[ Cup]
Gameplay
- 00:14:531 (7,1,2,3,4,5,1,2,3) - Avoid using such pattern in Cup. Cup beginners will be scared of these difficult patterns. The distances of 00:14:945 (2,3) - , 00:15:772 (5,1) and 00:16:600 (3,4) is pretty high in a Cup where beginners might easily miss the (1) and (4), especially the ones that might not know how to dash at a right time, so such pattern would not be recommended.
- 01:20:738 (1) - End the spinner earlier, maybe at 01:23:221 so players can prepare here without making hasty decisions. This is just to maintain a 2-white-tick spare timeline. With the original one (1 white tick timeline), players might not be able to catch the upcoming fruits. Besides, the spinner ends at the left hand side, so it is also difficult for players to manage their time well to catch the next fruit, without dashing. (As Cup usually should be fc'ed without dashing). So why not keeping it safe?
[ Salad]
Gameplay
- 00:01:290 (1,2,3,4,5,6,1) - Remove these big jumps, as they are not really necessary here. The dashes are not really necessary and, instead it gives a repetitive dashing rhythm. A normal jump would be enough for such pattern here. Moreover the pattern is quite antiflow due to the inward-reversed movements like (1,2,3) and (4,5,6). That's why a big jump doesn't really suit here, either remove the jumps or just change the pattern from inward-reversed to outward-reversed would be fine here.
- 00:35:014 (1,2,1,2,1,2) - Don't add small dashes between (1,2)s. It can be repetitive and also difficult for Salad beginners. Although they are still catchable without dashing, it is still kinda far away without a dash, and possibly require a quick timing here if you really tried to fc these patterns without dashing. Try it once and you will get it why it is better to shorten the distances, it gives the same patterning but with easier jumps.
- 00:41:635 (1,2,1,2,1,2) - ^ Same as the above reason.
- 01:08:738 (1,2,3,1,2,1) - Avoid straight-standing notes, they cause static movements and pretty hard to dash after catching them. What I mean static movements are something like 01:09:152 (2,3) In case you don't really get what I meant, *Link. For the original one, first of all, 01:09:152 (2,3) makes player less-aware to the next notes, thus miss (1). And for second thing, 01:10:186 (2,1) is a big jump and the straight-standing sliders will cause difficulty to players because they have to wait until the tail so they can dash with a timing.
- 01:13:290 (3,4) - Move (4) right a grid. The jump is too high in my opinion. The original one requires much timing, and reducing by 1 grid can help players to catch (4) easier. You may try it once and see the difference.
[ Platter]
Gameplay
- 00:07:083 (4,5) - Move (5) away from the edge and make (5) less-slanted, because the hyperdash is quite vigorous. Try shape like *Link will do because the original one will cause players to move right after hyperdashing, thus they may miss the timing to move left after the hyperdash.
- 00:07:290 (5,6,7,8,1) - Movement here is quite strange, because the distance of (5,6) and (8,1) create some gaps. Better make it easy here, like you make the distances even, or just make it easier. The uneven distances plays out weirdly. Taking care of 00:07:703 (6,7,8,1) they have the same timeline, and it doesn't really hurt to have a 5-circle straight stream, because for 00:07:290 (5,6) the timeline didn't make a lot of difference. Something like *Link can help a lot in the distance spacing.
- 00:21:979 (2,3,1,2,1,2,1,2,1,2) - The distances of most of the notes can be shortened, it is so dash-demanding otherwise. Every sliders do require dashing to fc this part. That's what I meant 'dash-demanding'. Maybe it is just difficult to catch the term as I made it up before. Having a lot of dashes at one part is not suggested because it feels spammy to do so.
- 00:46:807 (1,2,3,4,5) - Could be difficult to catch (3) and (5) especially. Shorten the distances please. (4,5) requires a quick timing if you testplay for a while. Simply move 00:47:014 (3,4) to x:384 would do, the dash at (4,5) can still be kept and the overall distances can be shortened to make it easier.
- 00:47:634 (1,2) - Lower the distance here, it is so big! As (1,2) requires timing so that's why I suggest lowering the distance. Lowering distance by moving (2) slightly to the left can help here, such as moving (2) to x:208. The dash can still be maintained but in an easier and comfortable way.
- 00:48:462 (1,2) - Uhuh ^ Moving (2) to x:304 also helps.
- 00:50:531 (5) - I find this doubtful because players may have to dash in order to catch the tail of (5). I recommend making it easier by omitting the small dash between the slider. It is just easy to miss the droplet at the middle so slightly slant the slider would help a lot here.
- 01:03:773 (5) - ^ Same as above, not copying the reason again.
[ Rain]
Gameplay
- 00:07:290 (5,6,7,8,1) - Ouch this hurts. The hyperdash allocation here is not even, and I don't suggest having a bunch of hyperdash here. It is much better to remove the hyperdash at (5,6,7) and keep the hyperdash at (8,1). Uneven hyperdash allocation could be played out weirdly, and simpler hyperdash patterns like *Link will do the same so why not make it easy and simple?
- 00:09:979 (4,5) - Lower the distance here. Just to give a simple reason, 00:09:979 (4,5) requires quick timing. Testplay a few times and you will get it.
- 00:13:290 (4,5) - ^
- 00:18:255 (2,3) - ^ This also requires a precision if you look in carefully.
- 00:41:014 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Kinda hyperdash spam here, yet I don't find these hyperdash works here, instead it feels like an over usage of hyperdash. Please refine the pattern and remove the hyperdashes, you can add hyperdash every 4 circles to make it fresh. You know overusing hyperdash would risk as overmapping because of the beats are not strong enough and you emphasize it with hyperdashes. As to avoid the over-usage and keeping the same movement, you may try *Link which is also suitable here.
- 00:44:738 (4,5) - It is easy to miss the middle droplet of (4) as this part requires entire dashing. Please tilt (4) a bit to cope with that. That's just the same as Platter.
- 00:45:979 (3,4) - ^
- 00:50:531 (5,6) - I know what you are trying to do here, but why not tilting (6) to make it less-slanted? The jump here is not easy. First of all the droplet can be easily missed, which is not really suitable in my opinion. Secondly, hyperdash at (5,6) will cause players to move right subsequently after the hyperdash, so they can easily miss the droplet and tail of (6) because of a lack of timing. Lack of timing here can result in missing because the slider is also in high SV.
- 00:51:358 (1,2,3,4,5) - Too spammy with hyperdash, that should be changed in my opinion. Same as what I mentioned before in Rain, repetitive hyperdash usage is not suggested because it risks overmapping. A way to avoid, or to refrain from stepping in the risks, is to remove most of the unnecessary hyperdashes. Here it still plays well with hyperdashes every 2 sliders. That gives a suitable and reasonable rhythm still.
- 00:56:324 (3,4) - Same as 00:50:531 (5,6)
- 00:57:979 (1,2,3) - Remove the hyperdash between (1,2), that's not necessary at all, since (2) is not a strong beat to be emphasized by hyperdash.
- 01:16:600 (3,4) - I find the hyperdash missing here. Well it was just optional, and if you really decided to add that you can also add the other parts covered with the 'whoop' hitsound, as Yuii- mentioned. The reason for pointing this is because I saw you adding such hyperdash at the intro, where 'whoop' hitsounds are involved in these patterns.
- 01:27:703 (8,9) - Could be difficult to catch as the distances of 01:27:152 (2,3,4,5,6,7,8,9,10,11) are quite similar but (8,9) here lacks hyperdash.
The CtB difficulties may need some more refining and reworking to be pushed forwards, as some of the difficulties, especially Rain lacks a bit of quality. Call me later for a recheck!
Good luck!
EDIT: Added detailed explanations as to give some more clearer views on the difficulty. I know it is a little bit unclear without the explanations, because it was just my modding style that I just give a possible solution and with a simple reason.
Apologies if there are still some unclear explanations.