Honestly even though people might not think of it as movement tech, retreating fullhop into instant turnaround attack instant turnaround is perhaps the most universal and important technique you can do as any survivor.
as a Celeste player, when i found out Pilot can wavedash like that he instantly became my favorite survivor, sometimes when im bored i’ll turn on Sacrifice and see how fast i can progress in the game with him(i still havent gotten any successful runs though, damn wurms)
Isn't pilot like, one of the best worm killers in the game with his secondary? It pierces at a good angle to hit a bunch of segments if you're on the ground, and does A LOT of damage per hit. It can literally one-cycle a worm. I guess if you're specifically talking about the Gilded Wurms, you have to line it up a little but the secondary should still shred them. The version while jumping is probably more useful for them.
@@ashortcut_cutshort2275 pilot is pretty good at killing worms its just Providence's wurms can easily burst you down if you arent paying attention. parry merc is probably the best worm killer imo, with the right timing you can oneshot multiple magma worms and deal a crap ton of damage to Providence's wurms.
Small enforcer movement tech: shield dashing with your shield down allows you to change which direction you’re facing without having to leave the defensive position. I.e., you can be have your shield down, locking you to look right, and if shield dash to the left, you’ll come out off the dash with your shield still down but now facing left. Also, if you hold the movement key that is in the opposite direction of the shield dash, you’ll come out of it facing that direction. I.E., facing right, shield dash right, hold left key before dash ends, exit dash facing left. It’s a little thing but it helps a lot with maintaining a high rof for enforcer when you’re getting swarmed from both sides.
Another pilot one for you: If you enable "hold up to jump" in the accessibility options, and use aerobatics on a wall, you can clear very large walls by holding up and jumping.
you don't need to use "up to jump" to be able to do this, however it is easier with it enabled. i posted an explanation of how to do it in a different comment but i'll post it here as well: To do so, you have to be holding jump before the wall jump. If you have a hopoo feather, you can press and hold jump during the wall climb. If you don't have a hopoo feather, the jump input will need to be performed before the wall climb. If you have the "up to jump" option enabled, you will always do the higher jump instead of the smaller jump.
Love it ! I'm gonna have to vote Miner for the best mobility survivor. Pilot is a strong contender for sure, but being able to push/stun enemies around while moving out of their attack range is just too good
Not only that, what does it for me is that all of miner’s skills can combo in several orders. Pilot MUST start by using his Aerobatics, meaning my siblings and i can’t joke about how high we get while playing as pilot.
Hey, congrats on your Judgement progress so far Cap! Your Risk of Rain Returns videos have piqued my interest to exploring/pushing as much of this game as possible. Keep the videos coming, I love them!
The huntress one is super easy to pull off and has something to do with landing and shooting at similar, but not the same times. If you release your arrow a little before you hit the ground it should be somewhat consistent (as least it was for me when I first did it and tried replicating)
I recall Loader having a frame perfect bunnyhop + primary movement tech, where jumping at the right moment during the punch allows you to steal the forward momentum and zoom off. No idea if that is in this game too, but the grapple one is more consistent at least.
Another trick for Drifter, though I dunno if I'd call it "tech" since it seems intentional. But if you create a block, on a ledge, stand on it, and shove it off, riding it to the ground will negate fall damage. You can use this to quickly get to the bottom of vertical stages like the snow level without breaking your shins.
I remember playing with someone Loader momentum cancelling and couldnt find a video or post on it at all, the fact that i just happened to get this in my feed is legendary. Thank you for your research :)
I'm so glad to see this community willing to learn, break down the mechanics of, and teach all there is to this amazing game. Thanks Cap, definitely gonna try out more characters with these techs in mind!
Not exactly "tech" but it's worth mentioning: Sniper can time jumps around their primary shot/reload. The sequence is fire > jump > reload midair > fire again on landing. The length of the jump arc is just so that you can nail the perfect reload timing and be ready to shoot as soon as you touch the ground. By turning it into a repeatable combo, it makes it much easier to time your reloads overall, as it just becomes a rhythm. You can also jump during the shot itself but it's harder to aim the shot when doing so. This lets you kite enemies far more effectively, and dramatically boosts your DPS.
Oh yeah, in case anyone is wondering, the red Jetpack item (from my experience with Pilot, at least) does NOT ruin the ability to do this glitch. I've reached full speed with Pilot's tech while using it just as easily as I have without, and if anything, it kinda feels nicer to have around since I can stop getting caught on every ledge as I fly by with good enough usage.
Miner can also bhop with the drill dash ability. This one doesn't need a mocha and it's easier to perform. Another movement tech with miner, that I think might be a bug is if you use backblast and immediately hold primary afterwards you get full movement speed in the air while attacking
@@matapavosgamer I don't mean that, I mean you don't have to start the attack in mid air, you just hold down the primary after you used backblast and if you're in mid air you have full move speed. Even if you land, you can just jump again without letting go of the primary attack button and you still have full speed
Fun note about Aerobatics It gives some attack speed and allows the use of all skills with unique animations to boot Using any skill (holding primary) will stop you from unclinging from the wall, but will still slide you down slowly The attack speed seems to be around 12%
The huntress bug is probably just like loaders tech from ror1, where you used his primary witch gave him a short burst forward, and then jumped as it gave the burst to launch yourself
I've been loving Bandit, and I found out that with extra help from a rusty jetpack I can rocket myself up with the default Utility ability by jumping, immediately cloaking, and right after immediately attacking, moving left or right is preferrable with it just being vertical gain. Though I don't know if it counts toward this video's topic since you wouldn't need bHopping with it.
A fun thing i found out about enforcer is that if you start his alternative secondary mid-air and jump again once you land, you'll jump slightly higher than usual, it also lowers the gravity of the jump significantly, you can jump WAY longer distances with this. After some testing I found out that this scales with jetpacks and also affects feathers! I have no idea how this tech even exists because why would his jump height ever be tied to his secondary?
I'd say pilot has the better movement, as he can still grab onto and climb walls with the dash. While miner's movement is pretty remarkable, the distance you can get on demand as pilot is insane. I've had times playing miner where I got swarmed anyways, but never as pilot.
this isn't really tech, but mercenary's second utility, skyward assault, can be chained into itself with hardlight afterburner to get some good distance, speed, and height. there's a specific timing window where the second input won't trigger the drop, and will make a second dash
I'm gonna have to go with miner, wavedash is really strong for traversal, but I value the vertical mobility of miner more than the sheer speed of pilot's dash.
Honestly i hope they don't patch these things out, move tech is awesome amd it doesn't impair normal gameplay anyway so it's a great way to up that skill ceiling!
small note for loader, you can grapple on conduits the same way you grapple on enemies, so if there are no enemies that would be a good option and a fast way to setup lightning rods. Also, are the movement techs of the other characters also called overclocks? If not they should be.
There might've been someone to find each thing first, but a lot of people found these before this video so it'd be kinda much to keep track of. Lots of people around the community have been doing good with experimenting
All auto jump means is that you can hold the jump button and your character will automatically jump when it touches the ground instead of having to press space each time you want to jump so there is no reason not to have it. It just makes bhopping 10x easier because you just hold space for frame perfect jumps
@@Brass319 You can gain extra height from his wall jump that occurs when climbing to the top of a wall or when sliding down a wall while holding up (pilot will begin sliding down the wall after a set amount of time). To do so, you have to be holding jump before the wall jump. If you have a hopoo feather, you can press and hold jump during the wall climb. If you don't have a hopoo feather, the jump input will need to be performed before the wall climb. If you have the "up to jump" option enabled, you will always do the higher jump instead of the smaller jump.
You can also do the wall jump instantly if you dash into the highest/lowest point of a wall that you are facing (it's pretty precise), assuming that there is nothing above or beneath it, depending on which part of the wall you are attempting to jump from.
With the pilot wave dash 1. I hope they don’t remove it because it’s making pilot my fav survivor now 2. If you jump, and at the peak of the jump dash downwards, it gives a more consistent fast wave dash than the frame 1 or 2 dash. At least from my time playing
Honestly even though people might not think of it as movement tech, retreating fullhop into instant turnaround attack instant turnaround is perhaps the most universal and important technique you can do as any survivor.
Agreed, being able to keep your forwards movement while attacking behind you is huge
Wavebounce and B-reverse because everything has to tie back to Smash terminology
@@boon_diggleswavedash was actually a tekken technique and then the name was adopted to the smash tech.
WHY EVERY PLATFORMER IS LIKE "reverse hyper into ultra with super"
@@PhoneAccount-l6z Thanks for telling me; I know my 2D far better than 3D fighters
CONTENT!!!
YOOOO Wimby is here
as a Celeste player, when i found out Pilot can wavedash like that he instantly became my favorite survivor, sometimes when im bored i’ll turn on Sacrifice and see how fast i can progress in the game with him(i still havent gotten any successful runs though, damn wurms)
Isn't pilot like, one of the best worm killers in the game with his secondary? It pierces at a good angle to hit a bunch of segments if you're on the ground, and does A LOT of damage per hit. It can literally one-cycle a worm.
I guess if you're specifically talking about the Gilded Wurms, you have to line it up a little but the secondary should still shred them. The version while jumping is probably more useful for them.
@@ashortcut_cutshort2275 pilot is pretty good at killing worms its just Providence's wurms can easily burst you down if you arent paying attention.
parry merc is probably the best worm killer imo, with the right timing you can oneshot multiple magma worms and deal a crap ton of damage to Providence's wurms.
Small enforcer movement tech: shield dashing with your shield down allows you to change which direction you’re facing without having to leave the defensive position. I.e., you can be have your shield down, locking you to look right, and if shield dash to the left, you’ll come out off the dash with your shield still down but now facing left.
Also, if you hold the movement key that is in the opposite direction of the shield dash, you’ll come out of it facing that direction. I.E., facing right, shield dash right, hold left key before dash ends, exit dash facing left.
It’s a little thing but it helps a lot with maintaining a high rof for enforcer when you’re getting swarmed from both sides.
Also works with sniper while charging
Thanks for the sick tech compilation!
Another pilot one for you: If you enable "hold up to jump" in the accessibility options, and use aerobatics on a wall, you can clear very large walls by holding up and jumping.
you don't need to use "up to jump" to be able to do this, however it is easier with it enabled. i posted an explanation of how to do it in a different comment but i'll post it here as well:
To do so, you have to be holding jump before the wall jump. If you have a hopoo feather, you can press and hold jump during the wall climb. If you don't have a hopoo feather, the jump input will need to be performed before the wall climb. If you have the "up to jump" option enabled, you will always do the higher jump instead of the smaller jump.
as somebody who is super unlucky not needing the bonus attack speed for pilot makes him the movement king for me
the sudden transistor track surprised me. i love ror and transistor
I love miner and pilot since the movement they have is insane. Also I wasn’t really a fan of miner in the first game, but he’s so cool.
Love it !
I'm gonna have to vote Miner for the best mobility survivor. Pilot is a strong contender for sure, but being able to push/stun enemies around while moving out of their attack range is just too good
Not only that, what does it for me is that all of miner’s skills can combo in several orders. Pilot MUST start by using his Aerobatics, meaning my siblings and i can’t joke about how high we get while playing as pilot.
Hey, congrats on your Judgement progress so far Cap! Your Risk of Rain Returns videos have piqued my interest to exploring/pushing as much of this game as possible. Keep the videos coming, I love them!
clearly the best movement tech is jumping on your turrets as engineer.
The huntress one is super easy to pull off and has something to do with landing and shooting at similar, but not the same times. If you release your arrow a little before you hit the ground it should be somewhat consistent (as least it was for me when I first did it and tried replicating)
I recall Loader having a frame perfect bunnyhop + primary movement tech, where jumping at the right moment during the punch allows you to steal the forward momentum and zoom off. No idea if that is in this game too, but the grapple one is more consistent at least.
Similar to pilot’s rapid deployment, you can also use drifter’s spin ability to launch super high on jump pads
Another trick for Drifter, though I dunno if I'd call it "tech" since it seems intentional. But if you create a block, on a ledge, stand on it, and shove it off, riding it to the ground will negate fall damage. You can use this to quickly get to the bottom of vertical stages like the snow level without breaking your shins.
I love the passion this community has for the game, cool to see this kind of in depth tech
incredible video can't wait to try this
I remember playing with someone Loader momentum cancelling and couldnt find a video or post on it at all, the fact that i just happened to get this in my feed is legendary. Thank you for your research :)
love your vids!
I'm so glad to see this community willing to learn, break down the mechanics of, and teach all there is to this amazing game.
Thanks Cap, definitely gonna try out more characters with these techs in mind!
Miner needs all that movement because he's a melee character, but Pilot is just broken for no real reason.
Should also be noted that most bhopping movement tech works with feathers and jetpacks, as using either still retains your horizontal momentum.
Not exactly "tech" but it's worth mentioning: Sniper can time jumps around their primary shot/reload. The sequence is fire > jump > reload midair > fire again on landing.
The length of the jump arc is just so that you can nail the perfect reload timing and be ready to shoot as soon as you touch the ground. By turning it into a repeatable combo, it makes it much easier to time your reloads overall, as it just becomes a rhythm. You can also jump during the shot itself but it's harder to aim the shot when doing so.
This lets you kite enemies far more effectively, and dramatically boosts your DPS.
Oh yeah, in case anyone is wondering, the red Jetpack item (from my experience with Pilot, at least) does NOT ruin the ability to do this glitch. I've reached full speed with Pilot's tech while using it just as easily as I have without, and if anything, it kinda feels nicer to have around since I can stop getting caught on every ledge as I fly by with good enough usage.
I appreciate the transistor OST in here
A great compilation of some great tech everyone should know, fantastic work!
"movement items are not that common"
Artifact of command: i simply don't exist apparently
Watching pilot's movement and just going "damn they added celeste techs to rorr
Pilot too good as a character, glad to have some more under the belt... o7 the community is lucky to have you mon capitan, massive video
Heck yeah! Pilot got Titanfall's Pilot slide! Everything I hoped for )
Quick tip for drifter since it wasn't covered: if you use tornado slam Before you jump, you get sent much higher than if you use it After you jump.
Miner can also bhop with the drill dash ability. This one doesn't need a mocha and it's easier to perform.
Another movement tech with miner, that I think might be a bug is if you use backblast and immediately hold primary afterwards you get full movement speed in the air while attacking
Nope it's a mechanic, if you start an attack in the air it doesn't slow you down, and it works with every survivor
@@matapavosgamer I don't mean that, I mean you don't have to start the attack in mid air, you just hold down the primary after you used backblast and if you're in mid air you have full move speed. Even if you land, you can just jump again without letting go of the primary attack button and you still have full speed
Fun note about Aerobatics
It gives some attack speed and allows the use of all skills with unique animations to boot
Using any skill (holding primary) will stop you from unclinging from the wall, but will still slide you down slowly
The attack speed seems to be around 12%
best way to fight vagrant imo
@@Brass319 It's useful sometimes versus all of the bosses and all of the time vs Ifrit, but Ifrit isn't really a problem
The huntress bug is probably just like loaders tech from ror1, where you used his primary witch gave him a short burst forward, and then jumped as it gave the burst to launch yourself
I've been loving Bandit, and I found out that with extra help from a rusty jetpack I can rocket myself up with the default Utility ability by jumping, immediately cloaking, and right after immediately attacking, moving left or right is preferrable with it just being vertical gain. Though I don't know if it counts toward this video's topic since you wouldn't need bHopping with it.
A fun thing i found out about enforcer is that if you start his alternative secondary mid-air and jump again once you land, you'll jump slightly higher than usual, it also lowers the gravity of the jump significantly, you can jump WAY longer distances with this. After some testing I found out that this scales with jetpacks and also affects feathers! I have no idea how this tech even exists because why would his jump height ever be tied to his secondary?
is... is that how you're supposed to complete that providence trial???
wavedash is the only reason i've played as much pilot as i have. stimtoy
I'd say pilot has the better movement, as he can still grab onto and climb walls with the dash. While miner's movement is pretty remarkable, the distance you can get on demand as pilot is insane. I've had times playing miner where I got swarmed anyways, but never as pilot.
full overclock
oh pilot, how i love turning my favorite games into celeste
qith loader you can also use the main special ability to do the same (i have not tried it with the other one because i dont have it)
“Sighs in Artificer”
YES!!! It's here!
5:06. Oh my. Quite a long boy we have here, huh?
i knew what you were talking about before i clicked the timestamp lol
nothing for my boy commando 😭 it's time for me to stop coping and switch to pilot full time, he really is the better commando.
this isn't really tech, but mercenary's second utility, skyward assault, can be chained into itself with hardlight afterburner to get some good distance, speed, and height. there's a specific timing window where the second input won't trigger the drop, and will make a second dash
I'm gonna have to go with miner, wavedash is really strong for traversal, but I value the vertical mobility of miner more than the sheer speed of pilot's dash.
Oh my goodness
Hopoo Games just casually dropped the sequel for Celeste
ilovecap
Honestly i hope they don't patch these things out, move tech is awesome amd it doesn't impair normal gameplay anyway so it's a great way to up that skill ceiling!
Did they remove the Han-d tech?
Yeah, I having the same question, Patch notes doesn't say anything and source code cannot be easily accessed for me to read
Pilot stocks going up.
small note for loader, you can grapple on conduits the same way you grapple on enemies, so if there are no enemies that would be a good option and a fast way to setup lightning rods.
Also, are the movement techs of the other characters also called overclocks? If not they should be.
i found a bug with pilot if you try the wave dash on a edge you start to fall as if your in water and all attacks act as if your on the ground
As a ror2 merc main I'm kinda sad that mercs movement is soi outclassed in RORR but damn is this cool
It's feels like Han-D got patched, couldn't replicate the tech
game theory
is pilot luigi?
it toke me 1 hour to do it rigth
I'm curious, which would be the easiest, most consistent, or otherwise best movement tech if you are _not_ exploiting a mechanic for the disabled?
where is the place to be to learn more abt this stuff/movement in rorr?
Wait, i just wanna ask someth,d Ancient scepters do anything to Robomando sp?🤔🤔( Or just reduce 30%cd)
I cover that in my secret survivor video :)
maybe you should’ve stated the people that found these techs
There might've been someone to find each thing first, but a lot of people found these before this video so it'd be kinda much to keep track of. Lots of people around the community have been doing good with experimenting
Out of curiosity, could any of these movement techs be paired with hopoo feathers, such as using it as a replacement to airstrike?
yup, the jetpacks as well
cap would you recommend having auto jump on? It would take a little getting used to but would make backflips a lot better
Yeah i always keep it on, it's really helpful
All auto jump means is that you can hold the jump button and your character will automatically jump when it touches the ground instead of having to press space each time you want to jump so there is no reason not to have it. It just makes bhopping 10x easier because you just hold space for frame perfect jumps
Amazing video by the way! Loved the wavedashing section
wave dash is the best
Can I wavedash with commando slide ?
i dont think you know what a bhop is.. sounds like you heard the term once and any time you jump quickly while moving is a bhop...
cap are you aware of the pilot tech that allows him to gain more height from his walljump?
the what??
@@Brass319 You can gain extra height from his wall jump that occurs when climbing to the top of a wall or when sliding down a wall while holding up (pilot will begin sliding down the wall after a set amount of time). To do so, you have to be holding jump before the wall jump. If you have a hopoo feather, you can press and hold jump during the wall climb. If you don't have a hopoo feather, the jump input will need to be performed before the wall climb. If you have the "up to jump" option enabled, you will always do the higher jump instead of the smaller jump.
You can also do the wall jump instantly if you dash into the highest/lowest point of a wall that you are facing (it's pretty precise), assuming that there is nothing above or beneath it, depending on which part of the wall you are attempting to jump from.
With the pilot wave dash
1. I hope they don’t remove it because it’s making pilot my fav survivor now
2. If you jump, and at the peak of the jump dash downwards, it gives a more consistent fast wave dash than the frame 1 or 2 dash. At least from my time playing
Как ти нашол золотого дрона
CELESTE REFERENCE???