lemonbrass_FHPGym= Feather Hitbox Preservation Gym
lemonbrass_FHPGym_FHPGym= FHP Gym
poem_lemonbrass_FHPGym_FHPGym_A= Fluff

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T1 Introduction

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Dashing

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Climbing

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Dream Blocks

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Holdables

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Solid Moving Entities

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Boosters

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Undemo Dash

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Bouncables

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Misc. Interactions

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Cornerboost

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Ultra Boost

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T2 Introduction

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Wall Tech

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Ceiling Tech

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Going Down

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This gym will teach you how to utilise and preserve two types of glitched states (which we will call T1 and T2).
When cancelling a feather into a spring, your collision box will either be swapped with the feather collision box (T1) or hurtbox (T2).
You can get a T1 state by entering a feather and getting launched by a spring on the same frame (the internal ID of the feather must be lower than the spring).
Meanwhile cancelling a feather state at any later point will instead grant you a T2 state.
Anything that would force you to crouch or uncrouch (such as interacting with these statues) will reset your state to a normal or crouched one.

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In the T1 state your hurtbox now becomes level to the ground and can reach one pixel into the ceiling.
Step on the feather/spring and collect the touch keys.

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Reseting a T1 while on the ground will embed you 2 pixels into the floor, but your hurtbox happens to stay in the same place.
Doing so will usually get you stuck and you will have to manually reset.
Activate the zip mover up ahead by crouching above it with a T1 state. 


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Dashing down, down-diagonally, or demoing in any direction will force you to crouch and reset your state.
Proceed to the right and crouch through the jumpthrough at the end.


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You can keep your state when performing supers, but not hypers, as that requires a crouched state.


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Holding onto a wall, sliding down a wall (without grabbing), wall kicks, neutral jumps and wall bounces reset your state.
You may use climbjumps and wallboosts.


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You can embed yourself into a dream block beneath you and dash horizontally or upwards.

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Just like with the crouch state, dashing through a dream block and holding onto it will preserve your state.

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Grabbing onto something holdable will reset your state, so grab the jelly before stepping on the spring.

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If you are clipped into a solid entity while it's moving, you will be moved in the direction the entity is going until you are no longer clipping it or you hit a foreground tile.
Embed yourself into the swap block and then dash down.

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While inside a Kevin, you can hit it in any direction.


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Green boosters will preserve your state if you do not go downwards or down-diagonally.
Red boosters will usually try to reset your state unless there is very specific terrain around them.
You are able to go down-diagonally with them.

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Demos can be performed manually by dashing downwards and then inputting a different direction during freeze-frames.
If you instead first dash up (or to the sides) and redirect downwards, you will not momentarily get a crouched state. This is called an undemo (or omed) dash.
Undemos will not reset your state.

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Other entities that bounce you (not just springs) can also give you a T1 state.
These include: puffers, snowballs, iceballs, oshiro and seekers.

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The following entities also do not reset your state: bumpers, puffers (explosions), hearts, all bouncables.
Feathers reset your reset.
Water only resets your state if you aren't dashing through it.

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Cornerboosts do not reset your state.

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For this next part, have an input bound to both jump and pause.
After you start going right with the booster, hold grab, right, jump, and spam jump+pause.

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After dashing down-diagonally, you receive a 1.2x speed boost on contact with the ground.
This boost only goes away when touching the ground or dashing in another direction, so you can delay the boost by (for example) jumping on springs or holding onto walls.
(A green dot will appear above you while having this boost in this section)
Having an ultra boost and a T1 state at the same is rather simple: 
either touch a spring+feather with an ultra boost or down-diag undemo with a T1 state.
However, you are forced to crouch when an ultra boost is applied, which will usually clip you into the floor and then stop your momentum, so using them together is sort of awkward.

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Dashing will be disabled past the spiked jumpthrough. 
Activate the touch switch with a T1 state, reset said state and then use an ultra boost after the puffer explosion.

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chultr

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Canceling a feather into a bouncable will grant you a T2 state. Anything that will reset a T1 state will also reset a T2 state.
Having any downward velocity will also reset your state.
In a T2 state your collision box is another two pixels shorter and thinner.
This difference allows you to clip into walls and the ceiling.
Dash into the feathers and springs to collect the touch keys.

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If you stop yourself from going downwards, you can preserve the T2 state.
Attain a T2 state and then dash towards the touch keys.

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Try both dashing and climb jumping to get to the touch key at the top.

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When in a wall, you are able to perform (demo) hypers, (reverse) supers and extended reverse supers.
Attempt to do a wall hyper followed by a reverse extended wall super.

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Dashing horizontally while in the ceiling will force you to crouch. You can then jump to perform a hyper during coyote time, but only if you are close enough to an overhang.

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If you are especially close to an overhang, it's possible to perform a ceiling super instead of a ceiling hyper by jumping immediately after dashing.
However, it's also possible to walljump without using your dash, which may be more useful.

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Try to perform a reverse ceiling hyper.

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You do not need to be going upwards to preserve a T2 state. Dashing horizontally onto solid ground will let you keep it.
Dash up into the booster and then go right.

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Repositioning by boosters will not reset your T2 state, even if you are going down.

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The player's own velocity must be downward to lose the T2 state - if you are going down by riding another entity, you can preserve your state.

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Since you're not going downwards, it is possible to down-undemo on the ground to break a dash block.