HS Done~
Thx for modding Sei <3Ryu Sei wrote:
M4M as request
1234 as usual
[Metadata]
Add 'arrangement remix' to tags.
[SV]
03:50:379 - 03:50:932 - Missed some glitch SV?
04:18:582 - I'd like a sudden slowdown here. \NO
[Notes]
Pardon me. Random order ;A;)
03:50:656 (230656|0,230725|2) - Add 2 more notes, make stairburst 1/8 Nah, did an SV here.
04:49:928 (289928|2,289963|1,289998|0,290033|3) - How about 2134 instead?
03:36:140 (216140|2,216174|1,216209|0,216243|3) - ^ Lmao it's hard to do a 343 1/8 trill
02:04:845 - 02:14:445 - How if the piano notes are converted into LN instead? I dun get it
02:41:895 (161895|0,161895|1,161970|1,161970|0) - Abit unbalanced in previous jacks, try to move it R and repattern impacted notes? It's fine. A challenge for players too lol
03:02:070 (182070|0,182070|1,182363|0,182363|1) - Ghost notes ;w;) Fixed
03:45:748 (225748|2,225886|2,225955|1) - Better swap lanes? Fine that way
04:02:822 (242822|2) - 4 for note consistency and PR?
04:05:034 (245034|2) - Same
04:07:246 (247246|1) - Too
04:09:458 (249458|2) - OK same Fixed them
I'll link you my map soon (tm)
Ok, nanti dimod ya mapnya.Alsty- wrote:
hi om mega , m4m :3
1|2|3|4moddoduh , maap kalo modnya jelek , ga terlalu bisa mod map jenis ini @@bagian awal yg synth mulai dari 00:19:395 - di tambahin aja ? rasanya sedikit hampa aja gitu uwu Sehampa2nya juga masih mending kalo ritmenya kejaga.
00:58:995 (58995|2,58995|3,59145|0,59145|1) - kenapa ga bagian ini aja yg di jadiin jack Hammered, nah yg ini rasanya lebih enak kalo di pencet jadi jumptrill atau double trill 01:01:095 (61095|0,61095|1,61170|0,61170|1) - jadi keliatan kek reverse dari 01:02:295 - Yang 01:01:095 (61095|0,61095|1,61170|0,61170|1) - Snare, yang 01:02:295 (62295|3,62295|2,62370|0,62370|1) - Kick. Biar beda juga.
01:05:970 (65970|0,65970|1) - kurangin 1? Nope
01:06:945 (66945|2) - kerasa kek lebih keras , mungkin tambahin 1? Nope. Jumlah instrumennya sama aja kok.
01:10:770 (70770|2,70770|3) - kurangin 1? Nope
01:45:195 - http://puu.sh/rSPyG/a81e6a1493.jpg Nope
02:03:795 - mungkin disini jadiin triple , ato next note nya yg di reduce jadi 2 , suaranya sama dari basic snare kan? Rearranged
02:25:395 (145395|0) - pindah 2? uwu Nope. Liat HSnya supaya ngerti kenapa.
02:30:045 (150045|0) - pindah 2 lagi , kalo di apply 02:30:345 (150345|0,150420|1) - ctr+j Sama kayak sebelumnya
02:42:945 (162945|2) - jadiin double di 4? No Need.
02:53:070 - miss? masih ada place di 2 Fixed
03:36:140 (216140|2,216174|1,216209|0,216243|3) - 03:40:564 (220564|2,220598|0,220633|1,220667|3) - agak susah di pencet @@ mungkin 2134 lebih enak ? :/ Alesan ngehindarin 2134 dan semacem supaya gak ketemu pattern kayak http://puu.sh/rZy15/aff3d2204f.jpg
03:56:048 - nah di part ini ganti jadi 3421 triplenya jadi taruh di 2|3|4 Nope
04:56:657 - part ini beneran 1/12 ? kalo 1/8 mungkin densitynya bisa agak longgar terus di akhir bisa di kasi triple buat present piano juga Yes it is.http://puu.sh/rSQtP/aa011d8bf6.jpg
tp mantep bet musiknya , GL ! :3
Thanks for modding~No_sync wrote:
hi!
From my NM/M4M queue.
Columns 4K 0|1|2|3GeneralMP3: PASS
BG: PASS
Video: PASSBPM & Offset: PASS
- Not needed.
Diff.Spread: PASS
Diff.Name: PASS
HP & OD: MISSHitsound: PASS
- I think you can increase the OD to 8.7 or something like that, since there isn't a lot of LongNotes and it is easy to read them. But at a time it became so harsh with the Gimmick and 230BPM chords that it might be too far for putting HPOD8.7. But I consider this if this is actually pretty easy to Acc.
Hitsound Volume: MISSI think it actually fine with the volume.
- Let's see...
- From start, I would increase the 20% to 25% or 30%.
- 40% looks good in general, but i would try 45% too.
Kiai Time: FAILWoops, forgot about the kiai. Added on parts I deem kiai-able.
- Why not?
- Recommended:
- 01:26:445 to 02:04:845.
- 02:43:245 to 03:02:133.
- 04:32:966 to 05:09:195.
Metadata: PASSWidescreen Support: PASS
- http://vgmdb.net/album/22471 This the only thing that i find and "...is cancelled" lol. I think k*n*m* is really stubborn with his copyright things xD.
- I also go to here: http://diverse.jp/special/2010/d16/ but i can't find the album from the song lol. Because it's canceled, so metadata for this is abit hard lmao
Preview Point: PASS?AiMod Things: PASS
- I like this time too: 04:18:582.
Mod![Hades Wrath]01:45:945 (105945|0,106095|0,106245|0,106395|0,106545|0) - I'm not sure about this, can you spread a little more?
01:47:145 (107145|0,107295|0,107445|0,107595|0,107745|0) - ^
01:48:345 (108345|3,108495|3,108645|3,108795|3,108945|3) - ^
01:49:545 (109545|3,109695|3,109845|3,109995|3,110145|3) - ^
01:50:745 (110745|0,110895|0,111045|0,111195|0,111345|0) - ... well it goes on. If is intended, I would not say it anymore... But those two columns are really full. Yea it's intentional.
From 04:09:734 to 04:18:582 - I rather use rolls 0->1->2->3 or 3->2->1->0 for those whistles sounds. Like here: 04:16:923 (256923|3,257061|2,257200|1,257338|0). I went with flow here. I just let the pattern flow
03:19:957 (199957|1) - I think is Clap. Actually Whistle. But thanks.
Sorry for the trashy mod xD, i think your patterns are very clear.
Good luck!
Other's appliedRivals_7 wrote:
alrite
[Hades Wrath]
01:07:245 (67245|0) - hearding this at 0% fx, it seems that there is no sounds that looks like this triple was covered - 01:06:645 (66645|1,66645|3,66645|0) - . plus, the F hitsound sounds misplaced. probably delete that note Take a deeper understanding on the map. 01:07:245 - 00:57:645 - is supposed to have the same amount of notes. And 01:06:645 - is fine. It's not a really big deal.
01:41:745 (101745|2) - well... missing F
01:43:545 (103545|2) - same thing (?)
02:32:595 (152595|1) - idk, i have feeling that this should be F. that "thang" sounds (dafuk is dat called) is exist like all other part with F HS before. Changed the "C" to "F" (See the method on how I Hitsond this map)
02:35:895 (155895|0) - I dont think i see this note on the burst section like before. Also most of the burst seems to be all oriented to right, why is that? 02:35:895 (155895|0) - No Violin sound; 02:35:895 - With violin sound. Kinda hard to realize but now I mention it. And yea bursts is facing left for the sake of balance.
03:40:564 (220564|2,220598|0,220633|1,220667|3) - oho "scratches". well played Too much stair bursts are boring AF. Need more spice here h3h3
04:06:416 (246416|3) - delete? all the double are mapped to piano in this part, except this one. Rearranged
05:07:451 (307451|3,307487|0,307522|2,307557|1,307592|3,307627|0,307662|2,307697|1) - uh can you made this into usual 1/8 stream instead? This is quite annoying for acc player tho, but up to you It's not that hard IMO and it fit fine there so why not
Playtested this a while ago, though i failed in the SV stop section, I mostly enjoyed this.
Cool stuff, Feel free to reject some or all of the mod tho.
EZ bubble Bhah it's EZ indeed lmoa
1|2|3|4[General]
Thanks for mod DellDellvangel wrote:
Ok, normal mod as requested.1|2|3|4[General]Sip. W kelupaan sama ini.
- Soft-hitwhistle punya terlalu banyak blank sound di bagian akhirnya http://puu.sh/sEnYo/248829a4dd.png. Mungkin ganti jadi ini, masih HS yg sama tapi di cut jadi sekitar 100ms.
[Hades Wrath]Semoga ini membantu, good luck!
- 01:25:245 - Add sample import hitsound di sini? atau kalo engga beberapa dari 4 LN nya dipendekin 1/4 terus di add note buat emphasis beat di sini. Mau import hitsound apa? Lagian kalo dipikir2 lagi mending gini aja. Gak semua instrumen harus kena not kan?
- 01:38:745 (98745|3,98895|3) - dan 01:43:545 (103545|3,103695|3) - sengaja cuma 1 doang yg di jack? soalnya 01:36:345 - , 01:41:145 - , atau dari awal mulai yg di 01:26:745 - , 01:29:145 - dll ada 2 kolom yang di jack. Mungkin kurang ngeh, tapi di sini pattern gua mainannya 2 section. 01:36:045 - 01:40:845 - sama 01:38:445 - 01:43:245 - . Itu dua part gitu mainannya
- 01:32:595 (92595|1,92745|1) - juga bukannya harus 2 kolom yg di jack? kayak 01:27:795 - , 01:30:195 - , 01:34:995 - . Terus sekalian buat variasi biar pattern yg di 01:32:895 - sampai 01:33:345 - ga mirip sama 01:28:095 - biarpun agak jauh jaraknya emang tapi lebih bagus divariasiin gitu. Sip
- 01:38:745 (98745|3,98895|3) - sama 01:43:545 (103545|3,103695|3) - juga cuma satu kolom yg di jack, kayaknya sengaja ya. [/color]
- 01:46:995 (106995|1,107145|2,107145|3,107145|0) - harusnya ada 1 kolom yg di jack, cuma ini yg ga dijack di part yg 'layer' nya mirip ini, kayak 01:49:395 - , 01:51:795 - , 01:54:195 - . Fixed
- 01:53:595 - ini juga, harusnya kayak 01:46:395 - , 01:48:795 - , 01:51:195 - dll 2 kolom yg di jack. Fixed
- 02:14:895 (134895|0) - imo kalo mau mulai shiled LN mestinya di 02:14:745 - karena 'feel' nya masih sama kayak LN pertama itu, atau kalo engga mulai di 02:15:045 - jadi feel yg sama itu ga di LN dua-dua nya. [/color]
- 02:40:395 (160395|3,160470|0) - ctrl+h? varisiin sama 02:35:595 - soalnya part ini deket sama burst 1/8 jadi gampang dinotice kalo patternnya sama (pattern sebelum timestamp ini mulai dari 02:33:945 - dengan 02:38:745 - juga sama sih), atau emang sengaja disamain? Emang sengaja biar nyamain arusnya gitu
- 02:46:095 - buat jadi gini? biar note yg di 02:46:395 - jack nya cuma satu kolom dengan yg selanjutnya kayak 02:48:795 - , 02:51:195 - , sama biar patternnya ga mirip dengan 02:46:695 (166695|2,166770|1,166845|3,166845|0) - buat variasi. Fixed
- 03:00:195 (180195|2) - pindah ke kolom 2? buat hand balance ngereduce jack di kolom 3, kalopun niatnya mau ngebalance sama 02:59:445 (179445|1,179595|1,179745|1) - tapi kan udah ada 02:59:520 (179520|3,179670|0) - sebagai penyeimbangnya. Fair point. Appled.
- 03:09:371 (189371|3,189504|0) - ctrl+h? karena pitch di 03:09:504 - lebih tinggi dari 03:09:371 - buat better flow sekalian ngehindari kolom yg sama dengan minijack 03:09:175 (189175|3,189238|3) - . Rearanged
- 03:12:015 (192015|2) - pindah ke kolom 4? buat hand balance. Applied
- 03:34:619 - sama 03:39:043 - ga di double aja? suaranya lebih keras dari single note yg lain, ada suara kayak snare atau apalah namanya kayak di 03:33:513 - , 03:35:725 - , dll. Woops, gak kedengeran. Fixed.
- 03:40:564 - hmm, mungkin burst nya diubah jadi gini lebih mudah dimain, kalo diapply note sesudahnya di re-arrange dikit biar agak balance lagi. Yakin 121 1/8 BPM217 lebih gampang? Gua sih di sini lebih prefer ke playability over readability
- 03:45:264 (225264|2) - imo ini harusnya LN kayak 03:46:370 (226370|0) - , biarpun sound nya rada beda tapi punya feel main yg sama imo, bahkan ini SVnya mulai dari red line itu aja sama. Sip
- 04:18:167 - imo suara desis di sini lebih cocok dibuat jadi 2 LN ketimbang 1 LN, loud enough buat diemphasis pake 2 LN. Mungkin ubah jadi gini. Nope. 1 LN still make sense. Dan gua kurang suka ngasih HS ke not yang gak sesuai lmao
- 04:53:573 (293573|1) - pindah ke kolom 3, biar jacknya ada di 2 kolom kayak 04:51:190 - , 04:55:676 - , 04:57:919 - . Fixed
- 05:00:092 - sama 05:04:578 - sengaja dibuat 1 note doang buat ngehindari mini jack? Idk karena sebelum-sebelum ini udah banyak banget ngeliat mini jack. Nice catch. Fixed
- 05:03:947 - di sini harusnya double, soundnya mirip kayak 05:03:246 - , 05:02:825 - , kalo di add sekalian sama hitsound clapnya. Fixed.
od3x wrote:
00:48:495 (48495|0,48945|2,49395|1,50445|0,50895|3,51345|1,51795|2,52845|1,53295|2,53745|0,54195|3,55245|3,55695|1,56145|2,56595|0) -
Add these to give the last repeat section that little bit of flavour, sense of build up and a sign that something is about to change in the song. No need to give a sign for something is about to change. The consistency of rhythm here is still important to help players maintaining their Accuracy
No need for kudosuses and good luck!
Other's applied.[ A v a l o n ] wrote:
Quick check
[Hades Wrath]
- 01:15:720 (75720|2) - delete this for more balanced pattern Rearranged
- 04:19:688 - SV owo H3h3
Okay thanks for checking, DixonMaxus wrote:
Am i the last? well..
- [General]
- For the metadata, are you really sure there isn't any source for the metadata? This is a remix of song called Blackhole-Pluto which have the source of "DanceDanceRevolution SuperNOVA2" , so yeah, you probably have to add that as the source. Remix song still need to add the source of the original song it came from. This is a remix of a song that appeared in a game, yes. But this song itself isn't. So Source should be empty. Instead they should be added to Tags, Yea
- [Hades Wrath]
- 00:58:695 - you can probably add another note for that beat sound there. That bass right? Well the rhythm for that bass sound in this part is rather random so I'd avoid doing that in the Intro.
- 01:16:845 (76845|3) - no need for this note since the emphasis really weak to begin with. The emphasis yea but the Instruments quantity nop
- 01:30:720 (90720|1,90795|2) - tbh this would flow better if you simply Ctrl+H this instead of smooth chordstream here, since it will mimic the flow at 01:33:045 - , similar to how you mimic 02:47:445 - and 02:49:845 - Applied
- 01:35:520 (95520|0,95595|1) - personally, Ctrl+H this makes this play and flow better. Applied.
- 01:44:445 - don't see why this is quad. don't see it anywhere in this map. Oops, overemphasized
- 01:46:170 (106170|2,106320|1) - Switch column here will make this more balance to play. Ok
- 02:33:045 (153045|0) - move this to col.2 makes the jack easier to execute due to 02:32:670 (152670|0,152820|0) - makes it tough to hit the chordjack at col.1 properly. Rearranged
- 02:53:145 - quite underwhelming tbh since the finish and drum quite hectic here.. make this triple? quite sure the finish sound is the same as 02:53:295 - , maybe it's also the reason you intentionally single at 02:53:070 - . Added. Also the reason for that particular part is Single is to render this one and the one at the end of the map is different.
- 02:57:945 - same as above. Yea pmuch same reason too.
- 03:13:857 - Tbh quite underwhelming since the strong Rising sound here only get mapped single by single LN here, and the part where you started makes a bit "complicated LN" , it literally ignores all the kick which you makes the jumptrill later, i would make something like this instead : http://puu.sh/twnyq/c7e29a9456.png Rearranged. TBH the reason why I put the LN there and ignored the kicks there is because I want to create a transitionable pattern that can adapt with the atmosphere of the song.
- 03:32:276 (212276|3,212554|3,212828|3,213101|3) - personally since this is a change of instrument pace compared with other single you mapped before, i would change this to 1/2 LN. U mean 1/4? Fixed.
- 03:36:416 - ehh this one makes unnecessary spike and overall need absurd control to actually not miss it due to all that stack while all the notes lean on the left side like that, not to mention it's already have unbalanced start to hit the burst and triple chords at 03:35:863 (215863|0,215863|1,216001|0,216001|1,216174|1,216209|0,216278|0,216278|1) - . Ctrl+H 03:36:554 (216554|1,216693|1,216831|1,216969|2,217038|1,217107|2,217246|2,217384|1) - will solve it as you neutralize the dominancy at 03:35:725 (215725|0,215863|1,215863|0,216001|1,216001|0,216174|1,216209|0,216278|1,216278|0) - Nice one there
- 03:39:250 - quite odd that this one got ignored when it's really audible. Lmao added. IDK why didn't I catch it.
- 03:49:412 - since this burst is stand out its own compared to the 3 burst before because of the PR (and being the last burst here), try switch column between 03:49:412 (229412|3,229446|2) - to accent the differences. Nice one
- 04:56:821 (296821|2,296844|3,296867|2) - Frankly speaking, these three are almost unhearable, and it's awkward while you are ignoring more audible burst at 04:56:751 - 04:56:774 - 04:57:031 - 04:57:054 - when you are supposed to continued it. it would be more intuitively to mapped the more audible one while ignore the inaudible burst that occurs in the middle, like this: http://puu.sh/twjbf/b323e1526b.png (starting at 04:56:657 - ) Try to play it in 100% playrate instead of 25%. If you're using 100% to listen on that particular part, you can hear that my way of patterning is accurate while in 25% it kinds of awkward. While your kind of patterning is accurate in 25%, and kinda awkward in 100%. Note that we're playing on 100% rate. Human's ear aren't really designed to listen on something supersonic instead they recreated the impulses on which they deemed correct. And in this section, the burst sound at 04:56:797 - are being kicked again by the sound of the drum which render those burst to become more audible than 04:56:727 - 04:57:008 . (Sorry bringing something scientific here lol)
- 05:01:844 - add another note since this is still the same sound with 05:01:564 (301564|0,301564|3,301634|2,301634|1,301704|0,301704|3,301774|1,301774|2) - Added
[Separate the 230-235 BPM SV thingy since i try to explain it]
04:19:688 - all those SV at 230-235 BPM section though.. even if you try to mimic the gimmick from the other game, you can't deny that this is practically unpassable for audience player that you try to cater-in here unless they really seriously memorize all the SV in editor which is really absurd to begin with, added to the other facts that the SV occurs in unstabilaze state where it is really hard to predict the moment it appears with all those dense chord pattern, I'm really sure the current SVs will be "Forced" by other players to be changed if I let this one pass through..
My Personal recommendation would be to change all 0,26 SV in 230BPM to 0,65 Which equals to 149,5 BPM rounded to 150 BPM, and change 0,25 SV in 235 BPM to 0,64 SV which equals to 150,4 BPM , rounded to 150 BPM too. it's more reasonable to play compared with current SV. I might forget some stuffs, you can try to re-arrange it though. First thing first, this isn't that "unpassable". I can pass this particular part instead of the other chordy and bursty thing. Second, Players aren't needed to memorize SVs here. Instead they should pay more attention on which note's density is weird (A.K.A. it looks like a 1/4 Triple Chordjack but it isn't). Three, Changing those SV to the 0,75 counterpart of that section is rather bringing the awkward level high enough for players. Or just me IDK. They're expecting something slow but 0.75x aren't doing it correctly. Putting it at 0.5x counterpart of it are kinda messed up since it's not slow enough for people to expect and it'll just render the players surprised by the appearance of the SV. I get to use the 0.25x because it's slow enough to mimic Stop gimmick and it actually giving you some sign on when'll the SV starts. That's why I said the Density is the key on conquering this SV. If your sole complain in this part is because the map renders you failed and that only section, I can just nerf the HP there and buff the OD or just leave it as it's.
TL;DR: I already playtest that SV with your suggestion back then and it's way harder than now. If your only complain is "I can't pass this particular map because of its god forsaken SV" I can just nerf the HP.
The map is really great tbh.. but i still want you to at least really consider my very last point of mod about the sv though..
-SoraGami- wrote:
hi mega, cool map here owo
testplayed it a while ago but idk, i have some concerns about the sv (which maxus also did pointed out)
so before this map gets push forward... i think i'll give my personal opinion about it...
i just want to help so pls be easy on me ;w;
from this point 04:19:688 onwards... the SV here for example: 04:21:219 - is not readable, it is hard to predict when you will hit the note... as you can see in the editor, it has a 1/1 interval... but when you play it, it looks like almost 1/4, by this, players will get confused, they will suspect that it is a 1/4 interval and will play it that way, and with that, they will surely miss... unless they memorize it ;w;
even though you planned to make something that was the same feeling like the one in the IIDX, i think it is better to make it more something better ones to be more enjoyable to play
i suggest, instead going for a slowjam, you can try this:
04:21:219 - 0.61
04:21:414 - 1.653
04:21:479 - 0.87
so... for example we used 1/4 snap divisor, so we have 4 lines (dont know what to call it xD) then we have:
(0.7*3)+(1.9*1)/4=1.00
but since the bpm change, so the normalized sv is 0.87, so if you multiply it to 0.7 and 1.3 you can get 0.61 and 1.653
with that, players can visualize how long the interval between those notes, it will be much more easier to predict...
what do you think?
Album never got into the source though.. it usually goes into the tags.MEGAtive wrote:
That's pretty misleading.... It would really make players recognize this song is from DDRSN2 even though the fact says it's from Diverse System's cancelled album
Anyway, changed that
This part isn't unpassable by any means, it's just really fucking ass to play.MEGAtive wrote:
Okay thanks for checking, DixonMaxus wrote:
Am i the last? well..
04:19:688 - all those SV at 230-235 BPM section though.. even if you try to mimic the gimmick from the other game, you can't deny that this is practically unpassable for audience player that you try to cater-in here unless they really seriously memorize all the SV in editor which is really absurd to begin with, added to the other facts that the SV occurs in unstabilaze state where it is really hard to predict the moment it appears with all those dense chord pattern, I'm really sure the current SVs will be "Forced" by other players to be changed if I let this one pass through..
My Personal recommendation would be to change all 0,26 SV in 230BPM to 0,65 Which equals to 149,5 BPM rounded to 150 BPM, and change 0,25 SV in 235 BPM to 0,64 SV which equals to 150,4 BPM , rounded to 150 BPM too. it's more reasonable to play compared with current SV. I might forget some stuffs, you can try to re-arrange it though. First thing first, this isn't that "unpassable". I can pass this particular part instead of the other chordy and bursty thing. Second, Players aren't needed to memorize SVs here. Instead they should pay more attention on which note's density is weird (A.K.A. it looks like a 1/4 Triple Chordjack but it isn't). Three, Changing those SV to the 0,75 counterpart of that section is rather bringing the awkward level high enough for players. Or just me IDK. They're expecting something slow but 0.75x aren't doing it correctly. Putting it at 0.5x counterpart of it are kinda messed up since it's not slow enough for people to expect and it'll just render the players surprised by the appearance of the SV. I get to use the 0.25x because it's slow enough to mimic Stop gimmick and it actually giving you some sign on when'll the SV starts. That's why I said the Density is the key on conquering this SV. If your sole complain in this part is because the map renders you failed and that only section, I can just nerf the HP there and buff the OD or just leave it as it's.
TL;DR: I already playtest that SV with your suggestion back then and it's way harder than now. If your only complain is "I can't pass this particular map because of its god forsaken SV" I can just nerf the HP.[/notice]
The map is really great tbh.. but i still want you to at least really consider my very last point of mod about the sv though..
theres a question on whether or not you actually think the difficulty goes up linearly OR it fucking explodes like an exponential function on steroids past a certain defined pointMEGAtive wrote:
The first 4m is a normal play and then it got absurdly hard. Yea I got your point here. But it's the way I want this chart to be. It's incrementally harder each time passed. First this chart introduces the easy pattern. And then it introduces a faster pattern with runs and minijacks. Then at some point I put something intense to play for me yea. Don't judge me I'm still not that adept in playing at the first kiai. It marks as the first climax of the song. Then it gave you a rest time h3h3 how convenient it is. And then the intensity keep increasing and increasing until the end, it plays casually as before.