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How to Timeout 5 Waller + Open-Closed

5 Waller + Open-Closed

5 Waller + Open-Closed is considered the hardest of all 20 variations to timeout due how difficult it is to execute as well as the complex pathing decisions that need to be made in order to avoid collisions with other players.

Paths

Laps 7-8

While the paths themselves are not difficult, laps 7-8 are particularly dangerous due to the possibility of desync.

Standard Path

Standard Path

The standard path that you will usually take is to start with 3 jumps on blue and then transfer back to orange after the 3rd wall. The transfer is very tight on lap 8 so I recommend running straight up to the 1st wall on blue before switching back to orange to avoid getting pushed back into the slime by other players.

Alternate Path

Alternate Path

If there are many other players still alive by laps 7-8, a safer alternate path is to start with 2 jumps on blue, transfer to the outer ledge after the 2nd orange wall, transfer to the outer ledge on blue after the 1st blue wall, and jump dive across the large blue gap. This path is harder to execute, but will avoid desync in the middle that sometimes is impossible to control.

Outer Wall Jump

Lap 8 path #3

Another way to avoid desync on laps 7-8 is to simply outer wall jump on blue. This can be a much safer alternative if you are confident in your ability to execute the precise wall jumps on Open-Closed blue.

Laps 9-12

There are 5 possible paths to take on laps 9-12 of the timeout:

Syed's Path

Syed's Path

Summary

  1. Start with 3 jumps on blue
  2. Transfer to the outer ledge after the 2nd wall on orange
  3. Jump across the gap to the small orange ledge before the 3rd wall on orange
  4. Jump back to blue

Difficulty

  • Lap 9 - Medium
  • Lap 10 - Medium
  • Lap 11 - Hard
  • Lap 12 - Hard

City's Path

City's Path

Summary

  1. Start with 3 jumps on blue
  2. Jump to the small orange ledge before the 3rd wall on orange
  3. Jump across the gap to the extremely small orange ledge before the 3rd wall on orange
  4. Jump back to blue

Difficulty

  • Lap 9 - Medium
  • Lap 10 - Medium
  • Lap 11 - Hard
  • Lap 12 - Very hard

SH3RKH4N's Path

SH3RKH4N's Path

Summary

  1. Start with 3 jumps on blue
  2. Transfer to the outer ledge after the 2nd wall on orange
  3. Jump dive back to blue

Difficulty

  • Lap 9 - Very hard
  • Lap 10 - Hard
  • Lap 11 - Medium
  • Lap 12 - Medium

Suki's Path

Suki's Path

Summary

  1. Start with 2 jumps on blue
  2. Transfer to orange
  3. Jump dive to the inner ledge before the 2nd wall on orange
  4. Transfer to the small outer ledge after the 1st wall on blue
  5. Jump dive across the large gap on blue

Difficulty

  • Lap 9 - Hard
  • Lap 10 - Hard
  • Lap 11 - Hard
  • Lap 12 - Hard

EChan's Path

EChan's Path

Summary

  1. Start with 2 jumps on blue
  2. Transfer to orange
  3. Jump dive to the inner ledge before the 2nd wall on orange
  4. Transfer to the small outer ledge after the 1st wall on blue
  5. Transfer back to orange after the 3rd wall on orange passes

Difficulty

  • Lap 9 - Medium
  • Lap 10 - Medium
  • Lap 11 - Hard
  • Lap 12 - Very hard

Ideal Pathing

Here is an example of what an ideal 2 person timeout looks like for this variation:

  • 1 player takes Syed's path on laps 9-10 and SH3RKH4N's path on laps 11-12
  • 1 player takes EChan's path on laps 9-10 and Suki's path on laps 11-12

Example Timeouts

View all Roll Off paths for all 20 variations on YouTube.

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