Tech: Difference between revisions

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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 their variations, so it is virtually impossible to describe them all of them.
 
'''Warning:''' Some higher-level and more obscure techniques (like 7-Jumps) may be missing, improperly named, or poorly described, so do not expect 100% accuracy or comprehensiveness. If you notice any issues, inaccuracies, or typos, please let us know by reporting them on the [[{{TALKPAGENAME}}|talk page]] or [[Special:EditPage/Techniques|fixing them yourself]] BEFORE criticizing the wiki on [[Celestecord]] or something. We appreciate your contributionshelp toin making 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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==== 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 {{Tooltip|RTA|humanly-possible}} '''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) ===
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'''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 older than 1.4.0.0.
 
==== Demohyper ====
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=== Liftboost ===
A Liftboost is a very low-level tech, rarely seen as a tech in the traditional sense. WhileWhen being moved by an entity, like a [[Zippers|Traffic Block]] you get a certain Velocity. When letting go of the moving object, your speed gets set to your velocity, unless your velocity exceeds the Liftboost cap, which is -130 for vertical velocity and 250 in the moving direction for horizontal velocity. When jumping, your velocity first gets capped and then the jump velocity gets added to your speed, so the maximum speed for vertical Liftboosts is -235 and 355 for horizontal speed.
 
=== Bunnyhop (Bhop) ===
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==== 6 Jump ====
6 Jumps utilize cornerboosts as a dashless tech, wherewhereas 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, spanning 6 tiles.
 
==== Double Cornerboost ====
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=== Bumper / Fish / Seeker Explosion Boost ===
Getting near [[Pufferfish]]es, touching [[Bumper]]s, and being near [[Seeker]]s when they revive grants Madeline some momentum. If you're holding the same direction Madeline is boosted towards, you gain extraabout ~50 extra horizontal speed.
 
=== Fish / Ice / Oshiro / Seeker / Snowball Jump ===
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=== Bubble 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'''.
 
This tech is mainly used mainly in custom maps.
 
==== Archie ====
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Tutorial: <u>[https://www.youtube.com/watch?v=7CxzOgWYB00 Flesh117]</u>
 
An "Archie" is entering a bubble with a crouched hitbox (from any direction), movingraising it up by two pixels. This is usually performed with a '''demodash''', but can also be done simply using a '''duck jump'''.
 
=== Cloud Jump / Spiked Cloud Jump ===
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 ====
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==== Cloud Hyper Bunnyhop ====
On top of doing '''Supers''' and '''Hypers''' on clouds, you also can do ana '''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).
 
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.
 
=== Core Boost ===
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 horizontalhorizontally it islaunches you, the more speed you get. This tech is required to complete a few rooms in {{ch|8|lf=1}}.
 
==== Core Hyper/Super ====
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=== 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.
 
== Mechanics ==
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=== Fastfalling (Fastfall) ===
Holding down mid-air will change MadelinesMadeline's max fall speed to 240 instead of the usual 160. This is notably required in {{ch|9|lf=1}}, and is used to save time in "falling" areas.
 
=== Input Buffering ===
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== Other Tech ==
These techs arehave possible within the vanilla-level layout but havevery niche and specific uses. Some of them are very difficult to perform.
 
=== Binoculars Clip (Bino Clip) ===
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{{Main|Bubsdrop}}
 
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.
 
=== Ceiling Pop (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}}.
 
=== Cutscene Warps ===
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=== Undemo dashing ===
Also known as omed dashing, it's the reverse of a demodash. UsefulIt is 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.
 
=== Cassoosted Fuper ===
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=== Half Stamina Climbing ===
For a straight vertical wall, immediately after performing a wallboost, there are 2 frames where Madeline is still close enough to the wall to jump off of it. Climbjumping gives you +40 speed back towards the wall, allowing you to return to the wall sooner at the cost of stamina. This combination of a wallboost and a climbjump uses the stamina of one climbjump but gives the height of two.
 
This tech can be made somewhat more RTA-viable by binding the same key to left, right, and jump. After climbjumping away from the wall to wallboost, pressing it within 2 frames makes Madeline turn around and climbjump.
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=== Kermit Dash ===
Kermit Dashing is more like a joke tech, very rarely used. During dashingDashing through a screen transition doesn't actually cancel your dash. It lets you control Madeline freely, without stopping your dash attack, and while maintaining the information ofmaintains the original dash direction. For example, this lets you activate a [[Kevin]] from angles not usually possible or for preserving your dash. This is used in the "True ending" from Ivory in [[Strawberry Jam Collab]].<!-- 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 ===
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* The Demodash was discovered by the player DemoJameson on October 14, 2018, and was subsequently named after him.
 
[[Category:Techniques| ]]
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