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(Rearranged a lot of paragraphs (sorted in logical-alphabetical order, changed level of some headings and merged them), slightly modified some text (notably added Ice in Fish / Oshiro / ... Jump))
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'''Techniques''', often simply known as '''tech''', are special moves [[Madeline]] can do to enhance her mountain-climbing ability. They come in a wide range of uses and difficulties. Many can be used to skip sections of a room, or multiple rooms at once. There are a lot of techniques in ''Celeste.'', and it is virtually impossible to describe all of them.
 
'''Warning:''' Some higher-level and more obscure techniques (like 7-Jumps) may be missing, improperly named, or incorrectlypoorly described., so Dodo not expect 100% accuracy or comprehensiveness. If you notice any issues, inaccuracies, or typos, please let us know by reporting itthem on the [[{{TALKPAGENAME}}|talk page]] or [[Special:EditPage/Techniques|fixing itthem yourself]] BEFORE criticizing the Celeste Wikiwiki on [[Celestecord]] or something. We appreciate your contributioncontributions to making the Celeste Wiki more complete.!
 
== Dash Tech ==
Dash Techs require a dash to perform them.
 
'''"Extending"''' a dash tech allows ample time (10 to 15 frames) touching the ground to restore the dash. '''"Reversing"''' a dash tech creates a launch trajectory opposite of the direction dashed to by pressing the opposite direction key in-between dashing and jumping.
 
Superdashes and Hyperdashes can be extended. All dash techs except for Demodashes and Wallbounces can be reversed. Trajectory height can be adjusted by holding down the Jump key for different durations.
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=== Wavedash ===
[[File:Wavedashing.gif|thumb|240x240px|Wavedash and Reverse Wavedash]]
{{Main|Wavedashes}}
{{Main|Wavedashes}}Wavedashes are functionally identical to '''Hyperdashes''' in that they provide the same speed, however, Wavedashes can be done on smaller surfaces. Wavedashing is taught in {{ch|9|lf=1}}.
 
Wavedashes are functionally identical to '''Hyperdashes''' in that they provide the same speed, however, Wavedashes can be done on smaller surfaces. Wavedashing is taught in the Event Horizon subchapter in {{ch|9|lf=1}}.
To perform a Wavedash, dash diagonally down towards the ground and press Jump as you touch it. If you don't regain a dash, dash from higher up before jumping. If you don't travel far, dash from lower before jumping.
 
To perform a Wavedash, dash diagonally down (↘) towards the ground and press Jump as you touch it. If you don't regain a dash, dash from higher up before jumping. If you don't travel far, dash from lower before jumping.
 
Wavedashes can be reversed.
 
=== Ultradash (Ultra) ===
{{Main|Ultradashes}}
{{Main|Ultradashes}}An Ultradash, commonly referred to as an Ultra, is a diagonal-down (↘) dash performed when Madeline is traveling with a high horizontal velocity. By doing it, she gains a 1.2x multiplier to her horizontal speed upon touching the ground. Unlike every other dash, an ultra doesn't reset Madeline's speed to 0 provided it ends mid-air. Thus, it allows going very fast on suitable terrain.
 
An Ultradash, commonly referred to as an Ultra, is a diagonal-down (↘) dash performed when Madeline is traveling with a high horizontal velocity. By doing it, she gains a 1.2x multiplier to her horizontal speed upon touching the ground. Unlike every other dash, an ultra doesn't reset Madeline's speed to 0 provided it ends mid-air. Thus, it allows going very fast on suitable terrain.
 
The simplest and most common way to perform an '''Ultra''' is to perform a hyperdash and dash down-diagonally as soon as possible. The dash must end before Madeline touches the ground to maintain the momentum, so players should start from high enough up that it will end before they land. It's important to jump right after you touch the ground to lose as little speed to friction as possible. Players should aim not to buffer the jump input because this is likely to prevent the 1.2x boost, and instead should try to press jump after landing on the ground.
 
==== Grounded Ultras ====
<u>'''Grounded Ultras:'''</u> Grounded Ultras are the fastest way to move on flat terrain (390 speed optimally). Dashing down-diagonally while on or very close to the ground will still give the 1.2x speed boost, but all of it will be lost when the dash ends.
Grounded Ultras are the fastest way to move on flat terrain (390 speed optimally). Dashing down-diagonally while on or very close to the ground will still give the 1.2x speed boost, but all of it will be lost when the dash ends.
 
To perform a '''Grounded Ultra''', do an extended '''Hyper''' and down-diagonally dash as soon as possible (extended '''Super''' also works but is slower). This results in a dash with 390 speed optimally and floor correction if dashing in the first two frames after jumping. Because this is essentially the same input as a '''Hyper''' (a down-diagonal dash into the ground), players can jump before the dash ends to perform a '''Hyper''' and be given 325 speed and '''Hyper''' height. This can be chained infinitely on flat terrain by dashing down diagonally right after jumping. It's more optimal to jump as late as possible, on the 14th frame optimally.
 
===== Cutscene Ultras =====
<u>'''Chained Ultras:'''</u> Multiple '''Ultras''' can be done in a row. This requires a very specific terrain, but Madeline can quickly reach incredible speeds due to the multiplicative speed gain of '''Ultras'''.
Skipping a cutscene cancels the dash state of Madeline. This can be used to conserve the speed of a '''Grounded Ultra''' that would normally end at the end of the dash. Although cutscenes rapidly decrease Madeline's speed, skipping on the first frames available allows Madeline to keep most of the '''Grounded Ultra''' speed (390).
 
===== Grounded Ultra Cancel =====
Using the same principle as Cutscene Ultras, canceling your dash while in a '''Grounded Ultra''' makes Madeline keep all 390 speed from it. This can be done in other ways than skipping cutscenes. An example is canceling your '''Grounded Ultra''' with doors (both key doors and mirror temple doors work), done by colliding with a door with a '''Grounded Ultra''' within the last 4 frames before it opens and not being in the dash state when the door opens (You can do a '''Hyper''' after colliding with the door to stop being in dash state and still get the stored speed value of the grounded ultra once the door opens).
 
==== Chained Ultras ====
Multiple '''Ultras''' can be done in a row. This requires a very specific terrain, but Madeline can quickly reach incredible speeds due to the multiplicative speed gain of '''Ultras'''.
 
==== Delayed Ultra ====
Canceling a down-diagonal dash before it hits the ground will not remove the flag that tells the game to give Madeline a 1.2x speed boost when she next touches the ground. This is usually done using a cornerboost or by grabbing a [[throwable]] object. Any other method of canceling a dash (such as bopping a snowball) will still provide a delayed ultra, but will likely slow Madeline down enough that the 1.2x speed boost is negligible.
 
An iconic example of an RTA '''Delayed Ultra''' is used in the Awake checkpoint of {{ch|2A}}, where runners build up massive amounts of speed utilizing a '''Delayed Ultra''', multiple cornerboosts, and multiple chained '''Ultras'''.
 
=== Demodash (Demo) ===
 
{{Main|Demodash}}
{{Main|Demodash}}'''Demodashes,''' also known as '''crouch dashes''' in-game, is a technique that allows the player to dash with the crouched hurtbox (4 pixels instead of 9), allowing you to slip through [[spinners]], [[dust bunnies]], and other obstacles unharmed, provided the gap between them is at least 4 pixels.
 
'''Demodashes,''' also known as '''crouch dashes''' in-game, is a technique that allows the player to dash with the crouched hurtbox (4 pixels instead of 9), allowing you to slip through [[spinners]], [[dust bunnies]], and other obstacles unharmed, provided the gap between them is at least 4 pixels.
 
You can bind a '''Demo''' button in-game since the [[Version history|1.4.0.0]] version of the game. You can manually do '''Demos''' by pressing the Down key ''before'' (within 4 frames or 0.068 seconds) - but not during - a dash. There are no advantages to doing them manually, but it can be the only way to perform them on a console with a version priorolder tothan 1.4.0.0.
 
==== Demohyper ====
<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.
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.
 
==== 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.
 
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To do a '''Wallbounce''', dash up and walljump during the dash duration. It is to be noted that '''Wallbounces''' vertical speed is slightly lower than the updash's. Thus, wallbouncing as late as possible is more optimal for gaining height.
 
==== Bubble Wallbounce ====
<u>'''Bubble Wallbounce:'''</u> '''Wallbounces''' can be performed directly out of a green or a red bubble.
'''Wallbounces''' can be performed directly out of a green or a red bubble.
 
==== Dash Block Boosted Wall Bounce ====
<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'''.
Doing a wall bounce on a vertically moving [[kevin]], [[zipper]], or a dash block gives Maddy a lot more height than a normal wall bounce and also regains Madeline's dash.
 
==== LavaDream 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.
 
==== Lava climbing/Wallbounce ====
Lava blocks 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.
 
==== Transition Wallbounce ====
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'''.
 
== Dashless Tech ==
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=== Bunnyhop (Bhop) ===
 
{{Main|Bunnyhops}}A bunnyhop is loosely defined as jumping the moment Madeline hits the ground. Because there is more friction on the ground than in the air, bunnyhops allow Madeline to conserve speed over longer distances.
{{Main|Bunnyhops}}
 
A bunnyhop is loosely defined as jumping the moment Madeline hits the ground. Because there is more friction on the ground than in the air, bunnyhops allow Madeline to conserve speed over longer distances.
 
Bunnyhops are often used after a '''Wavedash''' or a '''Hyper''' to get a greater height and keep the speed received.
 
==== Chained Bunnyhop ====
<u>'''Chained Bunnyhop:'''</u> Because each jump gives Madeline a short burst of speed (+40 speed), repeating bunnyhops is the fastest method of dashless movement along flat ground. They are frequently used by speedrunners in {{ch|Pr|lf=1}}, as it is not possible to dash there.
Because each jump gives Madeline a short burst of speed (+40 speed), repeating bunnyhops is the fastest method of dashless movement along flat ground. They are frequently used by speedrunners in {{ch|Pr|lf=1}}, as it is not possible to dash there.
 
=== Neutral Jump (Neutral) ===
[[File:Neutral jumping.gif|thumb|100px|Neutral jumping]]
{{Main|Neutrals}}
 
Neutrals are one of the most fundamental dashless techs. They allow Madeline to scale flat and uneven walls alike without using any [[stamina]], even with downward [[wind]].
 
To do a Neutral, jump off the wall ''without'' holding directional keys, then immediately move towards the wall again. Rinse and repeat to keep moving up. The jumps can be delayed to stay in place.
 
=== Cornerkick ===
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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) ===
[[File:Neutral jumping.gif|thumb|100px|Neutral jumping]]
{{Main|Neutrals}}Neutrals are one of the most fundamental dashless techs. They allow Madeline to scale flat and uneven walls alike without using any [[stamina]], even with downward [[wind]].
 
To do a Neutral, jump off the wall ''without'' holding directional keys, then immediately move towards the wall again. Rinse and repeat to keep moving up. The jumps can be delayed to stay in place.
 
=== 5 Jump ===
When Madeline grabs the top of a wall, she will slide down a significant amount and not be able to climb up further. However, you still can climbjump or wallkick off the top of the wall. A 5 jump is executed by using a neutral climbjump to reach the top of the wall and then jumping or climbjumping off it. This technique allows you to cross a 5-tile gap.
 
<u>'''6 Jump:'''</u> See '''Cornerboost''' below.
 
=== Cornerboost (cb) ===
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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.
 
==== ThrowableDisappearing BackboostBlocks (Backboost)Cornerboost ====
It is possible to cornerboost off the wall of a disappearing block (such as cassette blocks and doors) and gain 40 speed from it. Simply climbjump into the block right before it disappears.
Throwing an object opposite the direction Madeline is moving gives her a little speed boost.
 
=== Spike Jumps ===
A lot of techniques are called spikejumps, mostly referring to interactions with the mechanic of directional spikes allowing Madeline to get through them without dying as long as she goes in the same direction. This lets her cornerkick off of walls with spikes. This is used in {{ch|5B}} to skip a portion of the chapter.
 
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. However, it is required to be at a precise y-position above the spikes to get pushed into them.
 
== Entity Tech ==
Entity Tech refers to using various [[Mechanics|blocks or entities]] to do useful techs.
 
=== Bumper / Fish / Seeker Explosion Boost ===
=== Dream Jump ===
Getting near [[Pufferfish]]es, touching [[Bumper]]s, and being near [[Seeker]]s when they revive grants Madeline some momentum. If holding the same direction Madeline is boosted towards, you gain extra ~50 horizontal speed.
{{Main|Dream tech}}
You can jump out of [[dream blocks]] since they give coyote frames. The jump grants height and horizontal speed gain (+40 speed) and doesn't consume your dash. To execute it, simply press jump as you leave the dream block. This technique is taught by the [[bird]] in the {{ch|2B|lf=1}}.
 
=== Fish / Ice / Oshiro / Seeker / Snowball Jump ===
'''<u>Dream Double-Jump</u>:''' You can double jump out of dream blocks by buffering a first jump in the dream block and jumping a second time in coyote frames after exiting it. Although this doesn't grant additional height compared to a regular dream jump, it does give an additional horizontal speed gain of 40, making it almost as fast as a '''Hyper''' (320 speed compared to 325).
Holding jump when landing on top of [[Oshiro]], a [[snowball]], a [[pufferfish]], a [[seeker]], or an ice ball (in {{ch|8|lf=1}}) will give Madeline a significant amount of height compared to not pressing jump, and also preserve some of Madeline's horizontal momentum. Madeline's dashes and stamina will be restored regardless of whether the jump is held.
 
=== DreamBubble Super / Hyper ===
You can '''Hyper''' or '''Super''' out of bubbles if the bubble is at ground level or if you're in coyote frames. In the first case, simply perform it while in the bubble. You can also fastbubble using a regular dash or a '''Demo''' and then jump to get a '''Super''' or a '''Hyper'''. If using coyote frames, dash into the bubble to buffer fastbubbling and a jump before entering it. The bubble will then launch you with the momentum of a '''Super'''.
Instead of simply jumping out of dream blocks, a '''Hyper''' or a '''Demohyper''' (which has a slightly bigger window) can be done in the few frames right after you leave the dream block due to coyote frames. This gives much more horizontal speed than a regular dreamjump, but grants less height. Note that, unlike dream jumps, this does '''not''' give your dash back, as it is used after exiting the dream block and requires a dash. You also can do a '''Super''' out of a dream block, but it doesn't have as much practical use as '''Dream Hyper''' or dream double-jump.
 
This tech is mainly used in custom maps.
=== Featherboost ===
Holding a diagonal direction with the movement buttons on the first frame of [[feather]] movement will give an initial speed boost.
 
==== Core BoostArchie ====
By jumping off a lava block a few frames before it breaks, you can gain a vertical speed multiplier of 2.25x and a horizontal speed boost depending on the block's launching direction: the more horizontal it is, the more speed you get. This tech is required to complete a few rooms in {{ch|8|lf=1}}.
 
Tutorial: <u>[https://www.youtube.com/watch?v=7CxzOgWYB00 Flesh117]</u>
=== Core Hyper/Super ===
 
An "Archie" is entering a bubble with a crouched hitbox (from any direction), moving it up by two pixels. This is usually performed with a '''demodash''', but can also be done simply using a '''duck jump'''.
Using the same logic as '''Dream Hyper''', you can get lots of horizontal speed and height by inputting one of these techs at the last few frames (coyote frames) of the lava block's launch. This works the same way as a '''Core Boost''' and, as such, the core block's launching direction affects how much horizontal speed you get.
 
=== Cloud Jump / Spiked Cloud Jump ===
Since you input the '''Core Hyper''' during coyote frames, you can even do it by grabbing the block, since this always launches the core block in a horizontal direction, you'll always get a massive speed boost.
Madeline only needs to jump when the [[Clouds|cloud]] is at its highest position to gain the vertical speed boost, this can be used to avoid dying if there are spikes or other hazards under the cloud. Jump quickly to push it down, then jump again as it comes up.
 
==== Cloud Super/Hyper ====
=== Fish / Bumper / Seeker Explosion Boost ===
Just like on the ground, Madeline can do a '''Super''' or a '''Hyper''' off clouds and still get the vertical speed bonus, although it is somewhat more precise. Input a '''Super''' or a '''Hyper''' as the cloud bounces upwards. The higher you jump, the more height you'll gain.
Getting near [[Pufferfish]]es, touching [[Bumper]]s, and being near [[Seekers]] when they revive grants Madeline some momentum. When holding the same direction Madeline is boosted, you gain an extra ~50 horizontal speed.
 
==== SeekerCloud BounceHyper Bunnyhop ====
On top of doing '''Supers''' and '''Hypers''' on clouds, you also can do an '''Hyper Bunnyhop''' on white clouds, but since it's extremely tight, most '''Cloud Hyper Bunnyhops''' are done with a reverse '''Demohyper''' (doing a Demohyper instead of a regular Hyper makes it easier since the vertical dash of the Demohyper is faster and thus goes further than a down-diagonal dash).
After hitting a wall, [[seekers]] enter a different state for a brief moment. While in this state, you can bounce into them and get a horizontal speed boost (approximately '''Hyper''' speed). On top of refreshing your dash, it also affects your vertical speed depending on the angle at which you bump them. You cannot bounce off the top of the seeker since that's where the hitbox for "killing" them is.
 
To execute it, do a very short Reverse Demohyper with a tiny jump as soon as you land on the edge of the cloud, then Bunnyhop when the cloud reaches its highest position to get maximum height.
=== Theo/Jelly Regrabs ===
 
=== Core Boost ===
Grabbing a [[Theo Crystal]] or a [[Jellyfish]] while in a dash state cancels it, which makes you maintain your vertical and horizontal speed. You can do a regrab even if you're already holding a throwable object: to do so, throw it and quickly dash and grab into it. This can be useful if a small amount of height or distance is needed. Theo Regrabs are more challenging than Jelly Regrabs.
By jumping off a lava block a few frames before it breaks, you can gain a vertical speed multiplier of 2.25x and a horizontal speed boost depending on the block's launching direction: the more horizontal it is, the more speed you get. This tech is required to complete a few rooms in {{ch|8|lf=1}}.
 
==== Theo/JellyCore UltrasHyper/Super ====
By the same logic as '''Dream Hyper''', you can get lots of horizontal speed and height by inputting one of these techs at the last few frames (coyote frames) of the lava block's launch. This works the same way as a '''Core Boost''' and as such, the core block's launching direction affects how much horizontal speed you get.
You can also use the regrab mechanic to cancel a '''Grounded Ultra''' and keep the massive momentum from it.
 
Since you input the '''Core Hyper''' during coyote frames, you can even do it by grabbing the block: since this always launches the core block horizontally, you'll always get a massive speed boost.
=== Jellyvator / Theovator ===
 
=== Dream Jump ===
{{Main|Vators}}
{{Main|Dream tech}}
 
You can jump out of [[dream blocks]] since they give coyote frames. The jump grants height and horizontal speed gain (+40 speed) and doesn't consume your dash. To execute it, simply press jump as you leave the dream block. This technique is taught by the [[bird]] in the {{ch|2B|lf=1}}.
Vators rely on the fact that holding down while releasing Grab will simply drop the throwable Madeline is holding (neutral drop) rather than throwing it. After dropping an item, dash upwards into it and grab it again. The dash will be canceled and its momentum preserved, giving Madeline some more height.
 
==== Dream Double-Jump ====
<u>'''Note:'''</u> Throwables appear to give more height the later they are grabbed. This is not due to a difference in the amount of momentum preserved from canceling the dash but simply due to Madeline being higher up when it is actually canceled. [[Theo crystal]]s provide less height than Jellyfish since holding a Jellyfish lowers Madeline's gravity.
You can double jump out of dream blocks by buffering a first jump in the dream block and jumping a second time in coyote frames after exiting it. Although this doesn't grant additional height compared to a regular dream jump, it does give an additional horizontal speed gain of 40, making it almost as fast as a '''Hyper''' (320 speed compared to 325).
 
==== Dream Hyper ====
=== Oshiro / Snowball / Seeker / Fish Jump ===
Instead of simply jumping out of dream blocks, a '''Hyper''' or a '''Demohyper''' (which has a slightly bigger window) can be done in the few frames right after you leave the dream block due to coyote frames. This gives much more horizontal speed than a regular dreamjump but less height. Unlike dream jumps, this does '''not''' give your dash back, as it is used after exiting the dream block.
Holding jump when landing on top of [[Oshiro]], a snowball, a [[pufferfish]], or a [[seeker]] will give Madeline a significant amount of height compared to not pressing jump, and also preserve some of Madeline's horizontal momentum. Madeline's dashes and stamina will also be restored.
 
You also can do a '''Super''' out of a dream block, but it doesn't have as much practical use as a '''Dream Hyper''' or a '''Dream Double-Jump'''.
Hitting the top of one of these entities will also cancel Madeline's dash, preserving some of the momentum. For this reason, dashing horizontally onto one of these entities and jumping is sometimes referred to as a "Fish super", "Snowball super", and so on, despite mechanically not being related to a '''Superdash'''.
 
=== Bubble Super / HyperFeatherboost ===
Holding a diagonal direction with the movement buttons on the first frame of [[feather]] movement will give you an initial speed boost.
 
Hitting the top of one of these entities will also cancel Madeline's dash, preserving some of the momentum. For this reason, dashing horizontally onto one of these entities and jumping is sometimes referred to as a "Fish super", "Snowball super", and so on, despite mechanically not being related to a Superdash.
You can '''Hyper''' or '''Super''' out of bubbles if the bubble is at ground level or if you're in coyote frames. In the first case, simply perform it while in the bubble. You can also fastbubble using a regular dash or a '''Demo''' and then jump to get a '''Super''' or a '''Hyper'''. If using coyote frames, dash into the bubble to buffer fastbubbling and a jump before entering it. The bubble will then launch you with the momentum of a '''Super'''.
 
=== Seeker Bounce ===
This tech is mainly used in custom maps.
After hitting a wall, [[seekers]] enter a different state for a brief moment. While in this state, you can bounce into them and get a horizontal speed boost (approximately '''Hyper''' speed). On top of refreshing your dash, it also affects your vertical speed depending on the angle at which you bump them. You cannot bounce off the top of the seeker since that's where the hitbox for "killing" them is.
 
=== Cloud Jump Theo/Jelly Spiked Cloud JumpRegrabs ===
Grabbing a [[Theo Crystal]] or a [[Jellyfish]] while in a dash state cancels it, which makes you maintain your vertical and horizontal speed. You can do a regrab even if you're already holding a throwable object: to do so, throw it and quickly dash and grab into it. This can be useful if a small amount of height or distance is needed. Theo Regrabs are more challenging than Jelly Regrabs.
Madeline only needs to jump when the [[Clouds|cloud]] is at its highest position to gain the vertical speed boost, this can be used to avoid dying if there are spikes or other hazards under the cloud. Jump quickly to push it down, then jump again as it comes up.
 
==== CloudJelly Super/HyperLaddering ====
Using two [[jellyfish]], Madeline can grab one after the other to keep some of her vertical or horizontal speed.
Just like on the ground, Madeline can do a '''Super''' or a '''Hyper''' off clouds and still get the vertical speed bonus, although it is somewhat more precise. Input a '''Super''' or a '''Hyper''' as the cloud bounces upwards. The higher you jump, the more height you'll gain.
 
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.
=== Cloud Hyper Bunnyhop ===
On top of doing '''Supers''' and '''Hypers''' on clouds, you also can do an '''Hyper Bunnyhop''' on white clouds, but since it's extremely tight, most '''Cloud Hyper Bunnyhops''' are done with a reverse '''Demohyper''' (doing a Demohyper instead of a regular Hyper makes it easier since the vertical dash of the Demohyper is faster and thus goes further than a down-diagonal dash).
 
==== Theo/Jelly Ultras ====
To execute it, do a very short Reverse Demohyper with a tiny jump as soon as you land on the edge of the cloud, then Bunnyhop when the cloud reaches its highest position to get maximum height.
You can also use the regrab mechanic to cancel a '''Grounded Ultra''' and keep the massive momentum from it.
 
=== BinocularsThrowable ClipBackboost (Bino ClipBackboost) ===
Throwing an object opposite the direction Madeline is moving gives her a little speed boost.
To reduce strain on the game, when using binoculars, the game will unload spinners not currently visible, allowing Madeline to dash or even walk through them with total safety until they load back in. To do this, look in the binoculars, move them away enough to unload the spinners, then quickly leave and dash through them.
 
=== ArchieJellyvator / Theovator ===
Tutorial: <u>[https://www.youtube.com/watch?v=7CxzOgWYB00 Flesh117]</u>
 
{{Main|Vators}}
An "Archie" is entering a bubble with a crouched hitbox (from any direction), moving it up by two pixels. This is usually performed with a '''demodash''', but can also be done simply using a '''duck jump'''.
== Obscure Tech ==
These techs are possible within the vanilla-level layout but have niche and specific uses. Most of them are very difficult to perform.
 
Vators rely on the fact that holding down while releasing Grab will simply drop the throwable Madeline is holding (neutral drop) rather than throwing it. After dropping an item, dash upwards into it and grab it again. The dash will be canceled and its momentum preserved, giving Madeline some more height.
=== Spike Jump ===
A lot of techniques are called spikejumps, most of them referring to interactions with the mechanic of directional spikes allowing Madeline to get through them without dying as long as she goes in the same direction. This lets her cornerkick off of walls with spikes. This is used in {{ch|5b|lf=1}} to skip a portion of the chapter.
 
<u>'''Note:'''</u> Throwables appear to give more height the later they are grabbed. This is not due to a difference in the amount of momentum preserved from canceling the dash but simply due to Madeline being higher up when it is actually canceled. [[Theo crystal]]s provide less height than Jellyfish since holding a Jellyfish lowers Madeline's gravity.
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.
 
=== Undemo 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).
 
=== Waterboost ===
When you are on the surface of the water, it is possible to jump multiple times, with each jump giving 40 horizontal speed. Humans can generally only do two or three jumps, while the TAS can bounce on every possible frame, achieving incredible speed.
 
=== PauseMechanics Buffering ===
''Not to be confused with [[Mechanics]] (game objects)''
When unpausing the game, there is a short window (~10 frames) in which the game has not started yet. Inputting anything in this window will make the input processed in the first frame of the game running. This allows you to input a movement command as well as another pause command, effectively making the game run one frame at a time making frame-perfect techs (like [[Demodashes]]) significantly easier to perform.
 
These "techs" were added primarily to make the game feel smoother and more forgiving to play, but can be taken advantage of.
=== Cutscene Warps ===
Some cutscene skips only teleport Madeline along the X-axis and keep her Y position. This allows Madeline to end up in unexpected places and is sometimes used in {{ch|2A}} and {{ch|5A}} to skip a part of the room.
 
=== CutsceneCoyote UltrasTime/Jump ===
Madeline can perform actions doable only on the ground for an additional 5 frames after leaving it. This includes jumping, Supers, Hypers, and so on.
Skipping a cutscene cancels the dash state of Madeline. This can be used to conserve the speed of a '''Grounded Ultra''' that would normally end at the end of the dash. Although cutscenes rapidly decrease Madeline's speed, skipping on the first frames available allows Madeline to keep most of the '''Grounded Ultra''' speed (390).
 
=== GroundedDirectional Ultra CancelSpikes ===
[[Spikes]] won't hurt Madeline if she collides with them as long as she's moving in the direction they point. This is the mechanic behind Spikejumps and one-way gates.
Using the same principle as '''Cutscene Ultras''', canceling your dash while in a '''Grounded Ultra''' makes Madeline keep all 390 speed from it. This can be done in other ways than skipping cutscenes. An example is canceling your '''Grounded Ultra''' with doors (both key doors and mirror temple doors work), done by colliding with a door with a '''Grounded Ultra''' within the last 4 frames before it opens and not being in the dash state when the door opens (You can do a '''Hyper''' after colliding with the door to stop being in dash state and still get the stored speed value of the grounded ultra once the door opens).
 
=== Jelly LadderingFastbubbling ===
Pressing the Dash key inside a stationary green or red bubble will make it move instantly in the direction of a dash, saving around a second if done immediately after entering a bubble.
Using two [[jellyfish]], Madeline can grab one after the other to keep some of her vertical or horizontal speed.
 
=== Fastfalling (Fastfall) ===
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.
Holding down mid-air will cause Madeline to fall at 240 downward speed instead of the usual 160. This is notably required in {{ch|9|lf=1}}, and is used to save time in "falling" areas.
 
=== CeilingInput PopBuffering ===
Attempting to perform an action not currently possible will "buffer" (store) the input for the next 5 frames. If it becomes possible within those 5 frames, Madeline will instantly perform it. For example, if you press jump slightly before landing on the ground, Madeline will jump on the first possible frame. This is notably used to execute techniques instantly after a screen transition or to turn frame-perfect tricks into 5-frame windows. It can be done with almost every action in the game (Buffering Ultras might not grant the x1.2 speed boost because you can jump off the ground without landing on it, depending on your y-pixel).
When Madeline grabs a wall with downward momentum, she slides a tiny amount down. If she holds the bottom pixel of a wall while she has a low enough subpixel, she will slide ''below'' the wall while still being able to climbjump for one frame. Because there is no wall in the way, this climbjump will give Madeline forward momentum. This tech is mainly used by the TAS but can be done RTA if there's a setup, such as in the last room of the Shrine checkpoint in {{ch|4A|lf=1}}.
 
=== Screen Transition ===
When transitioning between two screens, Madeline's dash(es) and [[stamina]] are restored. This can be used to gain height or reach otherwise unreachable areas. It is required to get a [[crystal heart]] in {{ch|2A}} and some Red Strawberries. A lot of techniques can be used to abuse this mechanic, sometimes known as '''kermit tech'''.
 
== Other Tech ==
These techs are possible within the vanilla-level layout but have niche and specific uses. Some of them are very difficult to perform.
 
=== Binoculars Clip (Bino Clip) ===
To reduce strain on the game, when using binoculars, the game will unload spinners not currently visible, allowing Madeline to dash or even walk through them with total safety until they load back in. To do this, look in the binoculars, move them away enough to unload the spinners, and then quickly leave and dash through them.
 
=== Bubsdrop ===
The Bubsdrop is a use of a wallkick or a climb jump to cancel the upwards momentum gained from going into a vertical screen transition so that you don't land on a one-way [https://i.imgur.com/neUYLiV.png jumpthrough] platform and can return to the previous room. Upon re-entering the original room, your spawn point will be set to the nearest available spot. In {{ch|5b|lf=1}}, this trick is used to skip a significant portion of the Central Chamber checkpoint.
 
{{Main|Bubsdrop}}
=== Delayed Ultra ===
Canceling a down-diagonal dash before it hits the ground will not remove the flag that tells the game to give Madeline a 1.2x speed boost when she next touches the ground. This is usually done using a cornerboost or by grabbing a [[throwable]] object. Any other method of canceling a dash (such as bopping a snowball) will still provide a delayed ultra, but will likely slow Madeline down enough that the 1.2x speed boost is negligible.
 
The Bubsdrop is a use of a wallkick or a climbjump to cancel the upwards momentum gained from going into a vertical screen transition so that you don't land on a one-way [[Media:Celeste oneway.gif|jumpthrough]] platform and can return to the previous room. Upon re-entering the original room, your spawn point will be set to the nearest available spot. In {{ch|5b|lf=1}}, this trick is used to skip a significant portion of the Central Chamber checkpoint.
An iconic example of an RTA '''Delayed Ultra''' is used in the Awake checkpoint of [[2A]], where runners build up massive amounts of speed utilizing a '''Delayed Ultra''', multiple cornerboosts, and multiple chained '''Ultras'''.
 
=== DisappearingCeiling BlocksPop Cornerboost(cpop) ===
When Madeline grabs a wall with downward momentum, she slides a tiny amount down. If she holds the bottom pixel of a wall while she has a low enough subpixel, she will slide ''below'' the wall while still being able to climbjump for one frame. Because there is no wall in the way, this climbjump will give Madeline forward momentum. This tech is mainly used by the TAS but can be done RTA if there's a setup, such as in the last room of the Shrine checkpoint in {{ch|4A}}.
It is possible to cornerboost off the wall of a disappearing block (such as cassette blocks and doors) and gain 40 speed from it.
 
=== Cutscene Warps ===
Simply climbjump into the block right before it disappears.
Some cutscene skips only teleport Madeline along the X-axis and keep her Y position. This allows Madeline to end up in unexpected places and is sometimes used in {{ch|2A}} and {{ch|5A}} to skip a part of the room.
 
=== Pause Buffering ===
When unpausing the game, there is a short window (~10 frames) in which the game has not started yet. Inputting anything in this window will make the input processed in the first frame of the game running. This allows you to input a movement command as well as another pause command, effectively making the game run one frame at a time making frame-perfect techs (like [[Demodashes]]) significantly easier to perform.
 
=== Splipped droosts ===
It is possible to dreamdash in the top corners of a spiked dream block without actually entering it. The name is considered a meme.
 
=== DashUndemo Block Boosted Wall Bouncedashing ===
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 the [https://gamebanana.com/mods/470120 Weightless Pressure] mod.
Doing a wall bounce on a vertically moving [[kevin]], [[zipper]], or a dash block gives Maddy a lot more height than a normal wall bounce and also regains Madeline's dash.
 
=== Cassoosted Fuper ===
Line 286 ⟶ 326:
 
<!-- no consensus == 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 Redirect ===
Dream blocks only restore your dash upon exiting, so you have 0 dashes inside. If a [[dash refill]] or a double dash crystal is placed inside dream blocks, you can recharge your dash - and even use it - while inside the dream block. Doubledash crystals also act the same.
 
=== Spiked Sideways Jumpthroughs ===
You can jump on a sideways jumpthrough.
-->
 
== Mechanics ==
These "techs" were added primarily to make the game feel smoother and more forgiving to play, but can be taken advantage of.
 
=== Screen Transition ===
When transitioning between two screens, Madeline's dash(es) and [[stamina]] are restored. This can be used to gain height or reach otherwise unreachable areas. It is required to get a [[crystal heart]] in {{ch|2A}} and some Red Strawberries. A lot of techniques can be used to abuse this mechanic, sometimes known as kermit tech.
 
=== Fastfalling (Fastfall) ===
Holding down mid-air will cause Madeline to fall at 240 downward speed instead of the usual 160. This is notably required in {{ch|9|lf=1}}.
 
=== Coyote Time/Jump ===
Madeline can perform actions doable only on the ground for an additional 5 frames after leaving it. This includes jumping, Supers, Hypers, and so on.
 
=== Fastbubbling ===
Pressing the Dash key inside a stationary green or red bubble will make it move sooner.
 
=== Directional Spikes ===
[[Spikes]] won't hurt Madeline if she collides with them as long as she's moving in the direction they point. This is the mechanic behind Spikejumps and one-way gates.
 
=== Input Buffering ===
Attempting to perform an action not currently possible will "buffer" (store) the input for the next 5 frames. If it becomes possible within those 5 frames, Madeline will instantly perform it. For example, if you press jump slightly before landing on the ground, Madeline will jump on the first possible frame. This is notably used to execute techniques instantly after a screen transition or to turn frame-perfect tricks into 5-frame windows. It can be done with almost every action in the game (Buffering '''Ultras''' might not grant the x1.2 speed boost because you can jump off the ground without landing on it, depending on your y-pixel).
 
<!-- == TAS-Only Tech ==
These are techs only possible in [[TAS|Tool-Assisted Speedruns]] due to their complexity. Some of them can be performed by humans under the right circumstances. -->
 
== Trivia ==
* {{ch|1A}} - Dashless tech is used extensively to collect the [[Winged Golden Strawberry]]. The Cornerkick named "Coffee Jump" refers to the Cornerkick in the room with the coffee shop in the background.
* {{ch|2A}} - Screen Transitions are used to obtain the {{ch|2A|lf=1}} [[Crystal Heart]].
* {{ch|3A}} - The Elevator Shaft Demo strategy, which requires a Demodash through the [[Dust Bunnies]] created by [[Oshiro]], can be used to skip multiplemany rooms at once.
* The [[bird]] will teach the player multiple techs throughout the game: climbing and dashing in {{ch|Pr|lf=1}}, Dream Jumps in {{ch|2B|lf=1}}, Wallbounces in {{ch|7B|lf=1}}, and Hyperdashes in {{ch|8C|lf=1}}.
* The game will teach [[Wavedashes]] to the player in {{ch|9|lf=1}} right after passing the [[Crystal Heart Gate]] in Event Horizon. The bird is also mentioned in that tutorial.
* The Demodash was discovered by the player DemoJameson on October 14, 2018, and was subsequently named after him.
 
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