|
|
#221 |
|
D6 FFR Legacy Player
Join Date: Jan 2009
Age: 34
Posts: 4,342
|
|
|
|
|
|
|
#222 |
|
Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 31
Posts: 14,992
|
|
|
|
|
|
|
#223 |
|
Celestial Harbor
|
|
|
|
|
|
|
#224 |
|
>w<
Join Date: Sep 2007
Location: Location, Location
Age: 31
Posts: 2,585
|
I more or less support Toymaker's guide.
__________________
Goodbye and good riddance, military service (February 23, 2015 ~ February 22, 2017) Project Sekai 535 |
|
|
|
|
|
#225 |
|
Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 31
Posts: 14,992
|
Toymaker's guide is good if you're planning on mashing potatoes right after
|
|
|
|
|
|
#226 |
|
바보
Join Date: Aug 2008
Posts: 4,640
|
indeed
__________________
|
|
|
|
|
|
#227 |
|
Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 31
Posts: 14,992
|
Reluctantly Accepting Temporary Overexhaustion (Mirror)
I would like to note that RATO is my most played FFR file and I have invested a shitload of time into investigating it. My main problem is splitting syndrome since this file suffers from a severe case of it. Some of the pictures may also seem arbitrary (like some of the 32nd bursts) but give examples of how much of a difference pattern manipulation makes. If there's something you should notice about my guides, it's that I usually look for one handed trill patterns. |
|
|
|
|
|
#228 | |
|
Rhythm game specialist.
|
Quote:
I'm so much better at sub-dividing particular patterns to specific rhythms, rather than sub-dividing particular patterns to easier patterns. alskjflkajfaljd. Looks very detailed though. |
|
|
|
|
|
|
#229 |
|
x'); DROP TABLE FFR;--
Join Date: Nov 2010
Posts: 6,332
|
Wow the way Dossar breaks down patterns is almost identical to how I was doing it back when I used to play RATO (with some minor exceptions)
|
|
|
|
|
|
#230 |
|
Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 31
Posts: 14,992
|
Bumping this thread for any other requests. I'm also going to see if I can get hakulyte to allow me to upload isolations to his engine, but they'd have no music.
|
|
|
|
|
|
#231 |
|
Local Teenage Wastebasket
Join Date: Feb 2007
Location: My bed
Age: 28
Posts: 3,212
|
Tsugihagi Construction - Mainly the intro, 1st section after that, and the similar section towards the end (last fast part)
__________________
The above post has a 50% chance of being useless. Potentially. Maybe. BEST AAAs: WANDERLUST, Pandora, Necropotence, Mourning The Lost, Eradication, Feldschlacht Hey, we need some users on this site. Please join. And if you have not recommended any albums yet, do so. Please. I have a goal to reach. Here. NO WAIT THAT SHIT'S OLD GO HERE INSTEAD. |
|
|
|
|
|
#232 | |
|
Fractals!
|
Forsaken Neon:
This is the lowest difficulty song I know that has framers as a real obstacle to shaving off the last few goods, mainly due to this part: The 230bpm 16ths are fast enough that there can be the occasional 1-frame interval, and this is (probably) one of them, right before the 8th jack going into the burst and then the pause. I just had to become aware that this existed before changing up how I hit it, but once that was out of the way...yeah. (picture is on 2x)
__________________
Quote:
Last edited by igotrhythm; 06-11-2012 at 07:18 PM.. |
|
|
|
|
|
|
#233 |
|
stepmania archaeologist
Join Date: Aug 2005
Age: 36
Posts: 4,092
|
I can still do new ones like the other old ones I have; they don't take all that long (although I wouldn't want to do like 10 at a time).
__________________
Best AAA: Policy In The Sky [Oni] (81) Best SDG: PANTS (86) Best FC: Future Invasion (93) |
|
|
|
|
|
#234 |
|
Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 31
Posts: 14,992
|
Well what I had in mind was a "pattern example" file. Basically I'd take the part in a file as is, then break it down shortly after to see if my pattern suggestions of how to hit it will help. Of course these files would be in a different genre on the engine to not get mixed up with straight isolations in the first one. Problem is I'm not going to have music in these isolations, the point is to break down the patterns.
|
|
|
|
|
|
#235 |
|
The Vast White Note
|
So yeah. Not dossar-meets-Rave7 depth, but here are 24 nice, quick tips to improve your Flesvelka.
__________________
|
|
|
|
|
|
#236 |
|
Rhythm game specialist.
|
A little over a two week bump, but I figure that it's an alright contribution.
For those of you having trouble with the last wall of Tenimuhou, it might be beneficial for you to look at this. Reading it like this is an absolute disaster... ![]() ...so we'll take a look at it zoomed out a bit more. The numbers here are to indicate when the roll transitions from constant one frame intervals, to a mixture of zero to one frame intervals. This is where you pick up speed. ![]() It is also noteworthy to mention that (for the most part) the arrow spacing for the 48th walls are relatively consistent at one frame (with the occasional two-frame straggler), so if you can map in your head how fast your jumptrill should be for the 48th note walls, you should be able to guide your way through the last wall as long as you speed up slightly when the zero frame interval appears. I haven't AAA'd this yet, but I hadn't analyzed the file and I'm pretty certain I can AAA this when I get my hands on a decent keyboard again. |
|
|
|
|
|
#237 |
|
Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 31
Posts: 14,992
|
These placements are different from the official version, just fyi.
|
|
|
|
|
|
#238 |
|
Rhythm game specialist.
|
Yeah, I noticed your post in the Official Tournament thread.
How much different is it given that the note count has changed? I imagine that the 0-framers might have been changed to be on [12]/[34] rather than [23], so the indication of where to speed up should still be valid, regardless of frame placement. I'll take a look at a replay to get a better idea of how it actually looks. Thanks for the heads up, Dossar. EDIT: as I thought. Very nice frame fixes, Dossar - this certainly will make things easier to explain too. Rather than the zero framers being on [23] in the initial replay image, this more updated image has all of the zero framers on [12], which makes things considerably easier to spot. ![]() Considering that most people probably handled all of the 48th walls as 24th note jumptrills because they were a frame a part on both sides, we were squeezing four notes out in four frames. I can't tell what the interval is after the zero-framers, though. If the next note is two frames away after the zero framers, you technically don't need to speed up at all. If it's one frame apart (i.e. four notes in three frames), then you'd do something closer to 32nd note jump-trilling. Last edited by TC_Halogen; 08-29-2012 at 01:39 AM.. |
|
|
|
|
|
#239 |
|
Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 31
Posts: 14,992
|
Novelties asked me for some help on A Quick Death, and wow this file is in dire need of frame fixes. I remember raging on the file back when I AAA'd it from how gross they were.
|
|
|
|
|
|
#240 | |
|
Fractals!
|
Posers Listen to Fakebit Music
During the speedup, try hitting the 16ths as (34)(12) style jumptrills for smoother transitions both in and out. Don't force yourself to roll them, even if doing so nailed the 32nds before. Got me my first sub-20 run, anyway, and that was after barely SDGing the first section. Also, in those general sections you want to pour on the speed, even if it feels like you're getting ahead. The mental speedup will be compensated for by having to keep your jumps coherent in the (13)(24) sections, handling the white notes, and mirroring the pattern you just did after the halfway point.
__________________
Quote:
Last edited by igotrhythm; 07-2-2013 at 11:10 PM.. |
|
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|