline is standing on. Dash right into the bubble, and before you enter the bubble, very quickly input a hyper/super (not extended). The bubble will then launch you with the momentum of either a hyper or a super, depending on which one you used.
 
=== Cloud Jump / Spiked cloudCloud jumpJump ===
Rather than jumping with a cloud, Madeline only needs to jump when the cloud is at its highest position. If there are spikes or other hazards under the cloud, Jump quickly to push the cloud down, then Jump again as it comes up.
 
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== Trivia ==
* Dashless tech is extensively used inextensively Chapterfor 11A's Winged Berry. The cornerkickCornerkick named "Coffee Jump" refers to the cornerkick in Chapter 1Cornerkick in the room with the coffee shop in the background.
* Screen Transitions are used for Chapter 22A's Crystal Heart.
* The Elevator Shaft Demo strategy in Chapter 33A requires a DemodashDemo, however there are also other rooms in the game that it's still useful in.
* The Keyskip strategy in Chapter 55A requires a Reverse Super.
* Hypers are taught and required in 8C.
* The Demodash was discovered by the player [[Community:DemoJameson|DemoJameson]] on (DATE NEEDED). It was subsequently named after him.
* Wavedashes are used extensively in the Farewell chapter.
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