Tech: Difference between revisions
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* [[Strawberry Jam Collab]] gyms and library
* [https://icebergcharts.com/i/celeste_tech Celeste tech Iceberg] (no explanations of techs listed)
== Mechanics ==▼
''Not to be confused with [[Mechanics]] (game objects).''▼
These "techs" were added primarily to make the game feel smoother and more forgiving to play, but can be taken advantage of.▼
=== 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.▼
=== 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.▼
=== Fastbubbling ===▼
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.▼
=== Fastfalling (Fastfall) ===▼
Holding down mid-air will change Madeline'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 ===▼
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).▼
=== 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'''.▼
== Dash Tech ==
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{{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.
The simplest and most common way to perform an
==== Grounded Ultras ====
'''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
===== Cutscene Ultras =====
Skipping a cutscene cancels the dash state of Madeline. This can be used to conserve the speed of a
===== Grounded Ultra Cancel =====
Using the same principle as Cutscene Ultras, canceling your dash while in a
==== Chained Ultras ====
Multiple
==== 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}}
=== Demodash (Demo) ===
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{{Main|Demodash}}
'''Demodashes
You can bind a
==== Demohyper ====
Jumping during a
==== 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.
=== Wallbounce (wounce, wb) ===
[[File:Wallbouncing.gif|thumb|240x240px|Wallbounce]]
{{Main|Wallbounces}}
'''Wallbounces''' are a technique mainly used to gain height. They are functionally identical to
To do a
==== Bubble Wallbounce ====
==== Dash Block Boosted Wall Bounce ====
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==== Transition Wallbounce ====
Since the game keeps your dash state through transitions, it is possible to updash into a transition and
== Dashless Tech ==
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{{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
==== Chained Bunnyhop ====
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==== 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.
==== Disappearing Blocks Cornerboost ====
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=== 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.
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=== Bubble Super / Hyper ===
You can
This tech is used mainly in custom maps.
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Tutorial: <u>[https://www.youtube.com/watch?v=7CxzOgWYB00 Flesh117]</u>
An
=== Cloud Jump / Spiked Cloud Jump ===
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==== Cloud Super/Hyper ====
Just like on the ground, Madeline can do a
==== Cloud Hyper Bunnyhop ====
On top of doing
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.
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==== Dream Double-Jump ====
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
==== Dream Hyper ====
Instead of simply jumping out of dream blocks, a
You also can do a
=== Featherboost ===
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=== Seeker Bounce ===
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
=== Theo/Jelly Regrabs ===
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==== 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 ==
▲''Not to be confused with [[Mechanics]] (game objects)''
▲These "techs" were added primarily to make the game feel smoother and more forgiving to play, but can be taken advantage of.
▲=== 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.
▲=== 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.
▲=== Fastbubbling ===
▲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.
▲=== Fastfalling (Fastfall) ===
▲Holding down mid-air will change Madeline'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 ===
▲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).
▲=== 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 ==
|