Hello (BPM) 2022 :: FFR Batch Submission
gold stinger - Hello (BPM) 2022 - Camellia [2.25 / 10]
15th Official Tournament (More Than 70 Difficulty)
PublicTokenPurchasedSecretEvents
Rejected
CTCD Camellia perms
This is a file

It's very hard

Simfile Folder Name

Hello (BPM) 2022 (gold stinger)

Note Count

3333

Chart Length

2:24

Average NPS

23.9727

Estimated Difficulty

120.16

First Note

0:05

Ending Note Delay

0:01

Hand Bias

x 1

Framers

0 - 0 1 - 18 2 - 261 3 - 864 4 - 826

Jumps

x 650

Hands

x 149

Quads

x 33

Color Jumps

x 153

Color Hands

x 4

Color Quads

x 0

Most notes in:

1/3 of a Second
17 - 51.00 nps 0.5 Seconds
24 - 48.00 nps 1 Second
46 - 46.00 nps 2 Seconds
87 - 43.50 nps 5 Seconds
188 - 37.60 nps 10 Seconds
321 - 32.10 nps 30 Seconds
877 - 29.23 nps 1 Minute
1611 - 26.85 nps

Color Count

x 1007 (30.21%)
x 761 (22.83%)
x 209 (6.27%)
x 696 (20.88%)
x 161 (4.83%)
x 370 (11.1%)
x 75 (2.25%)
x 26 (0.78%)
x 28 (0.84%)

Largest Note Gaps

0.67s0.53s0.5s0.47s0.37s0.37s0.37s0.37s
42
34
25
17
8

I made it harder (but also easier, apparently??)

A new chart file was uploaded with the following changes:
----------
Note Count changed: 3252 => 3333
AVG NPS changed: 23.39007 => 23.97267
Hand Bias changed: 4 => 1

Hello (BPM) 2022 (gold stinger) [3.5/10]
In general, I don't think that it's productive for me to point out layering errors in the chart because most of my reservations with the chart are primarily structural rather than miniscule errors. As a result, I'll give more section-based critiques rather than specific timestamps.

30.916 to 41.361 - In general, it's much more efficient to jumptrill/handjack most of this than to hit it as is -- the one-handed gallops inherent in the triplet rolls are very difficult, and most streams at this speed don't have one-handed gallops like this. I think most players at this level tend to be more frustrated by jumptrilly patterns like this (this is a much harder version of something like Cutthroat/Star of the Come On) than not, and while I can tell that there is some attempt of musically justifying the triplet rolls by doing pattern changes based on the synth, I think the underlying idea is still more aggravating to play than not. It doesn't help that the jumptrills are about ~330bpm jumptrills or 160+ bpm handjacks. There's also a transition into a split jumptrill at 40.174, and players have to do a de facto 1.2s split jumptrill up to 41.361 as well, so the transition from a very complicated jumptrill pattern to split jumptrill (or quadjack?) can be really frustrating.

The 16th dense jumpstreams (well, split jumptrills really) with minijacks are a bit much but ultimately fine. I'm not fond of the bursts in-between the jumpstreams personally, but I think they're fair enough for this difficulty. I don't think the minijacks make much musical sense though -- they felt quite random while playing through it (albeit on 0.8-0.85). The gluts are also fine (they're actually much easier than the dense jumpstreams), though the 24th cyan bursts felt a bit iffy personally, though those are minor issues.

1:44.981 to 1:59.224 - This section is actually much harder than 30.914-41.361. Shorter 500bpm streams have been within the realm of possibility for a while, but the patterns for those streams are much more lenient (much more split rolly, so the patterns are closer to split jumptrills than the current patterns here). The patterns here alternate between triplet rolls, split rolls, and 4321324321 patterns that are actually extremely difficult at this speed. This is also sandwiched between faster 64th bursts (not faster per se, but the recolouring creates a bit of a spike because of the slightly smaller gaps like in 1:48.527 to 1:48.542) that are entirely rolly -- so players have to transition between patterns nonstop, often times transitioning into very strenuous ones. 1:54.462 is by far the most egregious subsection here, given the heavy middle column bias.

The patterns in 2:02.073 to 2:03.972 are also really strenuous because the minijacks alternate between two columns or have some patterns that have minijacks that switch but are on the same hand.

2:18.097 to 2:21.895 is also practically impossible to hit because the patterns here are not cheatable and often clock at about ~750bpm 16ths.

I ultimately understand that FFR has a general shortage of content for the very best of players. While top players often just want a challenge rather than a chart that follows the song even loosely, they want a challenge that is fair and conventional. A lot of the reservations that the very best players who have touched FFR had is that the charts are often too gimmicky or too spiky. Fireball is an extremely gimmicky chart that heavily relies on split jumptrilling and fast jumptrilling for difficulty, Bolt Thrower is quite spiky and is extremely hard in a few areas, CCC's main difficulty is concentrated in the first 25-30 seconds, LWVIIX is quite unergonomic and ham-fisted throughout, and so on.

I don't think this chart is particularly fair nor has conventional difficulty. The first 32nd stream isn't really conventional difficulty by any means, and the last 40 seconds of the chart is what determines a player's score in this. And even if there are players who are insane enough to do the second 32nd stream, I think they'd be completely blasted by the last 4 seconds of the chart and never want to play this again because it's vibro and unhittable by other means. Even with the last 4 seconds nerfed, I still think that the 32nd streams need really big changes to make them more approachable, and there are also other sections that can be cleaned up to be smoother as well. I don't think endgame players would enjoy a chart for this at this difficulty with this current structure, and I don't know of a way of making a chart for this at that difficulty that would be approachable either.

Hello (BPM) 2022
----------------
- Permissions, sync, metadata good.

- 30.916-37.562: This is just not fun. On top of 505bpm stream being kind of absurd to begin with, this is basically just jumpjacking on one hand while hitting occasional singles or jumps on the other. At 38.512, the patterning switches so the anchored columns are split-handed, but it's still essentially just a test of hitting 3/32nd jacks with occasional jumps on the same hand.
- 40.411: 24ths come in for no apparent reason.
- 46.108-48.967: I don't understand your jump usage here. Why 46.286, 46.524, 46.880, etc? Especially, why force a minijack with the 46.880 one? This could be much more interesting with a modicum of restraint, which is a pretty common theme throughout the file.
- 50.500: Same as last comment about the minijacks but worse.
- 54.002: I'd also like to point out how absolutely godawful this patterning is on the left hand.
- 65.099: Was justifiable before, but from here on I can't hear anything distinguishing hands and quads.
- 68.898: Not part of previous anchor.
- 89.135: Given the rest of this file, it's funny you have a missing note here.
- 114.476: God only knows what's happening on the middle columns here.
- 138.096: As if it hadn't already, the chart flies completely off the rails here--this is a ginormous 42nps wall of controlled vibro. I don't understand why there are 48ths and they basically ensure this is unplayable.

- Just because you can doesn't mean you should. [1/10]