desocialized vandalism soliloquy if :: FFR Batch Submission
XtraFestive - desocialized vandalism soliloquy if - katagiri [7.5 / 10]
Round-Table Special Batch
PublicEvents
Released
katagiri blanket perms
Minijack tech wow hard ~108-109

✔️ The stepauthor has acknowledged the judges notes.

Simfile Folder Name

desocialized vandalism soliloquy if (XtraFestive)

Note Count

2370

Chart Length

2:11

Average NPS

18.8895

Estimated Difficulty

104.06

First Note

0:06

Ending Note Delay

0:01

Hand Bias

x -2

Framers

0 - 0 1 - 15 2 - 62 3 - 349 4 - 248

Jumps

x 461

Hands

x 207

Quads

x 3

Color Jumps

x 18

Color Hands

x 1

Color Quads

x 0

Most notes in:

1/3 of a Second
12 - 36.00 nps 0.5 Seconds
17 - 34.00 nps 1 Second
30 - 30.00 nps 2 Seconds
50 - 25.00 nps 5 Seconds
114 - 22.80 nps 10 Seconds
216 - 21.60 nps 30 Seconds
622 - 20.73 nps 1 Minute
1179 - 19.65 nps

Color Count

x 946 (39.92%)
x 850 (35.86%)
x 72 (3.04%)
x 375 (15.82%)
x 54 (2.28%)
x 35 (1.48%)
x 11 (0.46%)
x 0 (0%)
x 27 (1.14%)

Largest Note Gaps

2.87s0.53s0.43s0.33s0.27s0.23s0.23s0.23s
35
28
21
14
7

Note that I'm allowing this for tourney use now, as it fits more there than a random release. Can't change how I marked it so I'm making sure it's marked here for when this gets judged.

Fixes Required

This is good. For the most part there's a good balance with the difficulty. However the ending is noticably a lot more difficult to execute than the rest. With how more dense the ending gets with all the bursts and minijacks mixed together (and the really awkward one hand triplet at 1:59.811) it quite kills the balance the file had before, I would like to see the bursts perhaps mitigated a bit.

desocialized vandalism soliloquy if (XtraFestive) [REJECT]

PERMS OK
SYNC OK

10.658-11.212: These 16ths abstractions are a bit odd; there's already a lot of subtle 16ths here and there so using 16ths for this too is blurry. This bit could easily be just 8ths.

12.762: Too spiky on the left, it's the only instance of that in the whole chart.

13.795: Some abstract flams like this are really hard to follow during gameplay.

16.304: Slightly rough patterning.

19.662: Weird PR given 19.441.

23.500: Again, 16ths feel off here.

24.386: What do these 24ths go to? Seems random. If anything, there are 16ths starting at 24.496.

26.046: Missing note.

27.762: So subtle relative to the 16ths right before it, pretty much a ghost note. See 28.094 too. Those are just vagues delays of the preceding note.

28.629: Sure there's a slight slide, but there's also one on 28.703 that gets removed due to the jump layering, so the first one feels off.

34.349: Ghost note.

38.279: If 38.500 isn't layered, this shouldn't be.

46.526: Assuming this 16ths abstraction goes to the high pitched sound here, it's justifiable but I'd suggest simply making this more of a pause (or much less busy) until 46.969 which drops really hard into the next section.

51.618: The 16ths here are quite unclear.

1:16.665: Why the 32nd here?

1:43.815: Super subtle, closer to ghost note.

1:49.682 & 1:49.793: Ghost notes.

1:55.937 & 1:56.158: Missing notes.

1:56.933-ending: From here to the end, the section is significantly more draining and technical however the song itself doesn't change much since the start of the section at 1:36.121. The layering is a bit much; there's a good enough amount of leeway to tone that section down without sacrificing too much consistency.

1:57.210: Ghost note.

2:03.852 & 2:04.073: Ghost notes; if they're going to the background synth that continues up to 2:04.793 they should continue or be fully omitted.

Pretty interesting stam/tech chart. There's a relatively high accumulation of small things that make this feel overcharted when really impactful sounds are layered with the same 16ths as super subtle percussions and even wubs. The song itself is quite chaotic so it's obviously expected that there's a lot going on in the chart too, but this just feels like a bit much/muddy right now, plus considering the ending which spikes a fair bit. With a better focus on the song's elements that pop the most, this would make for a really fun stamina test.

Fixes Required, this was really fun to play and I can feel the balance of how it plays through most of the meat of the file although I have to agree with Deamerai on the outro of the chart, as it's a very noticeable spike. You can afford to leverage the minijack patterns into something a bit easier because some of them gets muddled altogether with the bursts.

Still a solid chart, but that one section needs to be balanced a little bit more.

2 FR and 1 Reject
Setting this file as Fixes Required to adjust the outro of the chart that we've mentioned. Minor fixes on Op's notes would also be appreciated as well.

Fixed a lot of Oppie's notes as well as some other balance changes I noticed while scanning through again. Ending should be better balanced (still hard but layered more fairly) and various choke spots were cleaned up.

A new chart file was uploaded with the following changes:
----------
Note Count changed: 2404 => 2370
AVG NPS changed: 19.16047 => 18.88948

Discussed with Xtra in DMs, this looks good to me.

File is finalized (forgot to mark it whoops).