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Sayuri - birthday song

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Mint
dunois:
01:46:309 (2,1) - not without breaking all the blankets lo l

anxient:
01:45:743 (5,1) - uhh idk tho my spacing is p large at so many times so this is ez ez koi yuki
01:51:969 (1) - that build up tho (and its really easy to catch/read too bc its the body is close)
02:10:507 (4) - its just stack pattern with back and forth which is pretty standard so keepin thi s

xchorse:
02:10:507 (4) - i like the gfap as a sort transitino into slow part

bor:
02:04:988 (1,1,1,1,1) - i can agree but i did this to b consistent with the last kiais since i finished my part as one of thje last (lol i suk) ill see what the rest does and adjust accordingly bc i dont mind with or without ncs
02:14:603 (1) - this reading can still b a little tricky (actually move for me lolol i suk)

realazy:
01:51:969 (1) - sv change

squirrelPa:
01:45:743 (5,2) - well uhh i tried and i suck at blankets so its prob still not perfect but in game play its not that noticeable tbh bc these objects are far apart in timelin e
02:03:856 (1,2) - almost same as 02:03:573 (4,5) - so i think stack = appropriate
02:07:818 (3,4) - transition explained somewhere ^

winnie:
ily

no mention is fix thanks!!
Asphyxia
@Anxient I tested that part like 10 times and still feels fine to me but if more people say it's bad then I'll change it!

@borborygmos Not sure what you mean with 04:40:656 (1) - assuming this is for me...

@squirrelpascals Fixed

@F1r3tar Fixed

Thank you! :)
ShiraKai
Anxient

Anxient wrote:

ShiraKai
01:09:375 (3,4) - this rhythm is feels way off. i think you meant to do this? http://puu.sh/vY2KO/12170b5926.jpg, or if its intentional, pls explain why ><

01:09:445 - or ya could map this 1/8, just like you did with 01:17:724 (2,3,4) -
please hear music

01:14:044 (4) - i think ctrl g would make the map move better/naturally with the upcoming objects. 01:14:044 (4,5,6) - http://puu.sh/vY2NR/f36789a5a0.jpg
nope i like this style

01:27:912 (3) - woah im regressing to my 2013 modding style lmao, ctrl g this? it plays more smoothly imo
no it's consistency

01:32:158 (2) - same here.
^

01:37:393 - are you sure you should be ignoring this?
^

01:42:063 (5) - aaaand here. same: ctrl g thing
^

xChorse

xChorse wrote:

Hello, M4M from my queue.

Already really nice so can't help much so have this garbage mod:

ShiraKai

01:17:936 (3) - doesn't really follow anything (there's a sound on 01:17:901 - ) and having it as filler rhythm is kinda questionable since it's the only one like this and things like 01:20:200 - are ignored
remove this

idk if i messed up the timestamps with the names but idk, good luck!

borborygmos

borborygmos wrote:

Gift


01:17:936 (3) - I don't think you should have this note, also I think the vocal is snapped to the 1/6. also you don't really map vocals like 01:18:478 - so mapping this one seems a bit out of place imo remove this

Realazy

Realazy wrote:

returning m4m

[ShiraKai]

01:17:936 (3) - yeah as bor said this isn't necessary, vocal ending on 1/6 should be enough fixed

pretty good

squirrelpascals

squirrelpascals wrote:

M4M!

In an earlier thread (https://osu.ppy.sh/forum/p/6029023) Sing pointed out that the girl in the bg is more visible if you flip the bg. I actually recommend this lol, because otherwise the song in song select doesnt have character

• 01:10:365 (6,1) - This can easily be mistaken as a 1/4 because of the spacing at 01:11:497 (3,4) - and the perfect 1/8 overlap at 01:08:384 (1,2) - . Be consistent with your 1/4 and 1/8 spacing here somehow stack it :3

• 01:17:936 (3,4) - The same as above applies here too, but I would strongly advise against this rhythm overall. People will perceive the second vocal note to be at 01:17:868 - ,even if it is at the 1/8. This doesn't really play naturally because of this. remove (3)

good luch guys! this is an awesome birthday present
thank you for modding :D

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Topic Starter
Haruto
updated all

new addition :
- the thinking fam collab insane (featuring kalibe, akitoshi, sotarks, pentori, doormat, kroytz, haruto and toybot)

SB soon(tm)

lets get this thing ranked boisss
Len
- _--
h3oCharles
Gift
ProBox(?): 05:05:491 (1,1,1,2) slider direction is unclear, pretty sure this is mentioned in criteria
Jemzuu
god i love sayuri's voice aaaaaa
good song good map good mappers alright good for rank
rank this ! ! <333
Kyouren
Issues tag? "RLCmikazuki no koukai album"
Narcissu
fix and remap some //

@appleeaterx: maybe you want to move 02:15:863 (2) - , you stack it in my slider but my slider moved :P

@Haruto: help me readd NC .. look like you skip some colours, but i deleted other part then remap, so NC boom ....

[]

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456,232,150727,54,0,B|464:116|464:116|440:56,2,170.016000259424,0|0|8,1:0|1:0|0:0,0:0:0:0:
256,156,151560,1,2,2:0:0:0:
456,232,151838,70,0,L|368:228,1,85.0080001297119,0|0,1:0|0:0,0:0:0:0:
72,72,152116,2,0,L|160:68,1,85.0080001297119,0|0,1:0|0:0,0:0:0:0:
112,264,152394,2,0,L|116:176,1,85.0080001297119,0|0,1:0|0:0,0:0:0:0:
408,20,152671,2,0,L|412:108,1,85.0080001297119,0|0,1:0|0:0,0:0:0:0:
252,184,152949,85,0,3:0:0:0:
256,156,153088,1,0,3:0:0:0:
260,128,153227,1,0,3:0:0:0:
264,100,153366,1,0,3:0:0:0:
420,232,153505,5,8,0:0:0:0:
112,264,153783,1,4,0:0:0:0:
276,36,154060,86,0,B|301:77|301:77|312:200,1,170.016000259424,4|0,1:0|3:0,0:0:0:0:
200,116,154477,1,0,0:0:0:0:
424,60,154616,1,8,0:0:0:0:
152,32,154755,1,0,0:0:0:0:
412,160,154894,1,0,0:0:0:0:
168,208,155033,1,0,3:0:0:0:
424,60,155171,6,0,L|336:56,1,85.0080001297119,0|0,3:0|0:0,0:0:0:0:
168,208,155449,2,0,L|264:204,1,85.0080001297119
436,192,155727,1,0,3:0:0:0:
348,244,155866,1,8,0:0:0:0:
436,192,156005,2,0,P|468:220|492:260,1,85.0080001297119,0|0,3:0|0:0,0:0:0:0:
252,204,156283,5,0,1:0:0:0:
456,88,156421,1,0,0:0:0:0:
352,272,156560,1,0,0:0:0:0:
256,72,156699,1,0,0:0:0:0:
124,216,156838,1,8,0:0:0:0:
344,136,156977,1,0,3:0:0:0:
124,216,157116,1,0,0:0:0:0:
344,136,157255,1,0,3:0:0:0:
244,252,157394,54,0,P|244:294|256:334,1,85.0080001297119,0|0,1:0|0:0,0:0:0:0:
84,96,157671,2,0,P|47:75|5:65,1,85.0080001297119,0|0,1:0|0:0,0:0:0:0:
212,128,157949,2,0,P|232:91|242:49,1,85.0080001297119,8|0,0:0|0:0,0:0:0:0:
88,224,158227,1,0,0:0:0:0:
88,224,158296,1,0,0:0:0:0:
88,224,158366,1,0,1:0:0:0:
256,334,158505,6,0,P|328:288|412:288,1,170.016000259424,0|0,1:0|0:0,0:0:0:0:
488,224,158921,2,0,P|502:179|500:124,1,85.0080001297119,0|8,0:0|0:0,0:0:0:0:
356,4,159199,1,0,0:0:0:0:
404,164,159338,1,0,0:0:0:0:
324,104,159477,54,0,P|241:88|163:119,1,170.016000259424,0|0,1:0|3:0,0:0:0:0:
131,368,159894,2,0,P|155:332|164:291,1,85.0080001297119,0|0,3:0|0:0,0:0:0:0:
74,66,160171,5,8,0:0:0:0:
60,296,160310,1,0,0:0:0:0:
74,66,160449,1,8,0:0:0:0:
60,296,160588,1,0,0:0:0:0:
340,220,160727,5,8,0:0:0:0:
163,118,160866,1,0,3:0:0:0:
200,258,161005,1,0,3:0:0:0:
303,79,161144,5,8,0:0:0:0:
112,207,161281,1,0,3:0:0:0:
289,309,161421,1,0,3:0:0:0:
163,118,161560,5,8,0:0:0:0:
200,258,161699,1,0,3:0:0:0:
340,220,161838,1,0,3:0:0:0:
303,79,161977,5,2,0:3:0:0:
318,93,162046,1,2,0:3:0:0:
336,105,162115,1,2,0:3:0:0:
355,113,162185,1,2,0:3:0:0:
376,117,162254,1,2,0:3:0:0:
397,117,162324,1,2,0:3:0:0:
418,113,162393,5,2,0:3:0:0:
438,105,162463,1,2,0:3:0:0:
456,94,162532,1,2,0:3:0:0:
472,80,162601,1,2,0:3:0:0:
484,63,162671,1,2,0:3:0:0:
493,44,162740,1,2,0:3:0:0:
499,23,162810,1,2,0:3:0:0:
388,4,162949,5,4,1:0:0:0:
376,32,164054,5,4,1:0:0:0:
368,56,165161,101,4,1:0:0:0:
256,192,165300,12,0,167113,0:0:0:0:
256,192,167392,5,0,3:0:0:0:
282,290,167673,1,0,3:0:0:0:
157,165,167954,1,0,3:0:0:0:
328,119,168235,1,0,3:0:0:0:
183,264,168517,1,0,3:0:0:0:
229,93,168798,1,0,3:0:0:0:
354,218,169079,1,0,3:0:0:0:
Milan-
iunsaen thinkf coalb
-00:23:101 (1,2,3,4) - so triggered that it breaks all the patterns you do before. try something like http://puu.sh/xLDVR/6c5e20e2d7.jpg maybe, or something that you find more fitting with the rest of the patterns
-02:06:120 (1,2,1,2) - would be cool if these were increasing in distance or sv, to make it somewhat familiar with what you did before here 02:01:026 (1,2,1,2,1,2,1,2) - , which is cool
-04:28:132 (1,2,1,2) - so weird that you do these doubles thingy when the first two are so different to the others 2. if it was like http://puu.sh/xLEnU/fa9c854117.jpg , it'd fit much better imo

i tried
blueloniess
what a nice map!
rank or love this map pls!
iYiyo
This is nice.
iYiyo
  • [Gift]
  1. 00:25:931 (2) - Looks like the head of this slider should have Normal Sampleset to match the clap.
  2. 00:27:629 (1) - 00:28:620 (5) - 00:30:176 (3) - 00:30:743 (5,7) - Remove the whistles from their slider bodies? Tbh looks like they were placed by mistake cause you don't add them after 00:31:592 -
  3. 01:03:290 (1,2,3,4) - Any particular reason on why the diff spike here? If compared with 00:54:233 (1,2,3,4) - it's clearly to see that is way harder on 2nd half on that kiai.
  4. Change 01:26:780 - & 01:27:346 - to S:C1? Those random whistles sounds are just weird and doen't really match with the current hitsounding.
  5. Why the pattern change 03:20:774 (1,1,1,1) - here but not 03:25:302 (1,2,3,4,5,1) - here while both are pretty similar while having this drum smash pattern?
  6. 04:08:604 (6,1) - missing hitsounds on these?
  7. 04:11:717 (2,3,1) - What are you exactly following here? Specifically 04:11:858 (3) - this doesn't look to be following vocals nor instrument at all. Would suggest to do something else over here.

    [Thinking Fam Collab Insane]
  8. 00:25:931 - same as other diff.
  9. 00:32:158 (1) - missing hitsound?
  10. 01:26:780 - 01:27:346 - similar to other diff, change those green lines to S:C1.
  11. 02:58:698 (1) - Why you stand out this specific slider with a triangle just here? I'd honestly reserve this shape for the last part.
  12. 04:25:019 - add drum sampleset on tail & 04:25:160 - add clap head? Or just add some hitsounds lol
  13. 04:32:943 - 04:33:085 - similar ^
  14. 04:41:151 - 04:50:208 - missing clap?
  15. 04:42:283 (8) - Add NC to match 04:51:340 (1) - this?
also make sure everyone who's collabing is on tags.
Topic Starter
Haruto

iYiyo wrote:

  • [Gift]
  1. 00:25:931 (2) - Looks like the head of this slider should have Normal Sampleset to match the clap. fixed
  2. 00:27:629 (1) - 00:28:620 (5) - 00:30:176 (3) - 00:30:743 (5,7) - Remove the whistles from their slider bodies? Tbh looks like they were placed by mistake cause you don't add them after 00:31:592 - yeah fixed
  3. 01:03:290 (1,2,3,4) - Any particular reason on why the diff spike here? If compared with 00:54:233 (1,2,3,4) - it's clearly to see that is way harder on 2nd half on that kiai. i think val did it on purpose, comparing to 00:54:233 (1,2,3,4) - , the beat here isnt as huge as 01:03:290 (1,2,3,4) - so yeah, this should be fine imo
  4. Change 01:26:780 - & 01:27:346 - to S:C1? Those random whistles sounds are just weird and doen't really match with the current hitsounding. fixed
  5. Why the pattern change 03:20:774 (1,1,1,1) - here but not 03:25:302 (1,2,3,4,5,1) - here while both are pretty similar while having this drum smash pattern? handsome wanted some pattern variation i think which is creative imo. 03:20:774 (1,1,1,1) - also this one has a drum sound on it so its completely fine imo
  6. 04:08:604 (6,1) - missing hitsounds on these?
  7. 04:11:717 (2,3,1) - What are you exactly following here? Specifically 04:11:858 (3) - this doesn't look to be following vocals nor instrument at all. Would suggest to do something else over here fixed for sing

    [Thinking Fam Collab Insane]
  8. 00:25:931 - same as other diff.
  9. 00:32:158 (1) - missing hitsound?
  10. 01:26:780 - 01:27:346 - similar to other diff, change those green lines to S:C1.
  11. 02:58:698 (1) - Why you stand out this specific slider with a triangle just here? I'd honestly reserve this shape for the last part.
  12. 04:25:019 - add drum sampleset on tail & 04:25:160 - add clap head? Or just add some hitsounds lol
  13. 04:32:943 - 04:33:085 - similar ^
  14. 04:41:151 - 04:50:208 - missing clap?
  15. 04:42:283 (8) - Add NC to match 04:51:340 (1) - this? fixed all
also make sure everyone who's collabing is on tags.
yea, everyone is in the tags
thanks for checking! also fixed the burai slider on probox part
-Sh1n1-

iYiyo wrote:

This is nice.
iYiyo
Both diffs:
From 00:31:592 - to 00:35:695 - looks like you're not using claps which feels kinda empty in terms of hitsounds. Please add some.

Fam:
04:32:943 - 04:33:085 - please remove the whistle on both cause it's causing a hitsound which you don't use on the kiai at all.
Topic Starter
Haruto

iYiyo wrote:

Both diffs:
From 00:31:592 - to 00:35:695 - looks like you're not using claps which feels kinda empty in terms of hitsounds. Please add some.

Fam:
04:32:943 - 04:33:085 - please remove the whistle on both cause it's causing a hitsound which you don't use on the kiai at all.
fixed all!!
iYiyo
Happy birthday!
Nevo
Let's consider Tianna Bartoletta's gold medal jump in the Women's Long Jump during the Rio Olympics of 2016.
Topic Starter
Haruto

Nevo wrote:

Let's consider Tianna Bartoletta's gold medal jump in the Women's Long Jump during the Rio Olympics of 2016.
agree

Happy Belated Birthday Monstrata!
Thank you to people who've modded the map and to people who have take a participation in this :oops: .
also big thanks to Nevo and YiYo for checking the map o/
ABD007
gratz Haruto ! :)
Monstrata
Wow, it got qualified! Thank you everyone for participating in this collab, and special thanks to Haruto for organizing it <3.
Maxus
Oh wow this is really nice, it's rare seeing people rank map to be dedicated for someone else's birthday, let alone on this scale.

Grats Haruto, and Happy belated birthday monstrata owo!
blueloniess
I DO LOVE THIS MAP
IT'S A MASTERPIECE
Izzywing
top diff -

I don't really know if this is worth a dq, but 04:05:632 (2) - has a storyboarded hitsound there but there's a circle with the hitsound, so it ends up playing the hitsound really loud, or worse, it'll play the hitsound twice if the player hits the circle off time.

edit, while im here,

04:12:142 - im not sure if the hitsound is a mistake, but you can actually just hitsound the sliderhead instead of putting the whisle in the storyboard. that said, it actually just sounds weird so i think its a mistake anyway.
pkhg


its full of sbd sounds lol theyre rly misleading cuz youre not hitting anything and the slider doesnt have a tick. since rc states that ticksounds are discouraged from being used i guess this is "worst" or something

that thing is supposed to be used on mania

also just by playing the intro you can notice how early the bpm is. it kinda normalizes from 00:36:544 (8) - until kiai where it matches the song accurately but everything else before that timestamp is very early

just look at this players acc meter, i experienced the same when i played it


i think thats not the only section with a wrong offset it seems


a more in depth look through timing would be nice
Topic Starter
Haruto

Hobbes2 wrote:

top diff -

I don't really know if this is worth a dq, but 04:05:632 (2) - has a storyboarded hitsound there but there's a circle with the hitsound, so it ends up playing the hitsound really loud, or worse, it'll play the hitsound twice if the player hits the circle off time.

edit, while im here,

04:12:142 - im not sure if the hitsound is a mistake, but you can actually just hitsound the sliderhead instead of putting the whisle in the storyboard. that said, it actually just sounds weird so i think its a mistake anyway.
the storyboarded hitsound were intended to fill out the blank sounds (aka the unhitsounded sound), pretty sure that i set them on a pretty low volume so it'll give a small feedback on the sb'ed hitsound parts. uh, well at least its not set on 100%. but really, 70% isnt that loud.

pkhg wrote:



its full of sbd sounds lol theyre rly misleading cuz youre not hitting anything and the slider doesnt have a tick. since rc states that ticksounds are discouraged from being used i guess this is "worst" or something

that thing is supposed to be used on mania

also just by playing the intro you can notice how early the bpm is. it kinda normalizes from 00:36:544 (8) - until kiai where it matches the song accurately but everything else before that timestamp is very early

just look at this players acc meter, i experienced the same when i played it


i think thats not the only section with a wrong offset it seems


a more in depth look through timing would be nice
like i said to hobbes, its to give a small feedback to the unhitsounded part by giving sb'ed hitsound. + they are set on a pretty low volume which imo should be fine. regardless, its not that impactful to the gameplay imo.

about timing, im 100% sure the timing is right since goldenwolf and narcissu provided me the accurate timing.
Mir
Your reply doesn't address the issue.

Sure it's 70% and it's not unrankable but there's a normal hitsound AND a storyboarded hitsound in the same spot. Which means if you hit the note off-time by even 1 ms it will play the hitsound twice and sound very weird. If you miss the note, it will play a snare as if you hit it and confuse the player.

Like... it doesn't even make sense to have the storyboarded hitsound there if there's an active note to hitsound anyways lol.
Lasse
the storyboarded hitsound were intended to fill out the blank sounds (aka the unhitsounded sound)
this doesn't address the issue at all, the timestamp hobbes mentioned is hitsounded with the same sample ON the object, with how osu handles hs, this becomes extremely loud if you hit the object properly. if you don't hit it properly hear two hitsounds which is even worse
=> 04:05:632 - storyboarded hs here should just be removed

other storyboarded hs are also pretty questionable, but I'll leave that up for discussion
-Mo-
To me it's pretty concerning if 03:53:038 this section can get away with not having SB hitsounds while 01:44:610 - 00:45:743 these sections are similar and for some reason need the SB hitsounds.

I understand some variation between the sections due it being a collab diff, but I don't feel like SB hitsounds are an appropriate solution.
Kuron-kun
Additionally to what everyone posted:

[Gift]
The spread inside the difficulty itself is really inconsistent. The beginning and, specially, the first Kiai, barely plays like something above 4,5* whereas in the other kiais you have huge jumps, huge SVs (for example: 01:52:676 (3,1,2,1,2,1) - 02:01:592 (1,2,1,2,1,2,1,2) - ) that compared to the first one you have lower SV and lower jumps (for example: 00:54:233 (1,2,3,4) - ). It happens throughout the entire difficulty but it's really noticeable in the beginning.

I know this is a huge collab and such but It's not really an excuse to make things inconsistent in terms of difficulty spike. Everyone has their style but that doesn't mean they can make something really easy and then someone else makes something extremely hard for the same section.

I can't really think about anything else other than rework most of the patterns in a way that intensity feels as equal as possible between the mentioned parts. Definitely increasing the SV is a nice idea and you have a lot of spots like 00:50:554 (2,3,4) - 00:52:252 (3,4,5) - 01:06:120 (1,2,3,4) - to buff a little with some circle jumps, instead of low SV sliders.
[]

If something felt questionable, feel free mention it.
Izzywing
Yea the major issue I had wasn't that there were the SB hitsounds, it was that you had an SB hitsound at the same spot as a regular hitsounded circle.
Topic Starter
Haruto
well i gaved my reasoning why i put those sb'ed hitsounds right? is it doesnt make sense at all?

-Mo- wrote:

To me it's pretty concerning if 03:53:038 this section can get away with not having SB hitsounds while 01:44:610 - 00:45:743 these sections are similar and for some reason need the SB hitsounds.

I understand some variation between the sections due it being a collab diff, but I don't feel like SB hitsounds are an appropriate solution.
this is what i mean actually. 00:45:743 - its true that this part need the sb hitsounds to give a little feedback on the sound which isnt mapped. but since you wanted me to delete the sb hitsounds. its better to delete all rather leaving some or any to make it consistent. so anyway, problem solved. removed the sb'ed hitsounds. (next time i should have asked a qat if its safe to put sb'ed hitsounds - _ -)

Kuron-kun wrote:

Additionally to what everyone posted:

[Gift]
The spread inside the difficulty itself is really inconsistent. The beginning and, specially, the first Kiai, barely plays like something above 4,5* whereas in the other kiais you have huge jumps, huge SVs (for example: 01:52:676 (3,1,2,1,2,1) - 02:01:592 (1,2,1,2,1,2,1,2) - ) that compared to the first one you have lower SV and lower jumps (for example: 00:54:233 (1,2,3,4) - ). It happens throughout the entire difficulty but it's really noticeable in the beginning.

I know this is a huge collab and such but It's not really an excuse to make things inconsistent in terms of difficulty spike. Everyone has their style but that doesn't mean they can make something really easy and then someone else makes something extremely hard for the same section.

I can't really think about anything else other than rework most of the patterns in a way that intensity feels as equal as possible between the mentioned parts. Definitely increasing the SV is a nice idea and you have a lot of spots like 00:50:554 (2,3,4) - 00:52:252 (3,4,5) - 01:06:120 (1,2,3,4) - to buff a little with some circle jumps, instead of low SV sliders.
[]

If something felt questionable, feel free mention it.
00:50:554 (2,3,4) - 00:52:252 (3,4,5) - 01:06:120 (1,2,3,4) - i think val did most of the sliderjumps to follow the vocal there, 00:50:271 (1,2,3,4) - like this one. i can feel the flow that he's following the vocal here. and here 00:51:969 (2,3,4,5) - for the drums. doesnt it make sense tho? if you want proper reasoning, i think its best to ask the actual mapper who mapped that part.

01:44:610 - imo the second kiai part that apple mapped was made for a build up along the map. which is pretty obvious why the jumps on this part is a "lil bit" huge. lemme ask apple what he thinks for his part.
pkhg
isnt players hitting notes consitently late/early enough proof of a wrong timing?

also i didnt based it only that replay. most if not all players were doing the same in the same parts and it indeed feels off
Topic Starter
Haruto

pkhg wrote:

isnt players hitting notes consitently late/early enough proof of a wrong timing?



also i didnt based it only that replay. most if not all players were doing the same in the same parts and it indeed feels off
just checked again, there are few people who said its not and said its early. but i think the correct one is indeed its off. my bad. fixed the timing. things should be just fine now and ready to go forward again.
pkhg
still too early for me
Topic Starter
Haruto

pkhg wrote:

still too early for me


for you. im pretty sure the offset is correct now. try asking others as well whether it is still late or not. cuz i've asked some people again after the offset change and they said its fine now.
iYiyo
The timing to me feels good though. Looks like issues about SB hitsounds are done so I guess we could get back to it.
pkhg

Haruto wrote:

for you. im pretty sure the offset is correct now. try asking others as well whether it is still late or not. cuz i've asked some people again after the offset change and they said its fine now.


you were also pretty sure that previous offset was correct :woke:
Topic Starter
Haruto

pkhg wrote:

Haruto wrote:

for you. im pretty sure the offset is correct now. try asking others as well whether it is still late or not. cuz i've asked some people again after the offset change and they said its fine now.
you were also pretty sure that previous offset was correct :woke:
yeah, my bad tho. i was so confident with the timing and what first person said about the timing lul
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