Tech: Difference between revisions

From Celeste Wiki
1,472 bytes removed ,  1 month ago
redo up to the 5jump part
(rework most of the ultra section)
(redo up to the 5jump part)
Line 20:
 
=== Directional Spikes ===
[[Spikes]] won't hurt Madeline if she collides with them as long as she's moving in the direction they point.
 
=== Fastbubbling ===
Line 96:
{{Main|Demodash}}
 
'''Demodashes''' (shortened to '''Demos'''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.
 
When a demodash ends, Madeline will uncrouch, returning her hitbox to full height. This is often used to make cornerkicks more lenient by demodashing up-diagonally into the corner, causing madeline to uncrouch as soon as she passes the corner and touches the wall.
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.
 
You can bind a Demo button in-game since the [[Version history|1.4.0.0 version]] of the game. You can manually do Demosa demodash manually by pressingdashing thedown Downand keythen holding a different direction ''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 ====
JumpingDashing duringdown-diagonally is not necessary to do a Demohyperdash; willso resultlong inas Madeline is crouching a Hyperhyper becausewill be performed instead of thea crouchedsuper. stateThis neededmeans fordoing thea Demohorizontal indemodash thewill firstresult place,in allowinga youhyper torather startthan a Hyper mid-airsuper. Demohypers have a higher dash speed than regular hypers (240 instead of 169) than regular Hypers since they're horizontal andrather notthan diagonal dashes, althoughthough this can makebe themdisadvantageous harderin orplaces evenwhere impossible to extend inspace someis caseslimited.
 
==== 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) ===
Line 113 ⟶ 112:
{{Main|Wallbounces}}
 
'''Wallbounces''' are a technique mainly used to gain height. TheyTo aredo functionallya identicalwallbounce, todash Supersup and, butwhile arenext performedto bya doingwall, ajump during the dash upwardsduration. UnlikeIt Supers,is theyto willbe notnoted restorethat yourwallbounces dashhave sincea youslightly aren'tlower touchingvertical thespeed than an updash. Thus, jumping as late as possible is more optimal for gaining groundheight.
 
Wallbounces can be performed directly out of a greenred or a redgreen bubblebubbles.
To do a Wallbounce, dash up and walljump during the dash duration. It is to be noted that Wallbounce'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 ====
Doing a wall bounce on a vertically moving [[kevin]], [[zipper]], or a dash block gives Maddy a lot more height than a normal wall bounce and also regains Madeline's dash.
 
==== Dream Wallbounce ====
Wallbounces can be inputted in the few frames after leaving a dream block, similar to supers and hypers. Requires gaining an extra dash while inside the dream block.
 
==== Lava climbing/Wallbounce ====
Lava blocks have a hitbox inside them that's 2 pixels away from their hurtbox. Because Madeline can walljump whenever she is within 3 pixels of a wall, there is a single pixel where you can wallkick it or climb it with climbjumps or neutral jumps. Additionally, you can even wallbounce off of lava, since Madeline can wallbounce as long as she's within 5 pixels of a wall instead of the usual 3 pixels. The frame window for the wallkicks input can be extended by buffering the jump, but it isn't guaranteed to get a wallkick unless you're moving below 80 speed.
 
==== 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 ==
Line 136 ⟶ 120:
 
=== Liftboost ===
A Liftboost is a very low-level tech, rarely seen as a tech in the traditional sense. When being moved by an entity like a [[Zippers|Traffic Block]] you get a certain Velocityvelocity. When letting go of the moving object, your speed gets set to your velocity, unless your velocity exceeds the Liftboostliftboost 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 Liftboostsliftboosts is -235 and 355 for horizontal speed.
 
=== Bunnyhop (Bhop) ===
Line 142 ⟶ 126:
{{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 hyperdash to get the height of a full jump and keep the speed received.
 
Bunnyhops are often used after a Wavedash or a Hyper to get a greater height and keep the speed received.
 
==== Chained Bunnyhop ====
Because each jump gives Madeline a short burst of speed (+40 speed), repeating bunnyhops is the fastest method of dashless movement along flat ground. They are frequently used by speedrunners in {{ch|Pr|lf=1}}, as it is not possible to dash there.
 
Line 170 ⟶ 151:
 
=== Wallboost ===
Pressing away from a wall 11 frames or less after neutral climbjumping will refund the stamina cost from the climbjump as the jump is converted into a wallkick 'after the fact.' HoweverAfter performing a wallboost, unlike a normal wallkick, you can still press toward the wall again to quickly return to it. This allows stamina-less climbing but is only faster than neutral jumps when performed optimally by a TAS. It has other uses, mainly in beating stamina puzzles. Performing a wallboost will cause falling blocks to instantly drop since you stopped grabbing the wall, but it's possible to regrab them significantly faster than you could with a neutral jump or a wallkick.
 
If you do a wallboost while grabbing a wall and also touching the floor, the stamina from a climbjump will still be 'refunded' despite not being consumed in the first place. This means you will have 138137.5 stamina, whereas Madeline's maximum stamina is supposed to be 110, allowing you to do five climbjumps before running out instead of four.
 
=== 5 Jump ===
7

edits

Cookies help us deliver our services. By using our services, you agree to our use of cookies.