While I don't have any concrete suggestions for hitsound changes, my mindset on higher bpms atm is that the 'flow' of tapping is more important than each individual tap, compared to lower bpms. When I listen to my own play, I pay attention to irregularities more than accuracies, if that makes sense. I find the standard hitsounds i use very comfortable. They are a lot higher pitched, and are in my experience therefore more distinguishable from the beat (of the song) compared to similar hitsounds of much lower frequency. I believe you have the link to my skin, so you should be able to try it out.
On my personal development, I've been training some of my stamina, and have noticed quite some difference. Maybe you guys know them already, but especially the long stream maps by onlyforyou were helpful. And by helpful I mean they smacked me in the face. Again.... I guess I've been playing in denial about how slow I am. That psychological principle cyro mentioned (can't find it anymore ) comes to mind. The results after I got smacked in the face have been really really great. I'm thinking about +5 % on every dt od8 map around 220-240 bpm, so that's quite great. Finally got an A on plan 8 and let's go by aqo just seems really slow now, got 97.5% first try in a few months, where it has been stuck around 95% for more than half a year. But most important is that i finally could push my right hand while not needing to worry about my left hand while playing. This probably means some great improvement the coming time. I really hope that's true; I'll finally have a clear view on how to improve in osu in general. And then I'll maybe make some effort to get to owc; that'd be awesome. But probably a rank of 400 minimum and preferably 300 is needed, so I have quite some work to do. And I know that's just speculation, I'm not counting on anything. My first priorities are getting faster and fcing random ar10.3 stuff. Oh, and fcing summertime+dt, I like that map; too bad it's hard.
This post became somewhat longer than I thought it would. Sorry for boring you guys with my (foolish) ambitions.
I find it kinda hard to rate speed, but i'm doing some stream speed drilling myself now. Streaming ~220 and deathstreaming 180 puts me under significant strain (well, freedom dive style deathstreaming.. if it's like 180bpm stream in a stack, you can over/understream it and just compensate afterwards and be fine, but you just die if you do that during the crazy loops on fd4d)
you can do it, you're great at improving (:
I find some new music that i really really really like, xi - Blue Zenith~ 1:10 - 1:55 is just amazing
The osu map, edited to 180bpm:
it's actually 200bpm by default and it's really really hard. Maybe check it out yourself, i don't know how well you can do these kinds of 200bpm maps. It's actually very strongly reliant on timing and coordination but if you can't deathstream at that BPM you'll just fail
Yeah, I've practiced them for some time, with some success, although it's indeed very very hard. I currently feel I should work on raw speed first, both tapping and processing, before going to those maps. I have no trouble at all 200 bpm doing normal streams or a single long stream in a map, but stability is an issue in continuous streaming (at that bpm).
Rating speed is very hard indeed, because there are also different kinds of speed. Xafnia for example was(/is?) way better than me in streaming low bpms, but he was way worse than me at higher bpms. Also, I feel a combination of 4 and 2 or 3 and 3 notes is way more intense than 7 notes, especially at higher bpms. Apparently the rythmic structure also makes a difference, at least enough to overpower the effect of that one extra note. Overall i think continuously streaming just above comfort zone helps 'real' speed, and playing very high bpm 'normal' maps has more of an effect on burst speed. For example, I've been playing pretty fast maps for a long time now, but passing eighto was a coinflip for a long time, because of the bursts. Ever since I've really started working on raw speed, I've noticed the map has become much easier and I barely miss those bursts anymore.
Been trying to vary what i'm doing with left hand a bit, does this look good or bad?
i'm a bit faster now, my high AR reading has improved (and low AR a bit too) and my aim is better, playing these maps is completely mindless on right hand
I also just took 200pp on suklaapallit, messed up in a few places acc-wise because i only played it like twice, but then i repeated it 30-ish times and my brain is suddenly unable to read it properly once again yay 200pp though
I don't really see particularly bad things. It's pretty hard to say something about it, because i play with middle finger as main finger, so everthing is different (I wouldn't recommend it though..). And I feel it's very much personal preference. One thing I would absolutely advise regardless of style is that your shoulder should always be relaxed; which you probably knew, but i can't directly check that in the video. This directly comes from piano posture I've learned, of which i'm strongly convinced.
Personally I get a book for under my hand to let my wrist be a bit more straight than directly on the table; you might like to try that out to reduce tension on your wrist. That might be dependent on finger length though. I felt the thumb on my keyboard hindered my singletap speed, but that thumb is pretty common isn't it?
Lastly, I saw you raised your wrist when you got to faster patterns. When I'm practicing, I try to keep my wrist on the book/table, because I'm trying to strengthen my fingers. When I'm performing (mp or ranking) at high bpm songs (255+ for me, but it depends on your personal preference and speed what would be the optimal value), my wrist is off the table, to also use the lower arm for extra speed. My personal ideal situation is to play everything with fingers only, because i think it's more accurate. It's hard to extrapolate that to other people and playstyles though. The danger of always using both lower arm and fingers is that you may end up using too much lower arm to actually improve your fingers. In my view, the lower arm is only leveraging the fingers; so you ideally want to practice finger speed and lower arm utility seperately. If the change of 'wrist height' is automatic at this point I think it's fine to let it change per pattern. Otherwise I'd personally recommend keeping one height for a longer period of time to not let the change in height affect performance.
Like I said at the start, I think by far most is personal preference, so these aren't truths, but things to possibly try out. You might not use any at all and be completely fine. So in the end you get no answer whatsoever.
I felt the thumb on my keyboard hindered my singletap speed, but that thumb is pretty common isn't it?
When i'm going max single speed i move the thumb to support index finger. I can do maybe 125 like that comfortably, but 130-140 with thumb supported finger. I've never practiced the vibration-style singletapping because i don't think it's useful for actual play (unless for some reason you're trying to singletap streams with low spacing)
It's not automatic change, it just was during that play. That's a lot of speed though, shockingly fast for me. If i use fingers only, i tend to lock up around 200bpm and my progress has been very slow when practicing there. I kinda got from 167 to ~190 with the same level of comfort on deathstreams, but that doesn't help at all for those 210-230bpm streams of longer length.
quite slow (dtable, but that's just the song, not something i can fix without heavily changing how to map the music) and very uninspired at parts, but i think i got the timing pretty much perfect and i love the music. I'l probably modify and evolve it in the future, pretty much everything is just basic concept. Let me know what you think!
Temporary background img(?), because the most important part is a super cute background!
pp: [Tom94] Make bonus for high approach rates start at 10 33 rather than 10. pp: [Tom94] Make FlashLight pp bonus depend on map length.
Interesting but sucks for a lot of players if the bonus is notable
That obviously wasn't the extent of the change, i gained around 70pp, shattering 4k pp barrier and also gaining 200 ranks. (:
Hm yeah, I noticed I gained some as well. I got like 90pp, but didn't see much difference in my top ranks. Oh well, this just means I can practice a bit more before I need to farm to maintain constant rank
i've been thinking about that song, it didn't really work as i intended at all, and i might try to map something with one of two things:
1; deathstreamy map designed for DT play, maybe even with slight speed up before that
2; constant jumps on the "stream" part of song; sliders, other patterns and jumps of greater distance but slower speed (79bpm instead of 118.5) in the less fast parts
leaning a bit towards playing with the second one, what do you guys think?
I didn't play osu for a few months now and I never really understood what distinguish a good and bad map, so I shouldn't try to comment on something I don't know. I don't have a rythmic sense either.
Well, the first things i tried turned out to be way too boring and easy. See above vid, it'd be worth like 50pp if it was ranked
My PP display for individual scores just got updated:
Battle for everyone's souls: 246 now, i think it went up a tiny bit, from like 243. od9 jumpy map. AR9.6
E.T. - went up 234 to 239. od9 jumpy map with some triplets, ar9.6
hoshizora HR, went 234 to 238 - ar10 jumpy with some small streams
koigokoro [delis] went up like 4pp, od9.6 jumpy
The Dawn went up some, od9.6 ar9.6 jumpy
apples to the core, did it for love, golden sky, suklaapallit went up, same for sai afure ketsurakusha, lifetheory - daisy [blossom] HR went up, some map that i don't remember went up and is 200pp now, my Frame of Mind score is 200pp which is nice.
All around it seems most of my important stuff rose a bit. I'm not sure WHY, because the pp on most of these with the change announced - speed bonus being only at 10.33+ and not 10.0 - should have either not affected them, or dropped them. I have no score over ar10 in that list.
I started 2 days ago and started practicing on a daily basis, right now I can do 1.5-1.8 stars map at C level with ~80-87% accuracy. Usually after having played a map once I can get a B on the 2nd attempt.
My biggest issue is that I just cant seem to figure out the "timing" of the clicks. I got people telling me it has to do with the rhyme of the song but I just cannot seem to figure any of it out...
Any recommendations of how to train/get better instead of just rotating a set of maps? Also are there any good videos to watch/practice maps I should train on?
On February 17 2015 23:19 Hikari wrote: This is going to be a rather vague question....
I started 2 days ago and started practicing on a daily basis, right now I can do 1.5-1.8 stars map at C level with ~80-87% accuracy. Usually after having played a map once I can get a B on the 2nd attempt.
My biggest issue is that I just cant seem to figure out the "timing" of the clicks. I got people telling me it has to do with the rhyme of the song but I just cannot seem to figure any of it out...
Any recommendations of how to train/get better instead of just rotating a set of maps? Also are there any good videos to watch/practice maps I should train on?
Listen closely to the music, turn up volume on hitsounds and get distinct ones and play more. Sorry, can't really help more than that, maybe other people with better rhythmic sense can give better advice. Also, play many different maps instead of rotating a small set.
If you're clicking instead of using the keyboard, consider switching to using the keyboard instead of clicking on the mouse. I found that separating clicking from aiming made it much easier to concentrate on my timing when I was starting out.
Another thing to consider is the approach rate of maps you're playing. I had a lot of trouble with low approach rate maps even when I was just beginning, and never really got any half decent timing until I was able to play maybe AR7 comfortably. Lower AR does give you more time to react to notes appearing, but at the cost of it being more difficult to accurately predict the timing.
EDIT: Decided to play some standard. Nearly FC'd this, but I missed the LAST FUCKING NOTE
Thanks. I wish this was in the patch notes. So.. they removed aim bonus for 10.33 (but still kept the high AR bonus?), and kept PP similar by raising the PP of all maps?
On February 17 2015 23:19 Hikari wrote: This is going to be a rather vague question....
I started 2 days ago and started practicing on a daily basis, right now I can do 1.5-1.8 stars map at C level with ~80-87% accuracy. Usually after having played a map once I can get a B on the 2nd attempt.
My biggest issue is that I just cant seem to figure out the "timing" of the clicks. I got people telling me it has to do with the rhyme of the song but I just cannot seem to figure any of it out...
Any recommendations of how to train/get better instead of just rotating a set of maps? Also are there any good videos to watch/practice maps I should train on?
My honest advice would be to try to get to harder/faster maps. I found very slow maps (slow speed, slow approach rate) very difficult to get timing correct on. As long as you can play with 80%+ accuracy, just keep pushing yourself and you'll probably get to a point where the faster maps and approach rates make more sense to you and the timing will come more naturally.
On easier maps, the maps usually don't click with the song particularly well, they might have 1 circle for like 6 beats and that can be confusing. The lower approach rate that is standard for them (ar6-7, even ar8) takes more skill to read than a faster AR IMO.
Thanks. I wish this was in the patch notes. So.. they removed aim bonus for 10.33 (but still kept the high AR bonus?), and kept PP similar by raising the PP of all maps?
They removed the high ar bonus (which is part of the aim component of pp) for maps above 10 up to 10.33 (my first post wasn't quite correct, but I guess the amount of maps with ar above 10 and below 10.33 is negligible).
Lower ar is harder, but just read as far ahead as possible and you'll be fine both high and low ar, especially since you're still at beginner's level. When I just started, it helped to move your tapping finger as slow as the approach circle; that way, you'll get a motional feel for the timing of a circle given it has already appeared. This is of course assuming you play rythm and aim with 2 different hands, which i'd recommend. Overall, you shoudl think to yourself it's possible to determine a click's timing with only the timing of it's appearance, and the first assessment of it's approach rate.
If you're interested in playing osu really competitively, your mindset should be that ar does not matter. In a few years you'll be playing extremely low ar just for fun.
If you would like some tips or maps good for improvement (after assessment of level and weak points), you can add 'deviezeman' and ask. i don't have much time atm unfortunately, but i'll be online occasionally.
In general I really doubt watching video's of other players helps a lot. You can watch your own replays, but only if you really don't know what you did wrong. Replays don't really represent your performance very well anyway. Maru's right when he says playing a lot of maps is better practice than repeating a set of maps. High school math also isn't learned by repeating the same question over and over, it's learned by doing new problems every time. Or well, let's say it's inefficient.. There probably are a lot of improvements on your play, but generally i would urge you to use both 'tap' buttons, regardless if you're using mouse only or mouse and keyboard. Using both is pivotal in decent osu play.
Next part of standard improvement ramble regards settings. Set mouse input in osu to 'raw input', set windows sensitivity to neutral, no mouse acceleration, no backgrounds, no video's, no storyboards. Read on different skins, and decide which will be best for your performance. In general, the less distraction the better. There are even players who've edited out the health bar.