Scaffold
Pure 24 Cob | Survival Endless
updated
I last played this setup in November 2022 so the playing was terrible and i lost like 700 sun which isn't supposed to happen so I redid it for the record
I played with no pausing, no cherry, and no jala which is harder than u would think. The no pausing is especially difficult since u can't see your seed slots
Sequence: C2-io, Ice | Ice + Doom ( 25~31s | 25 )
The ice wave without the doom doesn't deal enough damage to spawn the next wave so the wave spawns once it reaches the maximum wavelength which can be anywhere from 25s to 31s. 25s is easiest while 31s is very very tough so there is a definite rng element
Doom is unnecessary in the second half once gigas have stopped spawning
This setup is very good because jacks are practically 100% rigorous in this setup so u never have to worry about them. It's extremely satisfying and makes the setup extremely consistent as well. This along with minimalist are some of the only cobless setups I respect
If you play this, make sure to bring catapults since they were some of the deadliest zombies I encountered because they blocked me from stalling footballs
Original video: youtu.be/P1BLuw6m6SY
Sorry for the bad quality, this was recorded in small-screen since this mod has full-screen issues with my monitor for the time being.
@SamenPvz is currently developing objectively the toughest PvZ mod ever conceived. The whole idea is to remove rng as an element since all modern pvz mods rely too much on rng. Due to the ridiculous mechanical skill required, only the absolute best players at the game will even be able to attempt it.
This is 1-2 of this mod (currently 1-3 is in development) and this level is already too much for the whole community. I am the only person who has even made a little bit of progress on this level besides samen himself.
Edit: @Blackened-gw6pm beat it too
This level has 2 different aspects that you need to multitask at the same time-
The first aspect is the coins. The purple coins spawn in extremely frequently (one every 1.65s on average) and you must click them within 1.43s or else you lose instantly. It takes insane mechanical skill to click all of the coins in time, especially when several spawn at the same time. The red coins are trolls where if you click them you also lose. Despite the goal being no rng, you can still lose to bad rng if too many coins spawn at the same time or if a red coin spawns on the same place as a purple coin (should be fixed in future versions).
The second aspect is the actual level you have to complete. The plants need to be placed pretty much exactly how I placed them and they need to be placed FAST. The coins make planting fast really tough.
The first two zombies will spawn on row 3 every time so there's no rng there. The third zombie will spawn on row 2 so you have to replace the sunflower twice extremely fast. The 4th wave will have a zombie on row 2 and row 3 and you have to place a peashooter to kill one of them in order to have the next wave spawn asap. Then, you let your rows 2 and 3 get demolished while using what little sun you have left to defend row 4 on the final wave.
This strat was created by @binhpvz. I'm TRASH at creating strategies for mods, I only have mechanical skill.
Overall, you have less than 2s of error tolerance on the timer with this strat and I completed my run with 0.76s left on the clock. The game says this took me over 2 and a half hours and 200 attempts but actually this took me around 4 hours with over 300 attempts.
I got to the mid-game where you have placed all of your plants probably almost 100 times and I got to the last wave probably more than 10 times before winning. Rough level bro
There are endless setups harder than this setup, this was a breeze compared to other shit I've done in this game. Props to anyone else who beats this level in the future.
This setup uses cherry jala and potato mine as a substitution for doom-shroom which actually makes the setup much easier since PND is a very difficult operation.
Solution: S6, Im-Pd/PD | PSD/JPA | PPDD | PPDD | PPDD ( 12 | 6 | 6 | 6 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Level 8 on the skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
The potato mine is very easy to time since you just place it after your 4th set of PPDDs. The toughest part of the setup is probably just being able to repeat PPDD with the awkward cob grabs
This solution can be played with single ice and it can also be played in fog if you wanted to
Original video: youtube.com/watch?v=EZ3CqbR5xb4
Original video: youtube.com/watch?v=d48KgLYUxIU
Original video: youtube.com/watch?v=De9aDJR3fuw
Original video: youtube.com/watch?v=DKMlLwDFtl4
Video: youtu.be/Hhlatl4goSA
Original video: youtu.be/hmGb3NXwJ7s
Music: youtu.be/a8EeuH2r7mY
Original video: youtu.be/thUqXRQYGcw
youtu.be/Nm6jFVvKKw0
The goal of this speedrun is to complete 1 setup from every single level 1-13 on the multi-cob skill standard as fast as possible. You can choose any setup as long as you play them in order.
The creator of this challenge is @StarLightPVZ and his best time is 1:41:32. I beat this by a complete landslide with a time of 43:39, almost an hour faster than his.
It's tough for me to emphasize the insane amount of practice and composure this speedrun requires. Usually, it can take a year or even longer to reach level 13 on the skill standard so playing a level 13 setup, plus all of the ones below that is pretty insane. This would've been unthinkable a couple years ago but players are advanced now so a speedrun like this is viable.
There are three main reasons my run is so much faster than starlight's-
1. I had much better setup/sequence choices. I chose the fastest possible setup from each level at the cost of making the setup harder which paid off because I completed each setup on average in 3m 21s which is impossible with starlight's setup choice.
2. I mean this is in the least biased way possible, I am able to keep my composure much better than starlight can. It's obvious starlight was panicking near the end of a lot of setups, especially near the end of the speedrun which lost him a lot of time.
3. I was simply able to beat the setups in less attempts than him. No setup took me more than 2 attempts
I also had a much faster method of switching between savestates than starlight but this didn't add up too much in the grand scheme of things
Note: I completely ignored ice recovery in this run to prioritize speed. If you don't like this then that's fine but you'd also have to disqualify starlight's run as well since he did the same thing
0:00 - Intro
0:04 - Level 1: Roof 10 Cob
3:35 - Level 2: Pool 16 Cob
6:27 - Level 3: Classic 18 Cob
9:51 - Level 4: Air Bomb 18 Cob
12:49 - Level 5: Pool 21 Cob (P6-3i)
15:47 - Level 6: Perfect Formula 22 Cob
18:35 - Level 7: Pool 23 Cob (P6-3i)
21:23 - Level 8: Double Doom 20 Cob
24:55 - Level 9: Double Cherry 20 Cob
27:57 - Level 10: Perfect Formula 24 Cob Nerf
30:44 - Level 11: Double Doom 22 Cob Fog
36:06 - Level 12: Perfect Formula 24 Cob
41:04 - Level 13: Double Doom 24 Cob Fog
These levels are all based off of the english skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
If you base your rankings off the chinese skill standard, some of these levels are wrong but I made sure all of the setups could only be seen as disadvantages if you believe the chinese skill standard is superior (it's not).
Level 7 23 cob P6-3i is level 8 on the chinese skill standard and level 12 perfect formula 24 cob is level 13 on the chinese skill standard (if the skill standard was updated frequently at all they would've already moved it to level 12).
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.
This isn't technically the TAS solution for this setup since it's meant for manual play but it's theoretically the most stable solution for this setup and minh scripted it so I think it's fair to call it a TAS solution.
This solution is insanely complicated and it took me, octlia, and minh cao super long to solve. This required inventing new tech and arranging every operation in every conceivable way until we found the only way that worked. This is probably slightly optimizable but I doubt the overall sequence foundation can change.
Solution: Adjacent ch6, 1st half-
PPDDT | PPDDC | IC-Pd/PD | ImC-AD/ND (5-7) | JPdT/PD | PDC/Pd | IC-Pd/PD | IC-Nd/ND (4-9) | PSD/B-I ( 6 | 6 | 12 | 11.5 | 6 | 6 | 11.5 | 11.5 | 6+ )
2nd half-
PDJ/Pd | ImC-PPDD | NdT/ND (3-9) | PDC/Pd | IC-Pd/PD | IC-Nd/ND (4-8) | ASDJ/PD | PDC/Pd | IC-PdT/PD | IC-Pd/Nd (6-7) ( 6 | 11.5 | 6 | 6 | 12 | 12 | 6 | 6 | 12 | 12+ )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Level 12.5 on the skill standard
A year ago, this rhythm was not considered possible for heart 16 cob which is the same thing as this setup except with 2 extra cobs which I think is kinda funny. Ch6 is so underrated
The spikeweed fodders are pretty complicated. First of all, the spikeweed fodders on the accelerated waves should be placed and then shoveled as soon as the frontmost gigas are stalled since the backmost gigas don't need to be stalled. Then, you have to ice late to make sure all of the frontmost gigas smash the ground before they're frozen. You have to do that so you can kill the zombonies safely since the gigas can actually smash the spikeweed before it pops the zombonies as soon as they unfreeze.
The reuse on the spikeweed sucks as well because the P cobs and the late spikeweed pretty much completely sync so it's really awkward. If you had one extra seed slot, all of this wouldn't be an issue
The 5-7 and 3-9 doom waves are really really tough. The 5-7 doom wave requires playing I-PPDD | Pd/PD kinda like in gong 20 cob except the first 2 P cobs are replaced with N and A which are extremely awkward to substitute since they activate at completely different times.
The 3-9 doom requires killing imps on row 1 which is only a couple cs precise (cs=1/100 of a second). I barely messed up the timing in the video because I deadass activated the doom 1 tick too early 😭
The potato mine tech used is completely new and it stalls the diggers underground so they don't eat the cob on column 1 in time. Without the potato mine, they only do a little bit of damage but with the potato mine, they don't have a chance to do any damage. It seems like this tech is literally only useful for this setup because it can only stall one row of diggers for maybe half a second which is good enough only in this case.
I have more I can write about this solution but I'm not gonna bother since this is already 3000 characters.
Heart 16 opposite ch6: youtu.be/5kimA8EY9uE
Heart 16 adjacent ch6: bilibili.com/video/BV1HvyRYCEW1 or bilibili.com/video/BV18jrCYjELh
Join the discord: discord.gg/52ZWsqDERb
8f S6-N: youtu.be/KLVAzWJlGL4
This is almost the same thing as S6-N except it uses cannon fodders instead of doom. If you play S6 without using any fodders or dooms, you will be 2 cobs short because the sequence will require 26 cobs. To save these 2 cobs, S6-N uses doom+jala which is equivalent to 2 cobs while this solution simply uses PPDD quad fodder instead of PPSSDD which is much more efficient than using doom.
Overall, this solution is significantly easier because of this but that doesn't mean this solution is easy. The quad fodder is difficult to play harmlessly and you need really good hand speed to place all of them fast enough. Ch6 is much easier and the preferred solution but this solution works equally as well.
Solution: S6-c, IPP-PPDD | PPSSDD | PPI | PPSSDD | PPDDcccc ( 11.5 | 6 | 6 | 6 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Level 9 on the skill standard
15 flags of a level 9 setup is pretty difficult but nothing absolutely extraordinary. There are other players who could also complete this if they wanted to because this solution is rather consistent.
0:00 - 0f
3:44 - 2f
7:41 - 4f
11:38 - 6f
15:43 - 8f
15:48 - 10f
23:50 - 12f
27:53 - 14f
29:39 - 15f
Setup made by 甜橙 but was first played by 携月望雪枕清风 during late 2020 using a different solution
This is a really og setup in the manual multi-cobbed community and it can be pretty tough to solve.
Old attempts at solving this used I-PD | Pd operation on the top half to kill diggers which isn't rigorous when playing manually (works with script) like shown here: bilibili.com/video/BV1VK4y1j7Bi
携月望雪枕清风 played the first 2f with a non-rigorous ch6 solution that had pole vaulter issues because it played IP-PD | IP-PD on the bottom half which is known now to have unavoidable pole vaulter damage.
The first and only 2f to be played with a rigorous solution up until this point was Caraxes' no pre-placed ice ch6 solution in late 2022: bilibili.com/video/BV1d8411h75p
This solution above is probably unimprovable and the solution stays the same even with pre-placed ices because of the doom cycle.
Solution: ch5, IaC-B-Pd/PD | IPS-B-PPdd(T) | PPSSDD ( 14.5 | 14.5 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Level 8 on the skill standard
All previous attempts at solving this setup used ch6 which is a pretty good idea considering ch6 doesn't have to worry about longer wavelengths but I figured out that you can get this setup to rigorously work with ch5 by using 2 separate B cobs on row 5. I don't think this idea has ever been used in any setup and it works extra well in this setup because dolphins can be killed within a 15s ice wave so it doesn't require any tall-nuts unlike with ch5u.
Pogos on row 1 are probably not killed every time so you should use tall-nut after the second ice wave if they're not killed.
2 pre-placed ice version: youtu.be/AXImzgE7RYc
Mods used-
Auto-collect
A-TAS to speed game up at times
Usually when I do long flag playings, i choose setups that I know I’m really familiar with and usually they only use a couple techniques and have high-ish error tolerance which allow them to be played ultra consistently.
However, in this video, I chose a setup that I had never played before and a setup that’s extremely difficult to play consistently. Despite this setup being only level 10, 8 flags of this is more difficult than most of the other long flag playing I’ve done before this.
I almost certainly would've completed 10f or more but my game crashed after 8f (18:15) and even if I restarted my game my savestate would've been deleted so I couldn't do anything
Solution: S6-N, IPP-PPDD | PPNDDJ | PPSSDD | PPI | PPSSDD ( 11.5 | 6 | 6 | 6 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=
Level 10 on the skill standard
The doom wave in this setup is much more difficult than standard PND like in pure 20 cob S6 (youtu.be/n9g-NPeeM0U ). The doom on row 5 is very difficult because the doom is a lot farther from the coffee bean seed slot than it usually would be. You also have to worry about accidentally cobbing too early or too late which can cause MJ or pole vaulter issues and you have to worry about the PPSSDD on the wave after which is very easy to shoot too late. There’s a lot of factors here I have to think about and I performed this doom wave 8 times in a row.
This setup also has really low error tolerance because you have to use cherry and jalapeño as part of the sequence so you really can’t miss any imps at all or you’re dead.
Greg’s playing of this solution: youtu.be/MsYGl7CeEZc
0:00 - 0f
5:00 - 2f
9:31 - 4f
13:58 - 6f
Setup made by raincry, solution made by PJS
This is a rather easy two-sided intersection RE setup. This is almost the same solution as RE16 and heart 16 PE with minor changes.
Solution: ch5u, PSD/PD | IP-B-PPDD | IPS-PPDD ( 6 | 16 | 13 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Level 9 on the skill standard
The pole vaulters are really tough because it's easy for them to jump over the column 6 cobs if you don't play it right. The direct intersection in this setup is also really precise in terms of timing and aim because the gigas move so far left.
Nothing more to say
RE16: youtu.be/10uU-1Z9QFs
Heart 16 PE: youtu.be/t6mejWIQFiY
Raincry's solution: bilibili.com/video/BV1n4vaeMEEK
I think his solution is slightly harder at level 10 but that's up for debate
Cheats used-
A-TAS to speed the game up to 2x at times
Disable loot dropping
Zombie modifier to set the zombie spawn every round
This is famous for being a pretty difficult setup. Despite that, I feel like this is an extremely easy setup to become really consistent at and the techniques are often used in other setups so you have plenty of opportunities to build extremely strong muscle memory. This cycle is only 2 waves long which also makes this much easier to play for long amounts of flags than other setups.
Solution: ch6, IPP-PPDD | PPDDcccc | IPP-PPDD | PPDDcccc ( 12 | 6 | 12 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Level 11 on the skill standard
This setup is definitely level 11 but this is easier for me than most level 8/9 setups because this only requires 2 techniques. This requires quad foddering (actually not difficult because you have plenty of time to place the fodders before the coffee bean) and two-sided direct intersection (level 8 technique), Combine the two and with practice you'll build insane consistency
Other multiple flag playings-
Pure 20 Cob P5u 4f: youtu.be/yseSEm7beM8
Nuclear 24 Cob FE 8f: youtu.be/3wIqsbK3K3A
Perfect Formula 4f: youtu.be/P58xMxlHq5o
Perfect Formula 19f: youtu.be/poYNlNXZbjA
In order of easiest to hardest, I'd say this is the order-
Pure 20 Cob P5u 4f
Perfect Formula 4f
Gong 20 Cob 16f
Nuclear 24 Cob FE 8f
Perfect Formula 19f
Perfect formula 19f doesn't compare at all to this video. Gong 20 16f is barely a tenth of the difficulty. Gong 20 16f can be completed again by a good player but I really doubt perfect formula 19f will ever be completed again
0:00 - 0f
4:47 - 2f
10:13 - 4f
15:18 - 6f
20:34 - 8f
26:02 - 10f
31:12 - 12f
36:27 - 14f
41:48 - 16f
Sorry for not posting, I ran out of inspiration for new setups so I haven't been playing pvz recently. Idk if I'll be posting consistently anytime soon it just depends on my motivation
Nothing super special about this setup, I haven't gotten around to playing this variant of 24 cob so I played it. I also need to play double jala which is pretty much the same solution.
Solution: P6-2A, PDD/PD | PD/PDD | PDD/PD | PPI | PSD/A'SD | ND/PNA ( 6 | 6 | 6 | 6 | 6 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Low level 13 on the skill standard, this is one of the simplest alternating precise dance setups. Solution made by hydroxyl
This can also be played with S6 but it's not playable for more than 2f yet so optimizations can be made to that solution. This P6 solution has no issues with playing for more than 2f but you have to stall on w19 and or w20 which I was too lazy to do
Fog version: youtu.be/IEDuKvr44Gc and youtu.be/8v7xGbKsYbk
This solution is almost the same as PND 16 cob (youtu.be/FYeubJjtKOk ) except a little bit harder because of the first ice wave.
George had the idea of playing this with the PND 16 cob solution
Solution: ch6-N, I-PPdd | I-PPdd | PPNDD | PPDD ( 11.5 | 11.5 | 6 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Low level 10 on the skill standard
I-PPdd | I is infamously aids to play and I can't play it harmlessly 100% consistently even though I'm scaffold which says something (albeit i'm washed)
This setup is super famous as a script setup, I'll link 2 solutions here-
Standard ch6 (what i played without doom): bilibili.com/video/BV1U54y157Up
Imitaterless: bilibili.com/video/BV1oR4y1Y7iK
No one has played this manually yet not because it's difficult but no one has gotten around to it I guess idk. I'm first manual
Solution mostly solved by octlia with my help
This solution is less stable than my previous no cob replacement solution but it's significantly easier which is why I thought to play it.
This uses ch4 instead of C6i which means that the wavelengths are extremely long which makes this setup vulnerable to jacks and ladders but the threats are extremely muted so it's rather stable.
Solution: ch4, IP-cccB-PD(c)/PD(cc) | IP-cccB-Pd(c)/PD(cc) ( 18 | 18 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
This solution is level 10 on the skill standard right now which is lower than the level 12 solution for C6i.
Ch4 is a lot simpler to solve for than C6i because you don't have to worry about any 'intro waves' or the accelerated wave sequence w10-w12 because you will make up your ices with accelerated waves on w1 and w10.
You don't have to kill the ambush zombies on w20 I would've almost fully made up my ices without doing that but I thought I might as well
V1: youtu.be/88irt-gSXXA (ass solution)
V2: youtu.be/dpH4OACYeEw (the same ass solution)
V3: youtu.be/1J7XtG-gnYM (C6i no cob replacement)
V4: youtu.be/mq3MoWmuHWo (C6i single cob replacement and double cob replacement solutions)
Join the discord: discord.gg/52ZWsqDERb
Solution: ch5u, IPA(JC)-cccBPd/PD | IPaC-cc-Pd/PD | PSD/PDcc (PDd/Pdcc) ( 16 | 13 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Level 12 on the skill standard. Underrated setup
I got very good rng this run despite playing pretty mid and I wasn't able to fully demonstrate the sequence. On the 16s wave, row 2 diggers will survive on the jala cycle which means you have to cob the back to kill them. Diggers will awaken in 16.16s minimum so the wavelength control is ultra precise and the cob is super awkward to shoot. I lucked out both jala waves so I didn't have to do this.
W7/w16 has to be play PDd/PDcc to kill row 1 pogos left over from the previous wave but I lucked out both times there too so I never needed to play that. This isn't required on w4 because the jalapeno on w5 will kill the row 1 pogos.
24 cob: youtu.be/HPcT-7OGIY8
23 cob: youtu.be/TR0NzB9XTJk
New 22 cob: youtu.be/IyH3yf5IvXw
Full-defensive 20 cob: youtu.be/MrIhMDj0-Nk
Full-defensive 19 cob: youtu.be/S4B1fHtbBgA
Full-defensive 18 cob: youtu.be/2xIllR7Il6Y
Full-defensive 16 cob: this video
Join the discord: discord.gg/52ZWsqDERb
This rhythm is really unorthodox. This is pretty similar to S6 where you have one ice wave and then 4 accelerated waves except this has one ice wave and then 5 accelerated waves. This isn't useful and only makes the setup 30x harder than it would usually be but it's cool so I played it anyways.
This rhythm is called I7s because the cob reuse is non-linear (the cobs don't reuse to their respective waves because of the 42s sequence length), and there's 1 ice wave per cycle.
Solution: I7s, PDD/PD | PD/PDcc | I'PP-PPDD | PSD/PD | ND/ccPNA | PDD/PDcc | PD/PDTC | PDcc/JPD | IPP-PPDD | PSD/PD-B ( 6 | 6 | 12 | 6 | 6 | 6 | 6 | 6 | 12 | 6+ )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Edit: the PD/PDTC | PDcc/JPD operation has a slight smash rate on the tall-nut row which is unfixable so this solution isn't rigorous. Idk if this is fixable
Level 13 on the skill standard. This solution is extremely complicated because you have to save every single cob possible during the quintuple accelerated wave sequence. There's no way to save any more cobs than I did which means this is impossible for standard 23 cob.
The cob reuse is super super wack. The IPP cobs on w3 are reused as the DD cobs on w8 which is always gonna be really awkward to play.
Hydroxyl's I5s solution: bilibili.com/video/BV11eCzYNEd6
Same idea except there's 3 accelerated waves between ice waves instead of 5 which is way easier. Level 11 on the skill standard
Join the discord: discord.gg/52ZWsqDERb
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Both solutions are level 4
Solution #1: Opposite C8u, I'PP-PP | PD/PA | PD/Pcc | IPP-PP | (a)PPN | PD/Pcc ( 13 | 6 | 6 | 13 | 6 | 6 )
Solution #2: Inter C8u, I'PP-PP | PD/Pcc | IPP-PP | PD/PA | (a)PPN | PD/Pcc ( 13 | 6 | 13 | 6 | 6 | 6 )
Neither solution is really better than the other except inter C8u has PPDD w1/w10 which is a slight advantage.
Squash has to be used on row 1 in the second half to defend the imitater ice because the crater blocks you from placing it on row 3.
Ch9 for this setup is impossible without using jalapeno. If you play; PPcc | IPP-PP, theres a damn good chance of smash rate on row 4 because the crater doesn't allow you to fodder on the ice wave or the wave before.
Ch9 solution: bilibili.com/video/BV1Rs411g79P/?p=3
This video was posted in 2018 and they found the optimal ch9 solution which is actually pretty crazy. Every operation was done optimally and staggered ch9 doesn't work so inter ch9 is forced
P6 solution with melons: youtu.be/-2-eYAZDoGM
Much easier but less stable and also it has melons 🤮
0:00 - Opposite C8u
4:53 - Inter C8u
The issue with this setup before is that w9/w19 had pretty bad jack issues. The doom was completely vulnerable so you just had to pray it would work out.
Also, there wasn't really a super easy way to play w9 in a consistent way. NSSS/Nd has smash rate issues and PPNdd is really difficult.
I figured out how to make w9/w19 playable by storing dooms on column 7 and using garlic to protect the doom. This isn't 100% stable but it's good enough. This has the side effect of requiring spikeweed every single wave though
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Solution #1: ch4, IC-PPdd | IC-PPdd ( 18 | 18 )
Level 5 on the skill standard
The most difficult part about this solution is making sure you spikeweed on row 2 lmaooooo
Nah but fr the sequence is so braindead easy because the ice timing doesn't have to be precise. W20 can be difficult but it's easy if you do it right.
Make sure you time the dd cobs earlier than you usually would. If you time the d cobs when the P cobs land, you will probably lose in the second half due to imp damage over time and you'll also look like a huge idiot
Solution #2: ch4, IC-PPDD | IC-PPDD ( 18 | 18 )
Level 7 on the skill standard
This requires really fucking crazy precision to complete. I'm infamously bad at this solution and my run has many mistakes. On w19 I was meant to play NSSA/Nd-ND but I instead played NSSS-Nd-cc-ND because cherry wasn't reloaded since I messed up
The worse you are at this game, the easier this setup gets and vice versa
Original video: youtu.be/SZSrgVd95HE
0:00 - PPdd
7:36 - PPDD
Kinda trash post but I had to do something Christmas related for Christmas and this is all I have
The original Christmas tree 8 cob setup I did last Christmas is the 'centered' version so this time I played the uncentered version. This version is much easier.
Original video: youtu.be/isSFV5qWlGc
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Solution #1: ch4, IP-c-P/PD | IP-c-P/PD ( 18 | 18 )
Level 5 on the skill standard
The IP cobs at the beginning of each wave are actually a lot more difficult than u would intuitively expect them to be. This along with the difficult w9/w19 bumps this setup up to level 5 instead of level 4.
Jacks can and very likely will blow up the front tall-nut on row 4 and ladders can technically deal damage to the front cob on row 6 but it's unlikely. You can use garlic to fix the ladder issue but it's only gonna magnify the jack issue.
Solution #2: ch4, BI-P/PD | BI-P/PD ( 18 | 18 )
Level 4 on the skill standard
The B cobs, unlike in the original setup, require pretty much no precision because dolphins don't have to be killed on row 4. This solution is much easier.
Jacks can still blow up the front tall-nut on row 4 but it's a lot less likely, ladders are no longer an issue. This is overall the better solution.
Besides Christmas tree 6 cob which is level 2 on the skill standard (youtu.be/38VDfywvVSg ), there's not really any other Christmas related setups in this game so I'm not sure what I'm gonna post next Christmas
0:00 - No B cob solution
7:18 - B cob solution
New rhythm dropped
This setup would usually play ch6 or ch5 (has never been played though) but instead I decided to use an I-series rhythm. I-series rhythms are rhythms that have wack ass cob reuse because the sequences are shorter (or longer) than the cob reload time. This sequence is 32.5s long but cob reload is 34.75s so it's super weird.
Solution: I4s-32.5s, IPP-PPDD | ccccPPdd | PPddcccc ( 19 | 7.5 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
This is level 12 on the skill standard so it's actually pretty difficult and I have no idea what the precise wavelengths are.
Ixs is an I-series rhythm which is just Ix except with only one ice wave. These single ice wave I-series rhythms have had no names for a while now so I think it's finally time to give it a name.
I didn't look at this setup and then discover this weird sequence that happened to work for it. Instead, I found this theoretical sequence and then searched for a setup that fit it. This isn't very typical and usually I'd highly advise against it but in this case it's fine because it's a new rhythm.
There might be a better looking setup that fits this rhythm but this is the only one I could find.
Long time viewers after seeing this title might be wondering 'Didn't you already play full-defensive 18 cob'? The answer is yes, HOWEVER, the full-defensive 18 cob solution is unstable so this is the lowest amount of cobs I've fully defended the field using a stable solution.
Also if anyone's confused, full-defensive means u defend columns 1-8 from all zombies including imps.
My proposition for this setup was to make a rigorous solution. To make a rigorous solution, the ice waves have to be ≤13s and there can't be any B cobs (shooting column 8 to kill all fast zombies). These two requirements are very difficult to follow
The full-defensive 20 cob solution (youtu.be/MrIhMDj0-Nk ) is super simple and I even solved it myself in April 2023 without any issues before I knew how to solve. It's simply the PSD/PDcc solution of new 22 cob, except u use instants on the top half to deal with zombonies (new 22: youtu.be/2BGmY-hIg30 )
The full-defensive 19 cob solution on the other hand is extremely complicated and it took me a long time to solve. If you play the same solution as full-defensive 20 except use doom when needed, you end up requiring 11 slots which is no bueno so I had to completely remake the whole solution without using jalapeno.
Solution: ch6-I6, PPI | PSD/ASD | IPaC-Pd/PD | PSD/PDcc | IPP-Nd/ND | PSD/PDcc | IPaC-Pd/PD | PSD/PDcc | IPA-PDcc/PD | IP/PS-PPdd-PPDD ( 6 | 6 | 12 | 6 | 11.5 | 6 | 13.5 | 6 | 13.5 | 13+ )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Level 10.5 on the skill standard
The reason this solution is so wack is because the wave that happens when u are reusing the cobs from the doom wave is impossible normally. You get 2 cobs and u only have cherry which isn't enough, u would need 3 cobs + cherry so u gotta do some weird shit to make up for it. Typically, you would use jala + spikeweed for the zombonies to save the cob but there's not enough seed slots.
I had the idea of extending the ice waves so you can reuse the cobs early from the wrong wave. This makes that single ice wave work except you then run out of cobs the next wave because you used them early. This is fixed by having an adjacent ice wave on w19 to save the cobs (not easy).
I also indirectly found out from hydroxyl that u can add ice2 (PPI) to w1 and it makes it so I don't have to continue the sequence past w19.
W18 fodders are really difficult. I would recommend timing the ice later so u don't need as fast foddering.
24 cob: youtu.be/HPcT-7OGIY8
23 cob: youtu.be/TR0NzB9XTJk
New 22 cob: youtu.be/IyH3yf5IvXw
Full-defensive 20 cob: youtu.be/MrIhMDj0-Nk
Full-defensive 19 cob: this video
Full-defensive 18 cob: youtu.be/2xIllR7Il6Y (unstable B cobs)
Usually this setup plays a standard boring ch6 or ch5 which are so simple that u could teach it to a toddler. This sequence is a lot more fun.
This sequence plays I5 which is a 'non-linear cob reuse rhythm' which means that the wavelengths are wack. Just like I4i which you might have seen before in other setups, the cobs are reused from the wrong waves. There are only 16 cobs in the sequence but this setup has 18 cobs.
Solution: I5-33s, IPP-PPDD | IPP-PPDD | J(A)PPdd ( 13.5 | 13.5 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Low level 10 on the skill standard
Note how the sequence is 33s long while the cob reload is 34.75s.
I have no idea what the exact wavelengths are for the ice waves but I'm almost 100% certain that it's shorter than 13.6s (longest ice wave that can deal with dolphins with plants on 3-8 and 4-8).
Recently, there has been a surge in development when it comes to these 'I-series rhythms' (Ix and Ixi). Recently, I5 has been utilized in many setups including this one and even I6 and I4 (previously undiscovered) have found uses. These rhythms have been kinda useful but not extremely useful, it's really only useful on setups where it's an advantage over ch5u. It's also not even confirmed if many of these solutions are rigorous because of the wishy-washy wavelengths.
String 14 cob PE I5: bilibili.com/video/BV11TioYwErh
God's 16 cob PE I5: bilibili.com/video/BV1WzizYjEwf
Pure 18 Cob PE I6: bilibili.com/video/BV1ydUDY7EUg
19 Cob DE I6: bilibili.com/video/BV1GoUfYSEgD
Ice Lantern 16 Cob PE I4: Coming soon
I6i hasn't found any use yet. Raincry posted ice lantern I6i and it does work with script if u have 11.5s wavelengths but it's really just C6i when played manually and the 11.5s wavelengths have no advantages over 12s so I say it's worth nothing
This is a cool little beginner intersection setup that I decided to play because I think it looks and plays really nice.
This is pretty much the same as 4 rows 16 cobs (youtu.be/NXzeoQ2lrRc ) except u shoot less cobs for the imps on the top which makes no difference in terms of difficulty.
The only real difference is w9. Since you have only one pre-placed ice, you don't have the ices to spare an ice on w9 so u have to use cherry instead. Not difficult but it can be easy to forget which wave you're on, especially for level 5 players.
Solution: ch6, IPd-P/PD | P/PDcc | IP-P/PD | P/PDcc ( 12 | 6 | 12 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?gid=0#gid=0
Level 5 on the skill standard. No plants on column 9 which means you don't have to worry about any jack issues when playing manually.
You can place temporary sunflowers if you feel like it.
Nothing more to say
Reference: bilibili.com/video/BV1wMqKYpEut
No imp intersection. This is night 15 cob except with only 12 cobs.
Original midsplit 12 cob: youtu.be/8Tm7i8DFkr0
Imp intersection on both sides this new version so obviously much easier.
To be honest this solution was kinda rushed and i have absolutely zero clue if the cherry wave and the wave after are rigorous. I can't easily find a better one so I'll just hope its stable
Solution: Opposite C8u, IPP-PP | ccP/PA | PPccc | IPP-PP | PPN | PPcccc ( 13 | 6 | 6 | 13 | 6 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
The cherry wave uses a form of precise dance where u block the MJ on column 9 with a fodder so it doesn't spawn backups on the cob. No MJs spawn on row 1 so you only have to worry about foddering on row 2 which is pretty easy. The timing is surprisingly lenient (0.29s)
The issue with that wave is that I have no idea if the gigas can smash the front cob or not. Maybe you might have to use more fodders than I used for it to work consistently but idk
Nothing more to say
Discord: discord.gg/52ZWsqDERb
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
If you are currently in ming gong's server, leave it and join mine 👍
Solution: Ch5u, IPa-cB-PDc/PSD | IP-c-PPDD | PPSSDD ( 16 | 13 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Level 11 on the skill standard
This setup isn't as bad as it looks. The PD/PSD technique on the first ice wave to kill the zombonies is pretty difficult but nothing absurdly hard. I can hit it pretty much every time.
Row 2 requires a fodder on both ice waves. In the worst case scenario, u would need to fodder twice to prevent the row 2 giga from smashing the ice.
Zombonies on row 1 aren't killed because this sequence doesn't use cherry or jala. You could change the sequence to kill the zombonies but then u would need to change the intro waves around and make them harder than it needs to be.
No audio because this was done on livestream and the recording wasn't meant to pick up my voice but it did :P
V1: youtu.be/PA1dA2x7b2M
V2: youtu.be/NFyy0rM2rjs
V3: youtu.be/MvIT3dxXyac
This was first try while screensharing.
This is a pretty classic setup that no one has played correctly as far as im aware (?). I'm probably wrong but this solution is overly simple yet no one has played it right
Solution: S5, IPP-PPDD | PPDD | PPDD | PPDDcccc ( 18 | 6 | 6 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Level 8 on the skill standard
Only downside to this solution is that it requires tall-nut for the dolphins. This is 100% rigorous and it's really easy in the grand scheme of things.
This uses no instants outside of ice and the quad fodder is ezpz since you don't have to place the fodders fast. All this really requires is good precision and wavelength control for the ice wave.
Divided 18 cob: youtu.be/KYoWVi6RL8c
Literally the exact same setup and solution except less stable and it's also designed by advy. Fodders are needed on the ice wave because of ladders.
This can be played with all cobs on column 7 but it's not super stable with this solution because of ladders and jacks. A better one probably exists but I'm not smart enough to find it
One of the few multi-cob setups in the game to use double doom. In this setup, you barely have enough doom spots for double doom to work because it's RE and there's less space to work with.
Solution: S5-2N, I-PPn | PPDD | PPn | PPDD ( 18 | 6 | 6 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Level 11 on the skill standard
This setup is based off of a different setup called nuclear 14 cob in PE also created by hydroxyl: youtu.be/zLGYJ-7-fq8
This setup uses the same rhythm and same concepts as in the RE version. There are differences between the two with some aspects being easier and some being harder but they roughly level out to the same difficulty.
The 4-3 and 2-3 doom spaces both require cherry because their blast radius isn't big enough to kill all of the imps. The 4-3 doom takes a shit ton of hand speed to place the cherry in time and it's a lot more difficult than it looks. The 2-3 doom is easy though.
I really really really struggled with w9 because it's super difficult to stall the gigas and place all of the flower pots in time because you need 2 dooms and 2 flower pots on column 7 in preparation for the quadruple wave sequence. W9 is definitely luck based, if all or most of the gigas spawn on the same row it's unwinnable.
Hydroxyl's video: bilibili.com/video/BV1tHt4eDEYH
Sorry for inconsistent posting recently, I have no promises I'll be able to keep up my post every 2 day cycle I used to be able to keep up
This is a cool little two-sided intersection 16 cob setup. Usually RE 16 is played with one-sided intersection (youtu.be/U9x8KZb38Hg ). Not only is one-sided intersection easier but it also looks nicer. This two-sided intersection version doesn't look nice and it's harder but that's too bad
Solution: Ch5u, Ii-BPPDD | IPS-PPDD | PSD/PD ( 16 | 13 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Level 9 on the skill standard
Unless I'm missing something this solution should be rigorous. There aren't any stability issues so if u lose it's because you're bad.
This is the RE version of heart 16 cob ch5u (youtu.be/t6mejWIQFiY ). The sequence is almost exactly the same and the difficulty is pretty much identical.
Nothing more to say
This is double twin 24 cob except you have one less cob. This setup is really difficult compared to that setup and it's pretty difficult to solve too. 23 cobs is definitely the minimum for this proposition.
This is pretty much the same as my recent double twin 24 cob solution: youtu.be/DKMlLwDFtl4 except some operations are changed a little bit to save the 24th cob.
The double twin 24 cob solution uses 1 precise dance while this quad twin 23 cob solution uses 4 precise dances which is actually pretty good.
Solution-
First half: Staggered ch9, I'PP-PPDD | PSD/PDT | ND/JPDA | PDD/PD | PPDDcc | IPP-PPDD | PSD/PDc ( 12 | 6 | 6 | 6 | 6 | 12 | 6 )
Second half: Staggered ch9, I'PP-PPDD | PSD/PDT | ND/cPANJ | PDD/PD | PSD/PDcc | IPP-PPDD | PSD/PDc ( 12 | 6 | 6 | 6 | 6 | 12 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
I think this is low level 13
I have no idea if the imitater ice is rigorous on w8 and w18
My playing is lowkey kinda washed
Sellfish's video: bilibili.com/video/BV1px4y147QE?p=2
His solution has a 13s ice wave but i think besides that it's rigorous (?). It uses a pretty difficult trick to kill the pole vaulters on w8 and even though he uses spikeweed as fodder it should still work every time. W19 in that solution is nuts
The first solution is the easiest solution for this setup ever at level 11 but it uses one precise dance in the first half while the second solution uses no precise dance but the doom wave is significantly harder.
This uses the newly discovered best rhythm for this setup (staggered ch9) and it uses doom which is a new development. Doom wasn't used before because the craters cause issues but I found a way around that.
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Single Precise Dance Solution-
1st half: Staggered ch9, IPP-PPDD | PSD/PDT | ND/JPDA | PDD/PD | PSD/PDcc | IPP-PPDD | PSD/PDcc ( 12 | 6 | 6 | 6 | 6 | 12 | 6 )
2nd half: Staggered ch9, IPP-PPDD | PSD/PDT | ND/cPANJ | PPDDDD | PSD/PDcc | IPP-PPDD | PSD/PDcc ( 12 | 6 | 6 | 6 | 6 | 12 | 6 )
Level 12 on the skill standard, officially the easiest level 12 setup
2nd half is the same as the first half of single twin 24 cob: youtu.be/bTEmdYlXYiE
The doom wave in the first half of this setup is kinda unique so it might take a bit to learn but it's honestly not that bad. The jalapeno has to be placed kinda quickly after the doom but besides that, there should be no issue. I'd recommend having the jalapeno farther right in your seed slots than I had it
You also have to worry about imitater ice pumpkins in the second half. Not that difficult but you have to be prepared
Precise Dance-less Solution-
1st half: Staggered ch9, IPP-PPDD | PSD/PD | ND/ccPAD | PDD/PDT | PSD/JPDcc | IPP-PPDD | PSD/PDcc ( 12 | 6 | 6 | 6 | 6 | 12 | 6 )
2nd half: Same 2nd half as above
Level 12 on the skill standard
The doom wave in the first half of this setup is one of the most difficult fe24 doom waves I've ever played. I'm pretty much the only player besides plant with fast enough hand speed to double fodder and shovel both of the fodders in time. The P cob on the bottom has to be timed super precisely and you have to place the cherry and doom in rapid succession with barely any time between the two.
Besides the doom wave and the wave after, the two solutions are the exact same pretty much.
The doom waves don’t count as precise dance because they are 0.13s precise compared to 0.04s precise with normal precise dance. Over 3x less precise.
V1: youtu.be/CsrtU6kFLBo?&t=280 (Old S6 solution)
V2: youtu.be/0c0xUEsq9mM (P6-2A solution)
V3: youtu.be/bviF1XRZqBM (P6-2i solution)
V4: youtu.be/8HB29ogi35s (inter ch9 solution, 12s ice waves)
V5: youtu.be/xxlIjDP1hoQ (doomless staggered ch9)
Here are my thoughts on every part-
V1 is useless but it was the first valid solution for this setup
V2 and V3 are really cool but so difficult, especially V3
V4 is technically useless but it solved 'the fastest ch9' proposition so it's still kinda relevant. Also ultra difficult
V5 is useless
0:00 - Single Precise Dance
4:42 - No Precise Dance
These two sequences are almost never played, yet they’re both a level below ch5u. Idk why these sequences aren’t more common but they are better if you wanna play ice lantern for the first time
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
1st sequence: ch5, I-PPdd | I-PPdd | PPSSdd ( 14.5 | 14.5 | 6 )
This sequence has been known for a long time and it was originally placed at level 9 but this sequence is actually around level 7. This is the same as pure 14 cob DE (youtu.be/dVpGZy9dE-w ) except a little bit easier.
I’d recommend playing w1 as an ice wave. W10 can be played with PPdd or PPSSdd and the accelerated waves can be played as PSD/PSd or PPSSDD if you want to.
I hate this sequence because the PPdd | I is really awkward and difficult to play harmlessly and the wavelengths are precise but it doesn’t require as much precision skill so if u can’t aim for shit I’d choose this sequence
2nd sequence: ch4, IPP-PPDD | IPP-PPDD ( 18 | 18 )
or I4i, IPP-PPDD | IPP-PPDD ( 16.5 | 16.5 )
Level 7 on the skill standard
Ch4 and I4i are the exact same sequence except for the wavelengths and they are completely interchangeable. It’s best to play a mix of both to help with the zombonies.
Ch4 only uses 12 cobs so you use the other 2 cobs for error tolerance while I4i uses all 14 cobs because of the weird reuse but the zombonies are easier.
W1 can play PPDD or PPSSDD it doesn’t matter
This is the preferred sequence if you have slow hand speed but it does require decent aim
Idk why these sequences aren’t standard but ch5u has been the standard sequence since 2017 so I don’t think that’s gonna change
0:00 - ch5
5:48 - ch4/I4i
This solution is actually really easy. The intro waves are easy, the sequence is on the easy side for most people, and it's actually easier than the standard ice lantern ch5u solution.
Sequence: Ch4, IPP-PPDD | IPP-PPDD ( 18 | 18 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Level 7 on the skill standard compared to level 8 with normal ice lantern
This is the same thing as C2 8 cob except a little bit harder.
1st ever manual, nothing more to say.
This is called PND 16 cob because the doom wave plays the operation PND.
The second solution uses no doom and instead plays the tai chi 16 cob solution. That solution doesn’t use doom so it would make sense to call it something other than PND 16 cob but idk I have no other good names
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Solution #1: Adjacent ch6, I-PPDD | I-PPdd | PPNDD | PPDD ( 12 | 12 | 6 | 6 )
I find this solution the easiest of the two solutions but idk they’re pretty similar in difficulty. If you’re really bad at PND you can try the second solution.
Level 9 on the skill standard
Solution #2: Adjacent ch6, I-PPdd | I-PPDD | JPPdd | PPDD ( 12 | 12 | 6 | 6 )
First ice wave is awkward asf
The ice reuse on w19 is extremely difficult in this solution. There are three ways to fix this issue-
Be a man and thug it out by icing (what i did)
Use cherry on w15 or w19 (almost impossible to play harmlessly)
Have pre-placed ices (pussy move)
This solution is the same as tai chi 16 cob except a little harder. This hasn’t been played before
Level 9 on the skill standard
Somehow this is the first video on youtube to play this setup
0:00 - Doom solution
4:52 - Doomless solution
I say this solution is level 6.5 so this is the same difficulty as C7u/ch7. You can choose either one
I already played this setup twice, once on this channel and once on my second channel, but I found a new ch6 solution so I decided to post all 3 of them together.
The latter 2 videos are old so that's why the recording looks different than the first one, sorry.
These solutions are in order of difficulty, hardest to easiest.
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Solution #1: Adjacent ch6, PPDD | PPDD | PPDD | I-PA/PD | I-PD/ND (ND/PD) | PPDD | PPDD | I-PPDD | I-NDD | PDD/PDA ( 6 | 6 | 6 | 12 | 12 | 6 | 6 | 12 | 12 | 6 )
Level 9 on the skill standard
For w9 I played PPDDDD in a way where zombonies will crush any plants on 4-7 or 5-7. Only 3 dooms needed.
There are multiple ways to play ch6 but this is the easiest way I think. This was pretty difficult to solve and I couldn't have done it without the help of @minhcaoPvz
I love these wave-by-wave ch6 solutions, ch6 is such an underrated and underutilized rhythm and it has a lot of potential people don't see.
This is the only solution I haven't already posted.
Solution #2: ch5u, PPSSDD | IP-PPDD | I-PPDD ( 6 | 17.5 | 12.5 )
Level 8 on the skill standard
Ch5u is pretty difficult for this setup because you have no pre-placed ices and no pre-placed flower pots. You have a triple accelerated wave sequence w1-w3 and a quadruple accelerated wave sequence w10-w13. This is the only way to save the ices.
On w10 if you time the doom early, you shouldn't need squash but if you're struggling with that wave, I would use jalapeno instead of squash to make it a little bit easier
This was played on September 9th, 2023 which is why the gameplay looks different.
Original video: youtu.be/PDSGGAXM11I
Solution #3: Inter C7u/ch7, I-PPDD | PPDD | I(a)-PPDD | PA/PD | PPDD ( 17.5 | 6 | 17.5 | 6 | 6 )
Level 6.5 on the English skill standard
This is the best solution for this setup and this is almost the same solution as ME15. In ME15, the ideal solution is actually adjacent C7u/ch7 but you can't do that in this setup because of the ice storage so you have to play inter C7u/ch7.
Technically, this is a little harder than ME15 but it's placebo levels of difficulty.
This was played on March 24th after an extremely long break from the game
Original video: youtu.be/S06oBtJrrgM
This setup is way more dynamic than I expected when I first played it, especially considering there are no pre-placed ices, and there are many ways to go about solving it. There could potentially be more rhythms/solutions I haven't thought of yet.
0:00 - ch6
4:55 - ch5u
10:25 - C7u/ch7
I'm kinda mad I even had the idea to optimize this solution because it meant that I would have to play this awful setup for the second time.
Solution: Adjacent C8u, I-PPDD | I-PP'DD | JPPdd | PPDD | NdA | PPDD ( 13 | 13 | 6 | 6 | 6 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Level 13 on the skill standard
This might be the most deceptively difficult setup I have ever played in my life.
First of all, the wavelengths are so absurdly precise. You have to freeze the diggers after the first ice wave which isn't 100% rigorous but it's stable enough to work pretty much every time. Not only do you have to drag the wave out to 13s (zombonies edge the cob), but you also have to be aware enough to time the ice late if one of the diggers is slow enough to not be frozen.
Secondly, the jala wave is almost impossible. It requires the same speed as Nd except the cob has to kill the digger zombies. That technique is used in midsplit 12 cob no spikerock and that technique is difficult enough to move that setup to level 14. You have to time the jala like I did or else imps can deal damage.
Thirdly, it's almost impossible to cob replace fast enough. You have to place the kernels at extremely awkward times and you still barely have enough time.
Also, w19 is really difficult I reached it like 4 times
This solution needed to be changed because of the pole vaulters on the first ice wave. They can vault over the front cobs because of the 13s wavelength (it would be rigorous if it could play 12s). That's why I double fodder and use precise dance to avoid this issue. Cob replacement is required for C8u so there's nothing I can do to avoid that
The precise dance with no cobs on column 8 is really easy. It's kinda difficult to mess up and I can hit the rigorously perfect timing every time because it's 0.26s precise (D cob timed at 4.66s-4.91s) instead of 0.04s precise like normal precise dance (D cob timed at 4.66s-4.69s)
Original video: youtu.be/OA7mco0Df0Q
This one is level 11 (no cob shifting like I did would be level 12)
This setup is very easy and it’s much easier than heart 16 cob or its FE counterpart. I played with no pre-placed ices and no spikerock for the diggers on the bottom half.
Solution: Adjacent ch6, PPSSDD | PSD/PD | IC-PdT/PD | IC-PPdd ( 6 | 6 | 12 | 12 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Level 7 on the skill standard
Minor optimization over ego-poulsen’s solution. No cannon fodders needed and no direct imp intersection (col 9). The ice reuse on w7 can be made easier by playing 13s waves.
W10 can be played pretty much however you like as long as you use less than 7 cobs
The tall-nut is required on w3
Ego-poulsen’s vid: bilibili.com/video/BV1Lg4y1u74A
The name for this setup in Chinese is 桃子 19 cob which I learned at some point translates to peach 19 cob and I'm pretty sure I'm right but on the off chance I'm wrong that's my bad.
Sequence: Staggered ch9, IaC-Pd/PD | PSD/Pd | NDA | JPPDDT | cPSD/PD | I(a)C-Pd/PD | PSD/Pd ( 12 | 6 | 6 | 6 | 6 | 12 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Level 9 on the skill standard
This sequence is good af compared to the old solutions for this. I think this is the first rigorous solution for this setup because all of the old solutions had something wrong with each
All 12s ice waves, no garlic + spikeweed for diggers, rather easy quad accelerated wave sequence with no precise dance, although pretty precise direct imp intersection. W19 reuses doom and you can choose to play that in many different ways.
My recent setups have been so easy compared to what I used to be playing cuz I have less time and less dedication to solving complicated setups. My upload schedule might be inconsistent in the future but I don't plan to take any long breaks.
This is a rather obscure DE setup that plays ch5u. This is actually surprisingly difficult and this took 30 minutes on the day I played this.
This is the same thing as true 2 cob (youtu.be/gzjQYTbkKHY ) except a lot harder. The IPP cobs are harder, the pogos are harder, the fodders are harder and there's just less overall less error tolerance in every aspect.
Solution: ch5u, IPP-cccc-PPDD | IPP-cccc-PPDD | PPDDccccc ( 16 | 13 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Level 12.5 on the skill standard.
Imps and pogos on row 3 are not killed so the glooms have to kill them in the back of the setup. This setup would be more aesthetic if there were no glooms but I'm pretty sure that's impossible manually.
吸水泵's 1f: bilibili.com/video/BV1ta411b7eK
Took 2 and a half years for 2f to be completed lmfao
This is a pretty famous intermediate fog cobbed setup that's kind of a precursor to 24 cob. I thought I might as well post this to my main account despite the rather easy difficulty.
Here I played a level 8 and a level 9 solution. I really could have just played the first one because it's way better than the second one but I decided to play both anyways.
This setup is identical to ice soul 22 cob FE and pure 22 cob FE. Ice soul 22 cob is this setup except in FE- youtu.be/WX_Ye_sJj24
Pure 22 cob is the same thing as what I played except without the twins. This actually changes things in some solutions but not either of these two.
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
1st solution: Staggered ch9, IaC-PPdd | PPSSDD | PND/NA | PSD/PD | PSD/PD | IaC-PPdd | PPSSDD ( 12 | 6 | 6 | 6 | 6 | 12 | 6 )
Level 8.5 on the skill standard. I originally had this level 9 but greg and I decided to move this to level 8 because of the overly simple operations.
No 'direct' imp intersection (col 9 intersection), PPSSDD, easy doom wave, no fodders. Best solution possible for this setup and I highly recommend choosing this solution if you plan to play this.
2nd solution: Opposite C8u, IPP-PPDD | PSD/PD | PSD/PDcc | IPaC-Pd/PD | PND/NA | PSD/PDcc ( 13 | 6 | 6 | 13 | 6 | 6 )
Level 9.5 on the skill standard, same difficulty as FE24 opposite C8u roughly
This requires 13s wavelengths which isn't that difficult tbh, direct imp intersection, kinda easy doom wave, 2 fodder waves per cycle, and a difficult w19.
If you don't have fast enough hand speed to play the PSD/PDcc on w3 and w6 of the sequence because of awkward cob grabs, you can play PDD/PDcc which requires less hand speed.
C8u isn't a great rhythm for this setup
The first solution was played 3 months ago and I posted it to my second channel: youtu.be/fgbL6p3F-yg
I had to redownload it from youtube which is why it's bad bitrate.
People who've played this outside of China-
youtu.be/cw7hAA-gO5w SAR_58 from the UK
0:00 - ch9
4:22 - C8u
This is way better than my old solution because this plays a rhythm much better suited for this setup. Before when I solved this, this rhythm (staggered ch9) wasn't really a thing yet so I was forced to solve it using inferior rhythms like S6 and opposite ch9. It's functional using these rhythms but it's gonna be way more difficult and complicated than with staggered ch9.
Solution: Staggered ch9, IPP-PPDD | PSD/PDT | ND/cPNA (ND/cPANJ) | PPDDDD | PSD/PDcc | IPP-PPDD | PSD/PDcc ( 12 | 6 | 6 | 6 | 6 | 12 | 6 )
Sequence explanation: pastebin.com/FCnRqCuv
Skill standard: docs.google.com/spreadsheets/d/1dz0QOuBZnISUU3hxr7rStbBg3gWAdykBUcPjRB43D2s/edit?usp=sharing
Level 10.5 on the skill standard
The doom wave in the first half is kinda difficult but it's not that bad. The cherry doesn't have to be placed very fast but you also can't hesitate when placing it so it can be kinda easy to accidentally misclick. It also uses jala so you can't use jala for error tolerance in the first half. I don't think this doom wave is difficult enough to move this to level 11 but others will probably disagree.
Original solution: youtu.be/rgcoPN5TICU
This solution is way more creative but it's also worse in every way. This also has the twin on row 3 instead of row 4 because it uses the doom on row 4 to kill the pole vaulters on row 6 which isn't necessary in the new solution.


