|
Post by Pen7Ninja on Jul 24, 2015 7:18:09 GMT
Underground Cemetery is a pretty standard looking stage made mainly out of white blocks. Looks like this: Thanks to it's close, pre-bridged positions and many easy scumbag opportunities near the start of the stage, things here tend to start out with at least some pillow fighting. The fact that stage is also easily break-able and easily farm-able, along with later levels of the stage being set up really well to climb with x-factor also means that it's dangerous to pull too far ahead of your opponent, further promoting a good-ol' pillow fight. Just be aware of what your opponent's up to and don't just be satisfied with doing your own thing and you'll be all good. Not much to say about this stage really... just get good. Say some words, people
|
|
|
Post by ghoul02 on Aug 10, 2015 23:12:54 GMT
That center block at the beginning is the key to a good neutral. You'll see me sit and camp it, preventing the opponent from using it, while staying in a position to use it. It makes the beginning of the stage very brawl heavy, since there is no safe climbing while the opponent camps the center. The increase in locations to spawn items also creates an interesting dynamic; this is not a safe stage to try to "run for the goal" unless you have very, very clear separation. In the bottom picture above, there are multiple locations where you can move more than 3 blocks without danger, forcing items to spawn.
AKA: Climbing on this stage is less important Sandbagging is very powerful The lack of gimmick blocks and climbing options mean that generally, the players are going to engage each other much more often.
|
|
|
Post by lobsterrobster on Aug 15, 2015 6:56:44 GMT
Going for the center block isn't really a reliable strategy you can depend on. If you're orange sheep and blue sheep wants it then you will never get it, generally trying to get a specific block in the center of a map start is the one place blue sheep pillow fight advantage is really prominent.
Luckily you have quite a few options for making the middle block not super relevant. If you push that row of 3 twice the middle block will become unsupported forcing them to vacate it. You can also pull the block on your side next to the middle block leaving a gap between the middle and your side meaning they will lose quick access to your side. If they ever take the outside path to the middle block feel free to get underneath it and push it out killing them. A lot of these situations remove the advantage of being on the middle block but are not hard counters, that's fine afterwards you can just play a good clean pillow fight. They can climb up above you from the middle block but that isn't generally a fantastic idea at the start of this stage.
|
|
|
Post by ghoul02 on Aug 17, 2015 23:52:22 GMT
Stand on the edge of those 3 blocks. That's the camp spot, not the actual block, where you can die if they happen to get a drop kick on you somehow. Orange sheep advantage doesn't cause an issue, they can't push it away, and it stays at all time relevant. I haven't seen a counter to the strat yet, although with smart play it can be mitigated.
|
|
|
Post by lobsterrobster on Aug 18, 2015 12:11:57 GMT
Stand on the edge of those 3 blocks. That's the camp spot, not the actual block, where you can die if they happen to get a drop kick on you somehow. Orange sheep advantage doesn't cause an issue, they can't push it away, and it stays at all time relevant. I haven't seen a counter to the strat yet, although with smart play it can be mitigated. It's not orange sheep advantage its blue sheep advantage, if you both always try to grab the same block at the start blue sheep will always get it. Its not hard to buffer inputs to arrive at a location at fastest speed, if you both want the same block at the same time from starting position and you're both competent at buffering then you will arrive there at the same time. If you arrive at a block on the same time blue sheep always takes it and knocks Orange Sheep down with the pillow, that is how Blue Sheep pillow fight advantage works.
|
|
|
Post by DacidKiller9000 on Mar 19, 2018 4:01:26 GMT
I've marked 5 different blocks that I'm typically looking to use in my openings. I think some key facts about UC that make it nice to play on is that the item spawn rate is fairly decent and that it is easy to both push out or climb. This means that in the early game push out strats are super viable. However should a game go to the climbing portion it becomes advantageous to the player who is higher up the tower coming out of the start. Therefore when I play this level I'm looking for blocks that give me flexibility and options. I'll justify each block and the basic idea on my openings below. 1 - This block is a great basic block to pull at the start of the game and to test out the waters. This block is mostly a defensive move, as pulling it allows you to play some good sidle defense on the middle bridge. The point of this move is to stall out your opponent and then climb. Should your opponent ignore you and just climb, the sidle position also lets you easily pull 3, which makes the push-out solve fairly clear. It also gives you the option to farm for items, as dropping and pushing the middle row of three after your opponent is a few levels ahead makes x-factor a fairly common pull. 2 - This block is similar to 1 except it is slightly more offensive. The logic behind this is more or less the same as 1, however the sidle on the middle level allows you to possibly get underneath your opponent if they're playing defensive. I would liken this to a kind of counter if your opponent plays their variant of 1, as it lets you slide under and possibly push them out. At the very least you have a fairly safe way of approaching. 3 - This block is a development move. Should your opponent climb, you are in a nice position to push out the stage. Should they opt to fight you may find yourself at a bit of a disadvantage as you have given up the middle layer and are on the low ground. However should your opponent try to camp on top of the now pulled 3, you are safe by performing a y-reversal in the shape on the outer blocks. That is, by holding up while sidling on the block next to 1, your sheep will go two spaces high, get delayed hit down a level, then perform a half-hit on your opponent. This will give you the high ground and the advantage. The point is that this move is safe even if your opponent is playing aggressively. 4 - This block is an aggressive move and a bit more complicated than 3. Firstly this move allows you to have an easy push setup. However, even if your opponent opts to fight you still have some options. Your "base" (for lack of a better term, the general area that is your half of the starting area) is a little cramped but has enough height variance to provide some protection. Note that if your enemy is standing in front of 2 in order to block your move, you have the option of going around your outside. For even more space you can push 4 to the center, which extends your territory and forces your opponent to spread out. If your opponent is playing very aggressive and attempts to stand in front of 3, you have the option of lowering to the same layer as 5 and pushing that row to the right. The benefits of moving 5 are... 5 - Pushing this row to the inside is more or less a development move. The outside column of your base will drop and turn into a y-reversal opportunity, giving you a safe option if you are fighting inside of your base. It is also your last line of defense should your opponent camp your middle layer, as you can force your side to drop without making it impossible to climb. It also has a high chance of spawning x-factor should your opponent ignore you. Furthermore, when pushing the row to the right, the center block will shake and begin to fall. If you push the row again as the block is falling you will force your opponents bottom row to move by pushing this ghost block. This will actually cause the center blocks in all the subsequent layers to fall as well, similar to the Day-One. I call this the Day-Thirty One, as it uses the same principle of pushing out the center block but just uses a difficult to time technique that is relatively new and certainly unexplored.
|
|
|
Post by DacidKiller9000 on Mar 19, 2018 4:02:41 GMT
I've marked 5 different blocks that I'm typically looking to use in my openings. I think some key facts about UC that make it nice to play on is that the item spawn rate is fairly decent and that it is easy to both push out or climb. This means that in the early game push out strats are super viable. However should a game go to the climbing portion it becomes advantageous to the player who is higher up the tower coming out of the start. Therefore when I play this level I'm looking for blocks that give me flexibility and options. I'll justify each block and the basic idea on my openings below. 1 - This block is a great basic block to pull at the start of the game and to test out the waters. This block is mostly a defensive move, as pulling it allows you to play some good sidle defense on the middle bridge. The point of this move is to stall out your opponent and then climb. Should your opponent ignore you and just climb, the sidle position also lets you easily pull 3, which makes the push-out solve fairly clear. It also gives you the option to farm for items, as dropping and pushing the middle row of three after your opponent is a few levels ahead makes x-factor a fairly common pull. 2 - This block is similar to 1 except it is slightly more offensive. The logic behind this is more or less the same as 1, however the sidle on the middle level allows you to possibly get underneath your opponent if they're playing defensive. I would liken this to a kind of counter if your opponent plays their variant of 1, as it lets you slide under and possibly push them out. At the very least you have a fairly safe way of approaching. 3 - This block is a development move. Should your opponent climb, you are in a nice position to push out the stage. Should they opt to fight you may find yourself at a bit of a disadvantage as you have given up the middle layer and are on the low ground. However should your opponent try to camp on top of the now pulled 3, you are safe by performing a y-reversal in the shape on the outer blocks. That is, by holding up while sidling on the block next to 1, your sheep will go two spaces high, get delayed hit down a level, then perform a half-hit on your opponent. This will give you the high ground and the advantage. The point is that this move is safe even if your opponent is playing aggressively. 4 - This block is an aggressive move and a bit more complicated than 3. Firstly this move allows you to have an easy push setup. However, even if your opponent opts to fight you still have some options. Your "base" (for lack of a better term, the general area that is your half of the starting area) is a little cramped but has enough height variance to provide some protection. Note that if your enemy is standing in front of 2 in order to block your move, you have the option of going around your outside. For even more space you can push 4 to the center, which extends your territory and forces your opponent to spread out. If your opponent is playing very aggressive and attempts to stand in front of 3, you have the option of lowering to the same layer as 5 and pushing that row to the right. The benefits of moving 5 are... 5 - Pushing this row to the inside is more or less a development move. The outside column of your base will drop and turn into a y-reversal opportunity, giving you a safe option if you are fighting inside of your base. It is also your last line of defense should your opponent camp your middle layer, as you can force your side to drop without making it impossible to climb. It also has a high chance of spawning x-factor should your opponent ignore you. Furthermore, when pushing the row to the right, the center block will shake and begin to fall. If you push the row again as the block is falling you will force your opponents bottom row to move by pushing this ghost block. This will actually cause the center blocks in all the subsequent layers to fall as well, similar to the Day-One. I call this the Day-Thirty One, as it uses the same principle of pushing out the center block but just uses a difficult to time technique that is relatively new and certainly unexplored. imgur.com/E0tVc3c the image did not get posted with the post, but here is a link.
|
|