General:Add tags: chipmusic metal dance
Timing felt a bit early to me especially during the slowdown, might want to double-check that
Inner Oni has bugged SV. Open the diff in notepad and change it to 1.6
Same deal with Kantan, change it to 1.4 via notepad
boi your BG is way too small as 780x549, gotta resize it to something like 1366x768 or higher that is a common 16:9 / 16:10 resolution
[Kantan]
00:23:030 (19,24) - consider ctrl+g'ing these notes, in my opinion kkd works better for the former vocal phrases and kdd for the latter due to the pitch
00:28:515 (28) - I'd delete this note, as it gives the two upcoming notes more impact in terms of vocal emphasis. additionally, 1/1 quadruplets can be quite confusing for beginners, especially when they're combined with even more 1/1 chains afterwards
00:30:915 (32,33,34) - that triplet could be kdk, provides a nice contrast and putting the kat at the end of the triplet will capture
00:44:630 (1,2) - this shouldn't be used in a kantan diff and you know that (seriously, 1/2 are highly discouraged in kantans, even if the set is aiming to be difficult overall. due to how the spinner may confuse beginners already and the upcoming notechain I'd just delete both to be honest, even though the sounds are strong and significant it'll be way more lenient on players to give them a 4/1 break after the spinner)
01:07:087 - you can delete that green line as it does nothing. if the volume change isn't on spot with just one you should probably resnap it. this goes for all diffs
01:18:058 - ^
eh, from the last kiai onwards you should really add a 4/1 break somewhere. I get that it's the climax of the song, but looking at the overall density with 1/1 5-plets, triplets and stuff it can be really straining, more so because there isn't even such a break afterwards. Don't get me wrong, the rhythm choice is perfectly fine after the Kiai, but 3/1 aren't enough. my suggestion would be to remove 01:44:972 (106) - right after the 5-plet. you'd have to sacrifice the rather prominent vocals, though. maybe you can think of a different way of fixing that, as I said, removing that note is just my personal suggestion
02:06:929 (143,144,145,146) - I think that'd be better done like the other bpm changes. with both the notechains from this bpm and the next note from the bpm change you have multiple notes with different scroll speeds on the screen at the same time, which is rather confusing for beginners. just a 2/1 break ahead of the bpm change should be enough, at least on 4:3. no idea how much it differs from 16:9, though
[Futsuu]
00:44:630 (1,2) - yeah in this diff the 1/2 themselves are fine, but I'd just make them normal notes. 1/2 finish notes are still somewhat hard to play on futsuu level and I'd argue that the kicks are not strong enough to be emphasized like that.. at least not on this level of difficulty
00:50:801 (18,19,20,21,22,23,24,25) - since most of the section is vocal-oriented, I suggest to rearrange this pattern to something like
this, as it follows that more nicely without overemphasizing stuff with too many kats
looking at the first and third Kiai, I feel like the way you arranged the dkk + dkkdd and dkd + dkkkd (kkd + kdkkd and kdd + kdkkk in the third) is pretty counter-intuitive in the sense of I'd expect the 5-plets to share the same properties of kat note density with the triplets (for example, the kdkkk in the third Kiai being kdkdd instead to complement with the kdd triplet). That may be rather subjective, but take it as a suggestion nonetheless
[Muzukashii]
00:38:458 - I see you're mapping to the funny 8 bit sound but imo the way it turned out doesn't really complement a muzu diff at all in the sense of how you use multicolor doublets and 3/4 breaks at the same time as that can be really confusing, how it breaks consistency with the vocal mapping which you still put a strong focus on in this diff and throughout the set in general
01:20:715 (304) - two 1/4 triplets in a row don't make much sense at that spot imo, it's not like the climax of the song which could be reflected like that. in other words, it's just unnecessarily dense. I'd suggest to split up either of the triplets
01:26:201 (334) - same deal as above. if you apply that, you should split the counter-colored triplet too
01:44:630 (413,414,415,416) - alright I understand that you want to distance yourself from oversimplifying stuff in this kiai as it is the most intense part and therefore provides room for more dense / complex patterns but I don't know how I feel about this honestly, it's still pretty demanding for muzu players to hit non mono-colored 1/3 and 1/4 properly, especially if there are more than just one type of pattern of that kind. that said, I'd just suggest you to keep all sort of stuff at a mono-color level for playability's sake
01:50:800 (446) - maybe make this a finish to keep the 1+3 quadruplet + finish pattern all consistent?
01:51:658 (448,449,450) - eww multicolored 1/4 in muzus. I wouldn't mind that if you had introduced it in the map properly and not like "it's near the end so I'm gonna ruin your life with a brand new pattern you don't know". so uh, maybe just split this and the next ddk 1/4 into normal d k? additionally, to keep it all sort of consistent you could split the standalone kkk 1/4 after the 2nd (?) slowdown
02:12:908 (538,539,540,541,542,543,544) - you should probably do something about this as well, kddkddK 1/3 is just pure poison to muzu players
[Oni]
00:17:801 (44,45) - ctrl+g? kdkkd works pretty well with the synth and plays more smoothly with the kkd d
00:26:458 (95) - could be a kat to complement the idk what sound that is thing and to keep it consistent with 01:11:630 (366,367) -
00:28:430 (108) - that note is kinda unnecessary considering the overall density of this part, I think you could remove it
00:39:144 (174,175,176,177) - could be dk kk instead, as the 8 bit sounds you're mapping to feel pretty different compared to 00:40:515 (182,183,184,185) -. alternatively, you could go for a more straigh-forward and simple emphasis by making both doublet patterns dk dk flat. that'd make sense considering how you mapped 00:41:887 (190,191,192,193) - as dkd k, similar sounds, similar patterning
01:01:430 (307) - why did you stop the 1/3 thing + finish pattern, like you did in muzu all the way and still in this diff at 00:15:144 (28,29,30,31,32,33,34) - ? goes for 01:45:315 (567) - as well
01:26:801 (455) - to achieve the same contrast between these funny 8 bit sounds, you could do ddd ddk dkk instead of ddk ddk dkk
[Ak1o's Inner Oni]
00:25:944 (26) - this note could be changed to kat, as it is supported by the percussions and makes the contrast to 00:26:115 (27) - regarding vocal pitch clear
00:31:430 (64) - same as above, although that'd work for 65 too
00:36:401 (19,20,21,22,23) - that 5-plet works much better as kkkkd or kdkkd for me, as it flows with the vocals more smoothly. in addition to that, 00:36:915 (24) - could be changed to don. that'd mean you'd have to sacrifice the percussion and maybe most straightforward vocal emphasis on this note to transition into the drum pattern you've mapped at 00:37:087 - smoothly, as the structure is recognizable more clearly through bare sounding
00:52:687 (57,58) - could be ctrl+g'd, the current 4 1/2 kats just sound kinda awkward with the melody, also there's a pretty noticeable snare sound on 00:52:858 - that supports the idea while still keeping the counterpart effect of the kdk and dkd.
00:58:344 (102,103,104,105,106,107,108,109,110) - I think you could be more strict with your abekobe-ish patterning between each pair of 9-plets that are mapped to this kind of sound, therefore this could be ddkkdddkd instead. doesn't sound too bad, either
01:07:001 (179) - imo, a don on this plays better out of the 1/3 pattern into the finisher
01:34:257 (40) - could also be a don for flow and consistency purposes
what I've mentioned in the first kiai also goes for the third one, as they are the same
02:03:503 (11,12) - you can ctrl+g these for the sake of keeping the abekobe 9-plets consistent
[Inner Oni]
Honestly, there's nothing I'd change. Very well-executed patterning, it's interesting yet incredibly fun throughout the entire map and it plays really well. Great job, take a star!