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Well, since everyone is arguing about how this is technically mapped over it's limit, how would you define this particular "limit" in this case then?
I personally find that this difficulty is fitting and its difficulty gradient throughout the whole chart/file is rather well done, scaling upwards in difficulty from MX+, I think it's a decent difficulty increment.
You might hit me with the "how about I just rank something that is 6 note chords all over a calm song, it's still technically sound in terms of difficulty gradient right, since it's consistent. Well, it really comes down to perspectives here, I am very capable of playing Memoria as it is, I know how it feels, physically, when playing it, here, let me break down why Memoria is fitting.
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We can go ahead and like, argue about how this is technically incorrect and so on but its layering is 90%+ correct so we'll be going in circles, so let me explain to you how this map works out for high-end players.
I included a tldr at the end if you're not interested
Pattern wise:
We can first discuss how 2 note chords in this difficulty works well with hats, we're going to discuss this mainly on the physical aspect.
Might as well define some terms just in case i use them:
Single: 1 note
Jump: 2 notes
Hand: 3 notes
Quad: 4 notes
First, we can break down the structure of a single jump:
we can throw these patterns here into category A (in which I'll explain later):
13, 14, 24, 23
these into category B:
12, 34
Physical Impact
In category A, you'd notice that there is only 1 note per hand (literally your hand, the limb), this doesn't create a lot of impact, physically, this means that it'll physically feel lighter if you play chords that fall in category A compared to category B, in which focuses on using 2 fingers per hand (the limb).
And why is this important? This is important because a) this means that it'll generally feel light enough for higher tier players when playing these chords, this somewhat resembles the lightness of a "hat".
Breaks
Moving onto the justification of chords in Category B being viable for "hats", notice how if you have either of these chords, there will always be 1 hand (the limb) that is not pressing anything.
This usage of Category B chords is vital when you're dealing with stamina related jack maps here, a single break can help regenerate the player's focus very quickly. While it is not lighter than chords in Category A, it trades it's abnormal increase in physical impact with a slight break for a specific hand, this is why it balances out in the end in terms of physical demands.
What's the limit, and why jumps?
Notice how Category A and Category B chords can work together to create a sequence of chords in which will work out well in the end through regulation of breaks and physical impact. But why not, lets say, do hands for the whole song, will that work too? Will I rank the map in this case? What are the implications of doing hands for the whole song?
First things first, if we do use hands for the whole song, there is absolutely 0 chance you can put a break in that pattern, this cranks up the difficulty a ton (a fuck ton) (emphasis: ton)
It's really up to discretion at this point, I wouldn't say that it's not rankable to do so, but it'd certainly be out of my judgement as it's going to be way too hard for me to play :p
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Off Topic:
What makes this map "quality"?
I can break it down to 3 simple categories:
It's fun, unique, and uses patterns well
the third category is going to be a long ass essay so I'm leaving that for last.
Fun fun f-
So what makes this map so fun? I think it's mainly due to its difficulty catering to players like me to enjoy, I personally dig stamina maps (quite a ton), and I really like this song (woo subjective!), that's why I chose to support this map
Unique Style
I don't think I've played anything like this in the ranked section, The Lost Dedicated would be the closest but that's not ranked. I feel that this is a new experience for players and is a good way to get them started on learning jacks, or at least promoting jack mapping. While this mapping style may seem like it's just "imma just throw these notes everywhere muahahahah i like pending slots U WU", I can further explain the deeper analysis of what goes on in this map that makes it unique and also enjoyable/reasonable at the same time
Pattern Execution
Theme
The theme of this map (to me) is basically a jack stamina map, I don't think there's anything else to it, but the theme is important as we'll keep going back to this to justify
Base Patterns
Base patterns as in the patterns you literally see everywhere with pretty much close to no structure (I would agree partially)
00:06:945 (6945|2) - We'll start from here
Well if it was randomly generated, you'd expect something else, but if you were to categorize these chords into A and B, you'll notice that Category B chords tends to have a specific line up in this particular section, allowing breaks for one hand or the other, this is where it regulates difficulty, such that it's not too stamina draining
Secondly, we can see that most anchors go up to 3, (I let some anchors that are 4 or 5 go if they play well)
Anchors
Anchors in this case would be a really long jack hammer, it is an anchor just because there are still pattern changes during that particular hammer
00:18:087 (18087|3,18195|3,18302|3,18409|3,18516|3,18623|3,18730|3,18837|3,18945|3) -
Well, it's quite obvious that it goes to the vocal, but the plus of having an anchor like this is that it emphasizes on the vocal quite a lot, this is similar to "bursts" in streamy maps where you would just put 1/8s or w/e instead of 1/4s
Personally think this is a good way to emphasize something
Quads
I'm predicting someone will come up here and say "what about quads"
01:08:659 (68659|2) -
Well it's somewhat similar to the explanation of an anchor, but a quad, to me, felt more instant, instead of a long drawn out burst, feel that if you were to incorporate quads sandwiched between 2 jumps, something like 01:14:123 (74123|0,74123|2,74230|2,74230|0,74230|3,74230|1,74337|3,74337|1) - , it feels amazing and strong and it's not too difficult too
Bursts
01:34:373 (94373|2) -
This is where the map might be a little bit unfair, but I think it's a fine difficulty spike here, felt that it's a good closing to each section, with ample breaks at the end of it so that you don't combo break rush infinitely
Difficulty Management
Personally never planned to judge the whole thing by looking at it in a technical perspective where I analyze the implications of every single pattern, I pretty much judged this difficulty gradient/curve through testplaying, and I do, find it fine.
TL;DR Maybe looking at it in the editor may not be the best idea to judge this map, I believe it's better if you'd just play it.