Tech

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Techniques, often simply known as tech, are special moves Madeline can do to improve their mountain-climbing ability. They come in a wide range of uses and difficulty.

Dash Tech

Dash Tech refers to techs that require a dash to use, and tend to be simple yet useful. Most dash tech can be Extended, meaning you regain a dash by touching the ground for longer; or Reversed, meaning you dash one direction but launch the other direction. Reversing a tech is a handy way to Extend it without much ground room, and as such, Reversed + Extended tech is only referred to as Reversed.

Superdash (Super)

Supers will carry the player a relatively short distance but give lots of height. To do a Super, dash parallel to the ground and press Jump during the dash. This can be shortened by pressing Jump sooner (or immediately) after Dash.

Extended: Wait longer before jumping after pressing Dash.

Reversed: Dash in one direction, but press the opposite direction (after the dash) before jumping. Madeline will be launched in the opposite direction.

Variant - Mid-air super: Supers don't need to touch the ground the entire time; you can do a dash from any position and jump off the ground, and still perform it successfully.

Hyperdash (Hyper)

Hypers will launch the player farther and lower than supers, but are slightly harder to pull off. To do a Hyper, dash diagonally down while touching the ground and then jump. Again, it can be shortened by pressing Jump sooner. Hypers are taught in Chapter 8's C-Side.

Extended: Wait longer before jumping after pressing Dash.

Reversed: Dash in one direction, but press the opposite direction (after the dash) before jumping. Madeline will be launched in the opposite direction.

Variant - Hyper Hop: A hyper followed by a bunnyhop is known as a Hyper Hop, and will give a large speed boost compared to a regular hyper. To do a hyper hop, do a hyper with the quickest and shortest Jump you can, then a full-length jump after hitting the ground again.

Demodash (Demo)

Demos are a neat tech that allow the player to dash through hitboxes and get to spots that are normally not accessible, however are rather difficult to learn. To do a demo, press Down right before, but not during a left/right dash. If done correctly, Madeline's hitbox will remain crouched during the dash, allowing you to slip through spinners, dust bunnies, and other obstacles unharmed.

Wavedash

Wavedashes are a simple way to go large distances without too much effort or skill, and they automatically restore your dash on the ground; they are also useful for tight/small spots of ground where a super or hyper is less feasible. To do a wavedash, Dash diagonally down towards the ground while in the air, then press Jump when you hit the ground.

Reversed: After hitting the ground, jump the opposite direction of the dash. There is little practical use for this, other than extra-tight spots.

Wallbounce

Wallbounces, unlike the other mentioned dash tech, is aimed vertical. To do a wallbounce, follow the same steps for a Superdash, but against a wall (and dashing up) rather than the ground. Wallbounces do not restore your dash.

Variant - Mid-air wallbounce: Wallbounces don't need to touch the wall the entire time; you can do a dash from any position and still kick off the wall.

Jellyvator / Theovator (-vator)

Elevators rely on the fact that pressing Down while releasing Grab will simply drop the item Madeline is holding, rather than throwing it. After dropping an item, Dash upwards while holding Grab to grab the item again. Madeline will get a small speed boost upwards.

Note: Theo crystals do not give a speed boost; Jellyfish do, and will give a larger one depending on how late in the dash they were grabbed.

Dashless Tech

Dashless Tech refers to techs that don't need a dash to use, and tend to be more complex. Unlike the dashing variants, these cannot be extended or reversed.

Fastfalling (Fastfall)

One of the simplest techs to perform, Fastfalling will (you guessed it) make Madeline fall faster. Air friction will remain the same. To fastfall, hold Down while in mid-air. This has little practical use outside of speedrunning.

Coyote Jump

Coyote Jumps are more a mechanic than a tech; Madeline is allowed to Jump for a few frames after the player walks off the ground. This is useful for getting a little farther when you need it.

Bunnyhop (Bhop)

A Bunnyhop is little more than hitting the jump button for as little time as possible. Repeated bhops are slightly faster than normal walking, and can be added to some dash techs to increase speed.

Ceiling Pop

Cornerkick

Cornerkicks are the use of bottom corners of terrain to kick off, giving a little more distance when it's needed; and are moderately easy to learn. To cornerkick, aim away from the wall, Jump towards the corner, and press Jump again when you hit the corner. Madeline will kick off the corner of the wall in the same way.

Note - Spiked walls: Spikes do not hurt when Madeline is moving in the direction they are pointing. If the corner of the wall has spikes in the same direction you want to go, you can still safely kick off of it.

Neutral

Neutrals are one of the most fundamental dashless techs, used in a variety of base game and modded maps. They are moderately hard to learn, but easier to master. To do a neutral, kick off a wall without holding a direction, then immediately hold a direction towards the wall; repeat until the wall is climbed.

Fastbubbling

Fastbubbling is a very simple tech - just press Dash while inside of a bubble to make it move sooner. Again, this has little practical use outside of speedrunning.

5 Jump

5 Jumps use two climbjumps - one after the other - to clear 5 tiles in a single jump. To do a 5 Jump, climbjump off a wall (straight up), and as you hit/grab onto the wall again, climbjump and move left or right.

Cornerboost (Cboost)

Cornerboosts are easier done with dashes, but can be done dashless. They are arguably an exploit that grants a horizontal speed boost; when climbjumping on the top corner of terrain with horizontal momentum, they give a multiplicative speed boost, similar to Ultradashes. On their own, they can clear about 6 tiles without using a dash.

Entity Tech

Entity Tech refers to using blocks of various kinds (and their respective mechanics) to do specifically useful techs.

Dream Jump

Dream Jumps grant a small upwards (but mostly horizontal) speed boost when exiting Dream Blocks. Simply press Jump as you leave the dream block.

Dream Super

Dream Hyper

Coreboost

Blockboost

Zipboost

Expert Tech

Expert Tech is extremely complicated and difficult to perform, and has little to no use in the base game, except for some speedrunning applications and highly difficult modded levels. Only learn these if you really want to.

Ultras

Ground Ultras (Gultras)

Chained Ultras

Spike Jumps

Double Blockboost

Diagonal Demodashes (Diag Demos)

Jelly Juggling

Trivia

- 5 Jumps, a dashless Cornerboost, and dashless Cornerkick are all required for Chapter 1's Golden Winged Berry. Neutrals are highly recommended as well.

- The Elevator Shaft Demo strategy in Chapter 3 requires a Demodash, however there are also other rooms in the game that it's still useful in.

- The Keyskip strategy in Chapter 5 requires a Reverse Super.

- The Demodash was discovered by the player [[Community:|DemoJameson]] on (DATE NEEDED). It was subsequently named after him.

- Wavedashes are used extensively in the Farewell chapter.