Techniques, often simply known as tech, are special moves Madeline can do to improve her mountain-climbing ability. They come in a wide range of uses and difficulty. Many can be used for skips or "exploits" to skip sections of a level without needing to collect or progress through the level first.
This page only glosses over the execution and usability of various techniques. For a more detailed explanation visit the 'Main article' link below the tech's name.
Dash Tech[edit | edit source]
Dash Techs require using a dash to perform.
'Extending' a dash tech allows ample time (10 to 15 frames) touching the ground to restore the dash. 'Reversing' a dash tech creates a launch trajectory opposite of the direction dashed, by pressing the opposite direction key between dashing and jumping.
Superdashes and Hyperdashes can be extended. All dash techs except for Demodashes and Wallbounces can be reversed. Trajectory height can be adjusted by holding down Jump for different durations.
Superdash (Super)[edit | edit source]
Supers are the most basic dash tech. Compared to Hyperdashes, they travel in a higher and shorter arc.
To perform a Superdash, dash parallel to the ground and press Jump before the dash ends.
Superdashes can be both extended and/or reversed. Performing a Super from mid-air restores dashes automatically.
Hyperdash (Hyper)[edit | edit source]
Hypers are a quick and easy way to move quickly on flat ground or traverse large gaps. Compared to Superdashes, they travel in a lower but farther-reaching arc.
To perform a Hyperdash, dash diagonally down along the ground and press Jump before the dash ends. To perform a Hyper from mid-air, see Demodashes below.Hyperdashes can be both extended and/or reversed.
Wavedash[edit | edit source]Wavedashes are functionally identical to Hyperdashes. They travel the same speed, but Wavedashes can be done on smaller surfaces.
To perform a Wavedash, dash diagonally down towards the ground and press Jump as you touch the ground. If you don't regain a dash, dash from higher up before jumping. If you don't travel far, dash from lower before jumping.
Wavedashes can be reversed, and automatically restore dashes.
Ultradash (Ultra)[edit | edit source]After Madeline dashes diagonally down, she gains a 1.2x multiplier to her horizontal speed upon touching the ground. Another unique property of down-diagonal dashes is that unlike every other dash, a down-diagonal will not reset Madeline's speed to 0 if it ends in mid-air. What this means is that a player can dash down-diagonally with a significant amount of speed and, as long as the dash ends in midair, maintain all of that speed until she hits the ground, at which point it will be multiplied by 1.2x, allowing very high speeds to be reached on the right terrain.
The simplest and most common way to perform an Ultra is to perform a hyperdash and down-diagonally dash as soon as possible. The dash must end before Madeline touches the ground in order to maintain the momentum, so players should start from high enough up that the dash will end before they land. It is usually important to jump just after you touch the ground in order to lose as little speed to friction as possible. Players should aim not to buffer the jump input, (because this has a high likelihood of preventing the 1.2x boost) and instead try to press jump just after landing on the ground. To maintain the maximum speed with the ultradash, players should also aim to down-diagonally dash as soon as possible after the initial Hyper ( or other speed gain ).
Grounded Ultras: Grounded ultras are the fastest way to move on flat terrain ( 390 speed optimally ), dashing down-diagonally while on or very close to the ground will still give the 1.2x speed boost but all speed will be lost when the dash ends.
To perform a Grounded Ultra do an extended Hyper and down-diagonally dash as soon as possible ( extended Super also works but is slower ) which will result in a dash with 390 speed optimally and floor correction if dashing in the first two frames after jumping, because this is essentially the same input as a Hyper ( a down-diagonal dash into the ground ), players can jump before the dash ends to Hyper and be given 325 speed and Hyper height, this can be chained infinitely on flat terrain by simply down-diagonally dashing again after jumping ( it's more optimal to jump as late as possible, on the 14th frame optimally ).
Chained Ultras: Multiple Ultras can be done in a row. This requires a very specific terrain in order to be possible, but can quickly reach incredible speeds due to the multiplicative speed gain of Ultras.
Demodash (Demo)[edit | edit source]Demodashes, also known as crouch dashes, are a technique that allow 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 if the gap between them is at least 4 pixels.
You can bind a Demo button in game since the 220.127.116.11 version of the game. You can manually do Demos by pressing down before (within 4 frames or 0.068 seconds) - but not during - a dash, there is no advantages to doing them manually but it can be the only way to do them if you're playing on a console with a version prior to 18.104.22.168.
Demohyper: Jumping during a Demo will result in a Hyper, because of the crouched state needed for the Demo in the first place. Their main use is that they allow you to start a hyper from mid-air, and can be used where wavedashes are impossible.. Demohypers have a higher dash speed ( 240 instead of 169) than regular Hypers since they're horizontal and not diagonal dashes, this can make them harder/impossible to extend in some cases.
Wallbounce (wb)[edit | edit source]
Wallbounces are a tech mainly used to gain height. They are functionally identical to Supers, but are performed by doing an updash. Unlike Supers, they will not restore your dash as you aren't touching the ground.
To do a Wallbounce, dash up and walljump during the dash duration. It is to be noted that Wallbounces vertical speed are slightly lower than the updash vertical speed, as such wallbouncing as late as possible is more optimal in order to gain height.
Bubble Wallbounce: Wallbounces can be performed directly out of a green bubble without dashing if the bubble is launched upwards.
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 transitions, you'll still have your dash after doing the transition Wallbounce.
Dashless Tech[edit | edit source]
Dashless Tech refers to techs that don't need a dash to use, and tend to be more complex or precise.
Bunnyhop (Bhop)[edit | edit source]
A bunnyhop is loosely defined as jumping as soon as 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 an Hyper in order to get a greater height than a Wavedash or Hyper on top of keeping their speed.
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.
Cornerkick[edit | edit source]
Cornerkicks are wallkicks of corners when Madeline pass right under them, they give a little bit of height when it's needed and are moderately easy to learn.
To cornerkick, jump towards the corner, and press Jump again when you're right next to the corner.
Cornerkicks can be neutral, you simply need to stop holding directions before doing the cornerkick.
Crouch Jump / Crouch Climb[edit | edit source]
Madeline can jump while being crouched and will keep being crouched as long as she's going upwards, this can be used to reduce her hurtbox to avoid getting hit by hazards.
Madeline can also climbjump while she's crouched but cannot grab and hence wallclimb.
Neutral Jump (Neutral)[edit | edit source]Neutrals are one of the most fundamental dashless techs. They allow Madeline to scale flat and uneven walls alike without using any stamina, even with downward wind.
To do a Neutral, jump off of 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.
5 Jump[edit | edit source]
When Madeline grabs the top of a wall, she will slide down a significant amount and not be able to climb up further. However, you still can climbjump or wallkick off the top of the wall. A 5jump is executed by using a neutral climbjump to reach the top of the wall ( that is, a climbjump that solely goes upward) and then jumping or climbjumping off of it. This technique allows to climbjump over a 5 tile gap.
6 Jump: See Cornerboost below.
Cornerboost (Cboost)[edit | edit source]
Cornerboosts are easier done with dashes, but can be done dashless. They are arguably an exploit that grants height and can also give horizontal speed; when climbjumping on the top of a corner with horizontal momentum, they allow Madeline to conserve all of her previous momentum, while gaining +40 speed if the climbjump is done before touching the wall. They also cancel dashes, which means that the speed of the dash is preserved instead of being stopped 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, meaning that above that speed you're not guaranteed to get the +40 horizontal speed gain. diagonal dashes from standing still are below that threshold and as such, you're guaranteed to get the speed gain if you buffer your climbjump, this isn't the case with horizontal dashes sinces they're above that threshold.
Downward Cornerboosts: Doing a cornerboost when Madeline has downward momentum works differently than when she has upward or horizontal momentum, Madeline lose all her speed and does a regular climbjump unless there are 2 pixels separating Madeline from the wall which make those cornerboosts horizontally pixel perfect
6 Jump: 6 Jumps utilize cornerboosts as a dashless tech, where a 5 jump is done while already having horizontal momentum. To do a 6 Jump, get some horizontal motion to the wall corner and climbjump on it, as if you were doing the second half of a 5 jump. A cornerboost will be done instead, going 6 tiles.
Throwable Backboost (Backboost)[edit | edit source]
Throwing an object in the opposite direction Madeline is moving gives her a small speed boost.
Entity Tech[edit | edit source]
Entity Tech refers to using blocks or entities of various kinds (and their respective mechanics) to do specifically useful techs.
Dream Jump[edit | edit source]
You can jump out of dream blocks since they give coyote frames, they grant height and horizontal speed gain ( +40 speed ) and don't consume your dash. To execute it simply press jump as you leave the dream block. This technique is taught by the bird in the Old Site B-Side.
Dream Double-Jump: You can double jump out of dream blocks by buffering a first jump while in the dream block and jumping a second time while in coyote frames after exiting the block. Although this doesn't grant additional height compared to a regular dream jump, it does give an additional horizontal speed gain of 40 making it almost as fast as an Hyper ( 320 compared to 325 ).
Dream Hyper[edit | edit source]
Instead of simply jumping out of dream blocks, a Hyper or Demohyper ( which has a slightly bigger window ) can be done in the few frames right after you leave the dream block thanks to coyote frames. This has a much higher horizontal speed than a regular dreamjump but gives less height. Note that unlike dream jump(s), this does not give your dash back, as it is used after exiting the dream block and requires a dash. You also can do a Super out of a dream block but it doesn't have as much practical use as Dream Hyper or dream double-jump.
Featherboost[edit | edit source]
Holding a diagonal direction with the movement buttons on the first frame of feather movement will give an initial speed boost.
Core Boost[edit | edit source]
By jumping off a lava block a few frames before it breaks, you can gain a vertical speed multiplier of 2.25x and an horizontal speed boost that depends of the block's launching direction, the more horizontal it is the more speed you get.
Core Hyper/Super[edit | edit source]
Using the same logic of Dream Hyper, you can get a very large amount of horizontal speed and height by inputting one of these techs at the last few frames (coyote frames) of the lava block's launch.This works the same way as a Core Boost and as such, the core block's launching direction affects how much horizontal speed you get, the more horizontal it is the better.
Since you input the Core Hyper during coyote frames, you can even do it from grabbing the block, since this always launch the core block in an horizontal direction you'll always get a massive horizontal speed boost.
Fish / Bumper / Seeker Explosion Boost[edit | edit source]
All of these entities provide a large amount of momentum when used in a certain way (getting near them, touching them and being near them when they explode, respectively), but share a common mechanic. When holding the same direction Madeline is boosted, you gain an extra boost of ~50 horizontal speed.
Seeker Bounce[edit | edit source]
After hitting a wall, seekers enter a different state for a brief moment, While in this state, you can bounce into them and get an 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[edit | edit source]
Grabbing Theo or Jelly while in dash state cancels it which makes you maintain your vertical and horizontal speed, you can do a regrab even if you're already holding Theo/Jelly, to do so throw the object and quickly dash and grab into it, this can be useful if a short amount of height or distance is needed. Theo Regrabs are considerably harder than Jelly Regrabs.
Theo/Jelly Ultras[edit | edit source]
You can use the regrab mechanic to cancel a Grounded Ultra and keep the massive momentum from it, to do so simply grab Theo/Jelly while you're in a Grounded Ultra.
Jellyvator / Theovator[edit | edit source]
Elevators rely on the fact that holding down while releasing grab will simply drop the item Madeline is holding, rather than throwing it. After dropping an item, dash upwards into it and grab it again. The dash will be cancelled and its momentum preserved, giving Madeline some more height.
Note: 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 cancelling the dash, but simply due to Madeline being higher up when the dash is actually cancelled. Theo crystals will provide less height than Jellyfish, since holding a jelly lowers Madeline's gravity.
Oshiro / Snowball / Seeker / Fish Jump[edit | edit source]
Holding jump when landing on top of Oshiro, a snowball, a pufferfish, or a seeker will give Madeline a significant amount of height compared to not pressing jump, and also preserve some of Madeline's horizontal momentum. Madeline's dash and stamina will also be restored whether or not you press jump.
Hitting the top of one of these entities will also cancel Madeline's dash, preserving some of the momentum from the dash. For this reason, dashing horizontally unto one of these entities and jumping is sometimes colloquially referred to as a "Fish super", "Snowball super", and so on, despite mechanically not being in any way related to a Super.
Bubble Super / Hyper[edit | edit source]
You can Hyper or Super out of bubbles in some specific cases, this can only be performed if the bubble is at ground level or if you're in coyote frames. If the bubble is at ground level simply Super or Hyper while in the bubble, you also can fastbubble using a regular dash or Demo and then jump to get either get a Super or a Hyper depending on which dash you used. If you're using coyote frames, dash into the bubble in order to buffer fastbubbling and a jump before entering it. The bubble will then launch you with the momentum of a Super, this tech is mainly used in custom maps.
Cloud Jump / Spiked Cloud Jump[edit | edit source]
Madeline only needs to jump when the cloud is at its highest position to gain the vertical speed boost, this can be used to avoid dying if there are spikes or other hazards under the cloud, jump quickly to push the cloud down, then jump again on it as it comes up.
Cloud Super/Hyper[edit | edit source]
Just like on the ground, Madeline can do a Super or Hyper off of clouds and still get the vertical speed bonus off of them; although the timing is a bit more precise.
Simply input a Super or Hyper as the cloud bounces upwards. The higher you jump, the more height you'll gain.
Cloud Hyper Bunnyhop[edit | edit source]
On top of doing Supers and Hypers on clouds, you also can do an Hyper Bunnyhop on white clouds, but since it's extremely tight most Cloud Hyper Bunnyhop are done with a reverse Demohyper ( doing a Demohyper instead of a regular Hyper makes it easier since the vertical dash of the Demohyper is faster and thus goes further than a down-diagonal dash).
To execute it, do a very short Reverse Demohyper with a short jump as soon as you land on the edge of the cloud, then Bunnyhop when the cloud reach its highest position in order to get maximum height.
Binoculars Clip (Bino Clip)[edit | edit source]
In order to reduce strain on the game, when using binoculars, the game will unload spinners that aren't currently visible; allowing Madeline to dash or even walk through them with total safety (at least until they load back in). To do this, look in the binoculars, move them as far away as you can (or enough to unload the spinners), then quickly leave and dash through the spinners.
Archie[edit | edit source]
An "Archie" is entering a bubble with a crouched hitbox (from any direction), which will move the bubble up by two pixels. This is most often performed with a demodash, but can also be done simply using a duck jump.
Obscure Tech[edit | edit source]
These techs are possible within the vanilla level layout, but have niche and specific uses. Most of them are very difficult to perform.
Spike Jump[edit | edit source]
A lot of techs are called spikejumps, most of them refers to interactions with the mechanic of directional spikes, which is a mechanic that allows Madeline to get through spikes without dying as long as she goes in the same direction, this allow to cornerkick off of walls with spikes, this is for example used in the B-Side of Mirror Temple to skip a portion of the chapter.
But you also can jump off of spikes on the ground if there's downwind since the game checks your hurtbox before the wind pushes you down, thanks to that you can get into the spikes and buffer a jump if the wind is what made you enter the spikes. But since this only works if it's specifically the downwind that made you enter the spikes it requires to be at a precise y-position above the spikes to get pushed into them and as such is practically a rng tech if there isn't any setup used.
Up Diagonal Demo (Diag Demo)[edit | edit source]
It is also possible to Up-Diagonal Demodash with the demo button. It reduces Madeline's hitbox and hurtbox and allows for easier cornerkick, this can be done by doing the diag demo unto 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 others uses.
Up Demo[edit | edit source]
You can also perform a demo updash, it can be used to perform demo wallbounces which gives a slightly higher height if buffered against a corner.
Waterboost[edit | edit source]
When you are on the surface of water, it is possible to jump multiple times with each jump giving +40 speed. Humans can generally only do two or three jumps, while the TAS can jump on every single frame, achieving absurd amounts of speed.
Pause Buffering[edit | edit source]
Cutscene Warps[edit | edit source]
Some cutscene skips only teleport Madeline along the X axis and keep her Y position. This allows Madeline to end up in unexpected places, and is sometimes used in 2A and 5A to skip a brief part of the room.
Cutscene Ultras[edit | edit source]
Skipping a cutscene cancels the dash state of Madeline, you can thanks to that conserves the speed of a Grounded Ultra that would normally end at the end of the dash. Although cutscenes rapidly decrease Madeline's speed, skipping on the first frames available allows Madeline to keep most of the Grounded Ultra speed ( 390 ).
Grounded Ultra Cancel[edit | edit source]
Using the same principle as Cutscenes Ultras right above, cancelling your dash while in a Grounded Ultra makes Madeline keep the speed from it ( 390 ), this can be done in others way than skipping cutscenes such as canceling your Grounded Ultra with doors ( both key doors and mirror temple doors works ), this can be done by colliding with a door with a Grounded Ultra within the last 4 frames before it opens ( it stores the Grounded Ultra speed value for 4 frames ) and not being in the dash state when the door opens ( You can do an Hyper after colliding with the door to stop being in dash state and still get the stored speed value of the grounded ultra once the door opens ).
Jelly Laddering[edit | edit source]
Using two jellyfishes, Madeline can grab one after the other to keep some of her vertical or horizontal speed.
You can do it directly upwards by dropping and regrabbing the jellyfishes, this tech dosen't have much practical uses and is pretty inconsistent.
Lava climbing/Wallbounce[edit | edit source]
Lava blocks actually have an hitbox inside them that's 2 pixel away from their hurtbox, because you can walljump whenever Madeline is within 3 pixels of a wall there is a single pixel where you can wallkick it or climb it with climbjumps/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 there is 2 more x pixels where you can do a wallbounce. 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.
Ceiling Pop[edit | edit source]
When Madeline grabs a wall with downward momentum, she slides down a tiny amount. If she grabs the bottom pixel of a wall while she has a low enough subpixel, she will slide below the wall while still being able to climbjump for one frame. Because there is no wall in the way, this climbjump will give Madeline forwards momentum. This tech is mainly used by the TAS but can be done RTA if there's a setup, such as in the last room of the Shrine checkpoint in 4A.
Bubsdrop[edit | edit source]
The use of a wallkick or a climb jump in order to cancel the upwards momentum gained from going into a vertical screen transition, so that you don't land on a one-way jumpthrough platform and can return to the previous room. Upon re-entering the original room, your spawn point will be set to the nearest available spot. In Mirror Temple, this trick is used to skip a significant portion of the Central Chamber checkpoint.
Delayed Ultra[edit | edit source]
Cancelling a down-diagonal dash before it hits the ground will not remove the flag that tells the game to give Madeline a 1.2x speed boost when she next touches the ground. This is usually done using a cornerboost, or by grabbing a throwable object. Any other method of cancelling a dash (such as bopping a snowball) will still provide a delayed ultra, but will likely slow Madeline down enough that the 1.2x speed boost is negligible.
An iconic example of a RTA Delayed Ultra is used in the Awake checkpoint of Old Site, where runners build up massive amounts of speed utilising a Delayed Ultra, multiple cornerboosts, and multiple chained Ultras.
Dissapearing Blocks Cornerboost[edit | edit source]
It is possible to cornerboost off the wall of a dissapearing block ( such as cassette blocks and doors ) and gain 40 speed from it.
Simply climbjump into the block right before it disappears.
Double Cornerboost[edit | edit source]
If Madeline has an horizontal speed below approximately 144 it's possible to cornerboost once and not hit the wall, if it's the case you can execute another cornerboost and gain an additional 40 speed. The higher your speed, the more precise the required horizontal subpixel positioning is.
Reverse Cornerboost[edit | edit source]
A reverse cornerboost is executed by climbjumping a corner that is behind Madeline. This cancels your dash and conserves momentum on top of giving height in the same way as a normal cornerboost, but the +40 speed from jumping is applied in the opposite direction, slowing Madeline down slightly. This is mostly done to cancel an up-diagonal dash and is beneficial because the speed from the dash ( minus 40 ) is conserved. This was originally considered as a TAS-only tech but has been implemented by high-level players, especially in IL runs.
Neutral Reverse Cornerboost[edit | edit source]
A neutral reverse cornerboost allows you to not lose any speed compared to a regular reverse cornerboost, you must hold neutral directions while performing the reverse cornerboost, this can be done by pressing the opposite direction and then going neutral before making the cornerboost, making madeline face the corner. Since this is a neutral cornerboost, pressing the opposite direction madeline is facing within the next 11 frames will cause a wallboost. Because of that, you can't hold a direction which makes you lose your speed twice as fast.
Spiked Cornerboost[edit | edit source]
A cornerboost done on a corner which has spikes on one or two adjacent surfaces. A notable example of a spiked cornerboost that has spikes on both adjacent surfaces is the "Dreadcorner" strat in Mirror Temple, a spiked cornerboost which skips the same rooms that Bubsdrop does.
Wallboost[edit | edit source]
Pressing away from a wall 11 frames or less after neutral climbjumping will cause to refund the stamina cost from the climbjump the jump is converted into a wallkick 'after the fact'. However, unlike a normal wallkick, you are not prevented from pressing towards the wall again to quickly return to it. This allows staminaless climbing but is only faster than neutral jumps when performed optimally by a TAS. It has other uses, mainly in beating stamina puzzles and for some strats such as the second berry in 3A. Performing a wallboost will cause falling blocks to instantly fall since you stop grabbing the wall, but allow you to regrab them significantly faster than you could with a neutral jump or real wallkick.
If you do a wallboost while grabbing a wall but also touching the floor, you will still be 'refunded' the stamina from a climbjump despite not having used any for the original climbjump. This means you will have 138 stamina where Madeline's maximum stamina is supposed to be 110, allowing you to do five climbjumps before running out instead of four.
Dash Block Boosted Wall Bounce[edit | edit source]
Doing a wall bounce on either a vertically moving kevin, zipper, or dash block will give you a lot more height than a normal wall bounce and also regain your dash.
Cassosted Fuper[edit | edit source]
This is essentially a joke tech. The full name of this tech is Cassette Boosted Feather Super. When cassette blocks appear you have around a frame that you can jump and get a large boost. This is known as a cassette boost. A feather super is going horizontal into a feather and jumping out of it. So a cassosted fuper is getting a cassette boost as you preform a feather super.
Modded Tech[edit | edit source]
Modded Tech can't be done in the base game due to the level design, but can be found in modded levels. The tech still exists in vanilla, there just isn't a spot to perform it.
Dream Wallbounce[edit | edit source]
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.
Dream Redirect[edit | edit source]
Dream blocks only restore your dash upon exit, so while inside, you have 0 dashes. If dash crystals are placed inside of dream blocks, you can restore your dash - and even use it - while inside the dream block. Doubledash crystals also act the same as normal.
Mechanics[edit | edit source]
These "techs" were added primarily to make the game feel smoother and more forgiving to play, but can be taken advantage of.
Screen Transition[edit | edit source]
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.
Fastfalling (Fastfall)[edit | edit source]
Holding down while in midair will cause Madeline to fall faster ( 240 speed instead of the regular 160 falling speed ) after a short acceleration.
Coyote Time/Jump[edit | edit source]
Madeline is allowed to perform actions only doable on the ground for 5 frames after leaving it. This includes jumping and Supers/Hypers.
Fastbubbling[edit | edit source]
Pressing dash while inside a stationary bubble will make it move sooner ( this can be buffered ).
Directional Spikes[edit | edit source]
Spikes won't hurt Madeline if she collides with them as long as she's moving in the direction that they point. This is the mechanic behind Spikejumps and one-way gates.
Input Buffering[edit | edit source]
Attempting to perform an action while it is not currently possible will "buffer" or store the input for the next 5 frames. If the action 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, and can be done with almost every action in the game ( Buffering Ultras might not grant the x1.2 speed boost because you can jump off the ground without landing on it depending on your y pixel ).
TAS-Only Tech[edit | edit source]
This is tech that is impossible for a human to perform, and as such is only possible in Tool-Assisted Speedruns. Note that multiple techniques such as Ceiling Pops are largely TAS-only due to the precision involved, but can be performed by humans under the right circumstances.
Half Stamina Climbing[edit | edit source]
For a straight vertical wall, immediately after performing a wallboost, there are 2 frames where Madeline is still close enough to the wall to jump off of it. Climbjumping gives you +40 speed back towards the wall, allowing you to return to the wall sooner at the cost of stamina. This combination of a wallboost and a climbjump uses the stamina of one climbjump, but gives the height of two.
This tech can be made a bit more RTA viable by binding a key to left, right, and jump. After climbjumping away from the wall to wallboost, pressing the new keybind within 2 frames makes Madeline turn around and climbjump.
Madeline can also neutral within the 2 frames after a wallboost. This does not consume stamina and allows Madeline to climb faster than using only neutral jumps.
A good example of this tech in use is in the 100% TAS when obtaining the heart in 6A.
Trivia[edit | edit source]
- 1A - Dashless tech is used extensively for 1A's Winged Berry. The Cornerkick named "Coffee Jump" refers to the Cornerkick in the room with the coffee shop in the background.
- 2A - Screen Transitions are used to obtain 2A's Crystal Heart.
- 3A - The Elevator Shaft Demo strategy in 3A requires a Demodash, however there are also other rooms in the game that it's still useful in.
- The bird will tell you multiple techs throughout the game. Notably: Dashing, in Prologue; Dream Jumps, in Old Site B; Wallbounces, in Summit B; and Hyperdashes, in Core C. The game will teach Wavedashes to the player in Farewell.
- The Demodash was discovered by the player DemoJameson on October 14, 2018. It was subsequently named after him.