This song is deceptively tricky to play, nevermind AAAing. Although it starts off as a fairly tame file with familiar 16ths and jumps (and very little 32nds and no 12ths/24ths), it eventually leads to patterns that are not easy to play. It's the patterns that make this file rather difficult.
In regards to PA:
- the song features a lot of repetitive patterns that are prone to splitting goods; even simple gallops like 12 12 12 12 can do this since the song features a lot of these
- jump patterns that split goods: [14][23][14][23][14] coming from a one-handed trill 2/3rds through the song for instance; or even transitions to [13][24] jumps can result in split goods
- 32nds in transitioning from one trill to another is awkward enough to cause mindblock hurdles
- the lengths of trills in general is another example of repetition that can cause you to lose accuracy over extended periods of time
- finally, the jumps embedded within long trills are perhaps the best example of a pattern that'll screw you up; PAing them requires you to transition to those jumps perfectly while maintaining the trills surrounding them
In regards to comboing:
- the last point as mentioned above; patterns like 32323232[13][24][13][24]32323232 are not only prone to split goods, but it's not uncommon to lose combo in those spots as well
- it's easy to trip up when unexpected minijacks disrupt the continuity of a trill
So yeah, I think the song is challenging to PA but there are also areas that can break your combo if you're not careful. (on a side note, out of the four songs for SOTW, this one took the longest for me to nab)
I don't mind the difficulty going either way, but I'm leaning towards an 11. Thoughts?
In regards to PA:
- the song features a lot of repetitive patterns that are prone to splitting goods; even simple gallops like 12 12 12 12 can do this since the song features a lot of these
- jump patterns that split goods: [14][23][14][23][14] coming from a one-handed trill 2/3rds through the song for instance; or even transitions to [13][24] jumps can result in split goods
- 32nds in transitioning from one trill to another is awkward enough to cause mindblock hurdles
- the lengths of trills in general is another example of repetition that can cause you to lose accuracy over extended periods of time
- finally, the jumps embedded within long trills are perhaps the best example of a pattern that'll screw you up; PAing them requires you to transition to those jumps perfectly while maintaining the trills surrounding them
In regards to comboing:
- the last point as mentioned above; patterns like 32323232[13][24][13][24]32323232 are not only prone to split goods, but it's not uncommon to lose combo in those spots as well
- it's easy to trip up when unexpected minijacks disrupt the continuity of a trill
So yeah, I think the song is challenging to PA but there are also areas that can break your combo if you're not careful. (on a side note, out of the four songs for SOTW, this one took the longest for me to nab)
I don't mind the difficulty going either way, but I'm leaning towards an 11. Thoughts?






















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