Tech: Difference between revisions

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fixed grammar, added warning to missing spikejumps off moving blocks, readded Cassoosted Fuper
(highly incomplete rewrite of the spikejumps section. i neglected a paragraph on spikejumps off moving blocks as i am not confident in explaining them, and the existing paragraph is also inaccurate. any knowledgable parties, PLEASE improve this section, it is very much needed)
(fixed grammar, added warning to missing spikejumps off moving blocks, readded Cassoosted Fuper)
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== Dash Tech ==
Dash Techs require a dash to perform, though, for many, a dash can be substituted with a bubble.[[File:Mid-air super.gif|thumb|240x240px|Reverse Superdash (Top), Superdash (Bottom)]]
 
=== Superdash (Super) ===
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To perform a hyperdash, dash diagonally downwards into the ground and jump before the dash ends. This will result in a burst of speed similar to a superdash, only granting 325 speed instead of 260, and half the height of a regular jump.
 
In order toTo gain the higher speed of a hyperdash as well as the full jump height of a superdash, you can do a short hyperdash by only tapping jump, and then doing another full -height jump afterwards. This is usually referred to as a hyper bunnyhop.
 
Hyperdashes can be extended or reversed.
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=== Extended Dashes ===
A dash lasts 15 frames. When performing a dash, there is a 10 -frame cooldown before Madeline's dash is restored. When performing a super/hyper/wavedash, you can regain your dash by jumping at the right time; dashing after the 10 -frame cooldown has passed, but before the dash has ended.
 
=== Reverse Dashes ===
When performing a super/hyper/wavedash, the direction of your dash is not actually relevant. By jumping in the opposite direction of the dash, the tech can be performed in the opposite direction, for instance, a reverse wavedash by dashing down-left and jumping right.
 
=== Ultradash (Ultra) ===
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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.
 
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.like after dashing diagonally-down out of a red bubble or flinggetting flinged by a [[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 jump shortly after landing on the ground.
 
==== Chained Ultras ====
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===== 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.
 
==== 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.
 
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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'''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.
 
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 madelineMadeline 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 do a demodash manually by dashing down and then 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.
 
==== Demohyper ====
Dashing down-diagonally is not necessary to do a hyperdash;: so long as Madeline is crouching, a hyper will be performed instead of a super. This means doing a horizontal demodash will result in a hyper rather than a super. Demohypers have a higher dash speed than regular hypers (240 instead of 169) since they're horizontal rather than diagonal dashes, though this can be disadvantageous in places where space is limited.
 
==== Up Diagonal Demo (Diag Demo) ====
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{{Main|Wallbounces}}
 
'''Wallbounces''' are a technique mainly used to gain height. To do a wallbounce, dash up and, while next to a wall, jump during the dash duration while next to a wall. It is to be noted that wallbounces have a slightly lower vertical speed than an updash. Thus, jumping as late as possible is more optimal for gaining height.
 
Wallbounces can be performed out of red or green bubbles.
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=== Liftboost ===
Liftboost, rather than a tech, is a basic game mechanic. When being moved by an entity like a [[Zippers|Traffic Block]], the amount it moves you is stored as a value called liftboost. When letting go of the moving object, your speed gets set to your the Liftboostliftboost value. There is a maximum value for liftboost, which is -130 for vertical velocity and 250 in the moving direction for horizontal velocity. When jumping, liftboost is added to your jump speed, so the maximum vertical speed for a jump with liftboost is -235 and the maximum horizontal speed is 355.
 
Other actions, such as hypers, supers, and dashes, apply liftboost the same way a jump does. The speed calculation for a hyper is (260+liftboost)*1.25 horizontal and (-105+liftboost)*0.5 vertical, so liftboost is applied slightly differently to hypers than to other actions.
 
=== Bunnyhop (Bhop) ===
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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.
 
Because each jump gives Madeline a short burst of speed (+40 speed), repeating bunnyhops is the fastest method of dashless movement along flat ground. TheyIt areis frequentlycommon used byamong speedrunners to bunnyhop in {{ch|Pr|lf=1}}, as it is not possible to dash there.
 
=== Neutral Jump (Neutral) ===
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{{Main|Neutrals}}
 
Neutrals are one of the most fundamental pieces of dashless movement, and vertical mobility in general. They allow Madeline to scale flat and uneven walls alike without using any [[stamina]], even with downward [[wind]].
 
To do a Neutral, jump off the wall ''without'' holding directional keys, then immediately move towards the wall again. Rinse and repeat to keep moving up. The jumps can be delayed to stay in place.
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=== Crouch Jump / Crouch Climb ===
Madeline can jump while being crouchedcrouching and will keep being crouchedcrouching as long as she's goinggoes upward. This can be used to reduce her hitbox to avoid getting hit. Madeline can also climbjump while keeping crouch state, but she can not grab walls without moving downward and hence uncrouching. Wallkicks will also uncrouch you.
 
Note that it is possible to be crouched while holding a wall if the player lands a delayed ultra by sliding to the bottom of a wall while still grabbing it. They can then wallclimb upward while keeping their crouched hitbox until they next move downward.
 
=== 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.' After 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 instantly, 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 137.5 stamina, whereas Madeline's maximum stamina is supposed to be 110, allowing you to do five climbjumps before running out instead of four.
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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 blockingblocks 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).
 
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 ''''good cb'''', where climbjumping ''after'' colliding with the wall is called a '''bad cb.''' Above 180 speed, it's ais possibilitypossible that there will not be a frame where Madeline is able tocan 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 ====
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* Not have less than 20 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 ====
A '6 jump' is a dashless cornerboost that travels over 6 tiles, typically over spikes. This is done by being at full air-strafe speed (90) and doing a cornerboost on the top of a wall to gain another +40 speed (e.g. RoomIt 1must be done in the first room of Crossing for the [[Winged Golden Strawberry]] in dashless [[Forsaken City)|City]].
 
==== Double Cornerboost ====
If Madeline has a horizontal speed below ~144, it's possible with precise pixel positioning to climbjump once and not yet collide with the wall, making it possible to execute a second climbjump before colliding and gain an additional +40 speed. This is typically a frame -perfect input, as you need to jump twice on consecutive frames.
 
==== Reverse Cornerboost (rcb) ====
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==== Neutral Reverse Cornerboost ====
A neutral reverse cornerboost allows you to not lose any speed compared to a regular reverse cornerboost. To execute this you must face towards the wall and then release all directions before jumping. Since this is a neutral climbjump, pressing the opposite direction Madeline is facing within the next 11 frames will cause a wallboost- setting your horizontal speed to ~125 no matter the previous speed. For this reason, neutral RCBs are generally undesirable at high speed as air friction is doubled when you are not holding the direction that Madeline is moving, and the 11f of extra friction outweighs the -40 speed from the reversed climbjump. However, this is sometimes used intentionally at low speeds to gain speed from the wallboost (e.g. Pillarless in 5B) or to wallboost after a screen transition and gain some extra horizontal speed (e.g. the fastest entry to City start room 6).
 
==== Spiked Cornerboost ====
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=== Spike Jumps ===
{{Ambox|type=content|text=This section is missing information about spikejumps off moving blocks. Please take a moment to improve this section.}}
 
Spikejumps can refer to one of two situations: either Madeline is being pushed into spikes (via wind), or spikes are being pushed into Madeline (when attached to moving blocks).
 
Wind applies a constant movement to Madeline every frame, however, this movement is applied independently of her regular speed calculations and after collision checks occur. As a consequence, it is possible to jump off of surfaces beneath spikes, before collision checks are applied.
 
== Entity Tech ==
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=== Seeker Bounce ===
After hitting a wall, [[seekers]] enter a different state for a brief moment. While inIn 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.
 
===== Cassoosted Fuper =====
A Cassoosted Fuper is getting a cassette boost as you perform a feather super. This is a joke tech.
 
== Other Tech ==
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Information: [https://youtu.be/ptFniiXj2f4?t=396 Msushi (YouTube)]
 
To reduce lag, the game splits spinners into three randomly- assigned groups and only checks one group each frame. By pausing the game every third gameplay frame, you can prevent one group of spinners from ever being loaded and pass through them without dying. This tech has been executed RTA, but is generally not considered human-viable because every pause is a frame -perfect input, and which spinner group you end up deloading would be pseudorandom for humans.
 
=== Spinner Freeze ===
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=== Undemo dashing ===
This tech is the opposite of a manual demodash. Instead of forcing the frame 1 crouch check to be made on a non-downward dash, the player avoids the crouch check on a downward dash by redirecting from a neutral or non-downward direction. It is useful in very specificparticular circumstances, like entering a dream block uncrouched, or collecting a heart from the bottom with a down dash. A good example of this is the [https://gamebanana.com/mods/470120 Weightless Pressure] mod
 
=== Half Stamina Climbing ===
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=== Kermit Dash ===
Kermit Dashing is more like a joke tech, very rarely used. Dashing through a vertical screen transition cancels your dash, but does not remove the 'dashattack' timer which allows Madeline to do 'dash actions' like wallbounce, breaking blocks, and entering dreamblocksdream blocks. The 'dash direction' of a cancelled dash is also maintained. For example, this lets you activate a [[Kevin]] from angles not usually possible or for preserving your dash. This is used in the "True ending" from Ivory in [[Strawberry Jam Collab]].
<!-- no consensus
== Modded Tech ==
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* The game will teach [[Wavedashes]] to the player in {{ch|9|lf=1}} right after passing the [[Crystal Heart Gate]] in Event Horizon. The bird is also mentioned in that tutorial.
* The Demodash was discovered by the player DemoJameson on October 14, 2018, and was subsequently named after him.
*
 
[[Category:Techniques| ]]
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