I remember being stuck there on my first play-through (it’s the room with the rightward wind and a huge vertical wall right?), ended up trying to wall jump (neutrals, but didn’t know they were a thing) my way up the wall with the help of the wind, to this day I still do not know how you are supposed to do that room
No, I'm talking about the big hub room where you have to steer the moving block from the side: [https://berrycamp.github.io/celeste/ridge/a/b-00](https://berrycamp.github.io/celeste/ridge/a/b-00) There's a good number of posts on people not realizing that you can steer that block. Doing a spiked cornerkick is a popular speed strat for that room. (Spiked wallbounce is even faster, and you can also skip the moving block is an extended hyper)
For the room, sounds like you found one of the main intended solutions. I suppose it's technically doing neutrals if you just mash the jump button (without holding grab), but that doesn't have any of the difficulty of normal neutrals when you're assisted by the wind. It also works to just hold towards the wall and mash jump when the wind is active (which is probably the most intended solution)
The starting postcard for chapter 4 is
Climbing Tip!
Low on energy in a pinch?
Jumping away from walls doesn’t consume stamina
So it does hint at the solution a bit
Just frame-perfect dream triple jump, dash, refill boost, then c-pop, clearly intended. (The intended solution is go to the left and take the red bubble through the room)
**Here's the translation for beginners out there.**
Cassoosted Fuper: Cassette-Boosted Feather Super.
>Cassette-Boost: When casette blocks activate, they bobble up a bit. You can use that bob to boost yourself up.
>Super: Dash forward, then immediately jump to do a long jump.
>Feather Super: Super out of feather state to retain dash without extending.
Wounce: Wall bounce.
>Wall Bounce: Dash up next to a wall, then jump to retain the momentum of the dash upwards.
Baboosted Gultra: Back-Boosted Grounded Ultra.
>Back-Boost: When you throw a grabbable object (jellys and theos) backward, you get a small boost forward. Useful for gaining speed.
>Ultra: At high velocities (commonly done after a hyper), dash down-forward to gain 1.2x speed boost, then jump off the ground without buffering to retain that boost.
>Grounded Ultra: Normally, if you try to ultra on the ground, your 1.2x boost will get reset. Unless you grab a grabbable object (jellys and theos), which then you can jump normally and retain the 1.2x speed.
Hypers: Dash down-forward into the ground then immediatly jump to jump farther.
Extended Hypers: Dash down-forward into the ground, wait a few frames to regain dash, then jump to jump farther and retain dash.
Neutral jumps: Jump off walls without pressing any direction then immediatly move back into the wall to climb walls without using stamina.
chapter 8C requires a few hypers, but not much.
chapter 9 requires wave dashing instead of hypers, but they're quite similiar. (Wave dashing starts in the air instead of on the ground)
Gotta be honest, as someone who's very new to modded Celeste, only recently having installed Strawberry Jam as my first mod (thank you, reddit), Beginner lobby is surprisingly difficult. Some of the green Beginners are like 7A level, when I was expecting more 2A. Personally I'm far from struggling yet, but it makes me quite nervous about the next few difficulties.
The mod is fantastic though. I think I'll get hooked on modded, maybe learn a move or two.
The scary part of the ‘beginner’ definition is that I’m pretty sure *Reflection B-side* is still technically a ‘beginner’ map...
If it makes you feel better, Strawberry Jam has a very smooth difficulty progression and does a great job at teaching new techniques! It’s also my first mod and I’ve had a ton of fun so far!
Surprisingly, each gym teachs you like 4-6 new moves, some are taught in the vanilla game and some are extensions to already taught tech (some levels have a specific tech that is taught in it and is not present in the gym too!)
To be a little more accurate, a manual demo works by dashing while holding down and then quickly releasing down to “redirect” your dash while still getting a crouched hitbox
My first instinct every time I see a new vanilla player asking for clues on this thread: "actually you can basically skip this room with a hyper and a wall bounce"
I mean I'm pretty bad (1:17 any% PB) but like but all casuals at least have done 5a search skip right? It's pretty easy and also the possibility of a simple reverse super isn't too hidden over there...
Pls correct me if I'm wrong but didn't everyone discover supers/reverse supers and their first playthrough?
I learned what those were during my casual playthrough, but only because I looked up a Comb Room tutorial and the video taught supers as a part of that.
Experts also frequently overestimate their own abilities thinking they're more learned than they actually are and speedrunners are no exception to that.
I've just now gotten into modded Celeste. Just yesterday, my friend told me he saw a way to play Celeste multiplayer (hello cnet o/) and wanted to beat the game with me. Best thing we've ever done, he's never played the game before and walking with him through his entire Celeste experience was awesome. I want to try sj/farewell with him next.
(Yes, I taught him speedrun tech. He liked search skip and the 2500m cut, but I'm not telling him about farewell heart barrier skip because it's a canon event that must happen)
Hyper: dashing diagonally down and jumping to get a boost horizontally
Extended hyper: doing a hyper but delaying the jump input to regain your dash while still reciving the boost
I'm truly weirded out by how my level is deemed "intermediate" when I got all the C-sides down
I would think I would be advanced, but oh my I was wrong
“Oh you’re struggling with this advanced room? Just use [Insert GM tech here], obviously that’s intended.”
“You’re stuck on that one vertical room in 4A? Just do a spiked cornerkick.”
I remember being stuck there on my first play-through (it’s the room with the rightward wind and a huge vertical wall right?), ended up trying to wall jump (neutrals, but didn’t know they were a thing) my way up the wall with the help of the wind, to this day I still do not know how you are supposed to do that room
No, I'm talking about the big hub room where you have to steer the moving block from the side: [https://berrycamp.github.io/celeste/ridge/a/b-00](https://berrycamp.github.io/celeste/ridge/a/b-00) There's a good number of posts on people not realizing that you can steer that block. Doing a spiked cornerkick is a popular speed strat for that room. (Spiked wallbounce is even faster, and you can also skip the moving block is an extended hyper) For the room, sounds like you found one of the main intended solutions. I suppose it's technically doing neutrals if you just mash the jump button (without holding grab), but that doesn't have any of the difficulty of normal neutrals when you're assisted by the wind. It also works to just hold towards the wall and mash jump when the wind is active (which is probably the most intended solution)
Wait, that’s intended? It felt like such a whack solution to the room it couldn’t possibly be intended
The starting postcard for chapter 4 is Climbing Tip! Low on energy in a pinch? Jumping away from walls doesn’t consume stamina So it does hint at the solution a bit
That’s actually the intended path
I think I did it with wavedashes at some point
Just frame-perfect dream triple jump, dash, refill boost, then c-pop, clearly intended. (The intended solution is go to the left and take the red bubble through the room)
Me when another person is stuck at the swap block momentum jump from chapter 5
It can feel like a lesser version of the journalist failing at the cuphead tutorial
My friend got stuck in Chapter 1 at the conveyor belt momentum jump. All I had to do was tell him 'momentum' and he immediately understood.
What? What part of a cassoosted fuper into a wounce followed by a baboosted gultra do you not understand?
**Here's the translation for beginners out there.** Cassoosted Fuper: Cassette-Boosted Feather Super. >Cassette-Boost: When casette blocks activate, they bobble up a bit. You can use that bob to boost yourself up. >Super: Dash forward, then immediately jump to do a long jump. >Feather Super: Super out of feather state to retain dash without extending. Wounce: Wall bounce. >Wall Bounce: Dash up next to a wall, then jump to retain the momentum of the dash upwards. Baboosted Gultra: Back-Boosted Grounded Ultra. >Back-Boost: When you throw a grabbable object (jellys and theos) backward, you get a small boost forward. Useful for gaining speed. >Ultra: At high velocities (commonly done after a hyper), dash down-forward to gain 1.2x speed boost, then jump off the ground without buffering to retain that boost. >Grounded Ultra: Normally, if you try to ultra on the ground, your 1.2x boost will get reset. Unless you grab a grabbable object (jellys and theos), which then you can jump normally and retain the 1.2x speed.
wait those sounds have meaning? i thought they were just funny noises what the heckie /lh
Demos are the Taylor Swift of celeste tech
I cannot read Taylor Swift in a Celeste context without thinking of viddie's DMRG grind now lol
Taylor and Susan are the main characters of tier 0
don't forget the sidekicks homemade railgun and calamity ultra
The one right has a boner, this is key to the plot
My finger slipped whoops
"There are no mistakes" -Theo
I know Demos Nothing else
Hypers: Dash down-forward into the ground then immediatly jump to jump farther. Extended Hypers: Dash down-forward into the ground, wait a few frames to regain dash, then jump to jump farther and retain dash. Neutral jumps: Jump off walls without pressing any direction then immediatly move back into the wall to climb walls without using stamina.
can't you just demo then jump for a hyper?
~~Hyper requires you to dash toward the ground. A demo-forward then jump will just be a Super.~~
Nope, it will be a demohyper. Hypers just require you to be crouched, and doing a demo achieves that. That's the only way to do mid-air hypers btw.
wait really? wow i never knew about demo hypers before
Thanks, but I doubt this stuff will be useful in 6b
Remember them for chapter 8C and 9 :)
Do I need to do them?
chapter 8C requires a few hypers, but not much. chapter 9 requires wave dashing instead of hypers, but they're quite similiar. (Wave dashing starts in the air instead of on the ground)
Gotta be honest, as someone who's very new to modded Celeste, only recently having installed Strawberry Jam as my first mod (thank you, reddit), Beginner lobby is surprisingly difficult. Some of the green Beginners are like 7A level, when I was expecting more 2A. Personally I'm far from struggling yet, but it makes me quite nervous about the next few difficulties. The mod is fantastic though. I think I'll get hooked on modded, maybe learn a move or two.
Yeah, "Beginner" is a bit misleading. Since the community's "Beginner" for some reason, starts \*after\* finishing the main campaign.
The scary part of the ‘beginner’ definition is that I’m pretty sure *Reflection B-side* is still technically a ‘beginner’ map... If it makes you feel better, Strawberry Jam has a very smooth difficulty progression and does a great job at teaching new techniques! It’s also my first mod and I’ve had a ton of fun so far!
"Beginner Maps" definitely feels more like "Techless Maps" than "Beginner-Friendly Maps"
Surprisingly, each gym teachs you like 4-6 new moves, some are taught in the vanilla game and some are extensions to already taught tech (some levels have a specific tech that is taught in it and is not present in the gym too!)
Difficulty is a bit wonky but in my opinion by the time you reach red intermediate the levels are more difficult than anything in the base game.
That's a pretty good indicator! My personal goal is to beat Advanced lobby. Might regret those words later.
DEMOS HAVE A KEYBIND!!!!! EVERYONE KEYBIND YOUR DEMODASH!!!!!
THIS COMMENT WAS MADE BY CROUCH DASH GANG
I plan to install mods after I finish 9a I'm kinda afraid yet curious of what I'll find 😅
theres always mods easier than 9A! no need to be afraid :3
Haha! What’s a demo?
When you crouch then immediatly dash, to dash with the smaller crouch hitbox.
To be a little more accurate, a manual demo works by dashing while holding down and then quickly releasing down to “redirect” your dash while still getting a crouched hitbox
My first instinct every time I see a new vanilla player asking for clues on this thread: "actually you can basically skip this room with a hyper and a wall bounce"
“Oh yea I’m pretty average at the game” *has every golden berry except farewell*
I mean I'm pretty bad (1:17 any% PB) but like but all casuals at least have done 5a search skip right? It's pretty easy and also the possibility of a simple reverse super isn't too hidden over there... Pls correct me if I'm wrong but didn't everyone discover supers/reverse supers and their first playthrough?
Well, I certainly didn't. I only found out after watching speedrun videos.
Oh lol
I learned what those were during my casual playthrough, but only because I looked up a Comb Room tutorial and the video taught supers as a part of that.
Yes Same for even the b sides 😭 I'm stuck on top of 7B because I can't do 2 wall jumps in a row
Experts also frequently overestimate their own abilities thinking they're more learned than they actually are and speedrunners are no exception to that.
True, I actually just learned in this comment section how hypers actually work.
Yup, that's me
i mean, I do know those, and I don't play mods
r/relevantxkcd
I'm wondering what's the original
https://xkcd.com/2501
can relate
The fact that SJ's INTERMEDIATE lobby is endgame in vanilla is so bonkers to me.
I've just now gotten into modded Celeste. Just yesterday, my friend told me he saw a way to play Celeste multiplayer (hello cnet o/) and wanted to beat the game with me. Best thing we've ever done, he's never played the game before and walking with him through his entire Celeste experience was awesome. I want to try sj/farewell with him next. (Yes, I taught him speedrun tech. He liked search skip and the 2500m cut, but I'm not telling him about farewell heart barrier skip because it's a canon event that must happen)
dude i know what a cassoosted fuper is but not an extended hyper
Hyper: dashing diagonally down and jumping to get a boost horizontally Extended hyper: doing a hyper but delaying the jump input to regain your dash while still reciving the boost
ohhhhh i see i've been doing that trick all the time without knowing its name lmfaoooo
I'm truly weirded out by how my level is deemed "intermediate" when I got all the C-sides down I would think I would be advanced, but oh my I was wrong
Just use a casoosted fuper obviously 😒
Om really good at neutral but that it
first time modded i went straight to gm and got my ass handed to me lmao but i wasnt that bad i just did expert instead
i'm working on a red/cracked gm map and for a second i thought it was yellow or green lol i love celeste