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 '''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 ====
'''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 =====
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 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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{{Main|Demodash}}
 
'''Demodashes,''' (shortened to '''Demos'''), 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 ====
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.
 
=== 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 '''Supers''', but are performed by doing a dash upwards. Unlike '''Supers''', they will not restore your dash since you aren't touching the ground.
 
To do a '''Wallbounce''', dash up and walljump during the dash duration. It is to be noted that Wallbounce'''Wallbounces'''s vertical speed is slightly lower than the updash's. Thus, wallbouncing as late as possible is more optimal for gaining height.
 
==== Bubble Wallbounce ====
'''Wallbounces''' can be performed directly out of a green or a red bubble.
 
==== 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 '''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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{{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 ====
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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 '''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 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 used mainly in custom maps.
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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 '''crouch jump'''.
 
=== Cloud Jump / Spiked Cloud Jump ===
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==== Cloud Super/Hyper ====
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.
 
==== Cloud Hyper Bunnyhop ====
On top of doing '''Supers''' and '''Hypers''' on clouds, you also can do a '''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.
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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 '''Hyper''' (320 speed compared to 325).
 
==== Dream Hyper ====
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.
 
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'''.
 
=== 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 '''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.
 
=== 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 ==
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