GIGAHERTZ :: FFR Batch Submission
gold stinger - GIGAHERTZ - Snack_X [6 / 10]
100+ Difficulty Batch
PublicTokenPurchasedSecretEvents
Rejected
Submitted with fixes based on initial rejection notes at http://www.flashflashrevolution.com/vbz/showpost.php?p=4730974&postcount=19.

Permissions derived through K-BMS, which functions identical to BMSofFighters, with their audio being Open Source. Song was submitted through the PABAT 2016 Event in K-BMS. BMS page: https://k-bms.com/party_pabat/party2016.jsp?board_num=16&num=1&order=reg&odtype=a

Submitted with fixes to transition and conversion in mind. Also, submitting on the basis that this file will be more playable after frame fixes vs when that was not an option when it was originally submitted.

Simfile Folder Name

GIGAHERTZ (gold stinger)

Note Count

2259

Chart Length

1:43

Average NPS

22.6428

Estimated Difficulty

118.13

First Note

0:03

Ending Note Delay

0:01

Hand Bias

x 7

Framers

0 - 0 1 - 0 2 - 39 3 - 839 4 - 501

Jumps

x 477

Hands

x 59

Quads

x 0

Color Jumps

x 65

Color Hands

x 10

Color Quads

x 0

Most notes in:

1/3 of a Second
14 - 42.00 nps 0.5 Seconds
20 - 40.00 nps 1 Second
38 - 38.00 nps 2 Seconds
67 - 33.50 nps 5 Seconds
160 - 32.00 nps 10 Seconds
305 - 30.50 nps 30 Seconds
868 - 28.93 nps 1 Minute
1351 - 22.52 nps

Color Count

x 734 (32.49%)
x 651 (28.82%)
x 95 (4.21%)
x 493 (21.82%)
x 87 (3.85%)
x 196 (8.68%)
x 0 (0%)
x 1 (0.04%)
x 2 (0.09%)

Largest Note Gaps

2.03s1.53s0.43s0.37s0.33s0.33s0.33s0.3s
37
30
22
15
7

TC_Halogen - 6/10
- offset looks good
- 14.235: pretty harsh to use a split burst like this; you’re basically having players do a near 278 BPM split jumptrill on top of it not being to something that’s comparatively abrasive to the song
- try your best to be cognizant of pattern tightness/distribution; 8th note anchoring with jumpstreams at this speed is absolutely brutal
- 27.736: this roll starting on a jump and coming out of a stream that is 416.625 BPM 16ths equivalent is an absolute nightmare; removing the jump is sensible given that it’s the only location where the cymbal crash isn’t full and also plays 8th notes - works for multiple reasons
- 30.113/etc: having a jump at the start and finish of a burst like this substantially increases the pattern tension, you should probably remove either the start or ending jump to make things a bit more tame
- 30.545: missing 24th stream here
- 35.189: cut the burst short; turns into 16ths here
- 38.537: same kinda deal here, having the jump attached makes this transition a nightmare
- 1:08.456: i’m not entirely a fan of the sudden following of the synth in the background here; i’m definitely cognizant of the polyrhythm aversion here given the kicks fall on 12ths, but to the same token, it only lasts two beats? it feels better to just omit them and continue to accent the cymbal crashes due to the amplification that happens at 1:09.212
- 1:12.453 to end: again, be cognizant of your patterns and try to prevent anchoring whenever possible -- it’s a bit more unavoidable certainly as the layering starts to spike up, but when it’s only jumpstream, take care to avoid longer anchors (there are multiple instances of 4 and 5 note anchors in this)
- 1:21.310: this 24th burst goes a full beat, not just to the 8th note
- 1:25.630: again, remove this jump -- remember, you’re transitioning into this 32nd burst at 16ths equivalent of 416.625 BPM
- 1:34.595: what in the world
- structure is okay with a few kinks here or there, but the main issue comes down to the utilization of bursts and the overall control of density and transitions, which at a song of this difficulty and speed are quite important

Wiosna - 6/10
14.235 - split roll doesn't really make sense given how faint the buzz is
20.824 - the 8th anchor actually makes the stream a bit harder than it should be, considering that most of the jumpstream patterns are very very generous
22.660/etc. - having a jump here at the end of a 24th burst is a bit much, this applies to a lot of the chart
23.308 - dense js pattern should be one-hand trilly and not rolly
26.872 - actually not sure if this is actually cheatable lmao, i know that it's intentionally manipable but i'm struggling to find a way to cheat this out
30.113 - the [23] jump at the end makes for a really nasty transition, would suggest making this start on a single rather than a double so that you can avoid making a [23] jump
32.489 - burst ends on the 8th, not the 4th
38.537 - remove the double pls
1:09.212 to 1:10.455 - missing 16ths
1:20.770 to 1:21.148 - random 8th anchor here?
1:24.118 - ^
1:27.790 - these patterns are a bit too hard
1:29.518 - kinda mean to have the roll start on the same hand as a note right before it
1:34.595 - can't tell what these bursts are going to

I personally don't mind the handstreams much because I think there is good justification for it, and it's not too much of a difficulty spike. The chart structure is really basic (with really really generous patterning and simple layering), just really fast. I don't think that there's necessarily an issue with that, but there are still a couple of odd spikes here and there that I think should be nerfed, and for a structure this basic, I would like it to be as clean and fair as possible. As is this is more frustrating to play than not because of the spikes being so punishing if you mess them up.