Multiball strats













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Multiball allows a ton of strats, which is very enjoying. It also means that I put a lot more times than I usually would do. But now i can confirm that Multiball is now my favorite Celeste rooms for the gameplay quality, the originality of Theo gameplay, the overall construction, etc • • Opinions so far: • Luminance (F1): Probably around Infrared difficulty. The bhop is the only low-consistent move, and it will become better. Cheeseless, the end can give random death because of being too high (hitting spinners) or too low (ultra fail if you don't react by delaying the dash) but NCG will fix it. So probably one of the most consistent fifth, and a huge 9.7 of personal enjoyment. • Radiance (F2): I'd say Green GM+1, easier than Thanatos. I can't really see a lot of strats there. The beginning is consistent, the Recoil section is way less, especially because of the 1st bumper angle, and the tight trajectory on the 2 last ones. That's why keeping the dash allows to reduce the precision. On the climbs before heart, the walljump is more precise than it looks. Very good and original fifth, 9.3 enjoyment! • Vibrance (F3): This section has a ton of strats, and it's still super hard, it's probably a skill issue though! Yellow GM+1 from my point of view. My 1st strat is kinda debattably good, because I have a 25% probably to die because of bad spinner bounds. But I didn't find better yet. The strat to collect the hardest token is useful, getting the pixel perfection position before the downclip is harder than it looks, especially because I'm bad at fastreacting to center Madeline. The instant bhop replaces the gultra, but I have to try more both of them to decide what to use. The double zigzag ddj is so incredible. Forgetting my skill issue, I'll rate 9.1 enjoyment, but should objectively be higher cause it's a clever mapping. • Brillance (F4): The one that seemed the hardest to clear, that seems the hardest under nerves, but finding the strats and understanding the details make it way less scary. Still probably the hardest fifth because the react you need on the coreblock chain, and the muscle memory on the spring section, push the difficulty up to eleven, especially when 75% of the room is done. Yellow GM+1 and 9.5 enjoyment. • Hyperion (F5): The best section, like everything works perfectly. I can see it becoming infamous under nerves, and it's still more true for the don't choke, that I like calling Don't Turn Around. It's near from Mahogany in terms of skillsets and Nerves testing . Green GM+1 difficulty and 9.9 enjoyment!! • ‪@NCG337‬ you're just a GOAT, you know that. Thank you ‪@CelesteClears‬ ‪@realiamtnt‬ ‪@imacowy‬ dector • I can easily the room harder than Abaddon, even with the strats I have. But it could end by being around the same difficulty as Abaddon if more strats are found. Intended clear would indisputably be by far the hardest Celeste room yet • Overall Difficulty: Green GM+3 • Overall enjoyability: 10/10

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