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Celeste Speedrun Glossary

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Hello all and welcome to the glossary of terms for the Celeste speedrun.

 
 
Why do we have a glossary?  
- There is no set name for techniques and even within the community itself, players 
often get confused when discussing strats. Without a consensus we will constantly 
be relaying different information and confusing the audience.  
 
Who came up with these names? 
- The community tends to think up names of their own, the most popular being 
adopted as the “official” name.  
 
 
Basic Controls: 
 
Jump​: Can be held to jump higher. Bunny hop is just another way to say a jump, 
usually referring to one done with momentum and with minimum height in order 
to preserve said momentum. 
 
Grab and climb:​ Press the designated button against a wall. Can move up or 
down. Consumes stamina over time. 

 
 
 
 
Dash:​ pressing the designated button on the controller. You only get one dash 
before Madeline must land again.  

 
 
 
Wall Jump/Kick​: Pressing jump while on a wall. By jumping away and then going 
back towards the wall, you can gain height. This is called a N
​ eutral Wall jump 
(shown on right). Holding Climb makes Madeline go up instead of away from the 
wall and consumes stamina.  

 
Wall Bounce: D
​ ashing up against a wall and pressing jump to “bounce” off the 
wall. Can input jump up to the last frame of the dash and still maintain full speed. 

 
 
Dash Jump​ (Dash+Jump): Maintains your dash momentum while traveling 
through the air.  

 
 
Hyper Dash​ (Down+Forward+Dash+Jump): Dashing down and forward increases 
Madeline’s speed while lowering the arc of her jump. 

 
 
 
Wave Dash​ (Down+Forward+Dash+Jump in air): It's just an air hyper dash. Given 
its name because of a Super Smash bros. Technique where players airdodge into 
the floor to gain momentum.  

 
 
 
Ultra Dash (​ Down+Forward+Dash during a Hyper Dash): When you Cancel a 
Hyper with another Hyper Madeline gains even more speed. Can be chained on the 
ground (assuming flat ground) or use to clear large areas when descending. 

 
 
 
Extended Dash Jump/Hyper Dash/Wave Dash:​ all dash combinations can 
be done in a way that preserves your dash (with the exception of an ultra dash). 
Adding the prefix extended is an easy way to say this. You can extend any Dash 
combination by EXTENDING the amount of time before you jump, specifically by 
jumping between frames 10 and 15 of your dash. This also applies to airborne 
dashes (bouncing off the floor after frame 10 but before your dash ends will 
perform an extended wavedash). 
 
Reverse _______: ​All dash combinations can be reversed as well, simply dash one 
way then jump the other to get a reverse version of any of the above! 
 
Corner boost​: When Madeline runs into the top 3-4 pixels of a corner with high 
momentum she can press grab+jump to launch herself past the corner. The speed 
at which she goes is based on the momentum she had and which pixel she 
grabbed. 

 
Game Mechanics: 
 
Dash Crystal:​ Replenishes your dashes and stamina. Can only break it when 
you’ve used a dash or are running low on stamina. 

 
 
Springs: ​Boing, Boing, Boing! 

 
 
Key Coins:​ Keys needed to remove the lock on the door.

 
 
Crumble Blocks:​ blocks that collapse under Madeline. Activated by grabbing the 
side or stepping on them. 

 
 
 
Water: 

 
 
Zippers:​ Follows a set rail. Is triggered by landing on it or grabbing it.  

 
 
Dream Blocks:​ Extends madeline’s dash infinitely in the direction she is going as 
long as she remains in the bubble. Can be jumped/double jumped/hypered out of. 
Dashing down+right after exiting results in an ultra.  

 
 
Example of hypering out of a dream block: 

 
 
Badeline (Old Site): C
​ opies Madelines inputs, 3 seconds behind you. 

 
 
Dust bunnies​: Can appear stationary or mobile. If they are moving they are 
always in a set cycle. Cycles may differ on entry and death. 

 
 
 
 
 
 
Dust Floor:​ Triggers after Madeline crosses over it. Creates terrain that kills 
Madeline on contact. 

 
 
 
Pressure Platforms:​ Descends when you stand on them. Ascends when you 
don’t. 

 
 
Oshiro: C
​ harges at Madeline in set intervals. Can replenish her dash if she steps 
on his head. Just wants you to stay at the hotel :( 

 
 
Demodash: ​A glitch allowing you to crouch while dashing, therefore decreasing 
your hitbox middash and being able to dash through tight spaces. The GIF below 
showcases the most common use of demodashing located at the end of Celestial 
Resort, before the Oshiro section. (​Tutorial here​) 

 
 
Clouds:​ Allow players to bounce higher. The later you jump the higher you go. 

 
 
Directional Platforms:​ moves in the direction of the arrow. An open square 
means it can be controlled from that side. 

 
Wind:​ Pushes Madeline in one of the four cardinal directions. If it pushes you into 
spikes but you are holding away from the spikes you don't die. 

 
 
Green Bubbles:​ Launches Madeline a dash distance. Launch quicker by pressing 
dash. 

 
 
Dash Platforms:​ Move along their railing whenever Madeline dashes. 

 
 
 
Red bubbles:​ Send Madeline infinite distance in one of 8 directions. She can 
cancel her trajectory early with a dash. Can launch quicker out of the bubble by 
inputting dash.  

 
 
 
 
 
 
 
 
 
 
 
 
 
Depths Cornerboost/Yeet:​ T​ his skip involves performing a reverse hyper on a 
small ledge of a dash platform then dashing into a cornerboost, giving you 
momentum to shoot across the room, skipping it entirely. If performed precisely, it 
can also be used to skip the following room. 

 
 
Double Bubble Skip:​ Using a corner boost and an extended dash, you can skip 
2 bubbles of the screen below. (Also referred to as DBS or Hamlet Skip) 

 
 
 
 
 
 
Search Skip:​ Skipping the majority of the Search Checkpoint in Mirror Temple by 
Reverse Dash Jumping over a large row of spikes to skip two keys. The biggest time 
save in the game. (~2 minutes) 

 
 
 
B-Side Glitch: ​If you collect the cassette in an A-Side then beat the B-Side for that 
level, it will unlock the next A-Side of the game. This means that if the time it takes 
to complete the B-Side added with the time needed to collect the cassette is shorter 
than the length of the original A-Side, it can save time. Currently, 5B and 6B are the 
only B-Sides that can save time in the Any% speedrun, however, very few amount of 
people attempt 6B due to its difficulty. 
 
 
Bubs Drop: ​soon tm 
 
 
 
 
 
 
 
 
 
 
Lake Skip:​ Because there is a small corner peeking out from under the spikes, 
there is just enough room to wall bounce around these spikes in the 2nd 
checkpoint of Reflections. Was made more RTA viable by the patch that increased 
wall bounce leniency. (Used to be 1 pixel window, is now 3 or 4) 

 
 
 
 
Crush Blocks/Kevin Blocks: D
​ ashing into any of its blue borders makes it 
travel infinitely in that direction until it hits an obstacle. 

 
 
 
Bumpers/Pinball Bumpers:​ Repels Madeline in the direction she touches 
them from. Holding away from them when bouncing off them results in a further 
boost. 

 
 
 
 
Badeline Boost: ​By using the crush/kevin block momentum combined with a 
hyper, you can fly through the end of the last screen before Badeline and straight 
into the fight. If you skip the cutscene too late you wind up in the floor and have to 
retry. Can also crash the game. 

 
 
 
 
 
 
 
Door Skip:​ In the room below in the 2000M section of Summit, you’re able to 
barely dash underneath these doors you would otherwise have to use the buttons 
to open. It has achieved cult meme status due its high-risk-low-reward nature. 

 
 
 
Made by Benteezy/Aportik, GIFs by Blueye 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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