04-20-2011, 03:56 PM | #161 |
snooches
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Re: FFR Tips for AAA'ing tough sections of files ingame
That gap in the long sonata trill is always what messed me up.
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04-20-2011, 04:07 PM | #162 |
shots FIRED
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Re: FFR Tips for AAA'ing tough sections of files ingame
With long trills, I always try to sightread it, making ever-so-slight adjustments as necessary. For some reason, visually inspecting the trills seem to be the best method for me.
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04-20-2011, 04:11 PM | #163 |
Rhythm game specialist.
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Re: FFR Tips for AAA'ing tough sections of files ingame
I have success visually reading it, but those small gaps are very difficult to catch sometimes. At a lower speed mod, the gap in Sonata Quasi is actually somewhat noticeable. The problem is readjusting back to full speed after accounting for the gap.
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04-20-2011, 06:07 PM | #164 |
Fractals!
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Re: FFR Tips for AAA'ing tough sections of files ingame
Ah, so slow down just a little bit when the long trill changes colors. Probably why I'm dumping averages in there now. As for the first one, I can combo, but not without dumping maybe 4 goods most of the time due to the transition after averaging 3 coming out of the first runningman section.
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04-20-2011, 06:28 PM | #165 |
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Re: FFR Tips for AAA'ing tough sections of files ingame
lmfao that picture of the trill in Sonata is hilarious
Also, did a major update on the sorting
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Last edited by DossarLX ODI; 04-20-2011 at 07:32 PM.. |
04-20-2011, 08:47 PM | #166 | |
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Re: FFR Tips for AAA'ing tough sections of files ingame
Quote:
xandershit fucking sucks |
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04-21-2011, 11:46 AM | #167 |
FFR Veteran
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Re: FFR Tips for AAA'ing tough sections of files ingame
Any tips on a strategy to take on jumptrills? By that I mean stuff like the ending of K8107 or Scythe of 13
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04-21-2011, 08:54 PM | #168 |
Fractals!
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Re: FFR Tips for AAA'ing tough sections of files ingame
LOL. Scythe of 13 is mostly 190 bpm 8th jump jacks, but the real danger is the lone 16th note after the transition into each one, so it's easy to get off beat.
As for K8107, it works kind of like Angel Island's "rainbow trills" in that once you really get into the song, you'll naturally hit the jumps a bit harder. I think the hardest part is balancing keeping up with the trills and watching/listening for the jumps. |
04-21-2011, 09:07 PM | #169 |
FFR Veteran
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Re: FFR Tips for AAA'ing tough sections of files ingame
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04-21-2011, 09:10 PM | #170 |
shots FIRED
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Re: FFR Tips for AAA'ing tough sections of files ingame
Well for jumptrills, if the song has a good rhythm, and the jumps are on even 4th beats, best advice is to listen to the rhythm and go with that. Once you get a rhythm, you can compartmentalize how many 16th notes you need to hit in between jumps and stuff...then timing becomes easier since it makes more sense when you have a rhythm.
As for uneven trills, as I said before, eyeball it/sightread it and don't rely on the music. e.g. It's Only Natural |
04-21-2011, 10:01 PM | #171 |
om nom nom
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Re: FFR Tips for AAA'ing tough sections of files ingame
less qq, just learn to trill. At that speed the color change does nothing to how you should be trilling, everyone just gets mental blocks at the color change. Osnap bpm tricks in cmod. Plus the midi changes ever so slightly, wouldn't you rather be trilling on-time than offbeat?
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04-21-2011, 10:07 PM | #172 | |
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Re: FFR Tips for AAA'ing tough sections of files ingame
Quote:
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04-21-2011, 10:13 PM | #173 |
om nom nom
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Re: FFR Tips for AAA'ing tough sections of files ingame
Then don't play them! Voila. No more horrors.
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04-21-2011, 10:17 PM | #174 |
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Re: FFR Tips for AAA'ing tough sections of files ingame
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04-21-2011, 10:19 PM | #175 |
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Re: FFR Tips for AAA'ing tough sections of files ingame
*Ahem*
WINTER WIND ETUDE |
04-21-2011, 10:20 PM | #176 | |
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Re: FFR Tips for AAA'ing tough sections of files ingame
Quote:
You're saying, because whoever made the midi couldn't make a solid speed trill, you should step it with all the mistakes included? It might be more accurate, but it's certainly not more fun. People do have to play these files, y'know. Why not just smash on the piano for two minutes and then "accurately" step that?
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04-21-2011, 10:25 PM | #177 |
shots FIRED
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Re: FFR Tips for AAA'ing tough sections of files ingame
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04-21-2011, 10:28 PM | #178 |
Rhythm game specialist.
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Re: FFR Tips for AAA'ing tough sections of files ingame
@qq: Sorry, but accurate rhythms are infinitely more important. And I'm saying this within reasonable bounds, so a response like "oh you want 64th walls of blahblahblahblah" is irrelevant.
It's not Xandertrax's fault that it made an unintentional 3-frame gap. People can bring the point about fun factor, but if every file was entirely fun and tolerable, then the game would be linear and boring. I may not like Xandertrax's files, but I'm not going to sit here and tell him not to step anymore simfiles, especially if I don't have files in game or have absolutely no charting experience. It's a shame, I went almost four months without making a response like this, but I think it's unfair to him that he's being targeted. P.S. DeVouR sucks and you are officially banned from using songs with bursts... ...oh wait you stepped Coactive [OmS], never mind Last edited by TC_Halogen; 04-21-2011 at 10:28 PM.. Reason: Post before me. |
04-21-2011, 10:28 PM | #179 |
Retired Staff
All the things
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Re: FFR Tips for AAA'ing tough sections of files ingame
I love the sonata quasi trill and can hit it no problem.
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04-21-2011, 10:34 PM | #180 | ||
om nom nom
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Re: FFR Tips for AAA'ing tough sections of files ingame
Quote:
Quote:
And WWE is such a dump. That file sucked, again, no clue how it got past the judges. |
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