00:08:170 (1) - Why did you decide to perfectly stack from here onwards despite not doing so earlier, it makes reading a bit z
00:28:675 (1) - imho it would be much better to delete this NC as this is the same SV as 00:26:918 (1,2,3) . This would make the whole pattern make a lot more sense as then the only NC in the pattern would be the SV change at 00:29:261 (1) making it a lot easier to recognise.
00:31:800 (1) , 01:31:168 (1) , 01:34:293 (1) - ^
 I feel the hitsounding pattern is a too simple and comes off a bit poor as a result. There are only claps on the 2nd, 4th drum beats and whistles spaced sparsely; the rhythms within the map are much denser than the hitsound pattern would suggest.  Reason for pop
The volume of the objects is really low, for kaifin's it's 30% overall and the rest of the diffs are the same but with 40% for kiais. I can barely hear the objects and don't deem it a satisfactory level of feedback. I won't accept "you can turn up effects volume in game" as a counter argument because the song is fairly quiet in the beginning and the objects are somewhat audible there, just altering the effects volume in game would skew this further.
I believe having the volume increase to 70/80% for the louder parts of the song to be a suffice solution for the issue. Also take note if you do this make sure that the objects placed on the end of the kiais still have the same volume as the kiai , for example 01:04:413 (1)
i dont think simple hitsounding is poor just beacuse its simple and the rhythm isnt especially considering the most Complex the patterning gets is like quint 1/4s Lol its nto really That above in rhythm
not like adding a kick hitsound is gunna help either Lol, whistles r prety Kute,
did everything else except the first point in kaifin diff cuz offfffffff
my reason for the pop has been addressed. You're free to get this bubbled again ~