Poise_HoldableDreamBlockGym_HDBGym= The HDB Conspectus
Poise_HoldableDreamBlockGym_room= Remembrance
Poise_HoldableDreamBlockGym_HDBGym_Central_Hub= Fundamentals
Poise_HoldableDreamBlockGym_HDBGym_Advanced_Hub= Advanced
Poise_HoldableDreamBlockGym_HDBGym_Evil_Hub= Evil
Poise_HoldableDreamBlockGym= The HDB Conspectus

chub1=
Basics

leave=
Leave

hub1=
The fundamentals gym is meant to be played from top to bottom, left to right. It is arranged in an order that eases the player into the HDB as easily as possible. As such, right sections are harder.
This gym is divided into two sections. The first, which is the current one, is the fundamentals section. It will teach you everything to perform basic gameplay with the HDB.
The second section is locked behind the completion of this section. It is the advanced section, teaching tech building on top of the fundamentals. It is substantially more difficult.
If you only want to take a rough look at what the HDB can do, it is highly recommended that you only complete the fundamentals section.
If you want to check out everything, you can complete the advanced section. Note that the advanced section utilizes some technical terms and acronyms for tech taught in the Fundamentals section.
Cheers!

hub2=
There are shattering switch gates on top or bottom of each section, as you can see right now. If the switch gate still exists, it means you have not reached the end of that section.
By the same logic, if the switch gate disappeared, it means that you have completed it. All progress saves regardless if you leave the section early.
If you do encounter any problems with the map or general questions, please feel free to ping me in Clord or DM me: .poise 
Much feedback is appreciated! 

fhub1=
Basics

fhub2=
Lifts

fhub3=
Bumpers

fhub4=
Teleporters

fhub5=
Smuggling I

fhub6=
Smuggling II

fhub7=
Kickups

fhub8=
UltraViolet Fundamentals

fhub9=
Advanced Hub

returnfhub=
Fundamentals

ahub1=
Advanced Movement

ahub2=
Lifts II

ahub3=
Teleporters II

ahub4=
Bumpers II

ahub5=
Smuggling III: Reversion

ahub6=
Smuggling IV: DGS

ahub7=
Violet - Dashless I

ahub8=
Awaiting Construction   

ahub9=
?????????

ahub10=
Instant Regrabs

ahub11=
Violet - Dashless II
ehub1=
UltraViolet Evil

ehub2=
Lifts III: Under Construction

remembranceunlock=
Complete Left Section

challengeready=
You have acquired all the prerequisites to challenge Remembrance - a room by Poise.
You have the option to end the gym right now and head directly to the room. Note that your progress in the gym will not be saved, but you can start over at Advanced through checkpoints.
If you still want to proceed to the room, read the sign on the right. It will end the gym here. Else, you can return via the Dream Block on the left.

challenger2=
Good luck.

fendunlock=
You can now make a choice. You can choose to end the gym here if it's getting too difficult, or move on to the Advanced Section.
You can always come back here even if you choose to enter Advanced.

aendunlock=
You can now make a choice. You can choose to end the gym here if it's getting too difficult, or move on to the ??? Section.
You can always come back here even if you choose to enter it.

fend=
End Gym

ehubwhat=
How did you beat this? What?
You deserve all the praise. I won't stall you longer - the heart is yours.

fending=
Thank you for playing. I hope this gym has given you a new perspective in a new skillset.

fending1=
The sign on the right ends the gym. If this is not what you desired, head back to the left.

ahubintro1=
Unlike the Fundamentals Section, the Advanced Gym is divided into two halves. The half on the left is made by Poise, and the half on the right is made by Violet/Daorex.
If you want to play Remembrance as fast as possible, you only need to complete the tutorials on the left. However, no Advanced Ending will be given unless you complete both left and right.
Both halves are independent so you can freely alternate between the two. However, each half is meant to be played from top to bottom, from left to right. {~}It is highly recommended you play in this order{/~}.
To advance, complete everything.

ahubintro2=
The right section is incomplete. The remaining rooms will be added in the second batch of updates along with possible bug fixes.

ehubintro1=
This section is a massive works in progress. Due to time constraints, only one section is added here. The finished product will only contain 2-3 sections.
This section is also strenuously difficult and is generally not recommended to be cleared unless you have extreme determination. It is substantially harder than the Advanced Section.

ehubintro2=
If you've reached this point, I'd like to thank you for playing through all the previous stuff. If you're interested in joining the HDB discord, it is linked on the GameBanana page.
If you also would like to explore new tech and contribute to this gym, please reach out, we would be very grateful.

preface=
This map requires several tech prerequisites, although minimally. The general difficulty of entry is GM.
These prerequisites include - Dream Double Jumps, Theo Dream Hypers, Theo Climbs, and Dream Smuggles. If you don't know these, consider checking out The Solar Express by Soloiini.
As such, do one of these four tech prerequisites to enter the gym!

preface2=
A sincere welcome to the Holdable Dream Block (HDB) Gym from Poise. Although the idea to map with this block originated from the Holdable Dream Block in Ivory, 
I would like to shine some light on previous creators with this block: Dreamcatcher (Devil's Den) by Heather, and Glacier by Bismuth.
Although some tech with this block is considerably difficult, the goal of this gym is to 1. Portray the tech opportunities this block can provide to a high level,
2. Show that Theo can have uses other than simply being carried, in the sense that it actually actively helps you, instead of being a dead weight,
3. Reach a larger audience.
The gym has been created with minimal tolerance to jank in mind. If you do the same inputs over and over, they should yield the same result.
Enjoy! 

preface3=
There are quite a number of people I would like to thank that has made this gym possible.
Violet, Daorex and Poise for mapping in the gym. A majority of the gym is mapped by Poise, but Violet and Daorex has opened new realms for the HDB. They also brought in the playtesters below.
deesoff, Kaitlyn, sillyrad, Shem for playtesting the gym. Thank you for pointing out all the errors in early phases.
deesoff for technical explanations of tech. Thank you for offering significant contributions to explain some of the most nuanced interactions with the HDB.
Circumplex for the foreground, background tiles for the gym. Thank you for making the assets public.
Daorex for the foreground and background tileset for the final section.
Music used: On Cloud Nine - Free Music Archive (CC BY)


fbasic1=
This is a Holdable Dream Block. The color is purely cosmetic. Play around with it as much as you wish! Theo is included as a comparison. Tutorials are ahead once you're done.

fbasic2=
You may or may have not noticed that there are some differences between this block and Theo!
First of all, the Holdable Dream Block (HDB) is a solid, which means it can and will kill you if it squishes you!
Here, intentionally squish yourself to progress.

fbasic3=
Performing regular Theo tech with the Holdable Dream Block (HDB) is slightly more difficult because you have to account for accidentally entering the HDB.
Try to do a Theovator without entering the block - it will kill you.

fbasic4=
This tutorial is really important.
A majority of the tech we will teach requires you to dash into the HDB.
While playing through Strawberry Jam, you've learnt how to do instant Theo Regrabs, where you buffer a dash before releasing grab and immediately holdiing grab again.
However, this does not work here because you will do an regrab on the HDB instead of dashing into it.
In this gym, you want to buffer a dash before releasing grab, then purposefully delay the last grab input until you are inside the HDB, then hold grab.
The entire input sequence here is Grab the HDB -> Buffer a dash then release grab -> Wait until you are inside the HDB -> Hold grab. If you do it correctly, you will be able to grab the HDB when you exit it.

fbasic5=
In most cases, you'll need to dash into the HDB while airborne. 
Here, do the exact same thing as before - but add a jump before it. That is, Grab the HDB -> Jump -> Buffer a dash then release grab -> Wait until you are inside the HDB -> Hold grab.

fsmuggle1=
The last introductory way to smuggle is timing-based. It utilizes a core mechanic of the HDB where Madeline hits her head.
When you exit a dream block while smuggling, letting go of grab will clip the HDB in place, and Madeline will hit her head on the HDB.
This gives you a somewhat specific but rhythm-based timing to continue a normal smuggle. 
The input sequence is smuggle -> release grab and direction keys -> once you leave the Dream Block wait a bit -> smuggle.
Note that this tech only works if you're smuggling diagonally upwards. If you don't gain height from the smuggle, it means you smuggled too late. If you fail to smuggle, you might be smuggling too early.
The playback ghost will show you a rough sense of the timing needed. Good luck!

fsmuggle2=
This updiag smuggle tech can be repeated indefinitely on both sides. Once you get the timing down, it becomes somewhat easy to perform.
Here, you want to updiag smuggle 3 times. Remember smuggle -> wait a bit after exiting static dream block -> smuggle -> repeat...
Good luck!

fdlift1=
With Dlifts HDBs become a very interesting game of Flappy Bird...
Use several Dlifts to reach the other side!

fedlift=
An Extended Dream Lift (Edlift) is a technique which allows greater distance traversal as well as height gain, while preserving your dash.
The steps to perform an Edlift are as follows:
1. Throw and immediately dash into the block like a regular Dlift,
2. Dream Grab on the side of the block,
3. Hold the directional key you want to travel towards, then hold jump. 
It is important that the entire Edlift is a smooth motion. If you have difficulties performing it, split it into two to practice: Dream Grab, then lift action.
Once you get the two acts down, shorten the time between the two. There is a no dash trigger in the middle to prevent cheese. Good luck!

flift4=
Use a combination of both types of lifts to reach the end. There are multiple solutions.

fdgrab0=
This section utilizes mechanics taught in the Fundamentals - Smuggling and Fundamentals - Lifts section. It is highly recommended for you to play that first if you have not.

fdgrab1=
This section focuses on the use of Dream Grabs and consequent tech.
When you dash into the HDB and Dream Grab on the side of it, the HDB eventually loses all its horizontal velocity and falls downward.
This can be utilized to fit yourself through tight gaps.
Here, you want to smuggle the HDB through the static dream block. Buffer a dash into the HDB when leaving the static dream block, and dream grab on the HDB. It will set you up for the gap.

fdgrab2=
Jumping out of a Dream Grab is called a kickup. Kickups can be used to stall time by repeating it indefinitely. 
Here, you want to first do a smuggle on top of the HDB.
Then, before the switch gate shatters, you want to dash upright -> dream grab -> kickup, dash upright -> kickup and repeat.

fdgrab3=
So far we have dealt with kickups without the use of a directional key.
By holding the opposite direction of your motion when doing a kickup, you will gain some backward momentum.
This backward momentum can be used to reach places otherwise impossible usually.
You only get one dash here. What you want to do is pick up the HDB, do a full height jump, then dash into the HDB and do a reverse kickup.

fus1=
Our goal is to replicate a moveset in Versatility, Coalescence Room 2.
On the right, you will see a {#6A0000}Red{#} outline.
This outline means that you need to perform a tech on the side of the HDB. In this case, it is an upsmuggle. 
The respawn point has been set up. To execute this upsmuggle, you want the HDB to end up in the Red outline.
What you want to do here is to Grab the HDB, Jump then throw it. Afterwards, dash up then upsmuggle.
This is a very typical example of upsmuggling with the HDB, and is the first half of the moveset we want to achieve.
Follow the playback ghost!

fus2=
We now come to the 2nd half of the moveset. On your right you will see a {#F6CE18}Yellow{#} outline.
Yellow outlines mean that you will need to perform a tech while on top of the holdable. In this case, you will need to smuggle right.
What you want to do here is jump up and dash into the HDB when the block is in the white outline, then smuggle right in the yellow outline.
In this setup, the smuggle can be buffered. It is subpixel dependent, so don't expect this to work elsewhere.

ftp0=
This section contains prerequisites from Fundamentals - Kickups. Please play that first!

ftp1=
It's normally impossible to reach the other side, but the HDB allows us to perform a tech called a Teleporter Smuggle (Tsmuggle) which breaks this rule!
Unlike regular smuggling, a TSmuggle aims to smuggle you, the player, through the Teleporter.
If you happen to be Dream Grabbing on the HDB when it gets teleported, you will get teleported as well. This is the basic foundation of TSmuggling.
Here, grab the HDB, jump, then dash into the HDB and do a Dream Grab.

ftp2=
Do 3 of these in a row! After teleporting, you want to Kickup before Dream Grabbing again.

fbumper1=
Now that you understand that the hitbox of the Dream Block can get deactivated, we can discuss ways to prevent this from happening.
It turns out that if you happen to be Dream Grabbing while hitting the Bumper, the hitbox remains activated. With this knowledge, we can navigate tougher bumper layouts without deactivation.
It is important to note that you can still Bumper Boost despite being in Dream Grab. Use this to reach greater distance if needed.
Since there is no blue particle zone, be careful of deactivating the HDB.
After hitting the two bumpers and reaching the right, do a kickup and an ungrab on the bumper. The playback ghost will assist you in your route.

fbumper2=
Possibly one of the most astounding bumper techs available, the Bumper Phase is an amazing tech which allows you to clip through the bumper instantly.
To execute a Bumper Phase, Dash into the block at the right moment and aim to hit the {~}Central Pixels{/~} of the Bumper. 
Release grab after you dash into the block. Once you clip to the other side, you can grab the HDB again.
Here, dash when the HDB is in the white outline. Happy phasing!

fbumper3=
This is the first formidable (although not difficult) challenge of the gym, yet, ironically, it is a mini-room. IT IS COMPLETELY OPTIONAL for a berry.
If you do not want to play it, leave via the Dream Block and return to the Hub. Good luck!

basicsmuggling=
Basic Smuggling

heightenedtheovator1=
When performing a Theo Lift, dashing and regrabbing on the SIDE of the block will give extra height. This is a heightened regrab.

heightenedtheovator2=
There's a specific position where you can updash into the block as well as grab it, giving you back your dash and a lot of height.
Here, it is set up. After respawning, what you want to do is to not move, just grab the block, and do a full height jump. Then throw and dash up and press grab while inside the block.

movement1=
You can perform Dream Jump Ultras, which give a lot of speed.
Dash into the Block, Dream Jump, then Ultra.

movement2=
You can Dream Hyper out of the block for a lower arc.

movement3=
For even more ultra speed, you can do a Dream Double Jump Ultra. The key is to remember one jump needs to be done inside the block and one outside.
Take your time to input the second Dream Jump.

movement4=
Now, do 3 in a row! The red outline denotes the best time for you to dash into the HDB.

movement5=
It's important to handle directional changes when doing Dlifts or Edlifts, and to get used to shifts in direction. So far you have done directional changes with Dlifts.
Now it is time to attempt directional changes with Edlifts. Go right, left, and right. The exit is at the bottom right. This is also timed so you are forced to use Edlifts.

movement6=
At this point, you should have a solid understanding of the timing of Standard Edlifts.
Here, we introduce VEdlifts (Vertical Edlifts), the hardest standard version of a Lift. The name was coined by deesoff.
This sign will only cover the minimum required for you to clear the gap. However, this tech is probably the current most nuanced and technically lengthy one in the gym.
For more information on the tech, head to the yapping section above where I will explain it in depth.
To clear the gap, what you want to do is to grab the HDB and don't move. Dash into it without jumping. Instead of inputting the jump + direction key after you leave the HDB, you want to buffer the jump.
The jump should be buffered on the exit freeze frames. The only way you will clear the forcefield is by doing a VEdlift.

vedlift=
Repeated experimentation regarding the factors affecting the success of a VEdlift have been conducted. Only under specific conditions will the lift be successful.
1. Attempting to do a VEdlift will either give -80, -66.67, -53.33, -39.99, -26.66, -19.99, -13.33, -6.66 or 0 liftboost.
The liftboost you get depends on the number of frames from throwing the HDB to exiting the HDB after dashing. If you exit the HDB within 12 frames, you are guaranteed to get -66.67 liftboost.
If you exit earlier than 12 frames, you will get the maximum -80. This is, so far, only possible by the setup below - initiating a dash without jumping on the ground.
While airborne, initiating a VEdlift with 55 horizontal speed will guarantee you -66.67 liftboost. The general rule of thumb is to have the HDB as low as possible and have Madeline as high as possible when throwing the HDB.
Leaving the HDB later than 12 frames will give the remaining values respectively.
2. If you exit the HDB later than 12 frames, how much liftboost you get depends on the HDB subpixels (not player subpixels). There is no way to normalize HDB subpixels except throwing it into a wall.
As of now we have found that having HDB subpixels between 0.28 and 0.32 will guarantee -53.33 and -39.99 liftboost will be given. But you generally want to aim for -66.67.
3. deesoff has created a calculator that determines how much liftboost you will get from a VEdlift. It is linked in the GameBanana page.

vedlift2=
VEdlifts are consistent and possible especially under the right setups. The most significant one is doing a VEdlift right after exiting a Dream Block.
Here, what you want to do is smuggle, Dream Jump, then immediately input a VEdlift. The inputs may feel tight, and it is normal.
If you do not get enough height, you either waited too long after Dream Jumping, or you did not buffer the VEdlift.
Observe when the playback ghost begins to initiate the lift. Yet again there is a no dash trigger shortly after the Dream Block to avoid cheese. The blue region represents the area for the no dash trigger.

movement7=
The last variant of Extended Dream Lifts are Controlled Elevated Dream Lifts (CEdlifts).
Instead of inputting the jump and direction key as early as possible, Controlled Edlifts purposefully vary the timing of these two inputs, and vary the length you hold jump for.
To fit in the gaps you want to delay the jump input. Get a feel for it and complete it using a combination of CEdlifts and Edlifts.

movement8=
Dream Grabs chained with Jumps give very interesting chemistry. If you know what Edlifts are already, it uses this tech as a foundation.
Try doing a Dream Grab then tap/hold jump and see what happens! You basically are doing a wallclimb but the wall is a holdable.

movement9=
This signature S pattern is utilized in Room 6 of Coalescence, and now you have all the means to tackle it.
To execute this pattern, do two reverse kickups and finally an Edlift. Don't give up!

movement10=
Now, repeat the same thing, except you are forced to use the Heightened Version of kickups. There is a timer!
If you aren't going high enough, input your jump earlier. However, you can't input it too early before Dream Grabbing.

movement11=
Introducing the Jab.
When you stand on the Holdable and jump, you normally cannot grab it. However, there is a one frame window where this is possible.
Inputting a grab exactly one frame after a jump will result in you grabbing the holdable as well as jumping upward.
If you just grab the holdable and fall down, you did both inputs on the same frame. If you just jumped up without grabbing it, you input grab too late.
Here, do a neutral drop smuggle after doing a Jab.

movement12=
Up-Down Stalling. This was featured in the last rooms of Coalescence. 
To stall time when falling, first, neutral drop and fast fall a bit. Then, dash up into the block and buffer a dash down. Then, hold grab.
You gain your dash back because the HDB squishes you.
Repeat this process to stall time. This works because you get pickup frames when you grab a holdable.

movement13=
Wizardry. Ever wanted to refill your dash out of nowhere? We got you.
To execute a midair dash refill, release grab when part of the holdable hitbox is clipped into a tile. 
If you see yourself squished by the block, congratulations, you have your dash back!
Please use responsibly. Here, do two Theo Dream Hypers.

movement14=
Warning! Extremely difficult tech!
The Jab is a vertical 1f tech bringing the block upwards, but you can also do the Jab sideways.
By moving into the dream block, you are setting yourself up perfectly for a sideways Jab.

bs1=
The prerequisites for this map are Dream Smuggles, Theo Dream Hypers (Thrypers) and Dream Double Jumps. Grabless Thrypers are not required.
Prove that you can do these two by completing this simple challenge!

bs2=
Smuggling with the HDB is more difficult because it's a solid. You can squash yourself with the HDB if attempted wrongly.
Normally, the grab collider hitbox of the HDB is smaller. It is enlarged here so that neutral drop smuggles are easier.
Here, do a neutral drop smuggle with the holdable.

bs3=
Here, play around with the block as much as you will. When you're ready, proceed to the right for 2 more tutorials.

bs4=
The first new smuggling tech the HDB can offer is called a "Standing Smuggle". Unlike regular theo, you can smuggle while standing on top of the block.
Here, input a regular right smuggle.

bs5=
A practical example of Standing Smuggles will be given after this tutorial.
Since you cannot be inside the hitbox of the holdable, unlike Theo, you'll need to be on the sides to smuggle.
Therefore, regular upsmuggles are replaced with another variant. 
On the right, you will see a {#6A0000}Red{#} outline.
This outline means you will need to perform a tech while on the sides or under the holdable. In this case, it means you need to smuggle upward.
The position of the outline means the ideal spot for the holdable to be in when performing the tech.
Here, follow the playback ghost and do an upsmuggle. Throw the block towards the wall, so it aligns with the border when it bounces out.
Then, position yourself within 7 pixels of the block, then smuggle up.

bs6=
Introducing the {#F6CE18}Yellow{#} outline!
Yellow outlines mean that you will need to perform a tech while on top of the holdable. In this case, you will need to smuggle upright.
On the red outline, release grab and immediately dash into the block. Then, there is a short window where you can dash then grab the block. {~}This is bufferable{/~}.
Smuggle upright at the yellow outline! Remember to press dash, then grab. If you fail to smuggle the block, chances are you pressed dash too late or you input grab too late.

bs7=
Now, you've learnt how to tackle a part of Coalescence r2! Let's combine the previous two tutorials! Bring the block to the end!

bs8up=
You can also perform Up-Diagonal Standing Smuggles. However, you need to be closer to the static dream Block (not the HDB) to successfully smuggle.

bs10=
Let's talk about leniency and the window for grabbing the holdable.
The respawn point is perfectly setup such that you can grab the holdable even though there's a gap between it and you. Retry to get into position. You do not need to face the holdable.
Each square in the background represents 8 pixels. Here, the player is shifted 1 pixel left from the center of the line.
The maximum distance you can grab the block from the side is hence 7 pixels.

bs11=
Grabbing the holdable from the bottom and top is harder. If you stand on the ground, you won't be able to grab the first holdable, but you can for the second.
Since Madeline is 9 pixels tall, and the block is shifted 2 pixels downward, the maximum grab distance from below is 14-9 = 5 pixels.
Grabbing the block from above is harder. The max distance is 3 pixels. Here is a jumpthrough aligned perfectly such that you can grab the block while standing on it.

bs12=
This section utilizes tech from Fundamentals - Smuggling I. If you haven't played that, please do so first.

bs13=
Basic sideways smuggling is somewhat similar to regular smuggling, but upsmuggles are a completely different story. 
Since the block is a solid, you can't just clip into the block and smuggle, so we need clever methods to set it up.
But before that, let us talk about leniency. Recall that you can grab the block from the side at a 7 pixel distance.
This serves as a method for us to upsmuggle from the side. Here the respawn point is set up perfectly. Retry to get into position.
Do the regular inputs for an upsmuggle then neutral drop smuggle.

challengecommence=
Hello. If you're reading this sign, I want you to know that I thank you very much for attempting this room. Not a lot of people are willing to try niche things.
This room is originally included inside the gym, but was separated to reduce possible lag when grinding. Hence, all the foreground and backgrounds are the Red Gym tiles.
The choice for extremely tight lightning as hazards was made to prevent cheese. It is used along with touch switches and timers to a greater effect, although alternate routes are still expected.
Best of luck with the room. The numbers at the start of each quarter represent a timer. Consult my clear video if necessary.

return=
Return

gym=
Gym

hub11=
Dream Lifts

hub12=
Reversion Smuggles

hub21=
Advanced Smuggling

hub22=
Stall Tech

new=
New Tech!

alift01=
This section requires sufficient practice in Fundamentals - Lifts and assumes you can do Dlifts and Edlifts.

reversion=
It is difficult to smuggle through dream blocks without setup. However, there is a tech that allows you to manually set up smuggles consistently.
Procedures: 1. Time a throw such that the holdable will pass through an ideal spot to smuggle, 2. Killing time by dashing through the dream block and back, and 3. Smuggling. We call this a "reversion smuggle". 
The later you throw the block, the more it will bounce out after colliding with a surface, which will lead to undesirable outcomes. 
Try to experiment with different throwing distances to find an ideal one. The throwing distance will also vary based on your speed, so try to get a feel.
The dash through and back is not a buffer. You will need to wait a bit before dashing back. The red box tells you an ideal position to smuggle, but it is for reference only. Happy smuggling.

diagreversion=
Once you know how the basic mechanics of updiag RVS work, we can try something a little more difficult.
We can chain RVS including updiag RVS.
Remember that you need to hug tighter to the stationary Dream Block to be able to smuggle diagonally. These are harder and don't be discouraged if you fail at these.
Good luck!

diagreversion2=
It's time to level it up and do three downdiag RVS in a row. Good luck!

unorthodoxreversion=
Reversion Smuggles can come in various forms, and the setup dashes aren't always left or right. Consider the following setup adapted from Coalescence - Divinity:
Smuggle -> DDJ -> Theo Lift -> Upleft Reversion Smuggle. Make sure you are on the left or right of the refill crystal sign so you can smuggle. Else it won't work.

updown=
Sometimes, you won't have enough space or the sufficient hitbox to smuggle upwards or downwards.
Here, we introduce a different form smuggle called an Up-Down Smuggle. It is similar to reversion smuggles in the sense that it has two stalling dashes, Up and Down.
Do an Edlift and throw the block at the wall. After the block hits the wall, move yourself into position, then time an Up and Down dash into the holdable which sets you up to do another smuggle.
This tech is "janky" in the sense that it requires insane manual timings. As such it is not used anywhere in this gym other than here.

retry=
Retry

proceed=
Proceed

dlift=
In basics, you've been taught to grab out of a buffered dash and grabbing again. This is called a {~}Dream Lift{/~}, or DLift for short. It can result in infinite propelling.
Again, buffer a dash, throw the block and immediately dash up diagonally into it. Hold grab and you will be able to grab the block. Repeat this until you grab all the touch switches.

edlift=
DLifts are cool, but you can extend the distance from a dlift, as known as an Extended Dream Lift (Edlift). 
To execute an Edlift, release grab and dash into the block, then do a Dream Grab. 
Once you're dream grabbing, hold the direction key you want to move in, and press jump. You should propel further.
The entire edlift is a smooth motion. It is as of now the quickest way to traverse large distances while carrying the block.
Here, hold jump for maximum length. 	

edlift1=
Here are the detailed mechanics of the extended variant of Edlifts.
The normal Edlift, which you have been likely doing, is done by dream grabbing, waiting, and jumping. During this process, there is speed lost during the time you dream grab.
The Elevated Edlift (E2Dlift) is done by significantly reducing the time between dream grabbing and jumping, making it almost an instantaneous process.
{#9F9F9F}Edit: Post-Release Poise here, I just realized the window for pressing jump for this is a fucking 1f, uhhh, good luck I guess?
So I actually mapped and played this whole thing not realizing this is a 1f. How tf did I get consistent at this?
{#}The window for pressing jump and the direction key is exactly 3 frames after you begin to dream grab, including freezeframes. 
Here, the only way to clear this gap is by doing an elevated extended dream lift. Good luck!

abt=
Delay Jump

abh=
Opulence

dgrab=
You may have noticed when executing Edlifts that you can just dream grab onto the block without letting go.
Here, hold onto the block. You will clear the gap.


dgrab3=
Dream Grab, Jump Left, Dream Grabb, Jump Right!

advsmuggling1=
To execute a diagonal downwards Dream Smuggle, you will need to align yourself almost perfectly using reversion. This is a step up from reversion smuggles.
Unlike normal reversion smuggles, you will need to stall longer for the block to fall into position. There are two ways to align yourself.
For simplicity, assume that we are travelling right. The first method requires that you align yourself to the bottom right corner of the holdable, then smuggle downright.
The second method is to align yourself to the right side of the dream block. Try to hug as close as possible to the block, then smuggle downright.
You can achieve the above two methods by either throwing the block later, or stalling longer on the dashes. This is rather tight, and requires practice.

hub31=
Bumper Tech

hub32=
Holdable Tech

abumper1=
Familiarity of Fundamentals - Lifts and Fundamentals - Bumpers is assumed in this section. Please revisit if necessary.

abumper2=
The same move can be performed with any type of lift and it is omitted for simplicity. Here we introduce another setup regarding Edlifts and phases.
The position after performing an Edlift is somewhat variable depending on your inputs, but it is sufficient to guarantee successful bumper phases as long as you initiate a dash at the right time.
An outline is provided merely for reference. Phase through the one-time use bumper.

abumper3=
The bumper phase leaves you and the HDB in a great position to smuggle. If you have played the Advanced - DGS section, you will see that this move looks rather similar to a DGS, but there are some differences.
After a phase, you can immediately perform a dash and grab to smuggle. However, you can only smuggle successfully if you hit the top half of the bumper. Hitting the bottom half will result in failure.
Follow the playback ghost. Aim to hit the bumper at the outline.

abumper4=
Hitting a bumper normally will disable the HDB. However, there is a method that allows you to preserve the activated state as well as allow you to bounce higher vertically.
A grab release is performed by releasing grab as soon as you hit a bumper vertically. You should see the pickup animation interrupted (little to no pickup frames) from hitting the bumper.
After that immediately hold grab again. You will see a white circle appear around Madeline showing that the grab release is successful. If you can keep the HDB, you can do this indefinitely.
This gives you some extra height. Here do a grab release, then do an ungrab bumper boost to the left then an Edlift in the activation area.

abumper5=
Now you have to time a grab release while at considerable speed. Do a Theo Dream Hyper and grab release. Hit the bumper on the left and make it to the right.

a1s2d3=
Do not panic. You have beaten the room. This is the real ending. The previous one was a decoy.

a1s2d4=
IF YOU GOT IN HERE SOMEHOW WITHOUT BEATING THE ROOM LEGIT, PLEASE SKIP DIALOGUE AND DEBUG OUT, THANK YOU VERY MUCH.
I'll be honest, I don't expect anyone to read this, really.
Death is intended to be the method to clear the room, and it's why you're here now.
You came in here seeking the end. To you, an end, the end of the room, your glory, and all. To me, a beginning, a new era of HDB gameplay, and potentially a new audience.
The HDB is incredibly special as a holdable because of its innate ability to assist you during gameplay. It's a friend that sticks with you and enables you to reach the end,
rather than acting as a dead weight. This room has no instances where you needed to throw the HDB away and use transportation methods like springs, item movers to manipulate the HDB to a gameplay position.
In general, I think this is what HDB gameplay should be. In some cases, like RVS, you need to throw the HDB to allow it be smuggled, which acts as a form that you are actively helping the HDB,
and for others, like VEdlifts, Bumper Phases, etc, the HDB enables you to do tech that is otherwise impossible. This is akin to a "Help them help you" situation.
It's a friend that helps you. And if you dare drop them, they will squish you to death.

a1s2d5=
Once again, if you would like to join the small but cozy HDB Community, the discord link is shared on the GameBanana page of this map.
Thank you, from the bottom of my heart, for playing this gym.
Bear its weight, and throw it away.
-Poise
...
...
But is it really over without being unhinged? A lot of questions have popped into my mind when mapping this gym. I am a big fan of xkcd and this means I am overly interested in stupid interactions.
As you've completed the room, have an exclusive taste of these absolutely pointless, stupid questions.

stupidtest1=
Stupid Test 1: 1 Swap Block VS 100 HDBs

stupidtest2=
Stupid Test 2: How far can a HDB carry you?

stupidtest2a=
About a few thousand tiles.

stupidtest3=
Stupid Test 3: How far can a HDB be launched on its own? 
This gap is 6k tiles, and I don't want to make it any longer because my lonn is not willing to work anymore.

stupidtest3a=
The gate basically opens in like no time.
Practically, very close to the 32 bit int limit, but it would require an unreasonably long HDB, a swap block with absurdly high speed, and an extremely long platform.

regrets=
I wish the shitpost portion was longer, but I ran out of time.
It is the end now. Do your thing.

poem_Poise_HoldableDreamBlockGym_room_A=
Sincerity


abumper6=
Let us discuss further ways to prevent deactivation of the HDB.
Previously in Fundamentals - Bumper it is said that the HDB does not deactivate if you hit it in Dream Grab. However, this is not accurate and was used simply for simplicity.
Here, the accurate statement is that the HDB will not deactivate if you hit the bumper without StNormal/StGrab.
What this means is that all you need to do to prevent deactivation is to dash into the HDB. This can lead to some very interesting gameplay, as well as difficulties, depending on how you view it.
Here is a modified version of the Fundamentals - Bumper's tutorial which requires you to utilize the above knowledge. Remember - dash into it. Dream Grab is not necessary.

abumper7=
Although it may seem tempting there is no need to Bumper Boost. This tutorial requires you to dash into the bumper and stall twice before phasing through. Make sure to time your dashes at the right time!

abumper8=
So far there is no way to stop the HDB from deactivating after ungrabbing unless you wait for it to throw itself. Double dash bumpers, however, change this rule.
Executing an ungrab then dashing horizontally then updiagonally allows you to enter the HDB, which enables you to perform any tech afterwards.
Here ungrab on the Double Dash Bumper then do an Edlift.

bumper1=
Before we begin teaching new things, it's important to ensure that you know how to do some of the well-established tech first.
A bumper phase is a technique that allows you to clip through the bumper. At the spawn point, instant hyper right and buffer a dash right afterwards to get through.

bumper2=
The bumper ungrab was introduced to you in Extra Ball in the Pinball Purgatory by Maya in Strawberry Jam.
To phase through a bumper with a holdable, release grab during freeze frames, then buffer a dash to phase through it before it re-solidifies.
Here, you want to instant hyper and grab at the spawnpoint, then release grab when you hit the bumper. Then, buffer a dash right then immediately hold grab. 
When you hit the bumper at the right, release grab again. This will launch you with the HDB as well.

bumper3=
The HDB gives you the movement tools necessary to navigate complex bumper setups. Here grab the HDB, jump up to max height, then do a Dlift and phase through.
Remember the blue zone? It reactivates the HDB. Remember to intiiate a dash in the blue zone for the reactivation to work.

bumper4=
To phase through a one-time use bumper diagonally, hit the bumper without immediately releasing grab. Release grab as soon as possible when you cannot enter launch state i.e. wait a bit before releasing grab.
Then dash through the holdable. It only works if you 1. Do a Dlift before hitting the bumper and the Dlift hasn't ended yet,
and 2. Hit the bumper while you are in dream grab state. Try to hit the bumper at the bottom left.

bumper6=
When you bounce vertically on a bumper holding the holdable, your height gained is smaller compared to bouncing without a holdable. 
To solve this, release grab during the freeze frames and immediately hold grab again. 
You should see your height increase. Moreover, you will enter launch state. You should see a white circle from your propelling of the bumper. 
Here, manipulate your height to make it across the gap.

bumper7=
To clip through a bumper from the top with a holdable, simply neutral drop the holdable and it will squish you through.

bumper8=
It is possible to clip through a bumper from the bottom with a holdable.
Firstly, hit the bumper at the bottom holding grab. Next, once the freeze frames end, immediately neutral drop, and dash up as soon as possible. 
Lastly, do a late theovator to grab the holdable.

bumper9=
This is the singular most important tutorial in the map. PLEASE READ THIS CAREFULLY.
It is not surprising that the game was not designed to handle interactions between different entities.
When you execute a Bumper Ungrab then press grab again, the game will automatically disable the HDB, turning it into a regular Theo. 
That means, if you do an ungrab then grab and see obvious freeze frames, it's disabled. In order to save this, we use custom triggers to reactivate it.
On your right, there is a blue zone. This zone marks where the custom triggers are.
What you want to do here is execute a regular bumper phase with the HDB (which turns it in a Theo), then dash into the HDB in the blue zone and do lifts to reach the end.

bumper10=
Following up from the previous tutorial, there lies a second condition where the HDB disables. If you hold grab with the HDB while hitting a bumper, it also disables. It can only be reactivated with triggers.
Here, try grabbing the HDB then hitting bumpers without releasing grab. You will notice that the HDB becomes a regular Theo.

amov1=
This move requires Edlifts from Fundamentals - Lifts and Kickups from Fundamentals - Kickups.
In Fundamentals - Kickups, we covered how to navigate S-shaped hazards using Kickups. What was undisclosed was that you can increase the height of the boost.
By buffering the jump input on the exit freeze frames, you can maximize the height gained. Here are hazards that you need to maximize the height on. Remember to buffer the jump input.

backsmuggleup=
Welcome to Reversion Smuggling. A solid understanding of Fundamentals - Smuggling is highly recommended. Let us first learn something comparatively easier.
You've learnt to smuggle up by throwing the block forward and dashing up, but it's possible by throwing backwards as well.
The same procedures follow. Throw the block backwards and immediately dash up and smuggle.
This setup was utilized in Divinity, Coalescence's final room.

arev1=
So now you have a basic understanding of Reversion Smuggles (RVS). If you find this easy, cool! If not, no worries.
We come to the stage where we find the need to smuggle updiagonally. Reversion smuggles allow us to do this as well, but it is somewhat tighter.
The procedures to execute an updiag RVS is similar, where you dash through and back, but instead of smuggling horizontally, you smuggle updiagonally.
You need to be much closer to the stationary Dream Block to do so. In short, you need to time your dashes so that you will end up very close to the stationary Dream Block.
(It's also not easy to enforce from rest hence the huge setup ._.)
We start simple before moving on. Try some updiag RVS here.

arev2=
We have gone through all the directions you can smuggle except two, which are downdiag smuggles. Downdiag RVS are the toughest RVS currently, and require extra effort to line up.
To do a Downdiag Reversion Smuggle, throw the block and do a standard left/right dash sequence. You then have two options:
1. Align yourself to the bottom corner of the holdable, and smuggle downleft/right, or, 2. Align yourself to the side edge of the holdable, then smuggle downleft/right.

adgs1=
This section utilizes tech from Advanced - Reversion. It cannot be stressed enough that you complete that first.

adgs2=
Dream Grab Smuggles (DGS) are extremely powerful in the sense that it allows you to dash while preserving the block. Let us first dissect the move and explain its behaviour.
The inspiration for DGS began when it was observed that you could grab the HDB when you dash while Dream Grabbing on the HDB. Follow the playback ghost here.
Only an updiag smuggle works in this setup.

adgs3=
The journey continued as I found that it worked downdiagonally as well. 

adgs4=
And I found a way for it to work horizontally. Here, you want to input a downdiag dgs, but the tile below will stop you from going downdiag and turn it into a horizontal dgs.

adgs5=
DGS has its uses extended beyond smuggling. Being able to pick up the block while dashing is immensely useful. Firstly, DGS allows you to fit through tight gaps. 
DGS is also possible with a Demodash, but it doesn't have any significant impact. Here, do not jump. Buffer two dashes out of the block (Dream Grab first for the second).

adgs6=
Second of all, DGS allows you to cover horizontal distance, which may be useful under certain scenarios. Use a combination of Edlifts and DGS to reach the end.

adgs7=
I hope you enjoyed learning this tech, since it's one of my personal favourites. Cheers!

adgs8=
Third of all, DGS allows you to upsmuggle without a wall. Here we will have a setup, but it can be done with manual timings.
Initiate a dash without jumping and enter Dream Grab. Buffer an updash. You should be able to grab the HDB while going upwards, which allows for upsmuggling.

aht1=
Now you have a basic understanding of how DGS works. We now formally introduce the full horizontal variant of DGS.
Enter Dream Grab State by dashing into the holdable. Then, as the block is falling, climb down the dream block to about 3/4 length. 
When Dream Grabbing, do NOT press any left/right directional key. It will render you unable to smuggle.
Once you are at your desired height, dash towards your desired direction and you will be able to dash while holding the dream block.
Note that this "climb down" rule only applies if you fall downward in the process. If you do not fall downward, there is no need to climb down.

aht2=
DGS and RVS are a great combo. Both of them can interact together with great results.
DGS can be used to gain height and distance, and reversion smuggles when not needed. 
If you happen to see a one-way Dream Block (Regular spikes on one side), it means you have to do a DGS.

aht3=
It would never be complete without a jelly holdable dream block.
The main difference between the jelly holdable and the normal one is that the jelly falls a lot slower, obviously.
Horizontal Smuggling is more difficult. To do a Jelly Reversion Smuggle, neutral drop the holdable at a position close to the dream block, fall a bit, then do a reversion smuggle.
You will need to manually time everything, which makes it tougher than normal reversion smuggles.
If you hit the holdable while doing the reversion dashes, you didn't fall low enough after neutral dropping.
Here, try to do 2 horizontal smuggles in a row. Try to avoid doing DGS. The timer begins when you grab the holdable.

aht4=
All tech to normal holdables apply except some subtle differences: DLifts are more lenient, EDlifts give less horizontal speed, but more height.
You can stand on the edge of the jelly holdable by simply dashing through it diagonally. This allows you to do standing smuggles. 

aht5=
There is a specific position where you can updash into the holdable and still be able to grab it.
Smuggle, then hold left and release grab in the dream block. Buffer an updash when you leave the dream block, and hold grab when you enter the holdable.
Simply reverse the directions to do it on the opposite side.
If you dash into the holdable and fail to grab it, it means that you did not buffer your updash good enough.
This tech requires specific setup. As such, please don't try to do this everywhere. Follow the playback ghost and buffer a smuggle out of a dash at the end.

aht6=
With horizontal tech comes diagonal tech (You're probably frowning right now, but it is understandable).
The principle for diagonal DGS remains the same. Only the smuggle input direction is changed.
Do an updiag DGS and a downdiag DGS with Theo Dream Hypers. Note that you do not need to climb down for both of these DGS.

t1=
The object in front of you is a Theo Teleporter.
The way it works is quite simple. You throw the block into the teleporter, it comes out on the other end. 
Here, mess around with this mechanic at your will.

t2=
Tactical manipulation of teleporters is important in this gym. Somehow, you can get teleported with the block as well. We call it a Tsmuggle.
Unlike regular smuggling where you smuggle the block, this time you're smuggling yourself.
The white outline shows the hitbox for the teleporter to activate.
If you somehow happen to be Dream Grabbing on the block while it enters the region of the teleporter, you'll enter it as well.
This allows for some considerably interesting mechanics. Recall an Extended Dream Lift (Edlift). Separate the tech into two parts. The first part will result in you Dream Grabbing on the block,
and the second part results in you getting a boost from the launch.
You want to time the beginning of the Edlift so that you will end up in the Dream Grab position when you reach the teleporter.
Then complete the Edlift after you teleport.

t3=
There is some limitation with Theo Teleporters in the sense that you cannot reliably teleport Players through walls.
Since the holdable inherits its velocity when leaving the teleporter, you might need to find ways to maneuverer yourself into position.
Here, do a kickup to the left after entering the initial teleporter. Move your way to the exit.

t4=
You can also get teleported if you happen to be standing on top of the block as it enters the teleporter vertically.
Stand on the block to get teleported.

t5=
Another way to do a TSmuggle does not require a Dream Grab - however it requires a well-timed dash.
If you initiate a dash at the right time, you and the block both will be teleported. However, this window is considerably more difficult than Dream Grabbing.
This setup requires you to buffer an upright dash out of the Dream Block to TSmuggle.
(Note that you can manually time the dash.)

t6=
Here we will provide an example of tech you can do after teleporting. Execute a Dream Grabbed TSmuggle. Then, since you are Dream Grabbing, do a DGS on the other side.

atp1=
This section assumes familiarity with Fundamentals - Teleporters, Fundamentals - Lifts and Advanced - DGS.
Please play them first if you have not!

atp2=
Recall that you can Tsmuggle while Dream Grabbing. This opens a lot of opportunities to perform tech revolving around Dream Grabs.
First off is the Tsmuggle Edlift. Here, the position is set up. Grab the HDB, do not jump, and do the inputs for an Edlift.
There is a no dash trigger on the right side to avoid cheese.

atp3=
We now introduce the second move you can do in succession, as well as another fundamental skill for teleporters.
The previous Tsmuggle was set up in the sense that you could simply dash and you would get teleported. However, in practice, you'll need to know how to set it up yourself.
Here, you will need to jump and move forward then execute a Tsmuggle. Get a feeling of when to dash as denoted by the playback ghost.
Once you get the dash timing down, you will need to do a kickup at the other end, and a DGS to get through the Dream Block. 

mapcomplete=
Room Conquered

Poise_UltraViolet_fundamentals_0=

When you grab, press up and reach the top of a wall, Madeline does a hop to get ontop of the wall. 

This is called a climbhop and it has some cool properties. 

First of all climbhops disable your directional inputs for a little while. This is called forcemoveN. 

Second during forcemoveN, your movement is tied to whatever you climbhopped from.

Climbhopping without picking up a block is tricky as you need to release grab on the moment you climbhop. 

If you release grab too early, you will fall off the block. If you release it too late, you will pick it up instead. 

Use the bubble to dream grab the block. Then press up to do a climbhop. Then release grab when you collect crystal. 

Poise_UltraViolet_fundamentals_1=

You can cornerkick off a block and pick it up. Affectionately called a kickup.

If you are crouched, then kickups are very easy since you can hold grab the whole time. 

This is because you can't pickup a block while crouched. 

If you aren't crouched, then you have to cornerkick first and then press grab. 

Otherwise you'll just pickup the block before you can cornerkick

Poise_UltraViolet_fundamentals_2=

Like I said before, you can't pickup a block while crouched. 

This means you can also do climbjumps on HDBs if you're crouched too. 

Just crouch climb on the block for this one.

Poise_UltraViolet_fundamentals_3=

When you drop or throw a holdable block, there is a short time where you can't pick it up again. 

During this time, you can grab the side of a block like any other wall. 

We called this regrab timer abuse and its one of the few ways you can dashlessly grab the side of a block. 

I've turned the delay before you can regrab a block way way up, so you should be able to drop the block and have plenty of time to grab it. 

Just place the block on that jumpthrough. Grab the side. Then climbjump and take the block up with you. 

Poise_UltraViolet_fundamentals_4=	

Once you've grabbed the side of a block, you can wallboost of it and pick it up. 

To perform one, first neutral climbjump as normal and release grab after. 

Then wallboost when desired and repress grab on the next frame.

If you use toggle grab then you can bind a jump + grab button and a direction + grab button. 

And you can perform one just by pressing those two buttons. 

Poise_UltraViolet_advanced_0=

Recall how when you climbhop off a block without picking it up, the block will force its movement onto you. 

This effect is additive, so it doesn't override any movement you're already doing. 	

So if you climbhop, release grab (this is frame perfect), and kick off the side of the block. You will get a boost from the momentum of the block. 

But you also get the falling trajectory of the block imposed ontop of that post-boost movement. 

Meaning you get a long and flat trajectory. 

In summary, throw the block, dash through it, dream grab. Then perform a pickupless climbhop at the right time. Follow it up with a kick.

Poise_UltraViolet_advanced_1= 

You can similarly use climbhops to get ontop of a block quickly. 

This can be used to refresh your dash. 

First jump, throw the block, dash through, and dream grab.

Then do a pickupless climbhop, then hold right + down after. Then you should land on the block. 

Now you should be able to jump and dash up. 

Poise_UltraViolet_advanced_2=

Getting crushed by a block crouches you. 

And if you get crushed while holding theo, you'll be crouched while holding theo. 

To perform this one, walk near the edge with the block. 

Then jump and neutral drop it at the right height. 

Now if you dash and pickup theo, you should get the speed from the dash and the crouch form the crush. 

Poise_UltraViolet_advanced_3= 

Similar principle, except more annoying to do. 

If you drop the block at the right moment and pick up theo. 

Then you should be able to sync getting crushed by the block with the crumble block disappearing. 

So instead of getting crushed and dying. You get crushed and crouched.

Poise_UltraViolet_advanced_4= 

I honestly only put this in here because of its name. 

Cpop off a block + picking it up = popup. 

To do a popup, first do a cpop as normal. 

Then release grab the frame after you cpop. 

Wait afew frames, then pickup the block. 

Now you'll get a cpop trajectory off a block and keep it. 

Poise_UltraViolet_advanced_5=

You can also pickup a block out of a grounded wallboost. 

To perform this on, climb onto the block from the wall below. 

Then do one frame neutral climbjump and release grab on the next frame. 

Hold left until you move ontop of the block. Wallboost by pressing right. 

Then jump and grab on the next frame. 

This is like two frame perfects unless you use toggle grab

Poise_UltraViolet_advanced_6=

You can also use a HDB wallboost to overclock. 

Just do an instant regrab to cling to the block and land on the platform above. 

Then do a HDB wallboost.

Poise_UltraViolet_evil_0= 

The basic idea behind head hitters is that the a holdable block can form a madeline sized gap. 

In a gap like this, you can get the speed from a directional jump (+40) without leaving the ground. 

Since you hit your head. 

And since you're still on the ground the frame after you jump, you can jump on that frame too. 

Meaning headhitters allow you to jump on every frame so long as your in the gap and it stays the same size. 

To do this one, bind 6 jumps in a row, walk at the gap, and then run your finger across them. 

If done right, you'll do 6 frame to frame jumps and go flying. 

Poise_UltraViolet_evil_1= 

This is called Violetboost! 

This move is dependent on where the holdable block is in its bob cycle.

If you freshly pickup the block, you will always have a good cycle, however. 

To do this move, pickup the block and starting pressing left. 

Then when you reach full speed, 1f tap crouch and release grab. 

The frame after start pressing right and wait 6 frames. 

Now press four jumps on the four consecutive frames. 

Finish off with a climbjump at the end. 

Its easiest to use toggle grab and bind a grab + left button and a grab + down button. 

Poise_UltraViolet_evil_2= 

Forgot the inputs. 

Poise_UltraViolet_evil_3=

Railgun!

Bind a bunch of jumps in a row. 

Run at it and throw. Jump. Then run your finger across the jumps. 

For unknown reasons this gives a bunch of speed. 

Poise_UltraViolet_evil_4= 

You can use a block for overhangs by throwing it against a wall and crouch jumping past the corner. 

I find throwing the block from two pixels away from the wall is best. 

If you want height like here, you can rcb then walljump as late as possible on the side of the block. 

Now if you can pickup the block you can reach the top corner of the overhang and cornerkick.

Poise_UltraViolet_evil_5= 

You can double cornerboost off a holdable block while crouched. 

And if the second jump in the dcb is one fame long, then you can land ontop of the block and bhop into pickup too. 

Not the most speed, but its something. 

Poise_UltraViolet_evil_6= 

Welcome to the high octane world of LGBTboosts. 

Go ahead and open debug. You'll be crossing that gap. 

Remember how you can do crouched cornerboosts. 

If you do crouched cornerboosts off the back of a thrown block, each those cornerboosts will give you a liftboost. 

And that's what an LGBTboost is. Throw a block. Get behind it. Spam cornerboosts. Adreneline. 

Specifically you'll want to throw and dash up right immediately. Dream grab and immediately crouch dash left. 

Then dream grab the otherside of the block. You be climbing the block, crouched, and behind it now. 

Now do three consecutive jumps into a right dash. These need to be on four consecutive frames. 

You can hold grab during the dash to recover the block. 

Good luck!

poem_Poise_HoldableDreamBlockGym_HDBGym_A=
Gym Demolished

DaorexDashless=
Dashless Tech - Basic

Poise_HoldableDreamBlockGym_HDBGym= Holdable Dream Block Conspectus

DaorexDashless=
Dashless Tech - Basic

Instantgeneral= 
This gym section teaches the player about the tech called Instant Regrabs.
The section was mapped by Daorex, the tech discovered by Daorex, and polished by Poise.
Instant Regrabs are a useful tech for traveling across large vertical and horizontal distances at speed, and for setting up tech performed from the side of the block.

instantregrab=
To execute an instant regrab, you will need a horizontal subpixel from 0.50 to 1.00.
You can set this up by walking into the block to set your subpx to 0.5, or use the 0.5 that you always have when you respawn.
To do the move, throw the block, jump, then immediately press grab again while holding right. 
You should be holding onto the side of the block while it moves away from you. Keep in mind that all these inputs need to be pressed at around the same time.

instantregrablatejump=
To execute an instant regrab delayed jump, first perform an instant regrab. Once you reach the area marked by the touch switch, jump. 
This will allow you to pick up the block and cross additional distance.

instantregrabjump=
To execute an instant regrab jump, you will need to first do an instant regrab and press jump a second time, at the same time as you press grab.
It is recommended to bind a button to both jump and grab for the second jump.

instantregrabbackboost=
To execute an instant regrab backboost to cross a twenty tile gap, you will need to throw the block behind yourself as quickly as you can after performing an instant regrab jump.
This is easiest performed by letting go of grab as soon as you have grabbed the block, and then the only input remaining is a short left press to throw the block at the perfect time.
If you press too early, the block will still be thrown right, and if you press too late, you won't have enough speed to cross the gap.

instantregrablaterevjump=
To execute an instant regrab delayed reverse jump, you need to instant regrab, then release grab once you've moved far enough and jump on the same frame while holding the opposite direction to where the block is moving, in this case left.

instantregrabrevjump=
To execute an instant regrab reverse jump, you need to first perform an instant regrab jump. 
As soon as you have snapped to the side of the block, you need to jump and let go of grab on the same frame while holding no directions, then hold left.
This left press allows you to cancel previous horizontal speed and replace it with 120 to the left, wallboost speed.
If you were to hold left while jumping, the player wouldn't have their horizontal speed cancelled and you would slide into the forcefield.

instantregrabrevjumpgrab=
To execute an instant regrab reverse jump regrab, you need to perform an instant regrab reverse jump with an extra grab input the exact frame after you input the left press. 
This lets you pick the block back up after wallboosting off of it, but it can be a very tricky input to hit. 
Don't be surprised if it takes you longer than you expect.

ceilingabusespike=

ceilingone=
Ceiling abuse is the general name for the tech of using a block to grant yourself midair coyote time underneath a ceiling. 
To cross the following gap with the block, you must do a ceiling stall. 
This is executed by throwing the block while it is partially overlapping the ceiling, in which case it will clip down into the player. This gives you coyote time and clips you down out of the block the following frame, letting you jump and grab the block. 
Ceiling abuse!
ceilingtwo=
If you jump at the right time after clipping out of the block, you can gain more vertical distance and be in position to neutral up the wall.
This is called a ceiling climb. 
ceilingthree=
You can input a jumpgrab before a ceiling climb to reach an overhang that is eight tiles above the player.



c1time=9.5
c1name=
Panel

c2time= 21.5
c2name= 
Flicker

c3time=24
c3name=
Trace
c4time= 28
c4name=
Shift
c3hint1=
Release Right

end1=
PLEASE SKIP CUTSCENE AND RETURN TO CLEARING THE ROOM IF YOU HAVE NOT CLEARED IT YET. YOU HAVE BEEN WARNED. THANK YOU FOR COMPLYING.
You are probably very nervous. Take the time to relax first. Inhale and exhale.
Thank you for spending all this time reaching up to this point. I am Poise, the creator of the map. Although the gym has been worked on by 3 different individuals, this room is solely my work.
That is to say, if you hated it, please don't go send hate to Violet and Daorex. And if you hated it and still made it here, well, who am I to say anything? You should praise your determination.
If you have not noticed, the four quarters of the room showcase different things. Q1 - Introductory Smuggling, Q2 - Advanced Smuggling and Precision Control, Q3 - Bumpers, Q4 - Teleporters.
I have spent a lot of time working on this and I hope the room was cool to you. One fun fact was that I deliberately maximized the amount of HDB-exclusive tech in the room,
which meant that the gameplay would be absolutely new and foreign (not if you have played Coalescence, although Coalescence players would only know how to clear Q1).
This speaks volumes about you. You took the time and gave up your strengths for the moment to learn a totally new skillset, and managed to clear a difficult room.
You deserve all the praise. Please have my most sincere congratulations.

end2=
PLEASE SKIP CUTSCENE AND RETURN TO CLEARING THE ROOM IF YOU HAVE NOT CLEARED IT YET. YOU HAVE BEEN WARNED. THANK YOU FOR COMPLYING.
So, what lies next? First of all, the gym is nowhere near comprehensive because there is too much tech to document. We have not gone in-depth with a lot of things.
And it is impossible for us to constantly update the gym because we have lives. 
"I'd rather die if the mission became to document all HDB tech" - Violet
This means that there is a lot of tech to discover. In fact, originally the gym was not even half the size it is now until Violet and Daorex came in and discovered a whole bunch of stuff.
If you'd like to contribute any new things, we'd be delighted to hear from you.
Second of all, the room only contained the simpliest forms of most tech (with minor exceptions), which means that in terms of difficulty, there is still a whole new ceiling to reach.
This room did not contain any tech from the "Evil" section, which, was hidden not to overwhelm the players. 
I, at least, plan to do something about it. My skillset is precision HDB techspam, and I at least want to finish one more map before I leave the mapping scene.
I'm thinking about double HDB smuggling with HDB speedtech, bumpers and teleporters. On the other hand, Violet and Daorex have dashless skillsets.
Violet will release or will have released Dreamer - a dashless HDB map by now. If you're interested, please check out their work.
So, expect some 7* or above HDB maps coming soon.
That's pretty much about it. Once again, thank you so much for playing this map.
Stay comfy, stay safe. :3
-Poise
