fyi, this tas is outdated by about 19 seconds, but there unfortunately isn't any (public) video of anything new. most notably this tas is missing spinner stunning
39:00 this is a grounded ultra cancel. when madeline has speed she can jump and immediately downright to gain more speed (the ultra boost of x1.2) which is a grounded ultra. however this goes away and turns into a wavedash if she jumps. here this grounded ultra (or gultra for short) is cancelled by grabbing theo, which allows madeline to keep this speed and nyoom
14:00 the tas does actually do the tech you’re talking about, if you watch closely you can see they upright dash 2 times which is possible only using this tech
21:31 you can wave dash in the water but not on the water, what the tas does is pretty close tho, it’s a water boost, basically it jumps every single frame at the surface of the water getting +40 speed per frame until it exits the water, that’s how it goes so fast
44:24 waterboost: you can jump every frame in the top tile of water and you gain 40 speed each time you jump. add that to the 325 speed of a hyper and you get very fast
9:00 if you skip a cuscene your horizontal position gets reseted but not your vertical position so by going in the cutscene, then up lefting, then skiping cutscene you spawn in the dream block which refills your dash and allows you to instantly updash to go up the dream block
50:56 supers are only possible undemoed as a horizontal demo dash followed by a jump results in a hyper and some hyper spots only give you you dash back when downright because theyre ever so slower (i think 2 tiles requires undemoed). also hitting bumpers and bubbles and snowballs and oshiro while demoes or without can lead to different outcomes and objects like feathers, key coins, keys, and strawberries give different outcomes as well. also if you demo you cannot buffer another demo or a down/downdiagonal dash out of it as it will result in an normal uncrouched dash, which leads to dream hypers being impossible if the dream block is demoed into. there are other interactions that i forget but yeah it isnt the best to demo all the time
@@AresStreamsit does just give you a crouched hitbox, but that's one of the criteria for a hyper. contrary to popular belief, the down-diag dash has little to do with it aside from providing the crouch state upon colliding with the ground
Really cool video, even if the explanations are not always correct it is pretty informative and also pretty funny to see your reaction to the insane tas movements
40:16 theres a pixel where madeline can wallbounce underneath spinners because of wallbounces being performable 3 pixels away from a wall that doesnt have spikes (as they are 2 pixels wide and if the walls behind could be wounced on you could just wallbounce on spikes) 40:56 you can wallbounce out of water and it gives you your dash back because if you dash in water you dont lose your dash
35:48 the tas climbjumps a lot off the back swap block and then immediately dashes. all of these climbjumps and dashes give madeline a block boost. This is because the game has this mechanic called liftboost, where when madeline jumps or dashes from a moving block, she gains speed equivalent to the speed of the moving block. however this can be stacked and the tas abuses this to get 5 stacks of liftboost from the swap block and goes nyoom. also madeline doesnt appear to have any speed while on the back of the swap block because madeline moves before moving objects in the frame order. this means there is always that there is always a gap between madeline and the block at the frame so she can move a few pixels and not lose all her speed (sorry if i get anything wrong im not a tas expert) 41:52 same thing here except the tas did it with a faster kevin and less jumps so they had a higher base liftboost and a three stack. afterward the tas does a bunch of ultras. 46:15 same principle 51:39 another one
What you describe at some point as "spike jumps" are actually corner jumps, at no point do you enter the spikes for those 1a dashless techs, you just climbjump on the top of the wall, higher than the highest you can climb normally, a spike jump only happens when you move in the same direction as the spike because otherwise you cannot enter the spike hitbox without dying
@jorgelenny47 10% is a smaller difference than I expected-wouldn't that be just over 2 minutes? It really shows how close humans are to TAS in Celeste. It's amazing how fast people can get in this game.
fyi, this tas is outdated by about 19 seconds, but there unfortunately isn't any (public) video of anything new. most notably this tas is missing spinner stunning
3:39 those are Half Stamina Climbs, a Grandmaster Technique, which is really difficult to perform consistently.
39:00 this is a grounded ultra cancel. when madeline has speed she can jump and immediately downright to gain more speed (the ultra boost of x1.2) which is a grounded ultra. however this goes away and turns into a wavedash if she jumps. here this grounded ultra (or gultra for short) is cancelled by grabbing theo, which allows madeline to keep this speed and nyoom
14:00 the tas does actually do the tech you’re talking about, if you watch closely you can see they upright dash 2 times which is possible only using this tech
21:31 you can wave dash in the water but not on the water, what the tas does is pretty close tho, it’s a water boost, basically it jumps every single frame at the surface of the water getting +40 speed per frame until it exits the water, that’s how it goes so fast
44:24 waterboost: you can jump every frame in the top tile of water and you gain 40 speed each time you jump. add that to the 325 speed of a hyper and you get very fast
Madeline was shmoooving
22:20 those walljumps are called cpops and they are a variable frame perfect!
i guess i prolly cant do those wall jumps then
@@AresStreams They use sub pixels, (the area in which you are standing on a singular pixel as well). Great vid!
19:56 yeah that’s an actual spike jump, madeline touches the spike hitbox without dying
9:00 if you skip a cuscene your horizontal position gets reseted but not your vertical position so by going in the cutscene, then up lefting, then skiping cutscene you spawn in the dream block which refills your dash and allows you to instantly updash to go up the dream block
50:56 supers are only possible undemoed as a horizontal demo dash followed by a jump results in a hyper and some hyper spots only give you you dash back when downright because theyre ever so slower (i think 2 tiles requires undemoed). also hitting bumpers and bubbles and snowballs and oshiro while demoes or without can lead to different outcomes and objects like feathers, key coins, keys, and strawberries give different outcomes as well. also if you demo you cannot buffer another demo or a down/downdiagonal dash out of it as it will result in an normal uncrouched dash, which leads to dream hypers being impossible if the dream block is demoed into. there are other interactions that i forget but yeah it isnt the best to demo all the time
wow thats a lot more interactions then i thought. B4 this I kinda thought all demo did was shrink hurt box.
you can demo into a dream block and still dream hyper out of it. but ye the demo dash is utilized everywhere in a lot of ways throughout the speedrun.
@@AresStreamsit does just give you a crouched hitbox, but that's one of the criteria for a hyper. contrary to popular belief, the down-diag dash has little to do with it aside from providing the crouch state upon colliding with the ground
45:42 the death plane was lowered in 1.4 which means stuff like that is possible
26:43 if you demo into a bubble, it raises you by 2 pixels in the bubble so you can make it over that. This is known as an archie
good to know
Really cool video, even if the explanations are not always correct it is pretty informative and also pretty funny to see your reaction to the insane tas movements
40:16 theres a pixel where madeline can wallbounce underneath spinners because of wallbounces being performable 3 pixels away from a wall that doesnt have spikes (as they are 2 pixels wide and if the walls behind could be wounced on you could just wallbounce on spikes)
40:56 you can wallbounce out of water and it gives you your dash back because if you dash in water you dont lose your dash
wallbouncing off a pixel is crazy.
39:45 celeste is entirely deterministic
15:44 it’s not a spike jump, they are not possible with dust bunnies, she just barely doesn’t touch the dust bunny’s hitbox
this games speedruns in every sense are so nutty
and ESPECIALLY tas dude oh my
this tas was insane
44:56. that demo is actually a developer intended demo spot that is done rta
I might try it when I do my next speed run attempt
11:50 2x1 tile overhang wallbounces are actually pretty lenient, a 3x1 is pixel perfect but the 2x1 done by the tas is easily rta viable
35:48 the tas climbjumps a lot off the back swap block and then immediately dashes. all of these climbjumps and dashes give madeline a block boost. This is because the game has this mechanic called liftboost, where when madeline jumps or dashes from a moving block, she gains speed equivalent to the speed of the moving block. however this can be stacked and the tas abuses this to get 5 stacks of liftboost from the swap block and goes nyoom. also madeline doesnt appear to have any speed while on the back of the swap block because madeline moves before moving objects in the frame order. this means there is always that there is always a gap between madeline and the block at the frame so she can move a few pixels and not lose all her speed (sorry if i get anything wrong im not a tas expert)
41:52 same thing here except the tas did it with a faster kevin and less jumps so they had a higher base liftboost and a three stack. afterward the tas does a bunch of ultras.
46:15 same principle
51:39 another one
so thats how Madeline moves so fast
Dashing is done when waiting because every dash saves frames equal to the number of freeze frames
Him calling corner jumps/boosts “spike jumps” is driving me nuts
sorry bout that , now I know
16:55 no, this trigger spike was not activated yet so the tas just does a wavedash on the platform
What you describe at some point as "spike jumps" are actually corner jumps, at no point do you enter the spikes for those 1a dashless techs, you just climbjump on the top of the wall, higher than the highest you can climb normally, a spike jump only happens when you move in the same direction as the spike because otherwise you cannot enter the spike hitbox without dying
W video
Celeste tasing really is a lot of cornerboosts a human wouldn't do, that's the main reason it's about 10% faster than the rta wr
@jorgelenny47 10% is a smaller difference than I expected-wouldn't that be just over 2 minutes? It really shows how close humans are to TAS in Celeste. It's amazing how fast people can get in this game.
they nyooom too fast for the fuzzies
Yea thats crazyyy
If you wanna see Madeline NYOOM watch farewell tas with superdash
41:00 that's just lake skip. It's not that hard if you line it up correctly
not spike jump
its called 5 tile, a spike jump is jumping on a spike
There's also many DCBs (dashless corner boost) in this TAS
@@GamingCat-px2vb okay.....?
How aren't you trans?? You play celeste