Tech: Difference between revisions

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974 bytes added ,  3 months ago
added reform tech and feather super
(+ Spinner Stunning)
(added reform tech and feather super)
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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), raising it by two pixels. This is usually performed with a '''demodash''', but can also be done simply using a '''duckcrouch jump'''.
 
=== Cloud Jump / Spiked Cloud Jump ===
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=== Featherboost ===
Holding a diagonal direction with the movement buttons on the first frame of [[feather]] movement will give you an initial speed boost.
 
=== Feather Super ===
If you move horizontally along the ground in a feather and perform a jump, you will exit the feather state and perform a long jump.
 
=== Seeker Bounce ===
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{{Main|Vators}}
 
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.
 
<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.
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=== Waterboost ===
When you are on the surface of 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.
 
=== Reform Tech ===
Reform Tech is tech done with blocks that can once again become solid at their initial position, like [[cassette blocks]] and moving blocks, while they are reforming.
 
The block will not become solid if Madeline is in it and will instead start reforming once she leaves the block. The block becomes solid before spikes and other objects on the block are generated (except on cassette blocks, which reform instantly), enabling Madeline to grab onto normally spiked walls of the reforming block, or land on the reforming block even if its floor is spiked.
 
==== Reform Kick ====
Reform kicks are performed by being inside of a non-solid reforming block's hitbox, then moving horizontally out of the block after it is supposed to start reforming. If you input a jump while exiting the block, you will wallkick off its side. This is possible regardless of whether this side is spiked or not.
 
==== Reform Boost (Cassette Boost) ====
Jumping off a reforming block as it reforms while you are just barely inside of its hitbox will push you upwards out of its hitbox. This can also be performed with two overlapping cassette blocks. The jump input cannot be buffered.
 
== Mechanics ==
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Information: [https://youtu.be/ptFniiXj2f4?t=396 Msushi (YouTube)]
 
Due to how collision loading for spinners workworks, by pausing the game every second frame, you can phase through spinners without dying. This tech is TAS-only. However, by waiting for around 118 hours, two-thirds of spinners will be permanently inactive, making a variation of this tech humanly possible.
 
=== Splipped droosts ===
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=== Cassoosted Fuper ===
A Cassoosted Fuper is getting a cassette boost as you perform a feather super. This is a joke tech.
This is essentially a joke tech. The full name of this tech is Cassette Boosted Feather Super. When [[cassette blocks]] activate, you have around a frame that you can jump and get a large vertical boost. This is known as a cassette boost. A feather super is going horizontally along the ground in a [[feather]] and jumping right when it runs out to get a horizontal speed boost. So a Cassoosted Fuper is getting a cassette boost as you perform a feather super.
 
=== Half Stamina Climbing ===
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