An Introduction to Combo-Holds

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Dark_Chrysalis
    Something clever.
    FFR Simfile Author
    • Jan 2007
    • 740

    #1

    An Introduction to Combo-Holds

    Been working on this for a while now, finally stopped being lazy and finished the chart for this.



    (From Vid Description)
    So then... this file was made to demonstrate (and abuse the hell out of) the glitch I found in SM's timing windows. I won't pretend to be the first person ever to happen across it, but I haven't seen a file released that uses these combo-holds to their full potential. Some details...

    *As the video shows, fully compatible with Cmods and Xmods alike
    *It looks normal using any other mods (tornado, dizzy blah blah blah)
    *Works on SM3.9, CVS and OpenITG
    *You can make the combos add at different intervals, i.e. they don't have to be consistent 16ths/12ths etc.

    These do require you to keep your foot down longer than usual, which could be seen as a con to some. However, after trying it a few times myself, I can say it doesn't take that much adjustment. Also, pattern choice becomes a little constrained but would only be a problem if your file showcases them a lot (like this one).


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

    #2
    Re: An Introduction to Combo-Holds

    Let it be noted that D_C was officially the first person to use the gimmick this way -- Kommisar and I followed afterward.

    This gimmick is so awesome to mess with when actually playing, haha.

    Comment

    • rushyrulz
      Digital Dancing!
      FFR Simfile Author
      FFR Music Producer
      • Feb 2006
      • 12985

      #3
      Re: An Introduction to Combo-Holds

      I tested the file And almost filmed that video but then didn't.


      Comment

      • qqwref
        stepmania archaeologist
        FFR Simfile Author
        • Aug 2005
        • 4092

        #4
        Re: An Introduction to Combo-Holds

        Interesting concept - and you say it works for SM 3.9 already? What do you put in the sm file to get it to work this way?
        Best AAA: Policy In The Sky [Oni] (81)
        Best SDG: PANTS (86)
        Best FC: Future Invasion (93)

        Comment

        • DossarLX ODI
          Batch Manager
          Game Manager
          FFR Simfile Author
          • Mar 2008
          • 14999

          #5
          Re: An Introduction to Combo-Holds

          Would this gimmick also work on higher judges? Like justice?
          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

          Comment

          • Dark_Chrysalis
            Something clever.
            FFR Simfile Author
            • Jan 2007
            • 740

            #6
            Re: An Introduction to Combo-Holds

            @ qqwref: I plan on making the file available shortly. In the mean time, know that the file does contain negative stops, though its actually possible to manage without them.

            @ Dossar: I've actually never tried with another judge difficulty, but the way the gimmick is set up should allow it to work regardless of how strict it is. I'll try it in a bit and get back to you.


            Comment

            • kommisar
              Dark Chancellor
              FFR Simfile Author
              FFR Music Producer
              • Jun 2005
              • 7327

              #7
              Re: An Introduction to Combo-Holds

              it's an awesome gimmick but is very unstable and can mess up a lot haha

              Comment

              • Dark_Chrysalis
                Something clever.
                FFR Simfile Author
                • Jan 2007
                • 740

                #8
                Re: An Introduction to Combo-Holds

                Yeah it's extremely fickle when it comes to lifting your finger off the arrow and what have you...



                So, did some judgement tests, and came up with the following:

                J1-J7: No problems, they work fine as long as your finger/foot is down squarely.
                J8: They sort of work. However, due to the very tight timing windows and the minute difference in time that the teleports exhibit, Excellents pop up as well Fantastics
                Justice: NOPE.avi

                My file, however, is more than likely not 10000% synced when it comes to every single negative stop. So, I would have to assume that this because of human error on my part. The gimmick works by putting a mine and a freeze arrow on the exact same frame. The amount of leisure this would allow for will create the differences in using harder judges. At least, that's what I can make of it.


                Comment

                • ddrxero64
                  FFR Player
                  • Nov 2008
                  • 790

                  #9
                  Re: An Introduction to Combo-Holds

                  Originally posted by TC_Halogen
                  Let it be noted that D_C was officially the first person to use the gimmick this way -- Kommisar and I followed afterward
                  Exactly.

                  Also, a video tutorial would be great. I suppose this gimmick may be used by more people now and can give some files a fresh style. I would suggest someone make a short video tutorial for it.

                  Comment

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

                    #10
                    Re: An Introduction to Combo-Holds

                    Originally posted by Dark_Chrysalis
                    Yeah it's extremely fickle when it comes to lifting your finger off the arrow and what have you...



                    So, did some judgement tests, and came up with the following:

                    J1-J7: No problems, they work fine as long as your finger/foot is down squarely.
                    J8: They sort of work. However, due to the very tight timing windows and the minute difference in time that the teleports exhibit, Excellents pop up as well Fantastics
                    Justice: NOPE.avi

                    My file, however, is more than likely not 10000% synced when it comes to every single negative stop. So, I would have to assume that this because of human error on my part. The gimmick works by putting a mine and a freeze arrow on the exact same frame. The amount of leisure this would allow for will create the differences in using harder judges. At least, that's what I can make of it.
                    It can probably be managed if you set super high BPMs in such a way where the times -never- change (note: 6 figures), regardless of offset. Certain offsets can affect the timing of the arrows in a way that can cause you to hit a mine or just miss outright with the gimmick, which is why I used BPMs that were 1000x the regular in my chart. I'll upload what my chart looks like - it's used slightly differently than D_C's file in the fact that I don't do anything else outside of the holds, and that there are different quantizations.

                    Comment

                    • kommisar
                      Dark Chancellor
                      FFR Simfile Author
                      FFR Music Producer
                      • Jun 2005
                      • 7327

                      #11
                      Re: An Introduction to Combo-Holds

                      I still have that combo hold bible i wrote down a while back

                      Comment

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

                        #12
                        Re: An Introduction to Combo-Holds

                        The fact that you call it a combo-hold bible just makes it that much more hilarious.

                        Funny thing - I had combo holds in my unfinished submission for the Dubstep pack. It was done kinda awkwardly but it worked (was trying to experiment with something).

                        Comment

                        • Shikari
                          FFR Player
                          • Oct 2010
                          • 2055

                          #13
                          Re: An Introduction to Combo-Holds

                          Seeing this gimmick in a keyboard file can be interesting.

                          Originally posted by gold stinger
                          Shikari for resident profile artist

                          Comment

                          • Superfreak04
                            D7 Elite Keymasher
                            • Jan 2007
                            • 2407

                            #14
                            Re: An Introduction to Combo-Holds

                            So to do this holds, are you just holding down the arrow as a regular hold? Or are you actually hitting the holds like jacks?

                            Comment

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

                              #15
                              Re: An Introduction to Combo-Holds

                              Originally posted by Superfreak04
                              So to do this holds, are you just holding down the arrow as a regular hold? Or are you actually hitting the holds like jacks?
                              It's being held. You gain combo as you hold it (like a PIU hold).

                              Comment

                              Working...