Wavedashes: Difference between revisions

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[[File:Manual-wavedash.png|320px|thumb|right|A wavedash as depicted in ''Celeste'''s manual.]]
 
A '''wavedash''' is a commonly used technique in Celeste that allows the player to perform a small, but long jump, while also regaining a dash. It's introduced in [[Farewell]], right after passing the heart gate, and it'sis frequently required in order to pass a lot of rooms later in the chapter.
 
== Functionality ==
 
Wave dashes are used for a quick boost of high velocity which throws the player forward. Wave dashesWavedashes are mainly used in more difficult maps (such as farewellFarewell) or for speedrunning purposes (sincebecause youof get so muchthe speed fromthey themgive). Wave dashesWavedashes give you[[Madeline]] less height than a normal jump (about 3/5 of a normal jump), meaning it can still be used even if there are spikes very close to yourMadeline's head. Stringing wavewavedashes dashes(doing makesone forafter differantthe typesother ofin ultrasquick whichsuccession) aremakes afor bitdifferent complextypes to coverof here[[ultras]].
 
== Other variants ==
=== Bubble Wavedashes ===
Bubbles allow players to stall in mid-air for a short time, and if they're at a specific height, [[Madeline]] will be able to perform a wavedash if the player aims in a down-diagonal position and jumps off of the ground before the dash momentum wears off. Although the vanilla game never requires you to do this trick, it's often used by speedrunners or in custom maps, where they're often used as setups for consistent wavedashes.
 
=== Extended hyper ===
{{Also|Hyperdashes}}
 
For short, extended hypers are a grounded variant of a wavedash. While the game teaches you to do wavedashes from a specific height, it's not necessarily required, as long as you jump when Madeline's hair flashes white. The effect is the same as with a regular wavedash, but it's an alternate way to perform it for peopleplayers who don't feel comfortable doing it from air. Its only disadvantagedisadvantages is that it's much more difficult, itto isperform tougherand to get conistent with as well, since it relies more on muscle memory than visuals. It is able tocan be done on any plaform which is 2 tiles or larger, (2although isdoing veryit toughon though)2 buttiles generallyrequires waveseven aremore better if possibleprecision.
 
Generally, wavedashes should be used instead of extended hypers, if possible.
 
=== Reverse wavedash/extended hyper ===
While performing a wavedash or extended hyper, a player can quickly switch directions while dashing (dash in theone direction and, while moving, hold the otheropposite way), to do a backwards jump. It gives the same speed and height as a normal wavedash. This move is useful for places where thethere player mightis not have enough room to do a normal wavedash and still gives the same speed and height as a normal wave dash.
 
=== Extended demohyper ===
AAn extended demohyper is a type of extended hyper that's performed by jumping after doing a demo dash[[demodash]] from ground, usually used with a demo bind. A demohyper behaves nearly identically to its normal variant, except for it giving youMadeline slightly more distance due to the player doing a straight crouched dash, instead of a diagonal one, as well as it allowing players to do a demohyper from mid-air. Due to the technical difference, it's usually not recommended to use demohypers from ground, but they're often used by speedrunners to perform the move from mid-air. If you intend to do a demo hyper mid -air, begin you'reyour demo hyper from further back,. the dashThis will refill giving you your dash back (making it extended).
 
== Trivia ==
* Even though [[Farewell]] teaches the player how to do wavedashes, the chapter can be completed without doing a single one, as well as without any extended hypers, but a lot of the skips require other, often more difficult solutions such as tight [[Superdashes]] or [[Ultradashes]].
 
[[Category:Techniques]]
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