The Official FFR Picture Dictionary
Hello and welcome to the Official FFR Picture Dictionary! In this thread, there will be several examples of the different terminology used in this game. All examples will include either a picture or a gif file to help you fully understand them.
NOTE: If at any time you run into a term you don't understand early in the post, it will probably be explained later in the post, so feel free to CTRL F it quickly and return to your previous spot once you understand the concept. A quick reference: I will be using the number 1 in place of the left arrow, 2 in place of the down arrow, 3 in place of the up arrow, and 4 in place of the right arrow. So that's Left: 1 Down: 2 Up: 3 Right: 4 I will also be using some terms in regards to the different playing styles with respect to some of the different patterns mentioned later on. Here is a quick reference on the different styles of play: One hand 3-fingers: This style is generally adopted by new players and involves using your index, middle, and ring finger on the arrow keys. Advantages: Allows new players to get a feel for the game. Disadvantages: I find it rather difficult to hit speedy sections accurately using this method. It's also difficult to gain muscle memory seeing that certain keys might be hit with one finger some of the time and a different finger other times. One hand 2-fingers: This is a very rare play style, but some people use it to simulate your two feet dancing on a dance pad. This style involves using your index and middle finger on the arrow keys. Advantages: Gives you a challenge while still trying to maintain the challenges of playing with your 2 feet. Disadvantages: This style can be extremely tricky when attempting some patterns. Only using 2 fingers (especially on 1 hand) translates to not having very much speed, and it's also extremely difficult to hit hands and quads with this style. Please keep in mind this is a keyboard game and most of the songs are not meant to be played on a dance pad. Index: This is one of the more common play styles where you use your two index fingers on the arrow keys (or another key setup similar to the arrow keys). Advantages: It gives you the "2 feet" feel as well as allowing you to have speed. Fast streams and tricky patterns usually aren't a problem. Trills and running men are very easy. Disadvantages: The clutter effect: Your hands get in the way of each other trying to operate in such a limited space. Only having 2 fingers on the keys at any time provides some trouble with jumpstream and fast jump patterns as well as hands and quads. (all terminology you don't understand probably has an explanation later in this post.) One hand 4-fingers: The placement of your hand with this style is quite tricky. Your thumb goes on the down arrow, index on 4 of the num pad, middle on 8, ring on 6. Advantages: Allows for greater speed and muscle memory than the other 1-handed play styles. Considerable speed can be gained through practice. Disadvantages: It's a very awkward to learn. Thumb/ring finger dexterity is less than that of your index and middle fingers, proving to be troublesome when attempting fast patterns. Spread: This is one of, if not THE most common playing styles in FFR and StepMania. The index and middle fingers on both hands are used in this 4-finger style of play. All the arrow keys are usually assigned to different keys on the keyboard with the settings menu. Left middle finger goes with the left arrow, Left index finger goes with the down arrow, Right index goes with the up arrow, Right middle goes with the right arrow. Advantages: This style provides opportunity for high speed play. Jumpstream, bursts, hands, and quads aren't a problem. Allows you to get better faster because muscle memory develops fairly quickly. Disadvantages: Learning some patterns initially can prove to be quite challenging. Split: This is similar to spread, except you use 3 fingers on one hand and 1 finger on the other. A big disadvantage is when a song becomes particularly dense in the hand where you are using the 3 fingers. Up-down trills become extremely tiresome, and the one-handed trill (an allusion to the spread play style where there is a trill on either up right or down left, thus making it a one handed trill) on your dominant hand is difficult to master. Loss of speed. Advantages include: ease of playing rolls, and big improvement in overall accuracy. -All terms that you don't understand so far will probably be explained later in this post.- Lets first start out with some of the possible outcomes you can get after playing a song: Full Combo (FC): A full combo is when you complete a song with 0 misses, thus hitting every arrow in the chart with a Perfect, Good, or Average result. It is still a full combo no matter how many boos you accumulate. Single Digit Good (SDG): It is considered a Single Digit Good, or SDG as it's usually referred to when the total amount of goods is less than 10, but greater than 1. (why it's not called a SDG with 0 or 1 goods will be covered next.) Although it's not limited to having a "clean score" (averages, misses, and boos totalling 0), it's generally only called a true SDG when the only flaws you've made were getting those goods. Blackflag (BF): The unfortunate anomaly of a blackflag is when you get a result of 1 good clean. (1-0-0-0) Nobody knows why it's so hard to avoid these, but people have joked that in order to get a AAA (see next section), you have to get a blackflag first. There are also variations on the blackflag for scores where you might get (0-1-0-0 [avflag]), (0-0-1-0 [missflag]), or (0-0-0-1 [booflag]). Omniflag / Rainbowflag: This is a special case, and a rare occasion where you get 1 good, 1 average, 1 miss, and 1 boo exactly, hence why it is called an omniflag. AAA: A AAA (triple A) is achieved when you hit every arrow in a chart with a 'perfect' result. You will also receive rank 1 on that song, match the FFR Best and in theory, will never have to play that song again. (although you probably will anyway) Sightread AAA: AAA a song on the first time you've ever played it. ---------------------------------------------------------- Different types of notes: 4th note: A 4th note is represented by a red arrow. These are the most common in the game since they represent whole beats. (They're the numbers in 1 & 2 & 3 & 4 &) 8th note: (2x faster than 4th notes) 8th notes are represented by blue arrows and are almost as equally as common as 4th notes. They represent the off beat as I like to call it. (They're the &s in 1 & 2 & 3 & 4 &) 12th note: (1.5x faster than 8th notes) 12th notes are represented by purple arrows. These types of notes are commonly used in polyrhythms (see next section) and are used to create 12 beats instead of 8 in one measure (4/4 time signature) 16th note: (2x faster than 8th notes) 16th notes are represented by yellow arrows and are very commonly used in streams and jumpstreams (see next section). They act as the off beat for 8th notes. (They're the e, a in 1 e & a 2 e & a 3 e & a 4 e & a) 24th note: (2x faster than 12th notes) 24th notes are represented by pink arrows. They provide the same function as 12th arrows, just two times faster. (24 beats per measure in 4/4 time signature) 32nd note: (2x faster than 16th notes) 32nd notes are represented by red-orange arrows. These aren't very common and can make for some very nasty patterns in the game. (They're the .s in 1.e.&.a.2.e.&.a.3.e.&.a.4.e.&.a.) 48th note: (2x faster than 24th notes) 48th notes are represented by turquoise arrows. The main application of these are being grace notes (see next section). If not used as a grace note, 48th notes can be very fast. (48 beats per measure in 4/4 time signature.) 64th note: (2x faster than 32nd notes) 64th notes are represented by green arrows. These are mainly used as grace notes as well, but if not used as a grace note, 64th notes can be brutally fast.(They're the 's in 1'.'e'.'&'.'a'.'2'.'e'.'&'.'a'.'3'.'e'.'&'.'a'.'4'.'e'.'&'.'a'.') 192nd note: (4x faster than 48th notes) 192nd notes are represented by white arrows. These are never used as a stream component (there will not be a 192nd stream). The primary purpose of 192nd notes are for voice-stepping and grace notes. Some step artists use 192nd notes as a technique to make their stepfile look more colorful (like the song Counting Snow), but for the most part they're the same thing as the note they're closest to. ---------------------------------------------------------- This next section will contain some of the patterns you might encounter during a song on FFR. The key to mastering these patterns is practicing them often and challenging yourself by striving to perfect them. Jumps: A jump is when two arrows need to be hit simultaneously. It's a term coined in DDR because in order to hit a jump, one would be required to physically jump in order to hit it. Jumpglut: A jumpglut is a term used to denote several jumps in rapid succession over a period of time. Jump Chains: Jump chains are when there are jumps on every 4th note connected by a single 8th arrow between each jump. The connecting 8th arrow must be the common arrow between the two jumps. (For instance if there were two jumps at [14] and [13] the connecting 8th arrow would have to be a 1. Hands: Hands are jumps with 3 notes. They're called hands because if you were attempting one on a dance pad, you would need to use both feet as well as a hand to hit it. Quads: Quads are jumps with 4 notes. Grace Notes: Grace notes occur as notes of short duration before the sounding of the relatively longer-lasting note which immediately follows them. Grace notes are generally a 32nd or higher note paired with a 24th or under note. (shown above) During gameplay, these can usually be hit as a jump because of the close proximity of the notes. Trills: Trills are pretty tricky to master if you play with 4 fingers (spread), but are generally pretty easy with index (index fingers only). A trill is any pattern where you're alternating between the same 2 arrows. ( 1 4 1 4 1 4 1 4 1 4 1 4) Jump Trills: Trills except instead of 2 alternating single arrows, there's 2 alternating jumps. Jackhammers (Jacks): Jackhammers (or as commonly referred to, jacks) are when you have to hit the same arrow repeatedly for 3 or more arrows. There are definitely jacks with more than 3, but if there's only 2 in a row, it's considered a mini jack. Mini Jacks: Mini jacks are just jacks that only consist of 2 of the same arrow in a row. These are more common than full-blown jacks and might be found in streams or jumpstreams. (shown next) Stream: A stream is a continuous string of single notes. In the example above, it's a string of 16th notes, but there are also streams with 24th and even 32nd notes. Any string of slower than 8 key taps per second isn't considered a stream. Jumpstream: Jumpstream is one of the most difficult patterns to master, especially for index players. A jumpstream is a stream with 'jumps' within it that usually occur on drum beats or any other emphasized beat. Jumpstream is usually only found in songs difficulty 50 and above. Handstream: A Jumpstream with hands instead of jumps. Triplets: Triplets are a general term of any pattern that consists of *pause* 3 single notes *pause*. Like stream and jumpstream, this is usually only associated with 16th notes and up. Gallops: Gallops are similar to triplets, but they only have 2 single notes instead of 3. (*pause* 2 single notes *pause*). Only applies to 16th notes and up. Running Men: This difficult to master pattern is a variation on stream, where there's 1 recurring arrow (also known as anchor) that you need to keep hitting every other note. The other notes are alternating between 2 or 3 notes, if it's only alternating with 1 other note, it's considered a trill. The best way to explain this pattern is through the gif above. Crossovers: Crossovers are a variation on running men. In crossovers, the anchor is on either the down or up arrow and follows the pattern in the gif above. It's called a crossover because if you were attempting this on a dance pad, you would need to cross one foot over the other to hit it correctly. (Try it.) Rolls: Alternate: Another variation on stream, rolls consist of either a (4 3 2 1 4 3 2 1) pattern or a (1 2 3 4 1 2 3 4) pattern. Rolls are generally used in a song when the music is going from a low pitch to a high pitch or vice-versa. Staircases: Staircases are a pattern that create kind of an ascending/descending feel by going left to right to left to right on the arrow keys (1 2 3 4 3 2 1 2 3 4 3 2 1). They are similar to rolls, but they change direction at every right or left arrow instead of starting the pattern over again. Bursts: Bursts are a very tricky pattern. They consist a very rapid succession of notes and are used with fast drum/synth beats. Polyrhythms: Alternate: Two rhythms simultaneously sounding, resulting in a confusing pattern known as a polyrhythm. 8ths/12ths, 12ths/16ths, 16ths/24ths combinations are common for polyrhythms. WALL OF DEATH Kids, don't try this at home. Wall: A cluster**** of arrows. Note: Keep in mind that patterns sometimes fit the criteria of more than one basic pattern (example: jumptrill = trill of jumps) and who knows what kind of crazy names people will come up with. ---------------------------------------------------------- Pattern Demonstration video: Now that you know most of the common terminology here on FFR, there's nothing stopping you from becoming a true FFR master! Practicing these common patterns should accelerate your skill development very quickly and you'll be on the leaderboards in no time! Here is a useful tool to practice some of the above listed patterns : http://mzrg.com/stepmania/stream%20s...ster%20v2.html ^credit to qqwref for coding this applet. Good luck, and don't forget to have fun! |
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Lookin good :)
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You should add Jumptrills in this. Otherwise, great :)
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nice rushy
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Very good, love the graphics made, makes it very easy to understand the terms.
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Awesome thread.
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I love the wall of death! :D
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Hey, Rushy, why don't you refer to longer bursts, like the 48ths one at Hardkore Atomic, as "walls", to avoid misunderstandings? Just sayin'
Edit: I don't know, seems like only that specific section can be referred as wall. |
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Déjà vu. Nonetheless, epic thread. 5/5
Does anyone know if there's a term for when there's a constant flow of jumps? Like in "World of Dreams"? It's not a jump chain because they're not connected by single notes. |
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The section at 350 is a roll, the sections near 750 are definitely bursts. Everything else is jackdump. Walls are usually reserved for high BPM 64th junk. |
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Edit: Anyway, great thread you did. Will be a great help for beginners to understand some "playing slang" and get used to some patterns/playing styles. |
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Sticky worthy? I think so.
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It's already a sticky, honeymelon.
@Shikari: Rolls: Wall: |
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Great guide! It helped me understand what i was playing a lot better.
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Yea rolls go left to right or right to left (fingers roll in order) while a wall is just a cluster**** of arrows.
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Love the guide. By the way, I've always wondered, what is cb?
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Epic guide
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Wow, much better than the older one
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On FFR, the only combo breaking judgment you have is a miss. |
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Ahhh I see, thanks for clearing that up 8)
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What about sandwiches?
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sandwich = jumpstream for what it's worth.
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Nice guide rush! Polyrhythms is the trickiest pattern in my opinion. They looked like the ones on death piano.
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How did I miss this thread. Those gifs are really cool looking. Very nice guide.
There is the pattern that goes 1 3 2 4 1 3 2 4 I don't think there is a name for the pattern but you should add it and make up a name. They kind of remind me of bleachers where you have the part you sit on and then where your feet go. |
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You should add in what FGOs and stuff are.
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Difficulty names go in the FFR R1 Actual Difficulties thread, not this one.
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That pattern has a name I just can't recall it right now |
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What about spin patterns such as 12431243, 34213421, etc.? They're typically index-unfriendly stuff. Can also be seen in 32nds as well (e.g. Kidney Stone, Perfect Cherry Storm). In DDR, you'd almost always have to doublestep this type of pattern.
random sidenote: I used to mix up some terminology because I used some of them in different scenarios...when I played IIDX, what FFR calls "trills" I would always refer to as rolls, because they were typically "drumrolls" in the song. And I used to always refer to "triplets" as 12th notes or 24th notes, not a three-arrow pattern, because that's the sort of terminology used in music. |
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Added Omniflag to OP.
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I always prefered calling it a rainbow flag
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A rather interesting and helpful guide. I wouldn't have expected to have moves like "The wall of death" haha. Looks challenging :D
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oh yeah... |
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Great guide, I think you should've made the gif's with the Combo and Accuracy masks turned on.
Also, Dossar plays Chik Habit. I F@#$ING love that song! Where is it at, I can't find it on the song list. :( |
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Stewie, my engine is old and doesn't have PA/combo masking. I made a file specifically for this thread and threw it in my engine, otherwise I would have.
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You forgot another playing style and it was one that I knew many players used back in the day. There isnt really a name for it but this is what it is.
Index on left hand, and index + middle finger on right hand. Left hand index finger covers the up, down, and left keys. Right hand index finger covers the up and down keys. Right hand middle finger covers the right key. Helpful for both streams and jumpstreams and helps with speed. |
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I've never heard of that one o.O. It seems a little redundant having 3 fingers covering 6 keys.
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you forgot 2-hand 3-finger, which is a variant of index that a lot of people used to use but it isn't that common anymore
what you have labeled as "triplets" should be "triples". triplets are a musical term indicating 3 notes where the note denomination would usually have two (an eighth note triplet (or 12th in music game terms) has 3 notes per beat where there would be two eighth notes in that same beat). triples are the term for the xxx.xxx.xxx.xxx.etc pattern gallops can also be x..xx..xx..xx and not just x.xx.xx.xx you might also add in that hands also includes quads (because to hit a quad without cheating them on pad, you have to use two hands) you could also include mini-staircases (123212321etc) as a running man variant rolls don't have to be 1234 or 4321, they can be any pattern of all four arrows (1324, 1423, etc) you could include spins (1243 or 3421), a roll variant (though they're more important for pad/index than anything) for the stream section, you could include that "stream" usually indicates a string of 16th notes, but there's 4th stream, 8th stream, 12th stream, etc. to indicate any long set of notes with a single note denomination. in general I disagree with all of the places that say it only applies for a certain denomination and up, because those terms can be useful to describe patterns at any speed |
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scottish was probably the most notable 3 finger player back in the day
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I thought he split?
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he played 3 finger and then switched to spread
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I had my own little style that's kind of weird. I guess it would be considered split? Can someone verify? Lol.
I used my left index on the left arrow. Then I used my right index on down, right ring on the right arrow, and the right middle finger on the up arrow. Anyways, I was able to nearly FC FMOs before I switched to spread this way, but I think I was beginning to cap my potential skill level with that style. :/ I do a lot better with spread now. :) EDIT: Thanks. I think I'm like the worst person at jump streams. My rank on EHHS is soooo horrible compared to my other rank on songs. If it's so difficult to master, why does it seem like I'm the only person who hasn't mastered it? Lol. |
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I used to use four fingers on the arrow keys with this configuration:
left: left middle finger down:left index finger up: right middle finger right: right ring finger What would that be considered? I never really was sure before. |
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4 fingered is any 2/2 fingers on the arrow keys.
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The other day I experimented with AutoHotkey and played this very interesting, yet kind of difficult, style.
Left-Middle -- 'E' -- Left arrow Left-Index -- 'F' -- Down arrow Right-Index -- 'Left click' -- Up arrow Right-Middle -- 'Right click' -- Right arrow It was actually quite challenging. |
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A lot of people use a setup like qs pl, more comfortable for speed apparently. I've never tried it, stuck in a rut. :P
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I know that no one plays the spread I play XD. I use:
Left arrowkey, down arrow key, 5 num key, and 6 numkey. And I tilt the keyboard to my comfortability :). I usually have the keyboard tilted like this: \ only the left side is a little lower than that. |
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That's not that weird. I used left/down/8/6 for a long time.
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nice guide ^^
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Great guide! Brilliant choice of using GIFS so much clearer than pictures.
Great work :D |
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I just use the regular old "askl". Works fine.
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ac and and arrow up and right
running man and wall is the best |
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damn son you dun good rusheh
looks like we're more modern, now that you used gifs for the first time! :D |
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Thanks, I was shooting for modern. ;)
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I like how on the tight rolls gif you miss everything, shows how fun those are :)
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Jumpjacks?
But nice thread, good explanations. :3 |
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I disagree on this use of Jumptrills. Jumstream isn't a stream consisting completely of jumps, that would just be (timing here)-jumps, like sixteenth jumps, it's stream with jumps within it. Therefore to me, jumptrills are trills with jumps within the trill.
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Jumptrills are most definitely trills between 2 jumps.
Jumpstream is most definitely stream with jumps in it. Not even up for discussion. |
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Wall: Cluster**** of arrows. XD Epic
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There's no actual name for a stream of jumps like in Piano Etude (Gymnastics) or a trill with jumps in it like in K8107.
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How about jumpcluster as a name? or Clusterjump..
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I've been calling them jumpgluts
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Gonna have to disagree with the triplets one. Only because the rhythm for a triplet is completely different rhythm than the one posted. The rhythm you put is
1e&, 2e&. (if you know music) Triplets are 3 notes stretched over a beat (or 2 depending on note lengths etc.) in 3's. So I think the correct name would be Triple. edit: you also forgot chains. |
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I haven't seen this since before you updated it. Nice overhaul, looks a lot more organized, however, you might want to rerecord all the gifs with max combo and accuracy off =P
nj Rushy. |
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A long while back I picked up a technique, I believe from Shashakiro, that involved screen shrinking with my browser, but I definitely want to say he had a more specific name for it. I basically shrink my browser window down, line it up with the game itself on either side, and cut the screen in half horizontally. I began to play a lot better for it than I did normally.
Anyone know what he called that? |
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Edit: I looked up arpeggio in wikipedia to make sure I was using the correct term, and I found this bit at the end. It's pretty interesting. Kommisar? Quote:
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But I see your point now. |
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While these terms might not be musically correct, they are the common names of the patterns when it comes to FFR/SM terminology.
@Poptart: I can't rerecord with combo and masking off because my engine doesn't have that option. @cedo: Chains are the first pattern. @Vampeel: Screencutting. |
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It makes more sense in FFR for "triplet" to mean a xxx.xxx.xxx. 16th pattern, compared to a solid 12th pattern. because that latter one would just be described as "12th notes" or "12ths" and so we don't need another name for it.
I think "jumpglut" is a great name for a group of jumps which intersect (i.e. form jacks) at some points. So this would describe certain hard parts in Across Rooftops, Black Key Etude, Death Piano, and Piano Etude (Gymnastics). I suggest adding "grace note" (any better names?) for a note with a differently colored note very close to it, such as a 4th with a 48th immediately after. It's similar to a gallop, but so fast that you wouldn't want to hit the notes separately. |
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Yeah, I'd think grace note is a good descriptor, as it is for music in general.
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