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=== Waterboost ===
=== Waterboost ===
Going in and out of multiple layers of water rapidly will add multiplicative speed, as long as the proper direction is held.
Going in and out of multiple layers of water rapidly will add +40 to your speed (per layer), as long as the proper direction is held.


== Mechanics ==
== Mechanics ==

Revision as of 17:22, 13 March 2021

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.

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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.

Mid-Air Super and Reverse Super

Superdash (Super)

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.

Extended: Wait longer before Jumping after pressing Dash. This enables Madeline to dash after performing a Super, instead of having to land afterwards.

Reversed: Dash in one direction, but press the opposite direction (after the Dash) before Jumping. Madeline will be launched in the opposite direction.

Variant - Mid-Air Super: Supers don't need to touch the ground the entire time; you can Dash from any position and Jump off the ground, and still perform it successfully.

Hyperdash (Hyper)

Hypers will launch the player farther and lower than Supers, 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.

Extended: Wait longer before Jumping after pressing Dash. This enables Madeline to Dash after performing a Hyper, instead of having to land afterwards.

Reversed: Dash in one direction, but press the opposite direction (after the Dash) before Jumping. Madeline will be launched in the opposite direction.

Variant - Mid-Air Hyper: See Demohyper below.

Variant - Hyper Hop: 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 perform a Hyper Hop, do a Hyper with the quickest and shortest Jump you can, then a full-length Jump after hitting the ground again.

Wavedash and Reverse Wavedash

Wavedash (Wave)

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 perform a Wave, Dash diagonally down towards the ground while in the air, then press Jump when you hit the ground.

Reversed: 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)

Ultras are a quite 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 perform an Ultra, Dash diagonally down towards the ground and press Jump when you hit the ground, not before or after, and you will gain a 1.2x speed boost. See the main Ultra page for a more detailed explanation.

Ultradashes can not be reversed. Reversing them will result in a wavedash.

Grounded Ultra (Gultra): 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.

Variant - Chained Ultra: 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.

Demodash (Demo)

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 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.

Variant - Demohyper: 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.

Mid-Air Wallbounce

Wallbounce

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.

Variant - Mid-Air Wallbounce: 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.

Variant - Spiked Wallbounce: Wallbounces can be done on walls with spikes; just make sure you hit the corner of the wall without spikes.

Dashless Tech

Dashless Tech refers to techs that don't need a dash to use, and tend to be more complex. Unlike the dashing variants, these cannot be extended or reversed.

Fastfalling (Fastfall)

One of the simplest techs to perform, Fastfalling will (you guessed it) make Madeline fall faster. Air friction will remain the same. To fastfall, hold Down while in mid-air. This has little practical use outside of speedrunning and a few rooms in Farewell.

Bunnyhop (Bhop)

A Bunnyhop is little more than hitting the jump button for as little time as possible. Repeated bhops are slightly faster than normal walking, and can be added to some dash techs to increase speed.

Cornerkick

Cornerkicks are the use of bottom corners of terrain to kick off, giving a little more distance when it's needed; and are moderately easy to learn. To cornerkick, aim away from the wall, Jump towards the corner, and press Jump again when you hit the corner. Madeline will kick off the corner of the wall in the same way.

Note - Spiked walls: Spikes do not hurt when Madeline is moving in the direction they are pointing. If the corner of the wall has spikes in the same direction you want to go, you can still safely kick off of it.

Crouch Jump/Climb

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.

Neutral

Neutrals are one of the most fundamental dashless techs, used in a variety of base game and modded maps. They are moderately hard to learn, but easier to master. To do a neutral, kick off a wall without holding a direction, then immediately hold a direction towards the wall; repeat until the wall is climbed.

5 Jump

5 Jumps use two climbjumps - one after the other - to clear 5 tiles in a single jump. To do a 5 Jump, climbjump off a wall (straight up), and as you hit/grab onto the wall again, climbjump and move left or right.

Dreadcorner

A Dreadcorner refers to the corner of terrain that has spikes on it. This is actually safe to jump on, yet pixel perfect. To play it safe, you can use a wall that ends on the same tile (if available), fall down, and then jump.

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.

Variant - 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, going 6 tiles.

Throwable Backboost (Backboost)

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.

Entity Tech

Entity Tech refers to using blocks of various kinds (and their respective mechanics) to do specifically useful techs.

Dream Jump

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 Double-Jump: Spamming the jump button twice right as Madeline makes it out of the dream block allows for a longer jump than a normal dream jump.

Dream Super/Hyper

Instead of simply jumping out of dreamblocks, a Hyper 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 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.

Core Super/Hyper

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 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.

Seeker Superbounce

Jelly/Theo Regrabs

Throw the throwable in front of you, then updiagonal Dash to pick it up again, giving you a boost. Theo Regrabs are considerably harder than Jelly Regrabs.

Jellyvator / Theovator (-vator)

Elevators rely on the fact that pressing down 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 Grab the item again. Madeline will get a small speed boost upwards.

Note: Theo crystals do not give a speed boost; Jellyfish do, and will give a larger one depending on how late in the Dash they were Grabbed.

Bubble Super/Hyper

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 Cloud Jump

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.

Cloud Superbounce

Cloud Super/Hyper

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.

Jellyfish Boost

Dashing into a jellyfish while holding grab will impart Madeline's speed into the jellyfish, as well as a small speed boost. Works for any direction.

Archie

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.

Tutorial (Flesh117)

Obscure Tech

Spike Jump

Spikes and their surface have a short (almost pixel-perfect) window where they can be jumped on, provided there is wind pushing you towards the spikes or the spikes are moving towards you.

In order to jump on them, Madeline needs to be moving away from them (at least aimed away) in the window where you can input a jump. Jumping off of spikes on the ground (not walls) will restore your stamina, but not your dash.

Diagonal Demodash (Diag Demo)

Jelly Juggling

Lava Neutrals

Lava has a pixel-perfect window where you can climb it with a Neutral Jump. Just don't get too close, as it will still hurt to touch!

Blockboost

A blockboost is done by inputting a super, hyper, or wavedash onto a dash block, and makes Madeline inherit the (very high) speed from the moving dash block. The jump after the tech may need to be delayed. Reversing the tech will also work (although it will be harder to time it right).

Variant - Double Blockboost: A blockboost followed by an immediate ultra dash. The ultra will multiply the already high speed of the dash block.

Zipboost

Ceiling Pop

Bubsdrop

Modded Tech

Modded Tech is not found in the base game nor its speedruns, but still exists. It can be used in modded levels.

Dream Redirect

If dash crystals are put inside of dream blocks, Madeline's dash is restored inside the dream block as well as after leaving it. You can dash while inside the dream block and change direction, or dash the same direction for a massive speed boost.

Dream-Bubble Boost

Dream supers and hypers can be done from within a bubble right after a dream block.

Dream Wallbounce

Wallbounces can be inputted in the few frames after leaving a dream block, similar to supers and hypers.

Waterboost

Going in and out of multiple layers of water rapidly will add +40 to your speed (per layer), as long as the proper direction is held.

Mechanics

Mechanics are not techs in themselves, but rather just base components of the main game. They can be used to their advantage, and many techs make use of them.

Screen Transition

When transitioning between two screens, Madeline's dash(es) and stamina are restored.

Coyote Time

Madeline is allowed to jump for a few frames after leaving a platform.

Fastbubbling

Press Dash while inside of a bubble to make it move sooner.

Ledges

Ledges refer to the corner(ish) of a tile that doesn't actually have spikes on it, but next to it (usually on a wall). These are completely safe to stand on, although they are rather tiny. To stand on them, stand just next to the corner of the tile.

Trivia

  • Dashless tech is used extensively for 1A's Winged Berry. The Cornerkick named "Coffee Jump" refers to the Cornerkick in the room with the coffee shop in the background.
  • Screen Transitions are used for 2A's Crystal Heart.
  • The Elevator Shaft Demo strategy in 3A requires a Demo, however there are also other rooms in the game that it's still useful in.
  • The Keyskip strategy in 5A requires a Reverse Super.
  • Hypers are taught and required in 8C.
  • The Demodash was discovered by the player DemoJameson on October 14, 2018. It was subsequently named after him.
  • Wavedashes are used extensively in the Farewell chapter.