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.
And that's basically how much I've looked at the file. This file is surely not a good file to play unless you actually have a planned approach.
Originally posted by hi19hi19
oh boy, it's STIFF, I'll stretch before I sit down at the computer so not I'm not as STIFF next time I step a file
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.
And that's basically how much I've looked at the file. This file is surely not a good file to play unless you actually have a planned approach.
I'd love to follow this guide, but I simply can't follow patterns this way x.x
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.
Re: FFR Tips for AAA'ing tough sections of files ingame
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.
Originally posted by hi19hi19
oh boy, it's STIFF, I'll stretch before I sit down at the computer so not I'm not as STIFF next time I step a file
Re: FFR Tips for AAA'ing tough sections of files ingame
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.
Re: FFR Tips for AAA'ing tough sections of files ingame
Originally posted by qqwref
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).
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.
Originally posted by hi19hi19
oh boy, it's STIFF, I'll stretch before I sit down at the computer so not I'm not as STIFF next time I step a file
Re: FFR Tips for AAA'ing tough sections of files ingame
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.
Re: FFR Tips for AAA'ing tough sections of files ingame
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.
Re: FFR Tips for AAA'ing tough sections of files ingame
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.
Originally posted by hi19hi19
oh boy, it's STIFF, I'll stretch before I sit down at the computer so not I'm not as STIFF next time I step a file
Re: FFR Tips for AAA'ing tough sections of files ingame
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.
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