what is antiflow xd
Spectator wrote:
I agree with this change
Paranoid Grapes wrote:
what is antiflow xd
if it is for a reasonable spread I'm agree on changing it to a guideline but in the other hand I feel that we will lose the purpose of "introduction of hyper dashes", we should keep in mind that we call introduction because players will experiment a new movement, so it should be a confortable movement, furthermore I feel that you can avoid the large gap between the Platter and Rain" adding a new diff between such difficulties or in other case, you should map thinking on the other difficulties.Ascendance wrote:
We can see with a few recently ranked rains using more advanced techniques. Barring antiflow completely from platters creates an unnecessarily large gap between the Platter and Rain difficulties, as there is no limitation to antiflow at ANY snap in rains.
Ascendance wrote:
The overarching reason behind this suggestion is our inability to come up with a concrete definition for "antiflow". While I believe that we could have dealt with this on a case-by-case basis, I think it's better overall to move the rule to a guideline so that there will no longer be a need to argue over what's antiflow and what's not when there's clear edge cases.
+1MBomb wrote:
Pretty important thing to mention here is HDash strength. Whilst there is currently a limit of 1.5x on HDash strength in platters, this would still be far too powerful of a velocity change for someone learning HDashes, and so it's probably best to restrict these antiflow HDashes to a maximum of maybe 1.2x HDash strength?
With that thought in mind I think just changing up the rules for one diff may not be the best solution.Ascendance wrote:
The real reason I decided to ACTUALLY make the proposal was because I'm thinking more about the bigger picture. As of recently, maps have become increasingly harder and obviously more top-heavy. This started with overdoses and is slowly creeping it's way down towards rains, as we can see with a few recently ranked rains using more advanced techniques.
I had a similar idea.-Sh1n1- wrote:
furthermore I feel that you can avoid the large gap between the Platter and Rain" adding a new diff between such difficulties or in other case, you should map thinking on the other difficulties.
The amendment to the Ranking Criteria is proposed as follows:ZiRoX wrote:
*: This is equivalent to a 1/2 snap at 120 BPM, where 1/4 HDashes start being permitted.
- Basic dash/hyperdash: Any dash or hyperdash whose time between fruits is at least twice the time required to allow dashes or hyperdashes, respectively. As an example, a hyperdash between objects separated by 250 ms in a Platter classifies as a basic hyperdash.*
- Higher snapped dash/hyperdash: Any dash or hyperdash that doesn’t meet the requirement to be a basic one, i.e. the time between the objects is less than the threshold to be classified as basic.
Ranking Criteria wrote:
Higher snapped dashes should not be followed by antiflow patterns.
GuidelinesRanking Criteria wrote:
Basic Hyperdashes may be used in conjunction with antiflow patterns if the distance does not exceed a distance snap of 1.3x the trigger distance.
Ranking Criteria wrote:
Higher Snapped Hyperdashes should not be used in conjunction with antiflow patterns. If used, the hyperdash must not exceed a distance of 1.2x the trigger distance.
Ranking Criteria wrote:
Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning strong hypers (e.g. with a distance snap of 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used.
Numbers are really up for debate (we'd welcome some propositions). ZiRoX and I couldn't really figure out what the best number would be either, so we decided on these two as a good starting point. Suggestions would be great!F D Flourite wrote:
Additional opinion: I don't really think 1.3x Trigger distance 1/1 HDashes can be achieved in most Platters. Most of 1/1 HDashes (in 160~180BPM, being basic ones) are cross-screen and cannot be even larger because of boundary guideline. However, they are still really difficult to play if the following movement is sharp. (horizontal long sliders with relatively high SV or something)
TL;DR: I don't understand 1.3x trigger distance basic HDashes part.
Yeah. To get to the 1.3x trigger distance, you need stuff on x:32 and x:464 for a 1/1 at 220 BPM, so it's near side-to-side. So yeah, the limit can't be achieved in most Platters. However, I don't see how this would change anything. If the HDash on a basic HDash already triggers on a near side-to-side basis, whether we set the limit as x1.3, x1.2 or x1.1 wouldn't make a difference for most maps. But I think we could lower the values to x1.2 and x1.1 for basic and higher snapped HDashes, respectively, to have some leniency for those maps that are closer to the BPM where a change in the classification of snaps into basic or a higher one occurs, such as the example I mentioned above.F D Flourite wrote:
Additional opinion: I don't really think 1.3x Trigger distance 1/1 HDashes can be achieved in most Platters. Most of 1/1 HDashes (in 160~180BPM, being basic ones) are cross-screen and cannot be even larger because of boundary guideline.
Ranking Criteria wrote:
Higher snapped dashes should not be followed by antiflow patterns. If used, the movement after the dash must be walkable.
GuidelinesRanking Criteria wrote:
Basic hyperdashes may be used in conjunction with antiflow patterns. If used, the spacing must not exceed a distance snap of 1.2x the trigger distance and the movement after the hyperdash must be walkable.
Ranking Criteria wrote:
Higher snapped dashes should not be followed by antiflow patterns. If used, the spacing must not exceed a distance snap of 1.1x the trigger distance and the movement after the dash must be walkable.