Uploaded February 2025 | Updated September 2026, 3 days ago
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This is a classic setup that usually plays the rather easy ch5u solution (altho it can also play ch4 and ch5). However, the ch6 rhythm has been unsolved for this setup until now.
Ch6 means that this setup plays with two ice waves and two accelerated waves. I used the adjacent form of ch6 where the ice waves are back to back.
Ch6 is a great rhythm for a lot of setups but this setup doesn't have very many cobs so it's extremely tough to work out how to play it. Usually setups with less cobs with the cobs farther back wanna play rhythms with longer ice waves (think 15-18s) to save more cobs which is why ch6 is so tough
Solution: Wave-by-wave adjacent ch6, PPDD | I-PPdd | Im-PPDD | NJD/Nd | PPDD | IC-PPdd | ICm-NdD | ASD(a)/Pd | Pd/PD (PPdd) | I-PPdd ( 6 | 11.5 | 11.5 | 6 | 6 | 12 | 11.5 | 6 | 6 | 12+ )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Wave-by-wave means that the sequence doesn't follow a cycle
Level 10 on the skill standard
The I-PPdd | I operation SUCKS to play manually because the coffee bean and 2 d cobs overlap af. It's very possible to play harmlessly consistently but it requires really good aim and hand speed.
There are workarounds though; you can either have pre-placed tall-nuts in the pool on column 7 and place the coffee bean after the 2 d cobs, or you can place the coffee bean in between the 2 d cobs. The second method is easier to play but harder to play harmlessly while the first method has no issues but requires pre-placed tall-nuts that can't be replaced due to seed slot issues
Potato mine is used here to stall the diggers on row 6 so the d cob will kill them before they start eating the cob. This is also used in heart 14 cob ch6 (youtu.be/KZCQK7PjlKA )
The D cob on the row 3 doom waves are delayed so the jala is easier to time. The jala has multiple functions, it kills the diggers on col 1 and it kills row 1 slowed imps which are infamously difficult to catch with a row 3 doom (only a couple ticks of error tolerance without it)
The cherry wave after the 4-8 doom requires squash on row 1 because the 4-8 doom can't consistently hit all of the gigas on row 1.
Pd/PD or PPdd is required after the cherry waves to kill pogos on row 1
First ch6 solution: youtu.be/qTtoj5qJEG4
The NDD operation in this solution is not viable manually although it can technically be done with butterfly click and the digger zombies are guaranteed to deal damage with manual play so this solution is trash although it works great with script
Recent ch6 solution: bilibili.com/video/BV1YFKEe7EZ5
This solution is better but it still has many issues. Tall-nuts aren't required if you're good enough but they make it significantly easier. The Ndd operation killing diggers on both sides isn't harmlessable manually unless you butterfly click (albeit more viable than NDD) and this requires 4 instances of killing 2 rows of imps above the doom which is a couple ticks precise so this solution is practically impossible to harmless manually.
Join the discord: discord.gg/52ZWsqDERb
This is a classic setup that usually plays the rather easy ch5u solution (altho it can also play ch4 and ch5). However, the ch6 rhythm has been unsolved for this setup until now.
Ch6 means that this setup plays with two ice waves and two accelerated waves. I used the adjacent form of ch6 where the ice waves are back to back.
Ch6 is a great rhythm for a lot of setups but this setup doesn't have very many cobs so it's extremely tough to work out how to play it. Usually setups with less cobs with the cobs farther back wanna play rhythms with longer ice waves (think 15-18s) to save more cobs which is why ch6 is so tough
Solution: Wave-by-wave adjacent ch6, PPDD | I-PPdd | Im-PPDD | NJD/Nd | PPDD | IC-PPdd | ICm-NdD | ASD(a)/Pd | Pd/PD (PPdd) | I-PPdd ( 6 | 11.5 | 11.5 | 6 | 6 | 12 | 11.5 | 6 | 6 | 12+ )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Wave-by-wave means that the sequence doesn't follow a cycle
Level 10 on the skill standard
The I-PPdd | I operation SUCKS to play manually because the coffee bean and 2 d cobs overlap af. It's very possible to play harmlessly consistently but it requires really good aim and hand speed.
There are workarounds though; you can either have pre-placed tall-nuts in the pool on column 7 and place the coffee bean after the 2 d cobs, or you can place the coffee bean in between the 2 d cobs. The second method is easier to play but harder to play harmlessly while the first method has no issues but requires pre-placed tall-nuts that can't be replaced due to seed slot issues
Potato mine is used here to stall the diggers on row 6 so the d cob will kill them before they start eating the cob. This is also used in heart 14 cob ch6 (youtu.be/KZCQK7PjlKA )
The D cob on the row 3 doom waves are delayed so the jala is easier to time. The jala has multiple functions, it kills the diggers on col 1 and it kills row 1 slowed imps which are infamously difficult to catch with a row 3 doom (only a couple ticks of error tolerance without it)
The cherry wave after the 4-8 doom requires squash on row 1 because the 4-8 doom can't consistently hit all of the gigas on row 1.
Pd/PD or PPdd is required after the cherry waves to kill pogos on row 1
First ch6 solution: youtu.be/qTtoj5qJEG4
The NDD operation in this solution is not viable manually although it can technically be done with butterfly click and the digger zombies are guaranteed to deal damage with manual play so this solution is trash although it works great with script
Recent ch6 solution: bilibili.com/video/BV1YFKEe7EZ5
This solution is better but it still has many issues. Tall-nuts aren't required if you're good enough but they make it significantly easier. The Ndd operation killing diggers on both sides isn't harmlessable manually unless you butterfly click (albeit more viable than NDD) and this requires 4 instances of killing 2 rows of imps above the doom which is a couple ticks precise so this solution is practically impossible to harmless manually.










