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Jan 23rd, 2018
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  1. [b]R!OT (Raskanally)[/b]
  2. [b][color=]Rating: [][/color][/b]
  3. -> offset changed to -0.466
  4.  
  5. - 10.609: this note should be moved down to a yellow note (time: 10.644)
  6. - 14.037: you caught the separated note at 10.609, but not here.
  7. - 17.394: risky idea - not sure it paid off for you here. Pitch bending is tricky to accommodate -- typically, you want to catch the starting note and the finishing note of the bend - in this case, it would make straight 8th notes.
  8. - 25.751: jumps here? You didn't use jumps for the soft chime earlier, so it's a bit of an inconsistency.
  9. - 27.466 to 54.895: your best bet would be to ignore the chime for this section, and give attention to the newly entering dubstep section. Getting rid of the chimes gives you breaks every once in a while that allow you to accent breaks in the percussion.
  10. - 34.323 to 35.180: should be 16ths
  11. - 35.180: be consistent - you used jacks the first time, and now you're spreading out for something that is the same sound
  12. - 36.359: there's a 16th that can be added here, as well as 36.787,
  13. - 41.180: notice how the bass repeats the same 3-note pattern twice? Make your chart reflect that by repeating a three note pattern of your own! This is a basic concept of pitch relevancy -- learning this will improve your charts. :)
  14. - 42.037: then, you can go back to jacks over here -- same thing repeating over and over again can be perfect places to use jacks, just as long as they're a reasonable speed.
  15. - 48.037: this is a great section to illustrate the necessity of accents. The sound that plays here is the loudest sound in this particular measure, and it happens later down. You would want to make that particular sound a jump (or, in a different case of an aggressive chart - don't do this here, a triple).
  16. - 50.073: missing 16th, as well as 50.502
  17. - 54.145: not the best usage of triples -- it's just a low voice, and it doesn't give off a huge punch in the song. Also, the note at 54.573 (L/U/R hand) is misplaced, it should happen a bit earlier.
  18. - 55.323: great usage of jacks here, however, the L/R jump that happens at 55.537 is unnecessary, so you'd be better off getting rid of the right arrow and just leaving it as a straight left handed jack.
  19. - 56.609: you even separate the jacks for two sets of two notes a piece when the melody changes, which is great. However, the L/D and D/U jumps are unnecessary, so get rid of the down arrow. The U/R jump is fine, because it lands on a bass drum.
  20. - 57.466: an instance where straight jacks is acceptable, but again, lose the jump that lies on the 8th note
  21. - 58.323: careful here - all of the notes are different; no jacks here :p
  22. - 60.037: when you have no percussion (that is, no bass drum/snare), keep everything single steps. The pitch does change again, similar to the way that 56.609 (where it's two notes for the first two 16ths, then two notes for the next two 16ths).
  23. - 61.323: another instance of straight jacks -- sound repeats itself five times. It's all about paying attention to the particular note.
  24. - 63.466: Keep the first jump here, lose the jump on the 8th note, and keep the jump at the end of the jacks. Pitch relevancy would also have the jack separated into two sets of two notes a piece, like 56.503
  25. - 65.395: lose the jump. Remember, you want to give accenting to the bass drum, and the snare drum.
  26. - 68.180: same situation as 56.609.
  27. - 70.109: missing note.
  28. - 70.323: same situation as 56.609.
  29. - 71.180: see 61.323 -- no bass/snare, or anything around it, so it could be straight jacks.
  30. - 72.037: Keep the first jump, lose the other four. Just like 58.323, these notes are all different. Slow down the song in SM/DDream if you want to make sure that notes are in fact repeating.
  31. - 73.752: similar to 60.037, but there is a jump on the first note of the five note sequence.
  32. - 75.037: first four notes are a consistent jack, the fifth note is a bass drum, and the note is no longer repeated. This is a case where you'd want to do something like R/R/R/R/(jump that doesn't have a right arrow in it).
  33. - 77.180: see 72.037.
  34. - 77.930: missing 16th.
  35. - 78.895: missing 16ths?
  36. - 79.430: there's actually quite a few missing notes; why did you ignore them?
  37. - 81.895: special situation here - no jumps for the first four notes, but the first note is different from the second, third, and fourth note. Something like D/U/U/U is great here. The fifth note is LOUD. Accent that note as if your life depended on it. That is a situation where you could put a triple, or a jump that forces the player to sudden change finger placement. If you do D/U/U/U, then the jump could be a L/R.
  38. - 82.323: pay attention to your charting. Most of the 4th notes don't follow anything. Your 8th notes follow the chime like before, but try to make them single notes - they're relatively quiet.
  39. - 89.180: try to figure out what you'd put here based off of the notes I've given you.
  40. - 96.037 to 108.037: a few more notes get added in here, try to follow them. Jacks appear in this section - take a listen to them and figure out the placement.
  41. - 110.609: misrhythm - should be 12th notes.
  42. - 116.609: one final note about these bass melodies; if some of them are unreasonably long for jack usage, you can break them down into minijacks in sets of 2 or 4 when using 16th notes, or in sets of 3 or 6 when using 12th notes.
  43. - 118.645: missing 16th.
  44. - 119.073: missing 16th.
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