GregCool idea but not a very good setup for manual play
This setup has even worse jack suppression than sideless 16 cob so jack explosions were turned off
Personally this is the hardest setup I've played, Sideless 16 is probably harder to some but this setup really targets my weak points as a player.
The sequence is awkward as hell, there's not many cues on when to time the cobs or preice. the zombie pressure on the 16s waves can also be pretty intense and require an extra fodder such as 1:00. I dealt with pogos incorrectly on purpose for the 16s waves. You're supposed to delay the precobs and aim on row 1 to kill them, I kept them alive cause they act as a cue as when to shoot the B cob, it worked nearly all the time but there's still a chance that they can just dodged them.
I was a tick early 2 times in the second half which honestly just impressive
Sequence: Ch5u, PPSSDD | IPPcccc-BPD/PD | IPPSS-PD/Pd ( 6 | 16 | 14 ) Level 9 on the skill standard
I don't know why the empty lane isn't row 3 it would make this setup so much simpler
Road to Despair 21 cob | Survival EndlessGreg2024-02-06 | Cool idea but not a very good setup for manual play
This setup has even worse jack suppression than sideless 16 cob so jack explosions were turned off
Personally this is the hardest setup I've played, Sideless 16 is probably harder to some but this setup really targets my weak points as a player.
The sequence is awkward as hell, there's not many cues on when to time the cobs or preice. the zombie pressure on the 16s waves can also be pretty intense and require an extra fodder such as 1:00. I dealt with pogos incorrectly on purpose for the 16s waves. You're supposed to delay the precobs and aim on row 1 to kill them, I kept them alive cause they act as a cue as when to shoot the B cob, it worked nearly all the time but there's still a chance that they can just dodged them.
I was a tick early 2 times in the second half which honestly just impressive
Sequence: Ch5u, PPSSDD | IPPcccc-BPD/PD | IPPSS-PD/Pd ( 6 | 16 | 14 ) Level 9 on the skill standard
I don't know why the empty lane isn't row 3 it would make this setup so much simplerChristmas Tree 8 cob | Pool EndlessGreg2024-12-24 | 3rd and final part of the 12 setups of Christmas
This was the only setup that I could've played for the final part. Last year I tried to get this without realizing that it was way too advanced for me at the time (I didn't bring pole vaulters so it wouldn't have counted even if I did beat it). After going up 10 levels on the skill standard in the following year (level 4.5 to 14) I finally beat this after just 1 hour of attempts.
In my opinion, this is the best looking setup in the game, but this is a very aids setup. The majority of difficulty is just in the super precise B cobs, It's very easy to aim just a pixel to far left and miss the dolphins or right and hit the incoming gargs.
Sequence: Ch4, IBcC-cP/PD | IBcC-cP/PD ( 18 | 18 ) Level 10 on the skill standardSuper Front 24 cob redo | Pool EndlessGreg2024-12-20 | My original run of this didn't have MJs on so I decided to redo this. Worse run even though that was played back in April
Third ever manual (that's been filmed), this is pretty much just gong 20 but 10x more bullshit, a ton of runs failed cause a late giga would just not get hit on the accelerated waves (0:26). Also ladders have a good chance of damaging the top 2 cobs on ice waves.
W20 was a complete mess cause I forgot when to time coffee bean cause I haven't played a pool setup in nearly half a year.
Sequence: Ch6, PSD/PDcc | IPP-BPPDD | PSD/PDcc | IPP-BPPDD ( 6 | 12 | 6 | 12 ) Level 11.5 on the skill standard
I think I'm gonna put music on all my video from now on
Also my front 24 cob also doesn't count but I don't care
Music: youtube.com/watch?v=MTsKrkziCik (ThSnowflake 14 cob | Night EndlessGreg2024-12-16 | 2nd setup for the 12 setups of Christmas, second ever manual, one of the hardest setups ever played
This is either the hardest or second hardest setup I've played, I can't decide whether or not this is harder than 20 cob NE adjacent C7u. I didn't follow every single detail which made the setup less stable, so I'll list a couple tips that will help you if your crazy enough to go for this. First tip is that you should bring chomper fodder to slightly reduce ladder pressure on the long ice wave and to help clean up zombies on W9. I didn't bring them cause I didn't want to turn on infinite sun for this and chomper fodder is gross. Second tip is that you don't have to use tall nut to fodder gigas for the doom wave with three fodders, I did this cause it gave me more room to click on fodders cause you have to do it fast.
One major hurdle for manual play is that the second doom wave 3:13 requires Nd while hitting 3 rows of imp which requires 9-10 cps burst clicking that I'm not capable of. I did hit the row 1 gargs imp but that imp was thrown low which made hitting it way easier
If you're wondering why this isn't named hexagon 14 cob, it's cause the setup this was originally based off, snowflake 7 cob( ) got it's name cause it usually has snowflake graphics in display pictures and the name just stuck. At least it's not named square 14 cob
Music: youtube.com/watch?v=N0LWtt-GPKAWreath 16 cob (Ch7) | Fog EndlessGreg2024-12-08 | First setup for the 12 setups of Christmas, First ever manual with this solution
This is currently the best solution for this setup yet no one plays it. Unlike C8u, it doesn't require cob replacement, has great jack suppression with garlic and it require freezing miners on 13s ice waves. Ladders suppression is still questionable and it's definitely improvable
Difficult setup that's modeled heavily by the old rabbit 15 cob solution, but this setup doesn't have as bad of a cob reload because of fodders and it doesn't require placing a spikerock betwixt the PP and DD cobs in the ice waves. Cause of that, it's one level lower but this still requires good precision, some pretty fast cannon foddering, and some very annoying IPP cobs
Sequence: Adjacent Ch7, I'PP-ccccBPPDDcccc | IPP--ccccBPPDD | PPDD | NDA | PPddcccc ( 18 | 18 | 6 | 6 | 6 ) level 12 on the skill standard
I played W10 completely differently by pre placing fodders so I could play PPI'dd without worrying of surviving jacks and so I could get an earlier timing with the ice. The pre placed fodders aren't a necessity for this wave, they just make the timings simpler. I also added an extra quad fodder after the BPPDD to make the next waves IPP cobs easier
ignore that I almost shoveled a cob at the last moment at 6:1020 cob | Night EndlessGreg2024-10-06 | 4/6 max cobs, 11th ever manual. New hardest setup and that'll probably stand for a while
This is my 3rd time beating this setup because I wasn't satisfied with the playing in either of the first 2 (the first one wasn't even played correctly) This is currently the best no cob replacement solution and also the hardest manually playable solution but not the best overall in terms of damage and stability
Sequence, Adjacent C7u, PSD/ASD | PPSSDD | IPP-ccBPPDDDD | I-BB-Pd/PD | PSD/PdTCJ | ND/cPAN | PDD/cPdCc | IPP-ccBD-Pd/PD | PSd/Pdcc | IPP-PSD/PSd ( 6.01 | 6.01 | 15.13 | 16.85 | 6.01 | 6.01 | 6.01 | 16.72 | 6.01 | 12+ ) Level 14 on the skill standard , 2nd ever with this solution, solution by Hydroxyl-OH
W3 and W12 require killing miners and MJs with the intersection cobs which is very precise ( I messed it up at 2:46 and managed to lucked out) and also makes the ice timing later which makes the cob reloads late for the rest of the setup. I kept messing up w7 and w16 cause they wouldn't reload in time until I found out I was playing too fast. The triple accelerated wave is by far the hardest I've ever played in a setup, There's so many precise inputs happening in such a condensed time space that it's sometimes hard to figure out why you failed. W7 and W16 are played differently in both halves, on W7 you you place ice before shooting the back d cob first, while in W16 you shot the back cob first and place ice after the first P cob lands. This causes W 17 to happen to spawn late which causes a lot of pressure on the row 1 fodder that wave and why I used garlic instead of other fodder options even though it makes W3 and 12 less stable In the original solution this isn't an issue cause the imitater and normal ices were flipped but the timings are so hard that I took the worse stability (the extra fodders on W7 and 16 were also part of the original solution, I thought I made an optimization).
1:07 managed to place the ice at a time where the backup dancer would spawn and not be hit by the cobs which did massive damage to that front cob. gotta love how MJs are programmed :) At 2:53, The BB cobs should be aimed on rows 1 and 4 to kill row 1 pogos
Alternate solutions: youtube.com/watch?v=R4MGhmvEHBw (Inter C8u, best damage and success rate but can only be played for 2f and requires cob replacement)
Music: youtube.com/watch?v=XYrQC-jWMFM unorthodox for a pvz video but I love the albumn so muchGods 16 cob | Fog EndlessGreg2024-09-28 | One of the hardest setups ever played, somehow 4th ever manual
With this setup and pure day 20 cob, I have reached the maximum level on the skill standard 14/14. (I'm just the 3rd player to do this). On the setup it's self, it's completely absurd and it just barely works. Gigas and pole vaulters always get very close to the row 5 cobs during ice waves, and the row 2 cob is very vulnerable to giga smashing during the wave after the doom wave. I'm sure that it's rigorous in theory but in practice there always seems to be a risk with them. The ccPPdd wave is impossible to play manually without taking damage at least in my experience, so if say 3 MJs spawn on row 5 during that wave the run is pretty much over cause the cobs take so much damage. Wavelengths are also really hard to control, I tried doing the cannon fodder intersection and ice timing as early as possible.
This is one of the only setups that uses NDD cause row 1 imps don't have to be dealt with, this also makes the intersection on the ice waves free
Sequence: Adjacent C7u, IPP-ccBPPDDcc | IPP-ccBPPDDcc | NDDcc | PDc/ASJ | ccPPddcc ( 15.13 | 16.85 | 6 | 6 | 6 ) level 14 on the skill standard
On W19, I did the NDD too early which cause a pole vaulter to live on row 2 which made imps do a lot of damage to the 5-3 cob20 cob | Day EndlessGreg2024-08-29 | Been a while, 3/6 max cobs
This is an extremely complex setup that took forever to get. It requires good wavelength control, a decently precise cob wrap in the second half, near inhuman hand speed for the doom waves, and a ton of memorization. This is Hydroxyls new no pre-placed ice solution, which is the best no pre-placed ice solution for this setup. This is the hardest solution to this setup ever played and also the first ever manual, it's my current hardest setup in my opinion.
Row 1 pogos on wave 12 can't be dealt with by doom perfectly cause you sometimes have to wait for gigas to finish there smashing animation, so sometimes have to kill them with squash on wave 16, this is why you need to have the cob on 1-1 be the cob replacement cob. The doom wave takes near impossible hand speed to play cleanly so I got decided to hope that not many gigas spawned on the lower rows. Waves 17-19 were extremely difficult for me cause they're completely different to the rest of the setup and wave 18 requires a very precise ice timing to be done cleanly.
Sequence Ch6u: PD/PSA | PDD/Pdcc | IPP-NDcc/Nd | PSD/Pdcc | IPP-(a)Pd/PD | PSD/Pdcc | IPP-BccPSS/PD | IA/P-ccPd/PD | PPSSDD | PD/PSA | PDD/Pdcc | IPP-NDcc/Nd | PSD/Pdcc | IPP-Pd/PD | PSD/Pdcc | IPP-(a)BccPPDD | PAd/Pdcc | IPP-Pd/PD | PSD/Pd' ( 6 | 6 | 12 | 6 | 13 | 6 | 16 | 12 | 50 | 6 | 6 | 12 | 6 | 12 | 6 | 16 | 6 | 12 | 6) just a little complicated, this is a wave by wave sequence so every operation was written out Level 14 on the English skill standard (I'm just the 6th player to have played one)
I lost a cob on W18 cause I didn't fodder row 5 in time and 3 pole vaulters spawned on that row. An imp also fired cause a garg managed to dodge the cherry from the previous wave which caused an imp on row 3 to survive cause I shoot the d cob earlier. An giga also managed to dodge a cob of the PPSSDD wave somehow, gigas that spawned in the back were so garage during thisFast 24 cob | Fog EndlessGreg2024-07-28 | I'm hopefully back
Played this nearly a month ago but haven't uploaded it yet. This solution was made mostly by Remliw, and is a pretty simple solution that plays smoother than other ones imo. I choose a really bad cob order for this that made the doom wave much harder than it needs to be and my precise dance was very meh. I played this off cam before this run, that run was probably better than this lol
Sequence: P6-2I, PDD/PD | PD/PDD | IPP | PPSSDD | JSDc/PD | NDc/ccPNA ( 6 | 6 | 6 | 6 | 6 | 6 ) Level 13 on the skill standard but I played other setups that are similar to this so this wasn't that bad
Played on 6-30-24Fast 23 cob | Fog EndlessGreg2024-07-12 | 2nd ever with this solution, arguably my hardest setup to date
Edit: A better solution has been made youtube.com/watch?v=HU5qiGf9gP0&t=0s nearly no foddering and it's easier than this. It however can't have more than 1 twin cause of the imitater ice happening after the doom wave so this solution is still the best for double twin 23 cob P6-2i
This is called fast 23 cob to differentiate it from the various other solutions that use double ice and cause it uses a P6 rhythm, the fastest possible rhythm
This run really good with the only cob damage being done on the PD/PDD waves after the doom wave. This is extremely impressive given that precise dance is obviously very precise and also that this is one of the hardest P6 setups in the game. The original solution to this setup (youtube.com/watch?v=6HGDC5v5LBo) used cob replacement to make up for the missing cob but it was found that fodders and playing an I-N-I pattern can get rid of the cob replacement.
It also makes the setup much harder, the fodders are really difficult to place especially on the PPDDcc waves cause the fodders will barley reload in time to stop pole vaulters. W10-12 are near impossible, you have to play PSD/PD while doing a precise dance and aiming far enough to the left to hit bungees and the gargs at the same time, I hit them at the earliest possible time in the run. W11 is also really awkward cause yo have to place imitater ice after foddering the bottom rows then play PPcc, luckily I noticed that I only had to fodder one row of gigas on that wave which made it easier ( I also played the first doom wave wrong, it's better to use the first doom on row 4 to make placing imitater ice on that wave easier). The PDD/PD wave after the doom wave is also really difficult since gigas on row 1 walk so far to the left, (look at 2:04) they can be foddered on this wave though to make it much easier.
I-N-I pattern refers to the order in which dooms and ices are used
This is actually not a limit setup with this solution, S6 and C8u are better for manual play obviously but with script this is arguably the best solution for this setupLast Order 14 cob | Survival EndlessGreg2024-07-09 | Second ever manual, first with this solution
This isn't the original version of this setup, in the original the ices and twins are switched around. The reason I had to do this is cause this setup doesn't work manually with any other rhythm besides Ch4 or i4i which require 4 and 3 ice spaces respectively, ch5u would require only 2 ice spaces but it would use 2 sided precise dance and IPP on row 1 that kills pogos which isn't realistic.
Extremally difficult and precise setup, this is one of the hardest playable Ch4 setups in the game which is one of the hardest rhythms to play cause of the absurdly long rounds. This solution is much harder than the solution vexilion played caused it uses an extra cob to kill dolphins, this means there's no extra cobs to make up for mistakes and also adds a cannon fodder intersection nearly every wave which isn't that bad for me. The extra quad fodder I added to the sequence isn't necessary it just makes the IPP much easier, without them the setup didn't feel close to consistent cause zombonis and miners can spawn at different points and gigas have different walking speeds which made it feel nearly random on whether it would hit or not. The extra quad fodder made this setup super exhausting cause of the length, it felt like sprinting a marathon but the IPP is too aids without them. Also it makes the ices super awkward to place in the second half
Solution: Ch4, IPP-ccccBPPDDcccc | IPP-ccccBPPDDcccc ( 18 | 18 ) Level 13 on the skill standard Skill standard: bilibili.com/read/cv13788392
An alternate solution is I4i: IPP-PPDD | IPP-PPDD | IPP ( 16.5 | 16.5 ) This is easier than this solution, rigorous against ladders, and has an easier IPP than this solution but requires tall nuts in pool which is why I didn't play it
I had to use an extra ice on w9 cause the delay cob was just a pixel too right so cherry wasn't reloaded in time, w19 is how that wave is supposed to be played. You'll also have to cob ambush zombies to save all ices (too bad I can't do that properly if there are still zombies on screen before the huge wave of zombies text appears)Note 16 cob | Fog EndlessGreg2024-07-06 | Setup made by me, first ever manual
New hardest setup imo, this requires extreme awareness, very precise cob placements, and super fast foddering speed. This uses double cannon fodder intersection which is where you fodder two rows of imps and intersect both rows, this technique is so difficult and niche that this is only the second time this technique has ever been used in a manual setup playing. There's also tons of little details to this setup that will only be caught by the most advanced players.
Pogos on row 6 are actually very hard to deal with cause they move faster jumping over cobs than normal walking which makes the aim even harder and rhythm more precise. I overcomplicated the A'PPDD waves, precise dance isn't needed cause doom would kill the pole vaulters before they can do damage. Just play it like a normal PPDD wave cause it makes this much easier.
Sequence: Ch7, IPP-cccBPPDDcc | IPP-cccBPPDDc | JPPDD | NDAT | PPddccc ( 18 | 18 | 6 | 6 | 6 ) Solution by scaffold Level 13 on the skill standard
This setup can be made easier by placing the B cob on row 3 instead of 2 which removes the double cannon fodder intersection but makes the setup very vulnerable against jacks. Jack explosions were still turned off cause the row 4 tall nut is undefended against jacks and tall nut is part of the sequence .
Messed up wave 9 and 18 cause the aim is precise (imp thought he was about to do something at 4:22 LOL)
Honestly really fun setup, it's like true 2 cob ( youtube.com/watch?v=wG7mYBrtlKk ) without the zombie pressure which makes it way more relaxing to play. This is still not easy at all, the intersection on the second ice waves are super precise which is why I foddered them on the that wave and the Ch5 is pretty precise cause of dolphins. I placed 2 fodders on rows 2 and 5 after the first ice waves just incase an pole vaulters managed to survive. I'm not sure if it's possible for them to live with perfect play but I had a few runs where they did so I wanted to be safe
Sequence: Ch5, PPDDcccc | IPP-PPDD | IPP-PPDD ( 6 | 15 | 15 ) I'll put this as a low 12 on the standard Skill Standard: bilibili.com/read/cv13788392
Other solutions exist but they require tall-nut on row 1 for pogos or double tall-nut in the pool. This is the cleanest solution possible
Messed up w 15 cause I suck at putting coffee beans on ices located on the first columnPerfect Formula 24 cob | Fog EndlessGreg2024-06-29 | 4th ever manual, Second without cob replacement
"The Perfect Formula" is the very first solution for pool 24 cob discovered by testla in 2011. The formula is PD+I2+PSD=1 which is just an odd way of writing the sequence. Video of me playing: youtube.com/watch?v=vcViue9RY9o Video of a script playing it: youtube.com/watch?v=AAYz5dZapoI
The fog version of this solution doesn't have enough ices or stall long enough to complete a full flag so only the first 6 waves are the perfect formula sequence, the rest of the waves is just anything that works. The original solution for this setup uses cob replacement to make up for the lack of a cob to deal with pole vaulters on the doom wave. This is functional but unnecessary since gigas and pole vaulters can be stopped on the last 3 waves with jalapeno and foddering First ever manual: bilibili.com/video/BV1hf4y1f7ED
Solution: P6-2I, PPSSDD | PPDD | ccPPI | PPSSDD | PPDD | ccPPI | PPSSDD | JPDc/PD | NDc/ccPNA | PPDDDD ( 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6+ ) Level 13 on the standard Solution by scaffold, only second ever with this solution even though it's the best solution for this currently Skill Standard: bilibili.com/read/cv13788392
This is harder then the pool version since you can't use instants to kill past imps or correct mistakes, which is really bad for this setups cause slowed gigas can easily throw there imps. That's why I played the PPSSDD waves so fast; this is the fastest I can play while still maintaining control of my mouse. Wave 19 is also difficult cause MJ's get so close to spawning backups on the cobs, if I was a frame later in firing they would have probably spawned them. They also have to get super close cause you need to fodder gigas on the top row before firing. The ccPPI waves are easier than pool however, cause there's no coffee bean which is nice. No pole vaulters spawned during the doom waves cause I was doing 2 sided precise dance, this isn't rigorous with manual play so in perfect gameplay they would have to be foddered.Rabbit 15 cob | Fog EndlessGreg2024-06-20 | second ever manual, limit setup so sun is ignored
Super difficult setup, the ice waves are very precise and require near perfect aim to hit all imps and spkeweeding zombonis on row 6 is super awkward. Most runs ended cause 1 imp ended up surviving cause I aimed a few pixels away from the gargs. The cannon fodder intersection isn't that tough usually, but sometimes gigas on row 2 would walk very far to the left making the aiming and timing really tight. The P cob to kill miners and zombonies is also really precise and has too be aimed perfectly to not hit incoming gigas. Luckily, the triple accelerated waves are very basic and easy to get down which made this not a complete nightmare
I played the CPPddccc wave differently to scaffolds video cause I shoot the cobs from bottom to top rows instead of top to bottom cause of my cob order. This made it so I had to wait until the cob landed before I could place spikeweed which made the wrap a little tight but it isn't that bad for me
Sequence: Ch7, IPC-cccBPPDD | IPC-cccBPPDD | PPDDJ | NDA | PPddCccc ( 18 | 18 | 6 | 6 | 6 ) Solution optimized by Scaffold I would say that this is a low level 13 but I don't know where it would land exactly
On wave 18 the last delay cob got stuck cause this game can't handle double clicks so I had to shoot it in the rear and use cherry to kill back dancers forcing me to luck out on wave 19. This run was pretty good for a setup this difficult outside of that.Double Jalapeno 24 cob | Survival EndlessGreg2024-06-17 | First ever manual
Complete limit setup, this can't even be played for more then 2 flags cause of craters and ice storage
Very difficult setup, I would say that this is the second hardest manually playable pool 24 cob solution behind front 24 B/PSDD solution. It requires precise dance nearly every wave and the PPNDD waves were big choke points for me. I held the ice wave to 13s instead of 12s to make the cob wrap easier for the doom wave, I also used normal jalapeno on row 1 to kill pogos on that row cause cherry can't always hit them.
Sequence: S6-2A', PDD/PD | PD/PDD | PDD/PD | IJJ'/P-Ad/PD | PPNDD ( 6 | 6 | 6 | 12 | 6 ) wave 1 and 10: PD/PDD Solution by hydroxyl Level 13 on the skill standard skill standard: bilibili.com/read/cv13788392
Hydroxyl deleted the original video for this setup, presumably cause this can't be played for more then 2 flags, this video was archived and was my reference video for this setup Edit: hydroxyl found out about scaffolds reuploads and he unlisted them, so you'll have to ask him directly if you want the reference video I used for some reason
Double doom and double cherry are also possible with S6 but there so similar to this that I won't play them. If you want some """free""" first ever manuals, those are some
Messed up wave 20 really badly, I can't cob ambush zombies if I don't have the cob over where I need to aim before the huge wave text appears.Pure Gong 20 cob | Survival EndlessGreg2024-06-14 | First ever manual, limit setup so sun is ignored
Edit: Better solution to this have been found youtube.com/watch?v=INtQt0BJjFg Very similar to the normal solutions and are completely rigorous, play either of these if you plan on going for this
Note: The way I played this is not rigorous cause the doom at 4-8 can't always hit gigas on row 1. Instead play PPn with the doom being on 3-2 for this solution to work consistently. The PPn wave needs to be foddered cause the wave is closer to 14s instead of 12s
This is simple idea that is a bit difficult to pull off, it requires learning slowed doom intersection and as previously mentioned the doom on 4-8 isn't close to rigorous. The ice wrap at the beginning is really tight so I played the ice waves as 13s instead of 12s to make it easier. The quad foddering during the PPDDcccc waves is also really annoying and it's very easy for fodders to get crushed before they could stop pole vaulters. The delay cob during the doom wave has to be changed depending on where the doom is located, if the doom is on row 4 then the delay cob has ro be aimed on row 1 to kill pogos, if the doom is on row 3 then the delay has to be aimed at row 5 to kill potential pole vaulters.
Sequence: Adjacent Ch6, PPSSDD | PPDDcccc | IPP-PPDD | IPP-NDd ( 6 | 6 | 12 | 12 ) Solution by Scaffold (I tried to solve this with Ch5u but it didn't work cause of pogos) I would put this at a level 9 on the skill standard, it's easier then the original setup
The original Gong 20 cob that this setup is based on: youtube.com/watch?v=u8i8R2yalMwBBQ 20 cob | Fog & Pool EndlessGreg2024-06-09 | Limit setups cause no sun, even with infinite sun, the stability is too low for them to not be limit setups
FE solution: Inter C8u, IPP-PPDD | PPDDccc | IPP-PPDD PPDD | PNJ/(c)NDA | PPDDccc ( 13 | 6 | 13 | 6 | 6 | 6 ) Solution by Scaffold, 2nd ever manual The doom wave in the first half requires super fast mouse speed to work cause row 3 dooms can't hit row 6 pole vaulters if they jump over a cob so there's a very small window to cannon fodder them. You also have to shovel the cannon fodder so oncoming gigas can't start there smashing animation. This isn't done in the second half cause row 4 dooms can hit row 6 pole vaulters which makes that wave 100x easier on the doom wave, you can place the jalapeno before the cherry which makes imps on row 2 rigorous Hydroxyl made an opposite C8u solution for this, but it couldn't deal with pole vaulters rigorously which is why I didn't play it Level 12 on the skill standard
PE Solution: Ch6, PPDDcccc | IPP-PPDD | PPDDcccc | IPP-PPDD ( 6 | 12 | 6 | 12 ) Same as gong 20 cob except you aim the first P cob on the PPDDcccc on row 2 to deal with dolphins It took 10 hours to beat gong 20 originally while this took only 30 minutes Level 11 on the skill standard
The pumpkins on the gatling peas are needed for both setups, no matter the solution cause the dps from them is too high for imps not to fire. If you remove the torchwood for the PE version and play full defensive 20 solution, you won't actually need pumpkins cause the gigas would be slowed like normal and dolphins would be taken care of.
Fog: 0:00 Pool: 5:03Wreath 16 cob | Fog EndlessGreg2024-06-04 | 8th manual without losing any cobs
This is a very old and bad solution that I only played cause it's the solution listed on the manual playing list. here's a much better C7u solution bilibili.com/video/BV1Ux4y1X7TX This solution doesn't require icing the miners on the first ice wave and is also a sequence that repeats. If you plan on going for this, please play this one, it's harder but way more stable
The biggest problem with this solution is that it barely wraps even when stretching the waves for as long as possible. Miners have to be iced during the first ice wave so the 13s wave has to be held for as long as possible, which is why all the pots on the front cob were crushed by zombonies. The cob shift for the cob replacement isn't necessary, it just makes things so much easier. The cob replacement also messes up wave 19 cause only 1 cob reloads on time so zombonies get very close to crushing the cobs and the imitater ice barley reloads on time for wave 19.
Manual playing list: bilibili.com/read/cv24891609 I managed to lose a twin during wave 20 cause I didn't know how to use imitater ices so it doesn't technically count. The maker of the list hasn't been active on his bili bili since late august so if you don't see me listed that's whyString 14 cob | Fog EndlessGreg2024-05-31 | 6th ever manual ( I played this before vexillion but uploaded it after him)
Very difficult and annoying setup. The hardest part is the very precise cob placements that makes it very easy for imps to fire with the slightest misplace. It's theoretically completely stable but very precise in practice. The wave lengths are very precise as well, I was slightly too early in the first waves and a pogo managed to get by, luckily no gigas spawned on that row so the run continued. My run of this is unique in that I foddered the gigas as soon as the cobs landed instead of waiting until the next wave starts, I did this cause I focused on foddering the gigas over the MJ's
Sequence: P4-N, cc-PPDD | cc-PPDD | cc-PPDD | cc-NDd(N'dd) ( 9 | 9 | 9 | 9 ) Wavelengths are 8.69s for scripts Level 12.5 on the skill standard ( it used to be level 14 but it's now underrated, it should be 13) Skill standard:bilibili.com/read/cv13788392 More than 2 fodders are needed to stop giags, only 2 are listed on the sequence cause that's how many are needed to stop MJ's
On wave 19 I barley had enough time to place the doom before cobs landed cause I played the imitater doom wave too fast, I should have waited until the dolphins actually got in the water to place tom doom. This actually killed a run 30 minutes before this one cause a backup dancer spawned on row 5 and I didn't aim my delay cob far enough to the left to kill it.Nuclear 24 cob | Fog EndlessGreg2024-05-28 | Setup requested by @MLPJeremySparkle 9th ever manual
Extremely difficult setup with no soft spots. This requires great aim, fast hand speed, very precise interception timing, and incredible wavelength timings for a chance to beat this setup. This setup uses precise dance for nearly every wave but luckily it's easier to time the precise dances for this setup than perfect formula 24 cause there's an actual reference for it ( fire the cobs slightly before the last cob of the previous wave lands ). The biggest problem I had with this setup is MJ's spawning backup dancers on both lanes cause I was slightly too late in precobbing, I tried to avoid this by precobbing as soon as possible so I took very minor damage from the backup dancers but some pole vaulters got through and dealt heavy damage to the cob on 5-6
Sequence: P6-2N, PDD/PD | PD/PDD | PDD/PD | PD/PDD | PPI | N'SA/N'SN (N'SN/N'SJ) ( 6 | 6 | 6 | 6 | 6 | 6 ) Level 13 on the skill standard
Wave 19 was a massive choke point for me, I got there 7 times before getting this and even then I would of lost if I was a centi-second too early firing the last cob. Wave 19 in this setup is also one of the easier wave 19s for these types of setup which is terrifying
This is the standard and most played P6 solution for fog 24 cob, other P6 solutions include P6-2A (double cherry), P6-2I (perfect formula), and P6-I (imitaterless)19 cob | Day EndlessGreg2024-05-25 | Setup requested by 小徐徐橡皮人
First 5 lane setup, this was much tougher then I thought it would be. The main difficulty with this setup is the super precise wavelengths, you have to stretch the waves for so long to maintain a good cob wrap that pogos are barley hittable on the long waves. Sometime the cobs are forced to take damage cause all the zombies spawn on rows 4 and 5. I also went a whole day being unable to play in the second flag for some reason, I guess I'm just rusty at Ch5u.
Sequence Ch5u, PSD/PDccc | IPP-BPD/ccPD | IPS/P-Pd/ccPD ( 6 | 16 | 14 ) Level 11 on the skill standard If you plan on going for this please play the PPSSDD solution ( youtube.com/watch?v=AjbLtMptfeE ) it completely removes the pogos on the long waves and makes foddering much easier during those waves. That solution is level 10 on the skill standard.
Jack explosions were turned off cause Ch5u setups with cobs on column 8 can't defend against jacks
This took WAYYYY longer then it had any right too. This is a difficult setup but setups like new 22 are very similar to this and the 16 second wave is the only thing I haven't done before. This is also a gong setup which means I'm 5 times more likely to hit the imps a tick too early which makes some imps live and some die randomly it's so annoying
This is a limit setup cause of sun loss and the 16s wave might not be rigorous, although other solution can be made for this which don't use cob replacement. I played this cause it's the standard solution and also the easiest solution
Sequence: C8u, PPDDcccc | IPP-PPDD | PPDDcccc | IPP-PPDD | PSD/PD | ND/PNA | PPDDcccc | IPP-cccBPPDD | PPddcccc | IPP-PPDDDD ( 6 | 13 | 6 | 13 | 6 | 6 | 6 | 16 | 6 | 12+ ) Level 12 on the skill standard This sequence doesn't ever actually reset, it just keeps going until there are no more waves left, which is pretty unique
I messed up wave 9 really badly cause of a mouse slip and I aimed the cobs in the back for the second PPDDcccc wave cause I thought pogos on row 1 would dodge the cobs
Song: youtube.com/watch?v=b9dyH70ObocFull Defensive 20 cob | Fog EndlessGreg2024-05-14 | Arguably the hardest setup I've played up to this point
This setup requires much more precision than you would think, the aim has to be perfect to hit both leftover pole vaulters and imps on row 5. Pogos on row 1 are also a massive issue since you have to stall the ice waves for so long, this is why I shoot cobs in the the back instead of the front for waves 8 and 17 since the cob reloads for wave 9 and 19 have to be stretched as long as possible.
This is a limit setup even for script cause pole vaulters will deal damage to the column 5 and 6 cobs not matter what. I tried to prevent this by pre cobbing as early as possible on PPDDcccc waves which is why I timed my ices later than usual
The lowest amount of cobs for a fog full defensive setup is 18 cobs : bilibili.com/video/BV1Tu4y1U7gt (This run doesn't count for shit) It's a high level 14 on the skill standard and is unstable as hell so don't expect me to play it anytime soon. I'm done with the full defensive setups for now
I thought that another wave would spawn after wave 19 so pole vaulters did a lot of damage to the front cobs and my ice barley recharged in time for wave 20, overall this run was good until wave 19Nuclear 24 cob | Survival EndlessGreg2024-05-10 | Not the real nuclear 24 cob, but I thought that this should be on youtube
This is a much harder and less sun efficient than the standard S6-c solution which is the recommended solution for long flag playing. S6 is a type of rythme where only 1 ice wave is used per cycle while Chx and Px use 2 and 0 ice waves per cycle respectively. Here's what a Ch6 24 cob solution looks like ( youtube.com/watch?v=DXtCsCugzSY ) and here's a P6 solution (youtube.com/watch?v=vcViue9RY9o )
This solution is one of the more difficult 24 cob solutions but it's not too crazy. It took much longer than it should have cause I'm very rusty at PPSSDD. The hardest part is obviously the PPNDDA' waves which requires fast mouse speed and perfect inputs for it to work, You also have to precob into the next PPSSDD wave really fast or aim the delay cobs further away to deal with backup dancers since you have to wait until the last cob lands to use jala. One very annoying detail about this setup is the PPI on waves 2 and 11 since you have to cob late enough so that the rising backup dancers die on whatever row you put your ice shroom on while also freezing the MJ's early enough that they don't spawn backup dancers on the cobs. This is very precise and was one of the biggest causes of fails while going for this, this can be avoided by having two ice shrooms in the pool but nahhhh.
Solution: S6-N. PND/PNDJ| PPSSDD | PPI | PPSSDD | IPP-PPDD ( 6 | 6 | 6 | 6 | 12 ) level 10 on the skill standard Skill Standard: bilibili.com/read/cv13788392
The normal S6-c is the preferred solution for max difficulty waves with natural spawn since wave spawns during ice waves aren't fully consistent with natural spawn cause of the PP before the actual PPDD. Ch6 has a lot of ice waves despite being easier ( extreme spawn makes it way more consistent ) and P6-2i is near impossible to play harmlesslyHeart 12 cob | Survival EndlessGreg2024-05-06 | Late 15 year anniversary post. First ever manual
NIGHTMARE of a setup, this took so long and I had 3 wave 20 chokes. This setup uses cannon fodder imp intersection which is normally super easy cause only has to be done on row 2 and it has a pretty clear indicator. However, this requires cannon fodder imp intersection on 2 sides which requires super fast foddering and absolute perfect timing and aiming to make sure that all the imps get hit and the cob is close enough to the zombies to actually start the next wave. Sometimes the gigas at row 2 walk so far to left that actually hitting there imp is essentially impossible and you just have to hope there imp lands on 2-3. This technique is so rare that to my knowledge this is the only time a setup has ever been manually played that uses it.
Besides that, this setup is still pretty hard. Every cob is really precise and gigas love firing there imps at the smallest misaim and it's easy to mis pogos on the PD/Pd waves. It's also super long and drawn out so it's near impossible to play this without making any big mistakes. Luckily, this setup has a lot of error tolerance with doom, cherry, and tall nut being able to clear up mistakes and the empty space at 2-3 is a godsend cause most gargs on row 2 throw there imps at that spot.
Sequence: Ch4, I-PC-ccB-PPDDcc | I-PC-ccB-PDcc/Pd ( 18 | 18 ) Level 13 on the skill standard
Reference video: bilibili.com/video/BV1U24y1S7Vt ( he played a version without spikeweed and the PD/Pd wave which doesn't work very well, he only made it to wave 8)
Spikeweed isn't actually necessary for this setup, if the waves are timed correctly there's a small window where all cobs are fired and zombonis can't crush the cobs on 5-6. This makes the cob wrap stupid tight and the B cob even more precise so I didn't do this. I also used auto collect cause I'm not bothering collecting sun while operating this monstrosity and must people who tried this play a version that doesn't even have sunflowers. Also jack explosions were turned off cause the pool tallnut is unprotected from jack.
My playing isn't that good cause I only played for 7 minutes before getting this run so I wasn't fully warmed up; I forgot how to use my mouse for like 2 minutes during this run lmao. A giga got hit by a delay cob at wave 18 so I was forced to use another ice at wave 19 so I lost 2 ices in total instead of 1. I guess I forgot how to time ices going into wave 20 cause I somehow managed to be late in freezing the ambush zombies
Song: youtube.com/watch?v=KZz0VY4CY2Y&t=0s ( I can't think of a more perfect song for a Ch4 setup )Full Defensive 21 cob | Fog EndlessGreg2024-05-01 | Slight step up from New 22 cob
The only differences between this setup and that setup, is that the first PSD/PD wave is replaced by a PPDDJcccc and the ices are flipped around. This made learning the setup really easy and this only took about an hour. This is the lowest amount of cobs that can full defend harmlessly in fog and is also the best solution for this setup ( opposite can't be played 100% harmlessly and Ch9 requires precise dance and cob replacement ).
The open lily pad doesn't have to be protected by a cannon fodder from bungees, it can just be replaced. I only did it so I can keep the imitater lily pad for aesthetics. Also the open lily pad and using normal ice makes wave 19 much easier than new 22 cob which is the hardest part of that setup, so that's nice
Sequence: Inter C8u, IPP-PPDD | PPDDJcccc | IPP-PPDD | PSD/PD | ND/ccPNA | PPDDcccc ( 13 | 6 | 13 | 6 | 6 | 6 ) Solution by Hydroxyl Reference video: bilibili.com/video/BV1mV4y137oW Level 12 on the skill standard ( Personally, this should be high level 11 with this solution)
This is level 13 on the skill standard which puts me as a level 13 multicobbed player (the second highest anyone has ever gone). This personally is dubious cause I don't think I am that good yet and this setup should not be that high the way I played it
I didn't bring pogos or catapults cause this setup can't handle them with manual play. The intended wavelengths for this setup is 6.57 | 7.52 | 6.57 | 7.52 | 6.57 which is impossible for manual play so the wavelengths are changed to around 6 | 8.5 | 6 | 8.5 | 6 which gives catapults over a second to fire and pogos become near impossible to deal with. Cause of this most manuals ban both of them and there is only one playing of this with maximum difficulty zombies ( youtube.com/watch?v=6xPruZ-PJ1o )
The hardest part is by far the quad fodder to stop MJ's in the 8 second waves, you can't start foddering as soon as a wave starts cause gigas on row 1 can smash the fodder before the MJ can get stuck on it which makes the foddering even faster plus the PP afterwards has to be done quickly making it easy to misaim. Outside of that the DD cobs have to be pushed a bit further to the left and it's a bit more precise, cause the PPDD waves star later than usual PPDD waves. The cob wrap can also be a little tight but it's nothing crazy
Sequence: P5u, PPDD | ccccPPdd | PPDD | ccccPPdd | PPDD ( 6 | 8.5 | 6 | 8.5 | 6 ) Level 11 on the skill standard
Messed up wave 9 really bad lmaoPerfect Formula 24 cob | Survival EndlessGreg2024-04-24 | My best cobbed setup so far
This is the second hardest manually playable 24 cob solution behind only front 24 cob BSPD solution. The solution was found by a player named testla in 2011, he found out that if you delay PD enough you can kill pole vaulters with the P cob and kill the backup dancers that spawned with the D cob. This technique is called "precise dance" because it has a 4cs (1/25 of a second) window for it to be played harmlessly. Two sided precise dance is too fast for any player to play without taking major damage, so this setup compromises by only using precise dance on one side which makes it possible for humans. The remaining pole vaulters on the top rows are killed by cannon foddering.
The setup is still really difficult ignoring the precise dance, the PPIcc and PSD waves requires super fast mouse speed and it's very easy to misaim one of the cobs. It's nearly impossible for imps not to fire from the slowed gigas on the PSD waves, there is a way however to makes this more consistent. My run is just decent by my standards, my precise dance in the first wave was terrible and some imps and pole vaulters got through and needed instants. Staling on wave 9 isn't required, I just did it so that my instants recharged.
Sequence: P6-2i, PPDD | PPIcc | PPSSDD | PPDD | PPIcc | PPSSDD ( 6 | 6 | 6 | 6 | 6 | 6 ) Level 12 on the skill standrd Manual playing list: bilibili.com/read/cv20905027 ( Not being updated, I'm 19th manual)
Most modern playings of this setup play PPIcc-cc where instead of replacing the ice shroom instantly like I did, they instead place cannon fodders under gigas on the top rows and start the PPSSDD waves buy shooting at the bottom rows first, which makes the PSD waves much more consistent. I didn't do this cause I'm too lazy to learn this and I prefer having a couple seconds to aim before firing the cobs
8 flag playing: bilibili.com/video/BV1xx4y1k7HB ( He also played this setup harmlessly he was the goat of this setup )Tai Chi 16 cob | Survival EndlessGreg2024-04-22 | Much easier than what I've been posting but I felt like I should finish the series
This is identical to symmetrical 16 cob ( youtube.com/watch?v=Hpsv31WXbJw ) but miners aren't dealt with and wave 10 is much harder. The d cobs in the PPddA' need to be timed later than normal which threw me off a couple times and aiming them correctly is pretty difficult. I played wave 9 wrong, you should being squash instead of snow pea and stall miners with wallnut, then kill them with squash instead of cobbing them.
Second hardest of the tai chi series with tai chi 12 being in first place, but I think this is harder if you ice on wave 20
Sequence: Ch6, PPDD | I-PPDD | I-PPDD | PPddJ Level 8 on the skill standard Skill Standard: bilibili.com/read/cv13788392
Technically, the Tai Chi 4 Cob ( youtube.com/watch?v=-CF6BBsK1zA ) is the true last setup in tai chi series and this is an unofficial setup, but that setup doesn't look like an of the other tai chi's and it doesn't use intersection so I think should be the last setup in the seriesTrue 2 cob | Survival EndlessGreg2024-04-19 | Worst setup ever made
I describe this setup as Gong 20 cob (youtube.com/watch?v=u8i8R2yalMw) with a ch5u rhythm which if you know anything about those is an absolutely terrible combination. Zombies go crazy in this setup, they get so close to the cobs during both ice waves and with the quad foddering ever wave makes keeping everything together really difficult. The aiming is very precise during the 16s interception cobs and the cobs to kill miners and zombonis, sometimes it's near impossible to not hit gigas for the next wave. The intersection is really precise during the 14s waves also, since gigas walk so far to the left.
Somehow I managed to fail wave 19 SEVEN times before getting this run; this was the worst grind I ever had. I still think super front 24 cob is harder cause of the amount of precise intersection that setup requires and lack of ways to recover from mistakes, but this is a very close second.
Sequence: Ch5u, PPDDcccc | IPP-cccc-PPDD | IPP-cccc-PPDD ( 6 | 16 | 14 ) Level 12 on the skill standard Skill standard: bilibili.com/read/cv13788392
I turned off jack explosions for this setup cause the cobs and tallnuts have really poor jack suppression during the 16s ice waves and there's already enough RNG elements in this setup.New 22 cob | Fog EndlessGreg2024-04-15 | Redid this cause I lost a twin to a dolphin zombie
This run is pretty eh, I messed up wave 9 really badly cause the cob wrap was so tight. I really struggle with pogos on 13s waves cause aiming between column 8 and 9 is way too complex for me. The quad fodder for the PPDDcccc wave has to be done really quickly cause you have to wait until the first cob to hit until you can fodder. Also on the first doom wave you have to fodder pole vaulters on row 6 and dig them up which requires really fast hand speed.
Waves 18-19 are really difficult cause you have to use the imitater ice to fodder at the right time to both freeze the next wave and not get crushed or eaten, for some reason I never choke at this even though it's one of the hardest parts of the setup
Sequence: Inter-C8u, IPP-PPDD | PSD/PDcc | IPP-PPDD | PSD/PD | ND/ccPNA | PPDDcccc ( 13 | 6 | 13 | 6 | 6 | 6 ) Solution by Hydroxyl Level 11 on the skill standard ( Ch9 and S6 are both level 12 on the skill standard)
really good run, definitely my strongest playing of a setup this difficult. This is easily the hardest setup I've played. The only major differences that separates this from front 24 is that the B cob has to be aimed at row 2 which makes it much harder to aim and time, can cherry bombs can't be used meaning that imps can't fire if you're using twins.
This is the highest amount of grid spaces possible in a setup, and the most expensive if the twins have pumpkins. It's a complete limit setup even for script because MJs can't be consistently dealt with no matter what ( that's why they weren't brought for this run )
Sequence: Ch6, PSD/PD | IPP-BPPDD | PSD/PD | IPP-BPPDD ( same as front 24 cob ) Level 11.5 on the skill standard
Like 24 cob this has a ton of solutions, I played C8u which is the easiest solution for this but it's still very tough. The hardest parts are controlling the wavelengths and the ice timings, the cobs took a lot of damage from pole vaulters and ladders cause my wave and ice timings were poor. Aiming the delay cobs of the ice waves is also a lot trickier than it seems since I'm holding the waves for so long ( I aimed too close at 3:19 ).
This is a much better C8u solution than the one Scaffold played cause this solution replaces the PSD/PD wave with PSD/PSA so there isn't any weird D cob aiming to hit both pole vaulters and imps on PPDDcccc wave
Sequence: C8u, PPDDcccc | IPP-PPDD | PSD/PSA | PPDDcccc | IPP-PPDD | NSSDD (Ice waves are 13s) Level 11 on the skill standard ( S6 is level 11 and Ch9 is level 12)
Shockingly this is really difficult, I find gong 20 cob to be easier but this is still a monster setup. The intersection is stupid precise and B cob timing is confusing, I found shooting it as the second PP cob is halfway down the screen works. MJ's were not brought because they can't be consistently dealt with without taking damage ( Ladders are also unstable but they have to be brought ). This is a limit setup for manual play for those factors this can be played endlessly by a script.
Sequence: Ch6, PSD/PDcc | IPP-BPPDD | PSD/PDcc | IPP-BPPDD ( 6 | 12 | 6 | 12 ) Level 11 on the skill standard
Here's a near solution of this in fog, W19 hasn't been solved yet. You can also play this by solving the front cob but that obviously doesn't count: bilibili.com/video/BV1g1421Q7KP/?vd_source=501996d0fdd24364159d5ecd1dde2e3b24 cob | Fog EndlessGreg2024-03-22 | 2/6 of max cobs done ( don't expect any others coming anytime soon )
This setup probably has the most solutions out of every setup in the game. I went with the ch9 solution, which isn't the best solution to this setup. C8u has a much easier doom wave and doesn't use PSD/PDcc, it does use quad foddering and the empty pool tiles ( just like Ch9 ) but it's pretty much a direct upgrade to this solution ( S6 is also better than than Ch9 ).
The setup is pretty difficult, the doom wave requires pretty precise aiming and timing for it to actually work and the entire quadruple accelerated wave sequence is hard. Squash has to be used on row 1 to deal with pogos on that row ( it works most of the time but it's definitely not guaranteed to work ), and I brought tall nut instead of wall nut, in case squash misses the pogos and to stop row 6 pole vaulters during the first doom wave. Also there's pretty much no way to recover if imps are fired so you need a near perfect run to beat this, besides a messy wave 9 and 20 I didn't make any major mistakes which I'm very happy about.
Sequence: Ch9, IPP-PPDD | PSD/PDcc | IaCP-Pd/PD | PSD/PD | NSD/NDA | PPDDDD | PSD/PDcc ( 12 | 6 | 13 | 6 | 6 | 6 | 6 | 6 ) Level 10 on the skill standard, the PPDDDD wave can be played as PPSSDD but the cob wrap is very tight cause of pogos so I just used PPSSDD. The first wave can also be played as PPSSDD
The reason setups like this are able to work even with a cob on column 9 is cause there hitboxes are pushed further back than every other plants in the game, which is why zomboines are able crush the pots cobs are on without crushing the actual cob. Honestly the hardest part of this setup was relearning how to hit single sided interceptions. Wave 20 is also pretty tough ( I messed it up lol ) and sometimes ladders and backup dancers can do heavy damage to the cobs which ended a couple late runs.
Sequence: Ch6, PPSDD | IPP-BPPD | PPSDD | IPP-BPPD ( 6 | 12 | 6 | 12 ) Level 6 on the skill standard, should be level 7 imo
Expect the 24 cob version of this soonGong 20 cob | Survival EndlessGreg2024-03-14 | This was my best setup at the time this was posted
The on really difficult thing in this setup is the PPDD | PPDDcccc technique where imps are intersected on top of gigas which is very precise. This was really bad to learn at first cause I wasn't used to it and there was nothing I've done previously that was similar to it and this was a jump on the standard
Sequence: Ch6, PPDDcccc | IPP-PPDD | PPDDcccc | IPP-PPDD ( 6 | 12 | 6 | 12 ) level 11 on the skill standard, 17th manual list of manual playings: bilibili.com/read/cv23550395 ( only second non-Chinese lol )Tai Chi 18 cob | Fog EndlessGreg2024-03-08 | First fog endless post yay
This is a pretty simple setup ( for fog standards ), but it's still not an easy setup by any means. The hardest parts personally were the NAD waves and getting used to the weird sequence this setup has. Tai Chi 18, 16, 14, and 4 cob are all possible in fog; I don't plan on playing Tai Chi 4 cob, Tai Chi 16 cob isn't a real setup but it already has a solution cause Tai Chi 14 cob has a solution, and Tai Chi 14 cob is an extremely difficult setup that I do plan on playing in the future.
Sequence: pseudo ch9, PPDDJ | PD/NA | PPDD | PPDD | PPDD | I-PPDD | I-Pd/PD | PSD/Pd | NAD | PPDD Level 8 on the skill standard This is a wave-by-wave sequence that keeps going until all waves are finished, it doesn't have an actual rhythm. Both ice waves are 12s
The giga on wave 9 doesn't have to be continuously stalled, I just wanted to make sure all instants were reloaded and that the cob would reload in time
Reference video: youtube.com/watch?v=XJQahWX0gtUHarmless cobless | Night EndlessGreg2024-03-01 | I'm on a trip to clear out a house for sale so I'm not able to play for 5 days, in the meantime here's another old upload back when I was a touchpad player
I never uploaded this cause I didn't actually have harmless mode on which defeats the whole purpose of the setup. This is the 4 twin version which is 100% harmless but sun isn't stable for long flag playing. In the 5 twin version, hypno shroom is used on footballs or jacks on row 1 during cherry waves but since this version has 100% jack suppression I just tried to hit jacks so I could have walking cherry bombs.
Sequence: Card 2, I - N | I' - A ( 25 | 25 ) The tempo is very consistent, you won't have to worry about early wave spawns. played with about 85 gigas
Made on 10-24-23Spear cobless | Day EndlessGreg2024-02-25 | First cobless post in over 2 months lol
This run was way back in my touchpad days, ( fourth video I ever recorded ). Haven't been playing as much and I've always thought this deserved to be posted
On the setup itself, the only annoying thing about it is that the doom on 2-6 doesn't spawn the next wave every time and can gigas can unslow right around the fumes on row 1 and 5 because the winter melons are blocked by imps, which makes dealing with gigas on those rows much harder than it needs to be. The rest of the setup is pretty fun, double doom setups are always the most fun cobless setups to play and the tempo doesn't accelerate enough that you die cause the instants didn't reload in time
This is the old version of this setup that came prebuilt on PvZtools, the newer version has ladders on the 4-2, 5-2 plants, removes the gloom at 2-4 and replaces it with an ice spot, and replaces a twin with another winter melon on row 3. Here's a playing of that setup: youtube.com/watch?v=6FIbubdVHvQ
Sequence: Card 4, A'-N | N' | a-I | A ( no jalapeno on wave 1 ) Crater sequence (bracket means imitater doom)- 1-9, (1-8), 3-9, (2-6), 1-7, (4-6), 2-8, (2-7) repeat starting from 3-9
1500 sun loss with 6 twins means that sun in not an issue, the new version is more stable so you should play that setup if you want to play this. This is not a limit setup
Made on 9-2-2023New 22 cob | Survival EndlessGreg2024-02-20 | Most overdue setup of all time
This took way too long cause I used this setup to get used to my increased mouse speed and I made the intersection way more strict than it needed to be. This setup is Ice soul 22 cob ( youtube.com/watch?v=5NfO2u23bLU ) but the cannon fodders are necessary, which makes it really good cannon foddering and PSD/PD practice
I lost 300 sun even with falling sun off, lots of missed sun, and an extra cherry bomb used at the end so sun is defiantly not an issue, this setup can be played endlessly
I thought that you had to intersect the slowed gigas on the bottom half as soon as possible or else you wouldn't have enough time to shoot the cobs at the top half fast enough so that MJs wouldn't spawn backup dancers. This isn't true so I turned an around 1/5 second timing closer to a 1/15 of a second timing for no reason. If you're planning on playing this, you do not have to intersect as precisely as I did ( it's more precise than normal 24 cob but not by much )
Sequence: Ch6, PSD/PDcc | IPP-PPDD | PSD/PDcc | IPP-PPDD ( 6 | 12 | 6 | 12 ) Level 8 on the skill standard ( The alternate solution that uses instants is rated level 7 )
Near perfect run except I missed timed the last intersection and got a bit trigger happy at the instakilling
24 Cob: youtube.com/watch?v=DXtCsCugzSY 23 Cob: youtube.com/watch?v=jOYEFa2U0FA New 22 Cob: This video Full Defensive 20 Cob; Coming eventually Full Defensive 18 Cob: Coming eventually Full Defensive 16 Cob: Coming potentiallyTai Chi 12 cob | Survival EndlessGreg2024-02-17 | 200 sub special, second ever manual somehow
Honestly this setup isn't that bad except for wave 20. I got to wave 20 5 times before getting this run, and even then I messed up the ambush zombies timing. You can't use an ice for wave 20 cause you'll be down 2 ices cause you have to use an extra ice for wave 12. Outside of that the only truly difficult parts are the coffee bean reload barely reloading in time for wave 12 and stalling is pretty tough at waves 9 and 19, everything else was not that bad.
This is a limit setup for manual play, I lost 4400 sun and an ice which is obviously unstable. A script can play this without cob replacement so it can be played endlessly
Sequence: C6i, PD/Pd | Pd/PD | PD/Pd ( 12 | 12 | 12 ) closer to 12.5 Level 9 on the skill standard, I would put this at a level 7 if you ice on wave 20
Stupidly difficult setup, the ch5u barley wraps because the zombie pressure is so high that dragging out waves is near impossible. This setup also uses imp intersection directly on top of gigas which is extremely precise. The PSD/PD isn't that bad tho, this setup has the perfect cob positions to do it. Also my cob order was terrible, it made the 16s waves much harder than they needed to be with that long ass delay cob
I'm going to be taking a small break from multicob playing so expect some cobless, easier multicobbed setups, and maybe some low-cobbed uploads coming
Sequence: Ch5u, PSD/PD | IP-BPPDD | IP-PPDD ( 6 | 16 | 14 ) Level 9 on the skill rating
Like 80% of this setup is just PPDD which is pretty easy, what makes this setup so difficult is the NPPDD wave. That wave requires stupid mouse speed and sometime it just wouldn't work. I also had some terrible w18 and 19 chokes and an unrecorded completion of this.
Mistakes: 0:56 Mouse slipped and I had to aim the delay cobs in the rear 1:54 Mouse slipped again and had to aim the bottom delay cob in the rear which made bungees steal everything in the bottom half 2:20 Aimed on row 1 and nearly lost to a ducky tube zombie 3:50 instant killing was trash, I swear I only suck at that when recording
Pretty poor run but idc, I'm not playing this again
Sequence: S6, PPDD | PPDD | PPDD | I-PPdd | PPNDD ( 6 | 6 | 6 | 12 | 6 ) Level 9 on the skill standard There's like 50 different solutions to this ( P6-2N, P6-2A, P5u, Ch6, etc.) so this won't be the last time I play this setup. S6 is the best solution for long flag playing since sunflowers can be stored on column 7 ( they do make pole vaulters on the ice waves a little scary though). It also works in fog, and is very sun efficient overall due to the lack of cannon fodders and instants, I lost 1300 sun because I wasn't playing for sun but you can gain thousands of sun per round with 4 twins.Sideless 16 cob | Survival EndlessGreg2024-02-03 | Can also be called God's 16 cob
This setup has no way of dealing with jacks during the 2 ice waves, so I had jack explosions off. Removing the twins makes the setup actually capable of dealing with them but I ain't doing that.
This setup is very difficult, the 16s ice wave is very awkward to play cause you have to shovel the garlic before shooting the delay cobs and the delay cobs themselves are precise. You also have to precob very quickly into the accelerated waves cause the previous wave is PPdd. The Ch5u is actually pretty sustainable, you won't have to rush any cobs or stretch any waves if you preice good enough
I played w14 incorrectly, since your pretty much forced to play PPSSDd in the second half, Gigas wouldn't die on row 5 from the jalapeno and also be unfrozen, which is still recoverable with intense stalling. None spawned on row 5 during w13 so I was fine. What I should have done was use jalapeno on row 2 and cob row 5, place garlic on row 2, and aim the B cob at row 4. Also I somehow aimed a cob at row 4 at 3:46
Sequence: Ch5u, PPSSDD | IPA(J)-BcPPDD | IaC-PPdd ( 6 | 16 | 14 ) Level 10 on the skill standard ( should be level 9 with PPSSDD solution)23 cob | Survival EndlessGreg2024-01-31 | I meant to play this after 24 cob damn
I used an alternate solution for this which uses PSD/PDcc to save a cob instead of squash and spike weed. This is more sun efficient but also much harder than normal 24 cobs because PSD/PDcc requires much faster mouse speed than PPSSDD and the aiming is also difficult. Only 4 of them are required for this setup, so I used this as an introduction to the technique
Sequence Ch6, PPSSDD | I-PPDD | PDS/PDcc | I-PPDD ( 6 | 12 | 6 | 12 ) level 7 on the skill standard, the alternate solution that uses IPaC-PD/Pd is level 6
24 Cob: youtube.com/watch?v=DXtCsCugzSY 23 Cob: This video New 22 Cob: youtube.com/watch?v=heYbfO0tfk0 Full Defensive 20 Cob; Coming eventually Full Defensive 18 Cob: Coming eventually Full Defensive 16 Cob: Coming potentiallySymmetrical 16 cob | Survival EndlessGreg2024-01-28 | First recorded attempt lmao.
This video has music because the audio is bugged
This setup is Tai chi 16 cob ( youtube.com/watch?v=-F7flfsGjsY ) except you don't have to worry about miners. The only major thing this changes is that you play PPDDA' instead of PPddA' . I'm guessing I got this so quickly because I already have a lot of experience with the tai chi series.
The majority of difficulty of this setup comes from the waves at 0:44 and 2:43 . The intersection on these waves are very precise because your intersecting on top of gargs, so you have to time it earlier than normal, and chaining all the delay cobs together is pretty difficult. Other than that the setup isn't that bad
Sequence: Adjacent Ch6, I-PPDD | I-PPDD | PPDDJ | PPDD ( 12 | 12 | 6 | 6 ) level 8 on the skill standard
Mistakes: 3:00 Pre cobbed to early and was forced to use a cherry bomb 3:40 Forgot there was an extra wave of gigas on wave 19 and didn't rear bomb them in time, they did heavy damage
Reference video: bilibili.com/video/BV1QE411T7Pv ( played by the maker of the setup) Music: youtube.com/watch?v=qX5kXNo-O8UIce lantern 14 cob | Survival EndlessGreg2024-01-25 | The first setup ever played that was harder than than 24 cob, now 62 people have played it
Manual playing list: bilibili.com/read/cv18037293 I'm the 62nd person to play this ( only the 3rd from outside of China lmao)
This setup is ridiculous, the smallest misaim is enough to end a run and there's barely any way to recover from mistakes. I consistently went from getting 1 flag runs to not being able to complete a single cycle while playing this. I also had a run that made it to wave 20 that I managed to fuck up in the saddest way imaginable
The main difficulty of this setup is from the aim of the delay cobs needing to be close enough to the gargs to kill the imps, but far enough as to not hit the approaching wave of gigas. This can have up to a 4 pixel ( I think ) margin of error. The ice cycle is also very precise, I stretched the wave out as long as possible to make sure the gigas would unthaw when they throw there imps
I had zero past imps, lost 900 sun, and I think the cobs were unharmed which are all pretty good but I aimed too far to the right at 3:44 and missed a zomboni, which could have ended the run if one spawned on row 6
Solution, Ch5u, PPDD | I-PPDD | I-bb-PPDD ( 6 | 14 | 16 ) Level 8 on the skill rating
I played with coins and falling sun on because on the manual playing list it stated that no loot must be off for this setup and the list maker is very strict with the rules even f they make no difference to the actual setup. They'll be off for the rest of my videosTai Chi 14 cob | Survival EndlessGreg2024-01-22 | That's half of the tai chi series completed
This is the easiest double sided intersection setup I've played, I highly recommend this setup for anyone trying to learn it. The solution is very simple, anyone with a good grasp of slowed intersection should get it down easily. The "intro" and w 9 and 19 are the most difficult parts but neither are too crazy
I played this the way scaffold did, the common solution used NDA instead of NDd, during the intro even though there's an extra cob and used I-PD/Pda | I-PPDDDD for the "closer" instead of I-PD/Pd | I-PPDDDd
600 sun loss cause I had falling sun off and some errors forced extra instants or just wasted sun, going above 8000 should be the average with falling sun on