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Post by Pen7Ninja on Jul 23, 2015 7:59:29 GMT
Quadrangle... It's slippery... you'll die... bad luck. So lets check it out: And a bit further up: So the gimmick here is ice. Ice is slippery (and cold) and you'll slide over it and off the edge if you're not careful about it. If you walk onto an ice block, you'll continue to move in that direction with no control and if you get to an edge in this state, you will fall off and you WILL NOT grab the edge. This makes it super easy to move left one space, slide over 5 blocks with no control... and die. You will stop if you reach a dark block below you or if there is a block or your opponent directly in the way. These ice mechanics also apply to any blocks that you push (not pull). They will slide until reaching a dark block and slide off the edge of ice blocks (but catch on the edge before they fall). Because dying sucks, you can get around this mechanic in a couple of ways. - You will not stop when pulling a block - You can sidle around the edge to get to wherever you need to be. Because of odd mobility problems and the abundance of unmovable blocks on this stage, a strong sidle defense can be very strong here. Another thing to noe is that as there are no normal blocks on this stage, there are absolutely no items at all meaning keeping a lead is not as much of a risk. Thoughts?
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px
New Member
Posts: 5
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Post by px on Aug 2, 2015 19:07:49 GMT
Have you come up with a way to counter your spider jerk defense on this stage yet?
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Post by Pen7Ninja on Aug 2, 2015 19:20:45 GMT
There's a few ways, depending on the situation. You need to work towards one of these situations:
- You can get to the side of the block they're on and push it out away from them - You have 2 options of where to get up. You want to be able to mix up which block you're going to so that your opponent has to cover 2 options - You collapse the stage to a point where the block your opponent is on at least falls a bit to break his grip.
Sidle defense is still still strong on this stage regardless though.
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Post by ghoul02 on Aug 10, 2015 23:17:28 GMT
This is probably my favorite stage to work with.
This is the only stage that will totally neuter a sandbagging strat, meaning that climbing skills do matter very heavily Pins can be very weird; this is a stage that favors blue sheep a ton. This is the most likely stage where leaving a pin could cause death; blue sheep can avoid that in a standard ruleset by just holding the pin Blocking paths after the normal areas where sidle defense works is finnicky: Ideally, you have something that looks like this [] [][]
However, that can be pushed from under, in which case:
[] [][]
would actually be optimal. Read what would happen in each of these scenarios, try to feed off what your opponent is doing, but box them out. The game has a natural catch up mechanic where the person doing the initial climb will almost always need to climb slower than the other person.
The last thing on this stage is that it's very deadly at the end of a grueling best of 5. Defense and climbing skills are brutal here, and any single input mistake could lead to an untimely death. It's most commonly seen with less experienced players, but almost everybody will have occasional mental flubs on this stage that lead to quick deaths.
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Post by lobsterrobster on Aug 15, 2015 10:06:03 GMT
This stage generally does reward good climbing fundamentals the most but for the first half of the stage be a little bit careful with this. There are at least three builds I know of that are effective at pulling out all/most of the stage from underneath someone who climbed ahead of you at the start of the map. One of them breaks the entire stage from the start, one of them gives you a good chance to break the entire stage about a third of the way up if your opponent used a certain start and Dacidbro uses a particular build that kills eager climbers that I don't know all the details of. Once you're half way up the map I think you're safe from this and can climb freely.
New players should learn what the top of the stage looks like as sometimes they get to there and then don't know how to reach the goal, there are two supporting blocks usually its quickest to push one of them and pull the other one and then climb to the goal.
There are a bunch of weird gimmicks you can use to kill people on this stage using ice block sliding, I recorded some video footage of them with Pen Ninja so that should become available sometime.
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