one attempt of an example scenario would be this map that was in last year's LMS; it has a pretty lengthy 1/2-snap D K D K D K D K ... section at 260 BPM which is VERY difficult to double-hit all the way through without risking misses. In the instance where both sides pull FC's and the winning side doesn't double-hit any of them, the losing side only needs to double-hit some (if not all) finishers of ONE color to seal the game, even if they're behind by around 4x100, 12x100, or 25x100 or so. Basically, it's about double-hitting more than the opponent(s) without missing, with that section being in kiai time to further emphasize it.
Loctav wrote:I tend to agree that doing *both* is maybe overkill. But I want to math out multiple scenarios first and then make some sort of choice here.
In v2, with the 4x alone (without the combo break), you can probably miss a few times mid-song and still get above your FC-ing opponent -- provided you double-hit enough finishers more than your opponent -- which makes it a much more severe penalty compared to v1, considering how combo is lighter compared to v1. But then again, where would the fun be when not double-hitting finishers ruins your combo-portion score just because there's this single-/double-hit registration issue and other related stuffs still lying around?