fishmcmuffins

useful celeste TAS input sequences

Sep 19th, 2021 (edited)
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  1. useful celeste input sequences for TAS
  2. all assume standard physics (no wind, liftboosts, etc), facing towards the right - most/all should be reversible by replacing R with L
  3.  
  4. many of these can be memorized, but hopefully this is also a useful resource for newer TASers
  5.  
  6. ---------------------------------------------------------------------------------------------------------------------------------------
  7.  
  8. fastest method of accelerating from standstill: fastest for starting a chain of grounded ultras
  9. 6,R,Z
  10. 1,R,J
  11. 7,R
  12. 1,R,J
  13. #13-14,R,D,X
  14.  
  15. then, chain grounded ultras - from hyper speed on flat ground this is fastest way to move
  16. 1,R,J
  17. 14,R,D,X
  18. 1,R,J
  19. 14,R,D,X
  20. [...]
  21.  
  22. fastest method of accelerating from standstill: optimal only for ONE short grounded ultra
  23. 4,R,Z
  24. 2,R,J
  25. 8,R
  26. 1,R,J
  27. #4-12,R,D,X
  28.  
  29. ---------------------------------------------------------------------------------------------------------------------------------------
  30.  
  31. 6f bhop setup - flat ground, assuming .00 vertical subpixels
  32. (useful for setting up maximum speed grounded ultra cancels while waiting for key doors, for example - think first 3A key door)
  33. 1,R,J
  34. 8,R
  35. 2,R,J
  36. 5,R
  37. 4,R,Z
  38. 1,R,J
  39. 6,R
  40. 1,R,J
  41.  
  42. 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.
  43. directional inputs are unnecessary for this setup, of course - adjust the setup as needed to fit in the space you have.
  44.  
  45. 6f bhop setup from hyper - flat ground, assuming .00 vertical subpixels
  46. (very niche - including only because when you need it having to remember the setup sucks)
  47. 5,R,Z
  48. 1,R,J
  49. 2,R
  50. 2,R,J
  51. 1,R
  52. 1,R,J
  53. 3,R
  54. 4,R,Z
  55. 1,R,J
  56. 6,R
  57. 1,R,J
  58.  
  59. again, beware of dash timer with the 4,R,Z. this setup is faster than the above setup despite looking much longer/uglier.
  60. ---------------------------------------------------------------------------------------------------------------------------------------
  61.  
  62. climbing:
  63. optimal ways to climb walls without dashes.
  64. all of these loop into each other, and only work if you can actually grab the wall (not ice walls)
  65.  
  66. completely stamina-less climb. avoid using this whenever possible, it is very slow but necessary for very long climbs (6a heart)
  67. 11,J,G
  68. 1,L,J
  69. 1,K
  70. 24,R,K
  71. [...]
  72.  
  73. half stamina climb - climbs only slightly slower than normal climb jumps, but allows you to scale effectively double distance.
  74. VERY USEFUL.
  75.  
  76. #12/13
  77. 1,J,G
  78. 3,R,J
  79. 5,J
  80. 1,R,J
  81. 1,L,J
  82. 1,R,J
  83. 13,R,K,G
  84. [...]
  85.  
  86. #13/13
  87. 1,J,G
  88. 3,R,J
  89. 6,J
  90. 1,R,J
  91. 1,L,J
  92. 1,R,J
  93. 13,R,K,G
  94. [...]
  95.  
  96.  
  97. optimal walljumps in terms of horizontal distance
  98. (favored by .35 of a pixel - no reason not to do them in a lot of situations, but pretty niche that it matters)
  99. 1,J
  100. 2,K,G
  101. 28,L,K
  102.  
  103. first jump needs to result in a neutral that makes you face towards wall - this is just a tiny wallboost away from the wall
  104. ---------------------------------------------------------------------------------------------------------------------------------------
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