Nah, you can't do a perfect sidewalk w/o actual testing. You need to test how it is working on that specific bpm even if you know this and then again what's the point? If you need to test anyway knowing this is useless or maybe I'm just too baka.
Anyway, at least someone did this. Maybe one day I will think about this as a useful information.
You're right Kuro, you don't need to be that precise to map but the thing still interresting as it shows the limit of the ryuuta, wich can be useful for other things (like modding or making a ctb editor)
Well you can actually know when a jump will be a pixel jump though. It's usually a good idea to avoid these, especially when it becomes borderline. That's news I wanted to know, especially how rampant I make my maps. I want to to be able to alleviate the problem on when a jump will usually need a dash or when you'll be able to walk. This information was useful to me since I love mapping sliders to walking or dashing speeds. for the longest while I found it very difficult to do so (Oh, and if you set the slider velocity to this, your 1.00x distance snap is VERY HANDY)
If a CtB editor ever does come in to play, it would be interesting to see if this 500 unit per second thing will see any light in it.
It's aFRUITFRENZY! :3
From this I'm assuming that the maximum spacing for a perfect walk/dash would be: