Tech: Difference between revisions

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improve cb and downward cb definition, add image
(kermit dash needs a better name please god)
(improve cb and downward cb definition, add image)
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=== Cornerboost (cb) ===
When Madeline collides with a wall (when her speed attempts to move her inside of the wall and is blocked by the tile) the game stores her current speed as "retained" speed. If the wall is no longer blocking Madeline from moving forward within the next 5 frames, the retained speed will be refunded (so Madeline will keep moving at the speed she had when she hit the wall).
When climbjumping on the top of a corner with horizontal momentum, it is possible to conserve all of her previous momentum while also gaining +40 speed if the climbjump is done before touching the wall. This is called a '''cornerboost'''. They also cancel dashes, so their speed is preserved instead of lost at the end of the dash. If going above 180 speed, it isn't assured that you can climbjump before touching the wall, even if you're buffering it.
 
The most common way to intentionally use retained speed is to do a '''cornerboost'''. Doing a climbjump at the top of a wall with momentum will push Madeline over the top and refund the retained speed. Since climbjumps cancel dashes, this is a way to preserve the speed of a dash if it would otherwise have been lost when the dash ended.
[[File:Cornerboost grid.png|thumb|Pixel positions for a good or bad cornerboost on a normal horizontal dash, which gives Madeline 240 speed (4px per frame).]]
Climbjumps, like ground jumps, give Madeline +40 speed in the direction the player is holding. If the climbjump is done ''before'' Madeline collides with the wall, that extra +40 speed will be included in the retained speed value. This is known as a '<nowiki/>'''good cb'''', where climbjumping ''after'' colliding with the wall is called a '''bad cb.''' Above 180 speed, it's a possibility that there will not be a frame where Madeline is able to climbjump before she collides with the wall, and as such a bad cb will be inevitable even when jump is buffered. There are 3 pixels Madeline can occupy and climbjump on before she actually collides with the wall, so if moving at 4px/frame like in a typical horizontal dash, 1 in every 4 pixels will give a bad cornerboost.
 
==== Downward Cornerboosts ====
Grabbing a wall immediately removes all of Madeline's speed. Note that grabbing is not the same as climbjumping. In order to grab a wall, Madeline needs to:
Doing a cornerboost while Madeline has downward momentum works differently than when she has upward or horizontal momentum: Madeline loses all her speed and does a regular climbjump unless there are 2 pixels separating Madeline from the wall, making those cornerboosts horizontally pixel perfect.
 
* Be on one of the two pixels closest to the wall
* Not be moving downward
* Not be in dash state
* Not have less than 27.5 stamina (sprite flashing red)
 
As you do not want to grab and lose all your speed for a cornerboost, another of these conditions must be met if Madeline is moving downward and the player wants to cornerboost. The simplest method is to do a down diagonal dash as in a delayed ultra. However, if the cornerboost needs to be done without dashing, Madeline needs to be 3 pixels away from the wall- too far to grab but close enough to do a climbjump. She will now be moving upward on the next frame and unable to jump for that reason. Note the similarity to climbjumping on a moveblock without activating it, which is also about avoiding grabbing the block.
 
==== 6 Jump ====
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==== Double Cornerboost ====
If Madeline has a horizontal speed below ~144, it's possible to cornerboost once and not hityet collide with the wall, making it possible to execute another cornerboost and gain an additional +40 speed.
 
==== Reverse Cornerboost (rcb) ====
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edits

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