Tech: Difference between revisions

From Celeste Wiki
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added move notice, corrected grammar, moved Liftboost to Mechanics
(improved the entity tech section)
(added move notice, corrected grammar, moved Liftboost to Mechanics)
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{{Sandboxpar}}
{{Ambox|type=move|text=This article is proposed to be renamed to ''Tech''. There may be additional information on the [{{DiscordLink}} Celeste Wiki Discord server.]}}
'''Techniques''', often simply known as '''tech''', are special moves [[Madeline]] can do to enhance her mountain-climbing ability. They come in a wide range of uses and difficulties. Many can be used to skip sections of a room or multiple rooms at once. There are a lot of techniques in ''Celeste'' and their variations, so it is virtually impossible to describe them all.
 
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=== 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.
 
=== 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. This is required to get a [[crystal heart]] in {{ch|2A}}.
 
=== 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 liftboost 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.
 
== Dash Tech ==
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== Dashless Tech ==
Dashless Tech refers to techniques that don't need a dash to perform. They tend to be more complex or precise.
 
=== 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 liftboost 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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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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=== Explosion Boost ===
Explosions caused by pufferfishes, bumpers, or reviving seekseekers grantsgrant Madeline some momentum. If you're holding the same direction Madeline is boosted towards, you gain about 50 extra horizontal speed.
 
=== Fish / Ice / Oshiro / Seeker / Snowball Jump ===
Holding jump when bouncing off of the top of something ([[Oshiro|(Oshiro]], snowballs, pufferfish, [[seeker|seekers]], or ice balls in vanilla) grantgrants a significant amount of height compared to not pressing jump, and if dashed into will also preserve any horizontal momentum as the bounce will cancel the dash. For this reason, dashing horizontally onto one of these entities and jumping is sometimes referred to as a "fish super", "snowball super", and so on, despite mechanically not being related to a superdash.
 
=== Bubble Super / Hyper ===
If the game considers you grounded while in a bubble, you can hyperdash or superdash out of the bubble. Once you leave the ground, for 5 frames, you are in "coyote time", when the game still considers you to be on the ground. By entering a bubble and inputting a hyper or a super within this 5 -frame window, you will gain the speed boost as well as keepingkeep your dash from the bubble, even if the bubble is mid-air.
 
=== Archie ===
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. Archies are possible because bubbles center your hitbox when entered, hence you will be higher up if enteredyou enter the bubble with a smaller crouching hitbox.
 
=== Cloud Jump / Spiked Cloud Jump ===
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=== Feather Super ===
If you move horizontally along the ground in a feather and perform a jump, you will exit the feather state and perform a long jump. Despite the name, feather supers bear no mechanical relation to superdashes.
 
=== Seeker Bounce ===
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Vators rely on the fact that holding down while releasing Grab will simply drop the throwable Madeline is holding (neutral drop) rather than throwing it. After dropping an item, dash upwards into it and grab it again. The dash will be canceled and its momentum preserved, giving Madeline more height.
 
<u>'''Note:'''</u> Throwables appear to give more height the later they are grabbed. This is not due to a difference in the amount of momentum preserved from canceling the dash but simply due to Madeline being higher up when it is actually canceled. [[Theo crystal]]s provide less height than Jellyfishjellyfish since holding a Jellyfishjellyfish lowers Madeline's gravity.
 
=== Waterboost ===
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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 ====
After waiting for around 118 hours in a level, the TimeActive variable will stop increasing due to floating point imprecision. TimeActive is the variable that decides which spinner group to check, so two-thirds of spinners will never be loaded, making a variation of spinner stunning humanly possible.
 
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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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