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Climbhop Cancel
A climbhop is the interaction that occurs when Madeline climbs over the top of a ledge and "hops" to the ground above. The term "climbhop cancel" is a bit of a misnomer -- it just refers to utilizing specific effects of a climbhop for some beneficial outcome. Achieving that outcome usually involves causing a different interaction that alters Madeline's movement from the basic hop over a ledge, which may be done as simply as by walljumping or dashing during the climbhop.
Normally, a climbhop is started when Madeline is in StClimb, the bottom pixel of her hitbox (red) is at or above the 6th pixel from the top of a wall, and the up input is held. Some other requirements must also be met:
- Madeline cannot be carrying any strawberry seeds.
- The ledge Madeline is climbing cannot have a LedgeBlocker at the top. A LedgeBlocker is attached to the solid below some deadly entities such as spikes and spinners.
- StClimb only checks for directional inputs starting on the 7th frame that Madeline has been in that state.
- StClimb ignores the up input if there is a solid one pixel above Madeline when she updates.
There is an alternate, more niche way to start a climbhop, which only requires that Madeline is in StClimb and has upwards speed, and that there is no longer a solid one pixel in front of where she's facing. This method notably lacks a check for a LedgeBlocker, allowing Madeline to climbhop when there are spikes on top of the ledge.
The basic movement caused by starting a climbhop is to:
- Set Madeline's state to StNormal.
- Give Madeline
forceMoveX
of neutral (neither left nor right) for the next 12 frames. - Give Madeline -120 Y speed immediately.
- Give Madeline 100 X speed on the first frame that there's no longer a solid one pixel in front of where she's facing, unless she exited StNormal earlier during the climbhop.
However, there are some additional effects caused by climbhops which make climbhop cancels an appealing option:
- Starting a climbhop prevents wind from moving Madeline for the next 18 frames.
- Until
forceMoveX
reaches 0, if the solid that Madeline climbhopped from moves some distance on one frame, Madeline will move that same distance on the next frame. This movement is independent of the player's speed, similar to the movement applied by wind -- this can allow Madeline to interact with the solid behind some other hitbox without colliding with that hitbox (e.g. spikes or a detrimental trigger).
Importantly, climbhops do not prevent Madeline from jumping, dashing, grabbing a holdable, or doing anything else unless it requires holding a direction prevented by forceMoveX
, allowing unexpected movements that utilize the effects described above.
The moving solid effect of a climbhop last until Madeline's forceMoveX
timer reaches 0. As mentioned above, starting a climbhop gives her forceMoveX
for the next 12 frames, but there are other interactions unrelated to climbhops that also set the forceMoveX
timer. Using these interactions to extend the duration of the moving solid effect is often referred to as "climbhop entanglement".
Interactions that set forceMoveX
:
- hitting a side spring, for 18 frames
- being flung by a bird (when you regain control after the animation), for 12 frames
- walljumping with a jelly, for 16 frames
- non-neutral walljumps without a jelly, for 10 frames (since the
forceMoveX
from starting a climbhop is neutral, a different interaction must be used before being able to do non-neutral walljumps)
Interactions that remove forceMoveX
:
- screen transitions
- getting rebounded after dashing into things like Kevins, breaker boxes, and clutter doors (the black barriers in Huge Mess hub)