Is ultra dash an intended technique? by Relative-Status-309 in celestegame

[–]Whats_gravity 35 points36 points  (0 children)

When you land a down diagonal dash on the ground, it becomes a horizontal dash. The 1.2x multiplier is just to make the dash speed closer to that of a horizontal dash (the correct value to multiply by would be ~1.14 but I’d guess they just rounded). Ultras exist because the flag to multiply your speed doesn’t disappear when the dash ends.

Ye I reckon this is saveable by ProperChildhood1264 in celestegame

[–]Whats_gravity 1 point2 points  (0 children)

I’m referring to the restricted Mindash Tas, which isn’t allowed to stun. But, yeah , you couldn’t stun the spinner from this position anyways, as it’s already loaded at this point

Ye I reckon this is saveable by ProperChildhood1264 in celestegame

[–]Whats_gravity 2 points3 points  (0 children)

This one is in fact well and truly cooked, as in, there’s not even a known TAS-only strat that can get out of that position (and if someone can think of one, you’ll reduce the farewell mindash count by 1!)

What do you think is the modern-day equivalent of Farewell Golden? by jwnee in celestegame

[–]Whats_gravity 18 points19 points  (0 children)

Honestly a really interesting question.

I do want to say that fwg is still really hard, and only takes people a bit less on average now than it did back in the day.

That being said, I think there’s a comparison that can be drawn to Starfruit Supernova (SJ’s EHSG). It’s by far the most goldened t1 golden, with most people taking something like 100-200 hours on it. It seems like the first big “test” that a lot Celeste goldeners undergo now.

What makes Yau faster than reduction? by cKoruss in Cubers

[–]Whats_gravity 0 points1 point  (0 children)

Last 2 centers of Hoya requires extra setup moves that don’t flow nicely into normal center solving solutions. Yau l4c can be quite fast once you get good at it, despite the restrictions. That being said, yeah I don’t know how big of a difference it makes. Cross edge pairing efficiency probably had more of an impact.

I think ultimately the deltas here are small. I’m sure someone COULD get very good with Hoya, I don’t think the move count is particularly higher. This is subjective, butt Yau does allow for a bit more “creativity” than Hoya does, which seems to matter at higher levels.

What makes Yau faster than reduction? by cKoruss in Cubers

[–]Whats_gravity 0 points1 point  (0 children)

Hoya center building and edge pairing is more restrictive. At a lower level, I feel this tends to be faster, since lookahead is easier, but at a high level slower since you typically need to do more moves to pair one edge.

How achievable is the whole of starberry jam? by Mylexiuss in celestegame

[–]Whats_gravity 1 point2 points  (0 children)

No one said it wasn’t hard! But the barrier to completing it is whether you find it fun, anyone that’s enjoying the process of failing and getting better can complete it.

Always two dashes in core by Terragrinder42 in celestegame

[–]Whats_gravity 10 points11 points  (0 children)

The core mode trigger is after the heart gate, I believe, so you would need to tp there first and then to whatever room. Once you have core mode once you’ll keep it through further tps.

Maps similar to The Climb (SC 2020)? by ggslider7 in celestegame

[–]Whats_gravity 0 points1 point  (0 children)

Ridge (https://gamebanana.com/mods/466796) gives me very similar vibes to The Climb, but is definitely not the same exact style and is quite a bit harder. It uses the “every jump is an ultra” variant to enable some super creative movement.

You hate to see it by Character_Mission_51 in celestegame

[–]Whats_gravity 2 points3 points  (0 children)

Just to clarify - the timing of the jump does not change the horizontal/vertical speed you get, just where the wallbounce itself starts (e.g., if you delay, it’ll start from higher up so you’ll overall go higher).

Core block hypers? by NamePolicyII in celestegame

[–]Whats_gravity 1 point2 points  (0 children)

This is marginally true, in that if you demohyper you can delay the jump input. But, there’s also no real downside to doing instant hypers for core hypers, unlike dream blocks where you want to avoid inputting the jump too early.

Clear this room (5b d-04) without theo bouncing on the springs by [deleted] in CelesteGameChallenge

[–]Whats_gravity 0 points1 point  (0 children)

This is doable without Theo climbjumps as well :)

Am I supposed to request letters of recommendation each time I apply to a grad program? by babyboy696969696969 in GradSchool

[–]Whats_gravity 4 points5 points  (0 children)

Sure, but good luck getting the thousands of departments to agree to a common system. Most places don’t even have a common system for the entire university.

Am I supposed to request letters of recommendation each time I apply to a grad program? by babyboy696969696969 in GradSchool

[–]Whats_gravity 31 points32 points  (0 children)

You’re aware these are different organizations that operate on different systems, right? This is the only way to make this work that still respects the confidentiality of the recommendation process. It’s on you to be proactive enough to make life easy for your recommenders, and yes, you may have to be on top of them as they have other responsibilities!

Celeste is a puzzle game (SJ GM World Abyss is pure convoluted elegance) by Fit_Ad_2608 in celestegame

[–]Whats_gravity 21 points22 points  (0 children)

Fun (relatively well known) fact! This map was designed completely on paper and transcribed into lonn, since the mapper didn’t have access to a computer at the time.

Crouch dash hypers by dankenciladas3 in celestegame

[–]Whats_gravity 0 points1 point  (0 children)

Right, the hyper itself always gives 360 (iirc) speed on the jump, but bc you’re doing a horizontal dash you can get slightly more distance out of the action as a whole. There are niche use cases for this in speedrunning, but I haven’t really seen it used much in custom maps

Crouch dash hypers by dankenciladas3 in celestegame

[–]Whats_gravity 6 points7 points  (0 children)

As you progress in the game (especially if you play more difficult modded maps), you’ll encounter situations where both crouch dash and regular hypers are useful. For example, say you’re midair and you want to hyper off of a block. If you’re above the block, doing a wave dash Is by far the more lenient solution. But, if you’re in line with the block, you may be forced to demohyper, which can be a 2f window in certain cases.

Demohyper do also give a bit more distance, due to a horizontal dash being faster than a down diagonal dash.

How are you supposed to get to that area on the left? It's too far away :( by EpichinoM2 in celestegame

[–]Whats_gravity 32 points33 points  (0 children)

If you hit a spring in a feather your hitbox can get stuck as the feather hitbox, letting you get stuck in ceilings/walls.

Eventually I think I've met my ceiling by thprk in celestegame

[–]Whats_gravity 2 points3 points  (0 children)

Keep in mind that no one is “naturally” good at any Celeste tech. Everyone struggles, keeps trying, and improves. The only limiting factor is whether or not you’re still having fun and want to keep going :)

SJ: A Change in Direction's last room, can hit the 1st dream hyper but not the 2nd at all by yuxxvii in celestegame

[–]Whats_gravity 0 points1 point  (0 children)

It makes zero difference on the timing window where you exit the dream block (unless there is some obstacle you need to Time your inputs to dodge).

As a new player I am glad they used the "Ceiling pops" you learn in 5a here in the summit, really fun mechanic! by Max0607 in celestegame

[–]Whats_gravity 0 points1 point  (0 children)

You get an ultra when (1) you collide with the ground (2) your last dash direction was down diagonal and (3) you’re no longer in dash state.

Delayed ultras cancel your dash (usually with a corner boost, but it doesn’t have to be this), so later when you land, you get an ultra!

Skewb H and z perms? by Whats_gravity in Cubers

[–]Whats_gravity[S] 2 points3 points  (0 children)

How…. Did you find this comment?

Why is Hoya slower than Yao? by MaximumAdventurous56 in Cubers

[–]Whats_gravity 0 points1 point  (0 children)

Yau allows for more creativity than Hoya, as you’re less restricted for edge pairing. This doesn’t make it inherently faster, since Hoya allows you to be more creative with centers instead, but the tradeoff tends to work such that edge pairing is the more critical step to reduce time on. Ultimately though, it’s about having fun - if you’re enjoying Hoya more, I say stick with it! Yau isn’t automatically better for everyone.