Tech: Difference between revisions

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rework most of the ultra section
(rework most of the ultra section)
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=== Fastfalling (Fastfall) ===
Holding down mid-air will change Madeline's max fall speed to 240 pixels per framesecond 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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{{Main|Ultradashes}}
 
An '''Ultradashultradash''', commonly referred to as an '''Ultra'''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 down diagonal dash 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 (though one can be performed any time Madeline is moving fast ie. dashing diagonally-down out of a red bubble or fling bird) and dash down-diagonally as soon as possible. The dash must end before Madeline touches the ground to maintain the momentum (Dashing will reset your speed after ending, unless the dash is down-diagonal. Landing on the ground converts a down-diagonal dash into a horizontal dash, thus losing the speed), 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 tryjump to press jumpshortly after landing on the ground.
 
==== 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.
 
==== 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 boostmultiplier, but all of it will be lost when the dash ends.
 
To perform a Grounded Ultra, dodown-diagonally andash extendedinto Hyperthe andground. As this is a down-diagonallydiagonal dash, asyou soonwill asreceive possiblethe (extended1.2x Superspeed also worksmultiplier, but issince slower).down-diagonal Thisdashes resultsare inconverted ainto dashhorizontal withones 390on speed optimally andthe floor, correctionthe ifexcess dashingspeed inwill thebe firstremoved twowhen framesthe afterdash jumpingends. Because this is essentially the same input as a Hyperhyper (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 =====
When dashing at high speeds, excess speed is only removed once the dash ends. By interrupting the dash before it ends, the speed from the grounded ultra can be retained. This can be done in many different ways; grabbing a throwable, skipping a cutscene, bouncing on a snowball, so long as it interrupts the dash.
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 ====
When colliding with the ground, if your last dash direction was down-diagonal you will get an ultra, granting a 1.2x speed multiplier and crouching you. This can be abused by dashing diagonally without landing on the ground, stalling in the air before landing somewhere different, and gaining the 1.2x speed multiplier at a later point somewhere different.
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.
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