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- useful celeste input sequences for TAS
- all assume standard physics (no wind, liftboosts, etc), facing towards the right - most/all should be reversible by replacing R with L
- many of these can be memorized, but hopefully this is also a useful resource for newer TASers
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- fastest method of accelerating from standstill: fastest for starting a chain of grounded ultras
- 6,R,Z
- 1,R,J
- 7,R
- 1,R,J
- #13-14,R,D,X
- then, chain grounded ultras - from hyper speed on flat ground this is fastest way to move
- 1,R,J
- 14,R,D,X
- 1,R,J
- 14,R,D,X
- [...]
- fastest method of accelerating from standstill: optimal only for ONE short grounded ultra
- 4,R,Z
- 2,R,J
- 8,R
- 1,R,J
- #4-12,R,D,X
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- 6f bhop setup - flat ground, assuming .00 vertical subpixels
- (useful for setting up maximum speed grounded ultra cancels while waiting for key doors, for example - think first 3A key door)
- 1,R,J
- 8,R
- 2,R,J
- 5,R
- 4,R,Z
- 1,R,J
- 6,R
- 1,R,J
- note if you want to grounded ultra out of this bhop optimally, you need to change 4,R,Z to at least 7,R,Z to account for dash timer.
- directional inputs are unnecessary for this setup, of course - adjust the setup as needed to fit in the space you have.
- 6f bhop setup from hyper - flat ground, assuming .00 vertical subpixels
- (very niche - including only because when you need it having to remember the setup sucks)
- 5,R,Z
- 1,R,J
- 2,R
- 2,R,J
- 1,R
- 1,R,J
- 3,R
- 4,R,Z
- 1,R,J
- 6,R
- 1,R,J
- again, beware of dash timer with the 4,R,Z. this setup is faster than the above setup despite looking much longer/uglier.
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- climbing:
- optimal ways to climb walls without dashes.
- all of these loop into each other, and only work if you can actually grab the wall (not ice walls)
- completely stamina-less climb. avoid using this whenever possible, it is very slow but necessary for very long climbs (6a heart)
- 11,J,G
- 1,L,J
- 1,K
- 24,R,K
- [...]
- half stamina climb - climbs only slightly slower than normal climb jumps, but allows you to scale effectively double distance.
- VERY USEFUL.
- #12/13
- 1,J,G
- 3,R,J
- 5,J
- 1,R,J
- 1,L,J
- 1,R,J
- 13,R,K,G
- [...]
- #13/13
- 1,J,G
- 3,R,J
- 6,J
- 1,R,J
- 1,L,J
- 1,R,J
- 13,R,K,G
- [...]
- optimal walljumps in terms of horizontal distance
- (favored by .35 of a pixel - no reason not to do them in a lot of situations, but pretty niche that it matters)
- 1,J
- 2,K,G
- 28,L,K
- first jump needs to result in a neutral that makes you face towards wall - this is just a tiny wallboost away from the wall
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