for anyone wondering how to preform these (or at least the ones that you might not learn by just playing through the game): 1-10. your taught these in game 11. can also be done with a crouch dash (instead of a ↘ or ↙ dash) 12. jump during a regular dash (on the ground) 13. chapter 9 14-15. jumping at the end of the dash gives you back your dash (requires more space (unless you start mid-air and touch ground at the end of your dash) ) 16. if you know how to wavedash you can easily learn this with a bit of practice 17-18. jumping in the opposite direction of your dash (can be extended (14-15) against a wall so you don’t need extra space) 19. jump without holding grab and don’t hold left/right then immediately hold towards the wall until you touch it again, then repeat (this doesn’t consume any stamina, so you can climb indefinitely) 20. the ground slows you down very fast and jumping gives a slight speed multiplier (this is why speedrunners bunny hop in prologue), allowing to keep your momentum a little longer 21. start with an extended hyper or wavedash, immediately dash ↘. to keep this momentum, jump as soon as that dash ends (too early will only give you hyper/wavedash speed, too late and the ground slows you down (a lot)) 22. keep dashing ↘ after jumping (2nd step of 21) to chain ultras for immense speed 23. hold down when you start a dash, then hold the direction you want to go to dash in any direction with a crouched hitbox. or don’t be stupid and just bind the “crouch dash” to any button and use that instead (dust bunnies and crystal spinners often have a 3 pixel gap in them, your crouched hitbox is 3 pixels high 24. entering a bubble puts your hitbox in the middle. entering one while crouched will put the 3 pixel hitbox in the middle, putting you in a higher position than usual 25-26. you can preform a hyper/super in the first 5 frames after leaving a dream block (this does use a dash, so it’s (mostly) only used in chapter 7 (and in modded maps)) 27-28. this is basically the same as 25-26, but is used when exiting the top of a dream block (at the end of the 5 frames) 29. throwing a jellyfish give some backwards momentum, so throw them the opposite way of where you want to go 30. climbing up doesn’t put you at the highest point you can jump from. jump up first and then jump forwards asap to get a little more height 31. if you jump when your feet touch a corner of a wall, Madeline will lift herself over that wall (you keep all of your momentum when doing this and it can interrupt your dash (to keep that momentum)) 32. throw the jellyfish backwards, then quickly dash ↘ (this is much easier on keyboard since it prioritises the most recent input) 33. just look at how they do it in the video, it’s not that hard to do (if you know how to preform a hyper) 34. as I said for 14-15, you can start preform an extended hyper (or super) mid-air as long as you touch ground towards the end of the dash (this one just uses the crouch dash) 35. an ultra that starts using 34 (I’m pretty sure that that’s what it is) 36. start with a hyper (or wavedash) and instantly dash ↘ after every jump. you want to wait before jumping as long as possible without losing speed, and dash ↘ the next frame. (in the clip you see a diagonal white line, this dash line should be horizontal (this means that in the video they didn’t dash the exact frame after the jump, giving less speed)) 37. hold down while falling (why isn’t this number 7 LOL) 38. holding jump will make you pick up speed a little slower when you start falling (you can see this when you climb onto a falling block. if you don’t hold jump you’ll land on it, if you hold jump you’ll fall too slow to land on it) 39. hold down and let go of grab, hold grab again and dash up (if you dash up too soon you might not grab the jellyfish) 40. a cassette block moves up a pixel when turning on. so if you are right on top of one as it turns on you get a little boost. if one turns on when your inside of one, you can walk jump when you leave it from the side, adding the extra height to your wall jump 41. hitting a corner at the right angle allows you to just barely touch it enough to wall jump. (even if there are spikes, you’re moving in the same direction, so they won’t kill you) 42. a reversed wavedash except the jump is replaced with a super (is to my knowledge only used in modded maps) 43. if you turn around after a climb jump (5) you get back your stamina (this can be used to climb walls in a way similar to using neutrals (19), but is mostly only used in TAS) 44. if you grab a wall when standing on the ground and then climb jump, you don’t lose stamina. using the fact that a wallboost (43) gives you back your stamina, you can get 137.50 stamina (the standard maximum is 110) 45. you know how to do this, right? ._. 46. as long as you keep moving upwards you won’t stop crouching 47. if wind pushes you down into spikes, or if a moving block pushes spikes into you, you can jump before they kill you 48. when you (use something like a hyper bunnyhop to) jump off the same moving block multiple times, you can get its momentum multiple times (used to go nyooom) 49. if you grab the jellyfish after dashing the dash attack will still be active, meaning that you can still go through a dream block after grabbing the jellyfish 50. if you jump the first frame you get out of a dream block, you can jump a second time on the fifth frame (this can also give you extra speed) 51. using a cornerglide (like a slower cornerboost (only out of a up diagonal dash)) you can prevent a bubble from putting your speed at 0. in the video they use the speed from bumping the heart and from the puffer fish’s explosion 52. when on the lowest pixel of the wall, hold down and towards the wall and immediately jump right after to climb jump underneath the wall. (the timing depends on something you can’t see in game) 53. by pressing jump for a single frame after a screen transition you can fall back down. (this is used to respawn at the end of that room to skip about 30 seconds in speedruns) 54. pressing dash while in a bubble forces makes it immediately start moving 55-56. if you dash while on the ground into a bubble, you can preform a hyper or super as soon as you enter it (the timing is quite fast) 57. a wallbounce lasts longer than a dash. because of this, if you dash in the first 2 frames of a wallbounce, you'll get pushed up after the dash ends. (it's hard to see in the clip since madeline got close to the ground when it happened0 58. certain entities (like crystal spinners) try to load collision every 3 frames. pausing that exact frame prevents this from happening. (keep in mind that the game splits spinners up into three groups, each loading their collision of a different frame, so only a set 1/3 of the spinners won't have collision when doing this) (this is also explained and shown in "The Celeste Speedrun That Does Noting for 472 Hours" (just so happened to see that vid on the side while writing this)) 59. if you hold an input like jump within 5 frames before you can actually jump, you'll jump as soon as you can. (this applies to any form of jumping and dashing) 60. a super that uses a feather instead of a dash. will only work if you're move over some ground ofc 61. you get the 1.2x speed boost from an ultra when you jump off the ground. if you don't jump off the ground but instead do something like a cornerboost (which is used in the clip) you can store that speed boost until you land on the ground somewhere else (don't forget to jump when you do ;) 62. when you use binoculars, off-screen entities get unloaded. since exiting the binoculars allows movement before the camera goes back to Madeline, you can just go through spinners 63. jumping gives you +40 speed. when bunnyhopping this can be done 2 or 3 times a second, but in water you can jump many times in a row. so by spamming jump you can get quite some speed (TAS really likes to abuses the heck out of this, since you can jump every single frame while touching water) 64-65. similar to dream blocks, core blocks also give you coyote frames after breaking, allowing you to preform a hyper or super right after one breaks
66. holding away from a bouncer or pufferfish when they launch you gives you more distance 67-68. you can learn this by watching the clips, the number represents the amount of spiked tiles you jump over 69. same explanation as 40 (nice) 70. any for of jumping on or away from walls can be performed on lava, as long as you don't move into the lava 71. spikes on respawning move blocks don't get collision until the entire block is reformed, the block itself does. 72. using a corner kick to cancel a dash, giving both speed and height 73. in a cornerboost (31) if you don't hold any directions during the climb jump, you can immediately turn around during your jump (after the cornerboost) and cancel your momentum. (this is basically just a mid-air wall boost (43), so you won't lose stamina when doing this) 74. you can mostly learn this by watching the clip (don't forget to hold down when letting go of the jellyfish) 75. this is what I meant with "climb walls in a way similar to using neutrals" in 43 76. holding any diagonal direction the first frame the feather starts moving before going in a non-diagonal direction is a little faster than just going in a non-diagonal direction 77. using the wall version of coyote frames to use the momentum of a moving wall on a different wall? (not completely sure, but if that's what it is you just have to be fast) TH-cam won't let me write more >:| the rest is in the replies
78. dashing trough a screen transition removes your dash, but not your dash attack, allowing you to activate Kevins (and allowing you to enter dream blocks) 79. if something pushes you off-screen, you warp to the other side of whatever pushed you 80. by being above the spikes on one frame and below it the second, you can fall through them without dying. (apparently the platform is upside down in the clip (thanks @Violetttttttttttttt)) 81. since some speed is lost when a dash ends, interrupting a grounded ultra gives more speed (interrupt a gultra by grabbing a throwable, jumping of an entity, or even skipping a cutscene (apparently)) 82. bouncing off the side of a heart gives enough speed to replace the hyper/wavedash you use at the start of an ultra (pretty sure this should also work on bubbled feathers, but maybe the feather cancel the ultra to soon)
@@Kaylen_JakobsenI think 73 is better known as cobwob. It's when you cornerboost with a neutral climb jump and then do a wallboost in the opposite direction. I used celeste discord server as a source of information for some techs
@@GeometryCat.-.This is something I really needed when I was trying to learn tech, and I can now just look at my list whenever I forget something :) Also, thank you, I found and added 73. Do you know how I can find anything about that spike clip (80)?
There's a pretty good explanation of 80 in here th-cam.com/video/dD144drav5w/w-d-xo.htmlsi=SM52rExFTCu-vnXL Basically you just are on one side of the spikes one frame and the other the next
I want to clarify that there are A LOT more obscure techs that I missed and I don't think it is possible to put all of them in the video because at some point they become so complicated that it is difficult to find a use for them. Although some of them were definitely worth mentioning, such as nrcb, double cornerboost, 8-jump, overhang techs, jelly ladder, multiboost and some others
What I like most about this video: 1. The author conducted a real investigation to find out and study in detail all these mechanics 2. The author used in the original game those mechanics that, in theory, made it possible to use them in the original game 3. The author has a Russian channel name and I myself am Russian
Nice video, I wasn't excepting it to show that many techs at first but gj ! As a TASer I can tell a lot of obscure techs are missing but that's just me being picky, It makes me want to create my own list now... I can already tell that double cornerboost, 9 tile, wallboost, bino storage, multiboost (?), spikeclimb, spikefall, overhang techs, jelly ladde, spinner freeze, demojumpr are missing, but those are already much stranger and not well known
The moment i heard the familiar song fade in... I knew what was coming. Crazy how i know EVERY SINGLE ONE in this video lmaooo Btw the ending was chained-ultra-satisfying.
Most of the comments have said one or more of these, but i thought i'd compile them: All of the techs that were arguably not shown: Jellyhop/Jellyboost - this is just having gliderboost timer while holding jump so you get a slight upward trajectory. Wind Crouching 8jump 4 tile overhang (debatably, not a tech), 5to, 6to Jumpthrough Push spike climb - definitely distinct from a half-stamina climb, but one could argue it shows a similar thing - see mystral_fox's 8a with 1 dash video start Feather Jumpthrough Clip, Feather Cancel Clip - these are usually treated as the same mechanic even though they're kind of different Jelly Ladder - Theo Ladder - Theo-Jelly Juggle Bino Storage Instant Delayed Ultra (or any pause to preserve jump height scenario - i haven't seen anyone actually use it in a map yet but it's definitely a tech that humans can pull off with pause-buffering, that maybe includes 8jumps????? idk) "Multiboost" Ceiling Dultra My own additions to the list of obscurity: Climbhop Cancel Zipclip/ZipWarp - i have never seen this discussed ever since it was found
all of the scary tech that shouldn’t be used because its either too inconsistent or niche 😇 except climbhop cancels i’ll do something with that eventually
ok the transition into frozen sauce then everything being synced was gas 🔥 this is the only tech list that matters anyone who says otherwise will get struck by lightning probably
Nrcb, feather jump-through clip, ceiling dultra, roboboost, 8-tile jump... But very cool vid idea and very well made !!!!!! I learned about kermit dash
@@yumm186 I'm glad you asked, it can also be called 6fbhsp instant hyper lb rcb. Basically you have to fall on a horizontal swap block and get your vertical subpixel between 0 and 0.125 when in contact with the block. Then, demo in the direction that the swap block will go to, and jump. Many things will happen at once : Horizontally, Liftboost and hyper speed will place you ahead of the swap block but still in contact. Vertically, hyper will give you 0.875 but with your subpixel you will stay in the pixel, so on the block, HOWEVER, there is a feature in the game for when you walk off a moving block in front of it, putting you one pixel lower so that you fall off of it. (Else you could never fall and would always stay on). Therefore you'll end up in front of the block. You can now rcb to yeet very far.
A very enjoyable watch. Really great work on the video! A bit sad seeing double dream jumps not being important enough to make it in, but I guess there is a lot of competition lol. There are like 5-6 techs in this video I never even heard about :D
I don't know if this was already discovered but I remember that, in 1C, I accidentally discovered that, if you grab a grab-activated moving block near the top and jump from it while holding grab, the moving block won't trigger.
This is called a buffered climbjump, this features prominently in multiple Strawberry Jam maps such as The Solar Express and Lava Layer (gameing room). If you buffer the climbjump and have upward momentum, you will not trigger any grabbable blocks such as traffic blocks, core blocks, or crumble blocks.
@@k1t1ka18 да, я как будто миллионы и миллиарды лет проживаю на триллионах планет таких же как эта (а потом абсолютно случайно узнаю о существовании какой-то техники, про которую вообще впервые в жизни слышу, и она снова переворачивает моё понимание мира с ног на голову)
As someone who knows a lot about retention tech, just putting “retention tech” is like saying wavedashes, ultras, hypers, supers, and chained ultras are the same tech. There are SO many different forms of retention tech.
@@ShiningOfTheMoon да, с самого начала не очень хорошо продумал это видео. Начал добавлять разные техники под музыку, а по итогу из-за скорости в некоторых моментах трудно понять, что происходит. В любом случае, спасибо за комментарий
@@lumi2030 they missed thousends of techs, it’s just not possible to put all of them in one video, tho yeah cornerkick is a really basic one that is missing
Wait how can you overclock in Fortress Fall? I though it was a joke at first but you do seem to actually get stamina back. Am I completely misremembering or is the whole point of that map that you don't regain stamina on the ground?
@@felixroux overclocking is a tech that returns back stamina that you didn't actually use because it was a jump from ground. There was even a bug at some point where you could gain infinite stamina by overclocking but now you can only return full stamina
После сотен тысяч смертей и пары тысяч часов в игре освоишься :) Легко этот прогресс можно тречить в SJ моде. (Фарвелл, 8B и 8C в сравнении с гм+ это детский лепет. В какой-то момент ты просто начнёшь видеть игру по-другому, с другой стороны)
На самом деле не очень тяжело, если проходить по SJ коллабу. Я правда только на красных экспертах, не знаю насколько большой скачок до ГМа. По моему главное просто играть карты, которые тебе нравятся, так гораздо приятнее
Если проходить карты в Strawberry Jam по порядку возрастания сложностей, то ты даже не успеешь заметить, как станешь грандмастером. Удачи! (Трек называется Frozen Hot Sauce)
“Celeste is a game about jumping climbing and dashing”
4/5 vanilla celeste video opening be like
the fact that it still technically is, its just that its pushed to its absolute limit lol
And its community is such that I've seen challenge runs of people try to use each of them minimally
for anyone wondering how to preform these (or at least the ones that you might not learn by just playing through the game):
1-10. your taught these in game
11. can also be done with a crouch dash (instead of a ↘ or ↙ dash)
12. jump during a regular dash (on the ground)
13. chapter 9
14-15. jumping at the end of the dash gives you back your dash (requires more space (unless you start mid-air and touch ground at the end of your dash) )
16. if you know how to wavedash you can easily learn this with a bit of practice
17-18. jumping in the opposite direction of your dash (can be extended (14-15) against a wall so you don’t need extra space)
19. jump without holding grab and don’t hold left/right then immediately hold towards the wall until you touch it again, then repeat (this doesn’t consume any stamina, so you can climb indefinitely)
20. the ground slows you down very fast and jumping gives a slight speed multiplier (this is why speedrunners bunny hop in prologue), allowing to keep your momentum a little longer
21. start with an extended hyper or wavedash, immediately dash ↘.
to keep this momentum, jump as soon as that dash ends (too early will only give you hyper/wavedash speed, too late and the ground slows you down (a lot))
22. keep dashing ↘ after jumping (2nd step of 21) to chain ultras for immense speed
23. hold down when you start a dash, then hold the direction you want to go to dash in any direction with a crouched hitbox.
or don’t be stupid and just bind the “crouch dash” to any button and use that instead
(dust bunnies and crystal spinners often have a 3 pixel gap in them, your crouched hitbox is 3 pixels high
24. entering a bubble puts your hitbox in the middle. entering one while crouched will put the 3 pixel hitbox in the middle, putting you in a higher position than usual
25-26. you can preform a hyper/super in the first 5 frames after leaving a dream block (this does use a dash, so it’s (mostly) only used in chapter 7 (and in modded maps))
27-28. this is basically the same as 25-26, but is used when exiting the top of a dream block (at the end of the 5 frames)
29. throwing a jellyfish give some backwards momentum, so throw them the opposite way of where you want to go
30. climbing up doesn’t put you at the highest point you can jump from. jump up first and then jump forwards asap to get a little more height
31. if you jump when your feet touch a corner of a wall, Madeline will lift herself over that wall (you keep all of your momentum when doing this and it can interrupt your dash (to keep that momentum))
32. throw the jellyfish backwards, then quickly dash ↘ (this is much easier on keyboard since it prioritises the most recent input)
33. just look at how they do it in the video, it’s not that hard to do (if you know how to preform a hyper)
34. as I said for 14-15, you can start preform an extended hyper (or super) mid-air as long as you touch ground towards the end of the dash (this one just uses the crouch dash)
35. an ultra that starts using 34 (I’m pretty sure that that’s what it is)
36. start with a hyper (or wavedash) and instantly dash ↘ after every jump. you want to wait before jumping as long as possible without losing speed, and dash ↘ the next frame. (in the clip you see a diagonal white line, this dash line should be horizontal (this means that in the video they didn’t dash the exact frame after the jump, giving less speed))
37. hold down while falling (why isn’t this number 7 LOL)
38. holding jump will make you pick up speed a little slower when you start falling
(you can see this when you climb onto a falling block. if you don’t hold jump you’ll land on it, if you hold jump you’ll fall too slow to land on it)
39. hold down and let go of grab, hold grab again and dash up (if you dash up too soon you might not grab the jellyfish)
40. a cassette block moves up a pixel when turning on. so if you are right on top of one as it turns on you get a little boost.
if one turns on when your inside of one, you can walk jump when you leave it from the side, adding the extra height to your wall jump
41. hitting a corner at the right angle allows you to just barely touch it enough to wall jump. (even if there are spikes, you’re moving in the same direction, so they won’t kill you)
42. a reversed wavedash except the jump is replaced with a super (is to my knowledge only used in modded maps)
43. if you turn around after a climb jump (5) you get back your stamina (this can be used to climb walls in a way similar to using neutrals (19), but is mostly only used in TAS)
44. if you grab a wall when standing on the ground and then climb jump, you don’t lose stamina.
using the fact that a wallboost (43) gives you back your stamina, you can get 137.50 stamina (the standard maximum is 110)
45. you know how to do this, right? ._.
46. as long as you keep moving upwards you won’t stop crouching
47. if wind pushes you down into spikes, or if a moving block pushes spikes into you, you can jump before they kill you
48. when you (use something like a hyper bunnyhop to) jump off the same moving block multiple times, you can get its momentum multiple times
(used to go nyooom)
49. if you grab the jellyfish after dashing the dash attack will still be active, meaning that you can still go through a dream block after grabbing the jellyfish
50. if you jump the first frame you get out of a dream block, you can jump a second time on the fifth frame
(this can also give you extra speed)
51. using a cornerglide (like a slower cornerboost (only out of a up diagonal dash)) you can prevent a bubble from putting your speed at 0.
in the video they use the speed from bumping the heart and from the puffer fish’s explosion
52. when on the lowest pixel of the wall, hold down and towards the wall and immediately jump right after to climb jump underneath the wall.
(the timing depends on something you can’t see in game)
53. by pressing jump for a single frame after a screen transition you can fall back down. (this is used to respawn at the end of that room to skip about 30 seconds in speedruns)
54. pressing dash while in a bubble forces makes it immediately start moving
55-56. if you dash while on the ground into a bubble, you can preform a hyper or super as soon as you enter it (the timing is quite fast)
57. a wallbounce lasts longer than a dash. because of this, if you dash in the first 2 frames of a wallbounce, you'll get pushed up after the dash ends.
(it's hard to see in the clip since madeline got close to the ground when it happened0
58. certain entities (like crystal spinners) try to load collision every 3 frames. pausing that exact frame prevents this from happening.
(keep in mind that the game splits spinners up into three groups, each loading their collision of a different frame, so only a set 1/3 of the spinners won't have collision when doing this)
(this is also explained and shown in "The Celeste Speedrun That Does Noting for 472 Hours" (just so happened to see that vid on the side while writing this))
59. if you hold an input like jump within 5 frames before you can actually jump, you'll jump as soon as you can.
(this applies to any form of jumping and dashing)
60. a super that uses a feather instead of a dash. will only work if you're move over some ground ofc
61. you get the 1.2x speed boost from an ultra when you jump off the ground. if you don't jump off the ground but instead do something like a cornerboost (which is used in the clip) you can store that speed boost until you land on the ground somewhere else (don't forget to jump when you do ;)
62. when you use binoculars, off-screen entities get unloaded. since exiting the binoculars allows movement before the camera goes back to Madeline, you can just go through spinners
63. jumping gives you +40 speed. when bunnyhopping this can be done 2 or 3 times a second, but in water you can jump many times in a row. so by spamming jump you can get quite some speed
(TAS really likes to abuses the heck out of this, since you can jump every single frame while touching water)
64-65. similar to dream blocks, core blocks also give you coyote frames after breaking, allowing you to preform a hyper or super right after one breaks
66. holding away from a bouncer or pufferfish when they launch you gives you more distance
67-68. you can learn this by watching the clips, the number represents the amount of spiked tiles you jump over
69. same explanation as 40 (nice)
70. any for of jumping on or away from walls can be performed on lava, as long as you don't move into the lava
71. spikes on respawning move blocks don't get collision until the entire block is reformed, the block itself does.
72. using a corner kick to cancel a dash, giving both speed and height
73. in a cornerboost (31) if you don't hold any directions during the climb jump, you can immediately turn around during your jump (after the cornerboost) and cancel your momentum.
(this is basically just a mid-air wall boost (43), so you won't lose stamina when doing this)
74. you can mostly learn this by watching the clip (don't forget to hold down when letting go of the jellyfish)
75. this is what I meant with "climb walls in a way similar to using neutrals" in 43
76. holding any diagonal direction the first frame the feather starts moving before going in a non-diagonal direction is a little faster than just going in a non-diagonal direction
77. using the wall version of coyote frames to use the momentum of a moving wall on a different wall?
(not completely sure, but if that's what it is you just have to be fast)
TH-cam won't let me write more >:|
the rest is in the replies
78. dashing trough a screen transition removes your dash, but not your dash attack, allowing you to activate Kevins (and allowing you to enter dream blocks)
79. if something pushes you off-screen, you warp to the other side of whatever pushed you
80. by being above the spikes on one frame and below it the second, you can fall through them without dying.
(apparently the platform is upside down in the clip (thanks @Violetttttttttttttt))
81. since some speed is lost when a dash ends, interrupting a grounded ultra gives more speed
(interrupt a gultra by grabbing a throwable, jumping of an entity, or even skipping a cutscene (apparently))
82. bouncing off the side of a heart gives enough speed to replace the hyper/wavedash you use at the start of an ultra
(pretty sure this should also work on bubbled feathers, but maybe the feather cancel the ultra to soon)
@@Kaylen_JakobsenI think 73 is better known as cobwob. It's when you cornerboost with a neutral climb jump and then do a wallboost in the opposite direction. I used celeste discord server as a source of information for some techs
Also, oh my god, thank you for this comment!
@@GeometryCat.-.This is something I really needed when I was trying to learn tech, and I can now just look at my list whenever I forget something :)
Also, thank you, I found and added 73.
Do you know how I can find anything about that spike clip (80)?
There's a pretty good explanation of 80 in here
th-cam.com/video/dD144drav5w/w-d-xo.htmlsi=SM52rExFTCu-vnXL
Basically you just are on one side of the spikes one frame and the other the next
the fact i know all of these and i can do 78/82 says something about my social life
the fact that you counted says more
I made a map with RTA viable spinner stunning so here I am at 79
HUH??? what map@@KaileyTheAlien
@Zergling-iq9hm alr man
@Zergling-iq9hmokay. if you go onto the internet to say stuff like this to random people, then you cant say that other people rent funny
I want to clarify that there are A LOT more obscure techs that I missed and I don't think it is possible to put all of them in the video because at some point they become so complicated that it is difficult to find a use for them.
Although some of them were definitely worth mentioning, such as nrcb, double cornerboost, 8-jump, overhang techs, jelly ladder, multiboost and some others
Hell gym has a lot that could be showcased
smh no gwoost
no cobwob and no obscure theo tech 3:
would superdash grultra count as a tech
Can u link video's of these tech's? I can't find them
Can we appreciate the fact that it's synced to the music. Banger
What I like most about this video: 1. The author conducted a real investigation to find out and study in detail all these mechanics 2. The author used in the original game those mechanics that, in theory, made it possible to use them in the original game 3. The author has a Russian channel name and I myself am Russian
YOU ARE SUPPOSED TO RCB THERE YES MY EFFORTS ARE VINDICATED
1:48 shaboing my beloved
Shaboing 😂
i love tirednwired shaboingboing clip
галя, у нас wallbounce cancel
Nice video, I wasn't excepting it to show that many techs at first but gj !
As a TASer I can tell a lot of obscure techs are missing but that's just me being picky, It makes me want to create my own list now...
I can already tell that double cornerboost, 9 tile, wallboost, bino storage, multiboost (?), spikeclimb, spikefall, overhang techs, jelly ladde, spinner freeze, demojumpr are missing, but those are already much stranger and not well known
58b. Waiting 100+ hours for 2/3 of the spinners to turn off
The moment i heard the familiar song fade in... I knew what was coming.
Crazy how i know EVERY SINGLE ONE in this video lmaooo
Btw the ending was chained-ultra-satisfying.
I can't believe you missed reversed hyperbunnyhops
A reverse hyper bhop literally doesn't do anything that a normal hyper bhop can't
edit: forgot about using coyote jumps to do the first hyper nvm
I love how retention tech is so incomprehensible that you just merged all of it into one thing, good video
"MT" ate 202 strawberries in 30 minutes. This is what happened to her kidneys
i just keep returning to this video over and over.
I thought it'd be fun to count all the ones I've done
only 17
bro forgot the cassoosted fuper
@@maxaplays decided to put cawoosted fuper instead for some reason
@@GeometryCat.-. cawoosted fuper is arguably better since it's more tech per tech
@@NaraASMRI'm gonna use "more tech per tech" everywhere now, thanks
what the heck is a cawoosted fuper ._.
@@andrew6341 Well it is the very common cassette boosted waterboosted feather super
Most of the comments have said one or more of these, but i thought i'd compile them:
All of the techs that were arguably not shown:
Jellyhop/Jellyboost - this is just having gliderboost timer while holding jump so you get a slight upward trajectory.
Wind Crouching
8jump
4 tile overhang (debatably, not a tech), 5to, 6to
Jumpthrough Push
spike climb - definitely distinct from a half-stamina climb, but one could argue it shows a similar thing - see mystral_fox's 8a with 1 dash video start
Feather Jumpthrough Clip, Feather Cancel Clip - these are usually treated as the same mechanic even though they're kind of different
Jelly Ladder - Theo Ladder - Theo-Jelly Juggle
Bino Storage
Instant Delayed Ultra (or any pause to preserve jump height scenario - i haven't seen anyone actually use it in a map yet but it's definitely a tech that humans can pull off with pause-buffering, that maybe includes 8jumps????? idk)
"Multiboost"
Ceiling Dultra
My own additions to the list of obscurity:
Climbhop Cancel
Zipclip/ZipWarp - i have never seen this discussed ever since it was found
all of the scary tech that shouldn’t be used because its either too inconsistent or niche 😇 except climbhop cancels i’ll do something with that eventually
cobwobs? (cornerboost wallboost)
@@a_username1811 #73 is cobwob, it is infact in the video
@@vividescence oh thanks for telling me lmao
@@BossAwesomeSauce i believe you used gliderboost (jellyhop) in a map before
0:01 walk timestamp
right as the music came on I *KNEW* what editing style you were going for, I'm impressed. good video man!
2:16 i spent an hour trying to smuggle a jelly from the room over for that lol
finally some closure
ok the transition into frozen sauce then everything being synced was gas 🔥
this is the only tech list that matters anyone who says otherwise will get struck by lightning probably
shut up butt sauce
Don't forget the climb-hop-cancel
Nrcb, feather jump-through clip, ceiling dultra, roboboost, 8-tile jump...
But very cool vid idea and very well made !!!!!! I learned about kermit dash
Roboboost?
@@yumm186 I'm glad you asked, it can also be called 6fbhsp instant hyper lb rcb.
Basically you have to fall on a horizontal swap block and get your vertical subpixel between 0 and 0.125 when in contact with the block. Then, demo in the direction that the swap block will go to, and jump. Many things will happen at once :
Horizontally, Liftboost and hyper speed will place you ahead of the swap block but still in contact.
Vertically, hyper will give you 0.875 but with your subpixel you will stay in the pixel, so on the block, HOWEVER, there is a feature in the game for when you walk off a moving block in front of it, putting you one pixel lower so that you fall off of it. (Else you could never fall and would always stay on). Therefore you'll end up in front of the block.
You can now rcb to yeet very far.
и ведь даже не замечаешь, когда ты их все успел освоить на пути к gm+ картам
No jelly laddering
Maybe I should add a comment with techs that I missed
Yes
gwoost my beloved was missed
This is perfect to show my friends why this game is so incredible! Thanks!!
Не думал что в этой игре НАСТОЛЬКО много техник, хотя чего я ждал меньше? Это же Celeste.
Тебя обманывают. В игре есть только прыжок, граб и рывок
их даже больше)
Wavedash is a lie
I like how sometimes dashes and jumps sync with music.
Ah, the source of my brain rot
Good video! I love how retention tech is one number lol it truly is an enigma to me
Stunning editing, and the sync? Perfection
Well made video!
Thanks!
bro how is hyperbunny different than hyper and bunny but cornerboosting horizontally and diagonally are not 2 different tech
2:10 Офигеть, никогда бы не подумал что увижу свою карту в видео на ютубе. Cпасибо!
@@anilatechannel946 справедливости ради, у пэррот дэша на канале есть шортс с этой картой. Оттуда я о ней и узнал!
@@GeometryCat.-. Ну к шортсу за год я успел привыкнуть, а здесь это очень неожиданно было
@@GeometryCat.-. parrot is a she
no theo jelly juggle :(
@@Rainbowww_ yeah, it's a hard one
@@GeometryCat.-. But some ppl did it.
The white hole
A very enjoyable watch. Really great work on the video!
A bit sad seeing double dream jumps not being important enough to make it in, but I guess there is a lot of competition lol. There are like 5-6 techs in this video I never even heard about :D
I don't know if this was already discovered but I remember that, in 1C, I accidentally discovered that, if you grab a grab-activated moving block near the top and jump from it while holding grab, the moving block won't trigger.
This is called a buffered climbjump, this features prominently in multiple Strawberry Jam maps such as The Solar Express and Lava Layer (gameing room).
If you buffer the climbjump and have upward momentum, you will not trigger any grabbable blocks such as traffic blocks, core blocks, or crumble blocks.
@@Edamori Thanks for telling me the extra info!
MB did every trick in the book. This is what happened to their body
Приятно осознавать, что спустя столько часов ты проделал такой прогресс, и теперь тебе весь мир полностью понятен.
@@k1t1ka18 да, я как будто миллионы и миллиарды лет проживаю на триллионах планет таких же как эта (а потом абсолютно случайно узнаю о существовании какой-то техники, про которую вообще впервые в жизни слышу, и она снова переворачивает моё понимание мира с ног на голову)
hultra at the end is banger
This tickles my brain.
Choosing that room for wounce canc is comedy gold
I wrote this comment before getting to cawoosted fuper at 69th place
@@KaileyTheAlien lol, yes, that room was the first time I encountered wallbounce cancel and I was confused why it was happening
As someone who knows a lot about retention tech, just putting “retention tech” is like saying wavedashes, ultras, hypers, supers, and chained ultras are the same tech. There are SO many different forms of retention tech.
Also feather hit box preservation and superdash tech
Давно хотел увидеть что-то подобное, очень круто. Только вот было бы неплохо замедлить или повторить клипы для очень быстрых техник типа rcb
@@ShiningOfTheMoon да, с самого начала не очень хорошо продумал это видео. Начал добавлять разные техники под музыку, а по итогу из-за скорости в некоторых моментах трудно понять, что происходит. В любом случае, спасибо за комментарий
@@GeometryCat.-. ещё можно добавить дисплей с клавиатурой, если захочешь другую версию записать
@@ShiningOfTheMoon если и будет другая версия, то это уже будет скорее туториал. Здесь я просто хотел красивое видео попытаться сделать
У меня получилось найти применение вертикальной скорости от пролог машины и я всё еще вижу некоторые из этих техник впервые
Bro that one comment guy is the legend
1:48 shaboingboing
ААА СЛИШКОМ БЫСТРА
а видео топчик
I was popping off at the first 7
i need to learn all of it
Forgot nrcb smh
@@Queesle yeah, you're right
I know all of these lol
Not all that familliar with retention tech though, but I know the basics (maybe I should play retention gym at some point)
i appreciate the chubbyemu song
by the way i think you missed the wallboost
Wallboosts are on 1:28
@@GeometryCat.-. oh my bad. but you did miss cornerkicks, crouching, uncrouching, and the climbhop
@@lumi2030 they missed thousends of techs, it’s just not possible to put all of them in one video, tho yeah cornerkick is a really basic one that is missing
@@lumi2030Cornerkick is on 1:26
@@GeometryCat.-. oh yeah you’re right, crazy how many people say things are missing without double checking
uh… cornergliding?
this was a really cool video tho, I could do probably about over half of this
where’s all my theo tech
tpop when
Objectively wrong video, slipped drmugloost should be here
@@dry4smash946 😨
You forgot jelly laddering
You find a lot, but there are over 150 💀
Me when I cawoosted fuper:
bro forgot the swoosted fyper and fhp tech
great video
@@sj_lezaH thanks!
Есть ещё мегастранная механика с телепортом из Amber Terminus C side в третьей комнате, хотя возможно я её просто не успел увидеть :)
i only knew 10...
Good video!
GG!
the fucking music 0:33 gave me actual ptsd...
OMG did even the developers think of this lol?
No, but instead of "fixing" the bugs they kept it adding more flavor to the game.
@@RaghavanRamanujam and then the ultra was born
@@itsfy_ U used to be able to get ultra speed from gultra mashing
@@RaghavanRamanujam GULTRA MASHING thats crazy
How to Jelly Vator?
When holding a jelly mid-air, neutral drop it, while you’re falling quickly dash up and grab it again
(For practice go to strawberry jam advanced gym)
not a single cloud rip cloud
CAWOOSTED FUPERR
No "Spranther wlip" list invalid /j
Where's the swoosted fyper?
Arguably Theo Dream Hyper, Grabless Theo Drem Hyper and the 'Extra Ball Tech' (I don't think theres a better name for it)?
@@GeorgeStephens-hl8co I wanted to put the "Extra Ball Tech" at some point but couldn't find a name for it. Theo Dream Hyper is missing, you're right
I dont know if its intentional or not, but Madeline onscreen position stays same most of the time.
And clips are definitely cut in-beat with music.
My favorite example is at 1:43
cawoosted fuper is a name alright 😂
Yeah, I put it here as a joke
@@GeometryCat.-. isnt taht a caswoosted fuper?
you left out 8jump my beloved :(
Where's the yump??
...so i dont know all of the tech.
no milk pop or cobwob... sad
Крутой видос, успехов тебе в развитии
Спасибо!
yeah so where is the climb up tech? like that animation of when climb up on a block has a lot of tech
There is still more
@@havefun9181 yes
Should death confirming count as a tech? Also, no love for Theo?
Great video though
YOU CAN WALK IN THIS GAME???
Самое страшное, что больше половины техник требует базовых механик прыжка, граба и деша. Это пугает. И я ахуел, что ты прошел MOCE // LXVI
@@gost7235 да, по сути это всё сочетание базовых механик игры с некоторыми особенностями её физики
cawoosted fuper :DDD
Как делается half climb climb?
how could you forget mb6fbhsphdrcb?
@@matveytsarichansky8953 Oh no😥
@@GeometryCat.-. after i wrote the comment i actually noticed that you mentioned roboboost in the description
What is the difference between a cawoosted fuper and a cassosted fuper?
@@IRules2244 cawoosted fuper is a water boosted cassoosted fuper
wait, is "Koral clip" actually what it's called? I've never seen it have a name
I can do 10
I am pro celeste gamer
how do you even do the first one??? dude thats way too advanced for me and ive beaten multiple b sides
Which tech are you asking about? Don't feel discouraged, anything from Farewell and beyond requires a lot of practice and patience.
lets go
Wait how can you overclock in Fortress Fall? I though it was a joke at first but you do seem to actually get stamina back. Am I completely misremembering or is the whole point of that map that you don't regain stamina on the ground?
@@felixroux overclocking is a tech that returns back stamina that you didn't actually use because it was a jump from ground. There was even a bug at some point where you could gain infinite stamina by overclocking but now you can only return full stamina
if i know 81/82 am i grandmaster
@@GamingCat-px2vb yes
@@GeometryCat.-. Goog.
Isn't it called "Cassoosted Fuper" rather than "Cawoosted Fuper"? Or am I missing something?
@@KanashimiMusic it's water boosted cassosted fuper. I put it instead, because it sounded funny
@@GeometryCat.-. Oh lol, I completely missed that there's water. That makes a lot of sense lmao
no 8jump or 9jump?
Ребят... Я прохожу только 8B (фаревелл закрыл)
Я хочу на гранды
Это тяжело освоить?
А еще можно трек из видео? :3
После сотен тысяч смертей и пары тысяч часов в игре освоишься :)
Легко этот прогресс можно тречить в SJ моде. (Фарвелл, 8B и 8C в сравнении с гм+ это детский лепет. В какой-то момент ты просто начнёшь видеть игру по-другому, с другой стороны)
@@achoombers5032 ну мне не привыкать набивать попытки, из гд привычка
Спасибо за наставление
На самом деле не очень тяжело, если проходить по SJ коллабу. Я правда только на красных экспертах, не знаю насколько большой скачок до ГМа. По моему главное просто играть карты, которые тебе нравятся, так гораздо приятнее
Если проходить карты в Strawberry Jam по порядку возрастания сложностей, то ты даже не успеешь заметить, как станешь грандмастером. Удачи!
(Трек называется Frozen Hot Sauce)
@@GeometryCat.-. Спасибо за трек и за наставление :))
No casoosted fuper??
@@gabbbsta7635 I decided to put cawoosted fuper instead because I thought it would be funny
@@GeometryCat.-. mb i missed it lol
Yooo i can do all thes- what the fuck is an archie?