PVZ Advanced Guide: Daytime Group-Gloom Cobless

Описание к видео PVZ Advanced Guide: Daytime Group-Gloom Cobless

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My discord:   / discord  
20F run-through:    • Daytime Group-Gloom Cobless 20 Flags ...  
Slow Tempo Card 3 Demo:    • DE Double Ice-shroom Cobless (slow te...  
Prerequisite: NE Group-Gloom Cobless:    • PVZ Intermediate Guide (3.1): Night G...  
or FE Intelligent Cobless

I used the Jack suppression Ice timing against the following wave for the second flag in the variable tempo. If you use the late timing against the current wave, since the tempo is fast, the Ice may simultaneously preemptively freeze the following wave with a near-perfect timing.
The perfect Ice timing should be avoided because Jacks on the side will be slowed down, with no guarantee of being hit by any WM. Therefore, they will have a significant chance of blowing up the Glooms. The Jack suppression timing is not perfect, but much better.

I wrote Cherry before Doom for the slow tempo analysis, but the order doesn't matter. It's a convention to write Doom first.
For the second half of the slow tempo, if possible, use Cherry to bomb the Zombonis, Diggers, and Footballs, but avoid bombing the normal Gargs. This will kill the important zombies while slowing down the tempo. However, the Cherry didn't recharge fast enough in this video, so I couldn't do that.

A rule of thumb for Pumpkin is that a "just broken" Pumpkin can approximately withstand 3 more Diggers.

Also, if Doom is used at 3-9, Squash can only be placed at 3-8. If the Squash is timed early, it may target the MJ and miss the Zomboni. If timed late, however, Jacks can blow it up. There's not a perfect solution.
If Doom is used on 3-8, there will be less error tolerance against Gigas and Zombonis. I don't recommend this for Card 4.

Mistakes:
14:57 Stalled under zomboni, and later missed the frontmost Giga.
29:17 The sequence should be Doom | Spike/Squash | Ice + Spike/Squash | Ice + Spike/Squash | Cherry
30:43 Looking back, I can see the open Jack box on row 1, but I overlooked that during the game. When you bring Spikeweed, you can save 50 suns if the Squash succeeds, and waste 50 otherwise. It won't matter. However, for this slow tempo, if the Squash fails, you DIE. Better not risk that.

References:
Crescendo【DE】Daytime Two Sunflower Cobless——The Victory of Double Puff https://tieba.baidu.com/p/6917724766

一只溜鱼 (流雨)DE Double Ice-shroom Cobless Guide https://www.bilibili.com/video/BV1xk4...

一路暴狂 【Survival Endless Advanced Cobless】Episode 1 Natural DPS Analysis P4【RE】Group-Gloom Cobless https://www.bilibili.com/video/BV1xc4...

绫地宁宁 A Beginner's RE0 Run-through Summary https://tieba.baidu.com/p/6621127630

0:00 Intro
0:37 Strategy Analysis
1:24 Zomboni
2:07 Giga
4:01 Football, Digger, and Late Ice Timing
5:21 Jack
7:38 Minor Threats
8:25 Setup and Sequence Variation
11:21 Slow Tempo Plan
13:18 Slow Tempo Demo
24:32 Variable Tempo Demo
33:28 (Extreme) Fast Tempo Plan

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