So starting out, here's the Toolbox strat for it. To describe it...
Whew, that was a lot of words, but let's talk about its functionality.
This strat does not require Surecast/Arm's Length. Although it is recommended, it is not required to execute it. This takes one point of failure out of the equation of the mechanic.
Aside from 2, and to a certain extent 1, every Limit Cut mechanic happens in the exact same spot, which means that the movement for everyone in their respective teams should look familiar regardless of what number they get.
On top of the last point, because of how it's structured, everyone can still see what everyone else in their team does regardless of what number they get, simply because everyone is so close to each other.
Furthermore, there's no need to bait Apocalyptic Ray, since it will always target someone in the blue group. This does mean, however that 2 has the most important role, because they need to ensure that Super Jump lands in the correct spot.
And in addition to everything else, there's absolutely zero uncertainty of where the Limit Cut cleaves and dashes happen, as it's relatively the same for all 8 numbers.
Cons: 2 takes extra damage over everyone else. About 30k to be exact, since they take the Super Jump, a dash, and a puddle.
This strat does require a movement at every limit cut for 6/8 people. On this same note, this means that you kind of get a rhythm for how the strat plays out the more you do it.
Here's a clip of 2
Here's a clip of 7
These clips are of the same pull. Note that no one uses Surecast/Arm's Length.
One thing to note is that I've given this strat to a few different groups, and they've all started out with the same amount of skepticism about how it seems worse or not going to work, but then execute it in very few attempts. If you're struggling with Wormhole Formation, I strongly urge you to give this a try.
submitted by /u/supermarble94
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Continue reading...
- Bait Chakrams in front of Brute Justice, then move toward the middle as you figure out your number.
- Face Alexander. If you're a red number move a little bit toward him, and if you're a blue number, move a little bit away from him. This is where you start looking for Void puddles.
- For whichever group you're in, you now move to the side the Void puddle is not on. This will always result in red group being right next to Alexander and blue group being on the side Brute Justice and Cruise Chaser were on.
- 1 faces North (away from Alex), 3 5 and 7 stand two waymark's distance away from 1.
- 2 stands two small bolts away from Alexander and faces the middle. They are the Super Jump bait. All dashes after this one happen one small bolt past the next red dot.
- Every successive one after this places the blue cleave north of blue team's puddle and the red dash south of red team's puddle. Every time a dash happens, everyone moves from their previous spot to the next spot. This may be from the side of the arena into the puddle, or the puddle into their respective Limit Cut spot.
Whew, that was a lot of words, but let's talk about its functionality.
This strat does not require Surecast/Arm's Length. Although it is recommended, it is not required to execute it. This takes one point of failure out of the equation of the mechanic.
Aside from 2, and to a certain extent 1, every Limit Cut mechanic happens in the exact same spot, which means that the movement for everyone in their respective teams should look familiar regardless of what number they get.
On top of the last point, because of how it's structured, everyone can still see what everyone else in their team does regardless of what number they get, simply because everyone is so close to each other.
Furthermore, there's no need to bait Apocalyptic Ray, since it will always target someone in the blue group. This does mean, however that 2 has the most important role, because they need to ensure that Super Jump lands in the correct spot.
And in addition to everything else, there's absolutely zero uncertainty of where the Limit Cut cleaves and dashes happen, as it's relatively the same for all 8 numbers.
Cons: 2 takes extra damage over everyone else. About 30k to be exact, since they take the Super Jump, a dash, and a puddle.
This strat does require a movement at every limit cut for 6/8 people. On this same note, this means that you kind of get a rhythm for how the strat plays out the more you do it.
Here's a clip of 2
Here's a clip of 7
These clips are of the same pull. Note that no one uses Surecast/Arm's Length.
One thing to note is that I've given this strat to a few different groups, and they've all started out with the same amount of skepticism about how it seems worse or not going to work, but then execute it in very few attempts. If you're struggling with Wormhole Formation, I strongly urge you to give this a try.
submitted by /u/supermarble94
[link] [comments]
Continue reading...