Brandish Headless [73 or 71]

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  • TC_Halogen
    Rhythm game specialist.
    FFR Simfile Author
    FFR Music Producer
    • Feb 2008
    • 19376

    #1

    Brandish Headless [73 or 71]

    After a little bit of deliberation (and a few plays of this file), I can't help but feel like this file is a touch overrated. First off, let's observe a few statistics before digging into the actual structure.

    This file has been out since December of 2008, and at the rating of 73, it's put up with some decently high FMOs (remember: the Guru area starts at 76). Since that time, there has been 78 AAAs, and top 200 requires 8-0-0-2 or better. While these statistics aren't entirely uncommon for this difficulty, the chart structure doesn't demand some extreme skill or speed.

    The song is 110 BPM (yeah, it really is that slow), and the chart does not use any notes faster than 32nds. A large majority of the chart is just 16th streaming with intermittent jumps/jacks to layer the background guitar, but at this speed, it's very tame compared to some other ex-FMO rated charts. Occasionally, the song tosses longer spurts of jumpstreams, but they're very roll-heavy in structure:



    There are a few instances of longer streams involving guitar riffs, but most of the patterns are very fluent...


    ...or are considerably shorter (despite their somewhat trickier patterns):


    Let's not neglect any of the faster patterns. There are also some occasional drum fills that force a few bits of jumpstream -- however, the patterns are relatively simplistic in most cases, and at 220 BPM, shouldn't pose a huge difficulty boost for any real reason.

    There's a tiny little one-handed bit in the beginning here, but the patterns in the slightly longer blips are more than manageable:


    Split jumping, but the patterns after the split jumps are basic scaling, so there's no big issue here:


    Nothing too hard in this one; most of the patterns go in one direction:


    The toughest pattern of the bunch in my opinion, but only because it switches directions in the roll into a stream-heavy guitar solo. Paying attention to the tail end of this pattern will guide you into and out of it no issue.


    The drum fills listed above repeat themselves multiple times and aren't necessary to mention repeatedly.
  • bmah
    shots FIRED
    Profile Moderator
    FFR Simfile Author
    Global Moderator
    • Oct 2003
    • 8448

    #2
    Re: Brandish Headless [73 or 71]

    Thread approved.

    Comment

    • stavie33
      FFR Player
      • Aug 2006
      • 1925

      #3
      Re: Brandish Headless [73 or 71]

      I think it's definitely a 73, those split jump parts you mention are horribly icky and require speed, control, and put lots of one hand pressure. The file is also somewhat long making it annoying to AAA. If something as simple and straightforward as Aim Burst is 73 this is definitely 73.
      It's getting better all the time
      I used to get mad at my school (No, I can't complain)
      The teachers who taught me weren't cool (No, I can't complain)
      You're holding me down (Oh Oh)
      Turning me round (Oh Oh)
      Filling me up with your rules (Oooh)

      Comment

      • TC_Halogen
        Rhythm game specialist.
        FFR Simfile Author
        FFR Music Producer
        • Feb 2008
        • 19376

        #4
        Re: Brandish Headless [73 or 71]

        Well, they definitely require control - I'll say that much. Going into a split jump and doing a roll isn't the easiest thing to do at higher speeds -- however, those 32nds are only the equivalent to 220 BPM 16ths, which isn't horribly fast for files in this range.

        Comparing to another file in the general area - Famicom Selecta pushes tons of little blips here or there, which also has short little one-handed spurts (something like 43[12]34), a few short anchors (1343[12]), and many deviations of split-handed patterns too. While the patterns are shorter (typically 5-7 notes), the song is 30 BPM faster (comparing the speed BH's 32nds to FS's 16ths), and Famicom also shares a large amount of jumps that are 15 BPM faster (8ths to BH's 16ths). Famicom is a 72, though.

        I want to see what others think about this thread before just giving it up though -- if others think that it should stay a 73, I won't be too upset because it's not like it's a blatantly obvious difficulty difference; it's only two points. :)

        Comment

        • dragonmegaXX
          ITG playing fur
          FFR Simfile Author
          • Jul 2008
          • 3661

          #5
          Re: Brandish Headless [73 or 71]

          In my opinion Famicom and Aim Burst are both easier than Brandish. Like stavie said Aim Burst is extremely straightforward in most of it's patterns, and doesnt really throw any surprises at you. The only real requirements are that you can jumpstream and do a couple of mini jacks.

          With Famicom, sure it's fast and dense, but most of the patterns are easily done. I think it would have a LOT more AAA's if those 2 fast rolls werent there, but other than that Famicom is pretty simple.

          Brandish requires a wide range of skills, from fast streaming, jacks, strings of connected jumps, etc. My main problem with Brandish though, is that there are a lot of sections that I can see people getting major mindblocks on. Hell, I got mindblocks on the first few measures at one point. I'd say 73 is good.

          Comment

          • Wayward Vagabond
            Confirmed Heartbreaker
            FFR Simfile Author
            • Jul 2012
            • 5866

            #6
            Re: Brandish Headless [73 or 71]

            i actually find brandish to be on par with most of the other 73s

            Comment

            • Hakulyte
              the Haku
              • Jul 2005
              • 4539

              #7
              Re: Brandish Headless [73 or 71]

              I agree on 71 after checking levelranks and comparing charts. You need some good consistency/skill variety to keep up with the file, but since the bpm is so low, I don't see any reason to keep it this high.

              Comment

              • TC_Halogen
                Rhythm game specialist.
                FFR Simfile Author
                FFR Music Producer
                • Feb 2008
                • 19376

                #8
                Re: Brandish Headless [73 or 71]

                Originally posted by dragonmegaXX
                In my opinion Famicom and Aim Burst are both easier than Brandish. Like stavie said Aim Burst is extremely straightforward in most of it's patterns, and doesnt really throw any surprises at you. The only real requirements are that you can jumpstream and do a couple of mini jacks.

                With Famicom, sure it's fast and dense, but most of the patterns are easily done. I think it would have a LOT more AAA's if those 2 fast rolls werent there, but other than that Famicom is pretty simple.

                Brandish requires a wide range of skills, from fast streaming, jacks, strings of connected jumps, etc. My main problem with Brandish though, is that there are a lot of sections that I can see people getting major mindblocks on. Hell, I got mindblocks on the first few measures at one point. I'd say 73 is good.
                Aim Burst requires nearly all skills too -- you're neglecting the mini-jacking and rolling that comes between the streams, plus some of the jumpstreams actually have 16ths sandwiched between 8th note jumps, which is pretty high density. It also has a much higher NPS in its most dense areas, because when it picks up, it picks up with huge streams and jumpstreams that go in and out from 4ths and 8ths (or 3/16th) jumps.

                I can understand Famicom feeling considerably easier because of how short the patterns are, though - no argument there.

                Comment

                • One Winged Angel
                  Anime Avatars ( ◜◡^)っ✂╰⋃╯
                  FFR Simfile Author
                  • Mar 2007
                  • 10837

                  #9
                  Re: Brandish Headless [73 or 71]

                  I may have been slightly biased when I originally gave this a 73 -- I remember getting horrible mindblocks on the third and second to last patterns AJ posted in the OP. Also for whatever reason, I always thought Brandish was 115bpm (which would equate to 230bpm streaming), so knowing that it really isn't as fast as I'd always thought it would kinda knocks this out of 73 territory to me now.

                  Mindblocks aside, I still find it more difficult than everything in the current group of 71s, but I can see why it could fit in there. More opinions would be nice.


                  Originally posted by ilikexd
                  i want to be cucked by cirno

                  Comment

                  • Arbliterator
                    FFR Veteran
                    • Oct 2011
                    • 780

                    #10
                    Re: Brandish Headless [73 or 71]

                    Originally posted by stavie33
                    I think it's definitely a 73, those split jump parts you mention are horribly icky and require speed, control, and put lots of one hand pressure. The file is also somewhat long making it annoying to AAA. If something as simple and straightforward as Aim Burst is 73 this is definitely 73.
                    I'd definitely have to agree with this so 73 for me as well.

                    Comment

                    • dragonmegaXX
                      ITG playing fur
                      FFR Simfile Author
                      • Jul 2008
                      • 3661

                      #11
                      Re: Brandish Headless [73 or 71]

                      Originally posted by TC_Halogen
                      Aim Burst requires nearly all skills too -- you're neglecting the mini-jacking and rolling that comes between the streams, plus some of the jumpstreams actually have 16ths sandwiched between 8th note jumps, which is pretty high density. It also has a much higher NPS in its most dense areas, because when it picks up, it picks up with huge streams and jumpstreams that go in and out from 4ths and 8ths (or 3/16th) jumps.

                      I can understand Famicom feeling considerably easier because of how short the patterns are, though - no argument there.
                      Aim burst is a couple of mini jacks. They really arent that hard. Also aim burst is only 191bpm jumpstream, which isnt very fast compared to a lot of things at that level(at least compared to my files JS, which isnt as dense, but is 200bpm and is only a 68). Also those rolls are super easy to jumptrill, and take almost no skill at all.

                      Comment

                      • TC_Halogen
                        Rhythm game specialist.
                        FFR Simfile Author
                        FFR Music Producer
                        • Feb 2008
                        • 19376

                        #12
                        Re: Brandish Headless [73 or 71]

                        It seems like there's opinions for both sides of the argument, but more are weighing down on 73 (and both sides offer good points).

                        How about levelling it out at 72? Rob thought that this was a 72 when I was thanking bmah in a Skype chat for approving this thread, so obviously it could fit there, lol

                        Comment

                        • igotrhythm
                          Fractals!
                          • Sep 2004
                          • 6535

                          #13
                          Re: Brandish Headless [73 or 71]

                          I'm thinking 72 as well, split the difference. The one pattern that's really kicking my ass is near the start of the last long guitar riff stream, around 1600 combo.

                          While it's the same speed as Determination and I think Heavenly Spores, the major issue with AAAing this is one of control when the stream gets wonky, not to mention that at this speed you're going to see the occasional 3-framer in the longer streams. Still, the large amount of straight stream means that Aim Burst is a lot easier to fall behind on. Anyone that's slipped up in Vs Boss Battle and proceeded to rack up 3 goods or more while they try to recover from it knows exactly what I mean by this.

                          The final issue is one of length: 3:12 and 2044 arrows means that a high degree of concentration is required to do well--in this regard, it's very comparable to Aim Burst's 3:06 and 2085 arrows. The main difference between the two is in the density chart. While they both peak at 20 nps, Aim Burst has long 14 nps sections, occasional 32nd rolls and an Air-like section featuring plenty of repeated gallops that are easy to mess up.

                          As Brandish Headless features none of the extra bells and whistles that Aim Burst flaunts and is generally less dense, I'm going to say 72.
                          Originally posted by thesunfan
                          I literally spent 10 minutes in the library looking for the TWG forum on Smogon and couldn't find it what the fuck is this witchcraft IGR

                          Comment

                          • Wayward Vagabond
                            Confirmed Heartbreaker
                            FFR Simfile Author
                            • Jul 2012
                            • 5866

                            #14
                            Re: Brandish Headless [73 or 71]

                            im ok with it being a 72. while i still find it harder than the average 72 i have no complaints

                            Comment

                            • stavie33
                              FFR Player
                              • Aug 2006
                              • 1925

                              #15
                              Re: Brandish Headless [73 or 71]

                              I still feel it's clearly a cut above 72's. Don't tell me it's slow, it's not like the other files like Famicom where the 16ths are practically bursts because they are only 3-4 notes. Brandish the 32nds are short stream for most parts with horrible patterns that lead to mind block. It's 220 BPM stream with uncomfortable patterns, and it switches hands too so it tests both right and left. The file is also 3 minutes long with plenty of parts to mess up, Aim Burst has maybe 4 jump gluts in the whole file, that's not too many and they are nearly the exact same, the 32nds are easy jumptrills, and the mini jacks shouldn't even be taken into account, there easy, short, and there are very, very few of them. Brandish the whole file just doesn't stop being brutal. It has jacks, it has anchors, it has uncomfortable 220BPM jumpstream (the 32nds at 110BPM). The only 72 that might be around the same difficulty is Obscene amount of Steam, other than that I can't think of a 72 that compares. Brandish is also a file known to give mindblocks, it's given me mindblocks, Rob mindblocks, and plenty of other people I know. That's still something to consider.
                              It's getting better all the time
                              I used to get mad at my school (No, I can't complain)
                              The teachers who taught me weren't cool (No, I can't complain)
                              You're holding me down (Oh Oh)
                              Turning me round (Oh Oh)
                              Filling me up with your rules (Oooh)

                              Comment

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