Boss Key :: FFR Batch Submission
Feb/March 2021
PublicEvents
Rejected
Simfile Folder Name
Boss Key (qrrbrbirbel)
Note Count
2119
Chart Length
3:30
Average NPS
10.1859
Estimated Difficulty
82.02
First Note
0:02
Ending Note Delay
0:06
Hand Bias
Framers
0 - 0
1 - 0
2 - 7
3 - 11
4 - 344
Jumps
Hands
Quads
Color Jumps
Color Hands
Color Quads
Most notes in:
1/3 of a Second
10 - 30.00 nps
0.5 Seconds
13 - 26.00 nps
1 Second
23 - 23.00 nps
2 Seconds
41 - 20.50 nps
5 Seconds
87 - 17.40 nps
10 Seconds
169 - 16.90 nps
30 Seconds
432 - 14.40 nps
1 Minute
793 - 13.22 nps
Color Count
Largest Note Gaps
5.83s5.4s4.57s3.6s3.27s3.23s1.5s1s
Posted at 7:05pm on June 16th, 2021
Boss Key
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- Perms, sync, metadata good.
- 0.025: Gotta say, that's a new one for me... this *is* a constant rhythm and you do have the right amount of notes, but it's not 12ths (aka 16/192nds), it's 17/192nds. As is, it's noticeably offsync by the end of these; the last note is currently at 1.075, but should be at 1.141, a difference of 66ms.
- 23.552: This is very early. Hard to discern exactly where it should go, but the 12th at 23.814 seems like a reasonable approximation, or perhaps the 16th just after.
- 24.339: This plays 8 notes per three beats, not 9. Should be 3/32nds. (The heck is up with this intro lol.)
- 35.218: Would make more sense for these trills to all be the same length, e.g. four 4-note trills.
- 37.018-51.418: You use constant 16ths here for the guitar, while in the section from 28.318-34.918 you broke them up by omitting the ones near the end of the fade-out (which worked well imo). Would recommend doing the same here; as is, the 16ths in the fade-outs feel like ghost notes, and you already emphasize this section with the more aggressive layering.
- 40.618: While not super relevant to the difficulty of the chart, heads up that this 8th anchor pattern is significantly more aggressive than all the others in this jumpstream run because it's one-handed.
- 51.568: Same sound as previous jump, suggest [24].
--> Check over PR in this 8th jump section in general (through 64.168); it's a little shaky throughout. For example, some hands force three-note [13] jacks, which is weird because there's no repeated sound there, and spots like 53.068 have repeated sounds which aren't acknowledged (i.e. ABAABAA instead of ABABABA).
- 55.543, 55.843: Ghost notes.
- 66.418: Suggest [23] to minimize unnecessary anchors.
** 70.318-72.718: This is brutally spiky and needs significant nerfs. The polys in the first half don't even exist; both the drums and the melody are playing 16ths. The 12ths after that are still dumpy, but probably fine, though the 24ths don't make much sense. I'd suggest removing the 24ths you have there and possibly adding one at 72.368 since that one has musical justification. I'd also replace the jumps in the second half with anchored singles on column 1; this isn't anywhere near the climax of the song and the chart should reflect that.
- 73.768: Hand to cymbal here is too much. I understand why you'd use it, but there's nothing else here and it just gets immediately drowned out by much louder guitar which only gets singles.
--> On that note, I feel like the central melody in this whole section (starting from 73.918) doesn't get the attention it deserves. It's, well, central, yet neither the PR nor the layering are built around it, and it's very difficult to tell when you're following it and when you're following percussion (e.g. 83.968).
- 77.218: Missing guitar note.
- 80.443: Different instrument from the next note. Shouldn't be a minijack here, let alone one that ends in a one-handed jump.
** 81.118: Waaaay too much for the sound.
- 83.368: If 78.568 is a jump, this should be too.
- 87.868: Having this on column 1 is needlessly awkward with the minijack, suggest [23].
- 94.018, 96.418: Higher than 93.418, suggest [234].
- 97.918-100.318, 169.918-173.518: These jumps feel very arbitrary. Why not use jumps only where there's a guitar note? There are some very loud snares which you could use hands for?
- 100.318-101.368: Also not clear what this trill is for. I'm assuming guitar since it misses so many details of the percussion, but then it's pretty offsync.
- 102.718-104.818: There's some PR stuff here which you can't capture with quads, suggest reducing hands to jumps (which makes sense because you do this at 103.918) and quads to hands.
- 108.718: PR on these jumps feels arbitrary, and the anchors seem like they're there just to be there. Here's an example that follows PR much more closely: https://i.imgur.com/fASg9MO.png
- 112.918 section: The chart stresses this melody as hands pretty hard. May want to reduce hands without it, like 114.118, to jumps.
- 113.368: This jack is a greater PR violation than it would be to use another [234] hand or use a 3[124]3 pattern instead. Similar notes throughout, e.g. 115.168, 115.768.
- 120.688: Softer melody note & no percussion, hand is excessive here. Single works, jump should be fine too.
- 130.318, 194.818: I have no clue what these 16ths go to
- 140.368: What are the 16ths in here for?
- 150.268: This was a jump before. If you're layering this trill in additively, 150.568 was also a jump before, so this is inconsistent.
- 155.968: This is the one time in this section where the anchor continues into the jump where it switches columns. Suggest making 156.418 a [34] jump to fix this and improve PR.
- 163.018-169.618: Using hands for every cymbal here severely obscures what's going on with the guitar melody, but the guitar melody is the focus of the section.
- 173.518: Reversed emphasis: The first half of these 16ths are a much more intense sound, but the second half is harder because you follow 173.968 as a hand when it could easily be a jump or even a single.
** 199.318: This speedup is wildly overdone.
- 202.618: This tone is so soft and indistinct I find it hard to justify anything more than a single.
- This chart's fatal flaw is that it places emphasis on the wrong things. The main melody is consistently understated, with jumps and sometimes hands going to things that are significantly less prominent, muddying PR and forcing anchors that don't make sense. Has a few parts (which I've marked with **) which are very overdone and need heavy nerfs. [5/10]