Ultradashes: Difference between revisions

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2,766 bytes added ,  3 years ago
Since I'm not a speedrunner, info might not be 100% accurate. A more detailed description of how ultra work would also be nice
m (XavierShrier moved page Ultradashes to Ultradashes)
(Since I'm not a speedrunner, info might not be 100% accurate. A more detailed description of how ultra work would also be nice)
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'''Ultradashes''' are an untaught technique that's commonly used by speedrunners. It allows the player to gain a speed boost that can be chained without any hard limit. A successful Ultradash rewards the player with an 1.2x increase in speed.
== Ultras ==
 
== ChainedPerforming Ultrasan Ultradash ==
Ultradashes can be performed by doing a down-diagonal after gaining a large amount of momentum which can be done through various circumstances:
* Starting with a [[Wavedashes|Wavedash]] or [[Hyperdashes|Extended Hyper]], followed by a down-diagonal shortly after, before the Wavedash/Hyper momentum runs out.
* Holding on to a moving platform such as a Zip Mover, Move Block, Swap Block or Kevin Block to gain a lot of speed. If the player jumps and dashes within 10 frames, they will go even further due to activating a "double block boost".
* Pufferfish/Bumper/Seeker shockwave boosts are big enough to get the ultra speed boost.
 
== Functionality ==
 
== Other variants ==
=== Grounded Ultras ===
It's possible to chain Ultradashes off of the ground by starting with a Wavedash or Extended Hyper, and then consecutively jumping and doing down-diagonals in a similar matter to a Wavedash. If done quick enough, [[Madeline]] will keep regaining her dash, while also maintaining the 1.2x speed boost. This is a common trick used by speedrunners, allowing them to pass through flat areas faster than a regular Hyperdash.
 
=== Chained Ultras ===
Chained Ultras are done in a very similar to chaining Wavedashes, however the player needs to keep dashing as soon as possible, while also jumping very quickly off of the ground as soon as they land on the floor. The timing is very difficult to master, however if done properly, a player can chain momentum without any limits. There's however a few issues a player has to take care of:
* The longer the player slides off of the floor, the more speed they lose. In order to do optimal chained ultras, they have to jump as soon as possible.
* Buffering the jump is very risky, as it has a high chance of completely breaking the speed chain and doing a regular jump instead.
 
==== Differences between chained Ultras and Wavedashes ====
There's a few factors that determine the difference between chained Ultras and Wavedashes:
* Ultras have no hard velocity limit unlike Wavedashes, which will always jump with a specific amount of speed.
* The player can do a full jump with Ultras, unlike Wavedashes which cut the height in half.
* Most dash-related techniques leave ring particles behind the player, with the exception of Ultras.
 
== Trivia ==
* Ultras were originally a side effect from early development, when the devs were creating movement tech. Despite that, the unintentional effect has been embraced and it was kept for speedrunners or experienced players to play around with.
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