BGD_PoolNoodles_Pool= Sunfleur
BGD_PoolNoodles= Sunfleur

poem_BGD_PoolNoodles_Pool_A= Floreció

BGD_PoolNoodles_airtime_fuck=
[MADELINE left normal]
Hey, you.
[MADELINE right normal]
wtf its me hi me
[MADELINE left normal]
Oh damn. You come to order another 3dgrineline? Maybe feeling spicy with a frogeline? I'd recommend a weheline personally, it's our hottest deal. 
[MADELINE right normal]
what the hell no i want advice on this map
[]
(if you dont want this, pause and select skip cutscene)
[MADELINE left normal]
Ok, so. You may have noticed that this room starts with a hyper bunnyhop and all.  
[MADELINE right normal]
mhm yea ok i knew that part
[MADELINE left normal]
So then basically what's up is, first off, the first jump in the hbhop is 1 frame jump, so very short jump there and all. This does not mean that it is only one frame press, it is more like 6.
This is because dash takes 5 frames to occur and the jump is going to occur within that, can be buffered so not 1f tap. Generally tap demo and jump at the same time and all that, is chill. 
In fact if you 1f the jump or release it before dash actually occurs you die anyway so like yeah. 
The second jump is the weirder part, you basically cannot buffer it. Well, it works on the actual jump frame, i.e. when you first touch ground, and it works the frame before.
So of course this means that you have 1 frame buffer window and 1 frame actual input window, meaning that 2nd jump is a 2f.
That one is held of course, but still. If you buffer early at all, the input doesnt work. You will land a pixel or two to the right of where you should be, which is not preferred.
And as a result the next input will just not work at all. 
Why is this the case? It's complicated and exceedingly interesting.
[MADELINE right normal]
o shit we in here wit da knowlege
[MADELINE left normal]
So basically, Celeste has this mechanic called slowfall. What that does is, when the absolute value of your Y velocity is small enough, you will accelerate much slower.
This means that for a full height jump you will have extra air time. Additionally, when letting go of grab from a wall while holding jump, you will fall slower from that.
And so what that means here is, your jump is really short, there's not a lot of high velocities going on vertically, and so expectedly this sort of thing will trigger.
And so then, if you buffer early, your downwards and rightwards velocity ratio is off and you will end up landing 1 or 2 pixels to the right of where you should.
This of course is because you are falling slower and thus will hit the ground later generally, where your rightward velocity is not compensated accordingly.
I assume there is not much of a difference and that it affects subpixels, but still evidently the difference is immense.
This of course makes the input following it completely impossible if you go early.
It's certainly cool and interesting the way leniency mechanics can make things harder. 
[MADELINE right sad]
weheline
[MADELINE left normal]
Why did you just say an emote out loud.
[MADELINE right normal]
ok
[MADELINE left normal]
Good luck or something. 
[]
This is probably my best room and its actually awesome as hell I'm quite proud of it. 
