It’s all jumping but there’s a lot of triggers used to detect situations that correspond with each mechanic. The only issue I see is if this can be used to recreate Celeste, there has to be a second control in order to differentiate between dashing and jumping on the ground for example.
nope, dashing is the same as the jump button. Simply toggle the dash orbs based on events like landing and robot boost stop. I've also been testing with wavedashing, in that if you dash close to the ground you wavedash, but past that its a regular dash. P1 up is for wall jumping, dashing, and regular jumping. P2 up is for stomping, and P2 left is for slashing. That leaves P2 right, which I could make into another mechanic, or into an in level pause menu.@@supremeboi1x