Tech: Difference between revisions

From Celeste Wiki
306 bytes added ,  6 months ago
Most of the obscure tech is not actually obscure, also added undemos (someone please give a better explaination)
m (Added a redirect and undid a revision)
Tag: Undo
(Most of the obscure tech is not actually obscure, also added undemos (someone please give a better explaination))
Line 57:
 
<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.
 
=== 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.
 
=== WallboostUp 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.
 
=== Wallbounce (wb) ===
Line 68 ⟶ 74:
<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 screen transitions, you'll still have your dash after doing such '''Wallbounce'''. Transition tech is also known as '''kermit tech'''.
 
=== 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.
 
=== 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.
 
 
 
Line 92 ⟶ 105:
 
Madeline can also climbjump while crouched, but she can not grab walls and hence wallclimb.
 
=== 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.
 
=== Neutral Jump (Neutral) ===
Line 196 ⟶ 214:
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.
 
=== UpUndemo Diagonal Demo (Diag Demo)dashing ===
Also known as omed dashing, it's the reverse of a demodash. Useful in very specific circumstances, like entering a dream block uncrouched. A good example of this is [https://gamebanana.com/mods/470120 Weightless Pressure] (mod).
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 ===
Line 221 ⟶ 236:
 
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 ===
Line 252 ⟶ 264:
=== 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 {{ch|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 ===
Line 266 ⟶ 273:
== 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 ===
Anonymous user
Cookies help us deliver our services. By using our services, you agree to our use of cookies.