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Old 04-20-2011, 03:56 PM   #161
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Default 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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Old 04-20-2011, 04:07 PM   #162
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Default 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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Old 04-20-2011, 04:11 PM   #163
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Default 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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Old 04-20-2011, 06:07 PM   #164
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Default 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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Old 04-20-2011, 06:28 PM   #165
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Default 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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Old 04-20-2011, 08:47 PM   #166
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Default Re: FFR Tips for AAA'ing tough sections of files ingame

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Originally Posted by qqwref View Post
floating hour

here are the 32nd bursts (nonmirrored, and not counting the lone 32nd triplets, there are a lot of those). Every other frame is a little lighter so you can see exactly how the intervals are.

1st one, just a roll but make sure to hit it properly:


2nd one, two trills, pretty tricky:


3rd one, fast jack to slightly slower weird pattern, then a trill:


last one, just two minitrills, but be careful:



sonata quasi una fantasia
here are the two 24th trills.

1st one, not too bad but the framer placements are a bit tricky


2nd one, you suck xandertrax

xandershit fucking sucks
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Old 04-21-2011, 11:46 AM   #167
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Default 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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Old 04-21-2011, 08:54 PM   #168
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Default 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.
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Old 04-21-2011, 09:07 PM   #169
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Default Re: FFR Tips for AAA'ing tough sections of files ingame

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I think the hardest part is balancing keeping up with the trills and watching/listening for the jumps.
Exactly.
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Old 04-21-2011, 09:10 PM   #170
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Default 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
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Old 04-21-2011, 10:01 PM   #171
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Default 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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Old 04-21-2011, 10:07 PM   #172
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Default Re: FFR Tips for AAA'ing tough sections of files ingame

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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?
You're better off not making any simfiles. The horrors of playing through any of your songs: holy shit. I bet you couldn't trill better than I could.
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Old 04-21-2011, 10:13 PM   #173
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Default Re: FFR Tips for AAA'ing tough sections of files ingame

Then don't play them! Voila. No more horrors.
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Old 04-21-2011, 10:17 PM   #174
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Default Re: FFR Tips for AAA'ing tough sections of files ingame

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Then don't play them! Voila. No more horrors.
You're a stain on everyone's levelranks.

The worst
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Old 04-21-2011, 10:19 PM   #175
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Default Re: FFR Tips for AAA'ing tough sections of files ingame

*Ahem*

WINTER WIND ETUDE
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oh boy, it's STIFF, I'll stretch before I sit down at the computer so not I'm not as STIFF next time I step a file
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Old 04-21-2011, 10:20 PM   #176
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Default Re: FFR Tips for AAA'ing tough sections of files ingame

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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.
It's not mental blocks, it's just hard to randomly take a break while doing what should be a solid trill. You shouldn't be telling people to "learn to trill" though, you aren't even remotely close to the AAA on this file, which means you have no idea how hard it is to hit accurately.

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Plus the midi changes ever so slightly, wouldn't you rather be trilling on-time than offbeat?
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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Old 04-21-2011, 10:25 PM   #177
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Default Re: FFR Tips for AAA'ing tough sections of files ingame

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wasn't me, ask Tass :x
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Old 04-21-2011, 10:28 PM   #178
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Default 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

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Old 04-21-2011, 10:28 PM   #179
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Default 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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Old 04-21-2011, 10:34 PM   #180
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Default Re: FFR Tips for AAA'ing tough sections of files ingame

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It's not mental blocks, it's just hard to randomly take a break while doing what should be a solid trill. You shouldn't be telling people to "learn to trill" though, you aren't even remotely close to the AAA on this file, which means you have no idea how hard it is to hit accurately.

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.
You don't need to take a break. It's a fast enough speed to do one constant trill. Just close your eyes and trill with the music. I switch to 1 hand there, it's easier to do a constant trill with 1 hand. Also, personally, I would rather have the notes be 100% accurate than offbeat, which is why they switch like that. It's frustrating to hear a disparity between your keytaps and the music.

Quote:
Why not just smash on the piano for two minutes and then "accurately" step that?
Why don't I step this next? http://www.youtube.com/watch?v=TvELcETEtQg

And WWE is such a dump. That file sucked, again, no clue how it got past the judges.
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