Guitar Hero DLC - "Nothing to Say" Expert Guitar 100% FC (490,262)
Автор: A Wise Moose
Загружено: 2022-09-22
Просмотров: 4144
Описание:
Nothing to Say - Slash (With M. Shadows)
Pack - Guitar Hero Warriors of Rock Pack 01
Release date - November 9, 2010
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One of the best DLC songs in the entire GH series catalog IMO. This is one that I legitimately purchased back when I was 13, I have fond memories of this song. I still don't mind listening to it to this day, even after grinding my ass off trying for this score, all for Kyle Ruth to come and absolutely DECIMATE it with 490,702. He truly is a different breed, on a completely other level. His level of expertise at exploiting the hit window in these games is second to none, no question about it.
I have a lot to say about a song for the first time in a long time, and I'm in a good enough mood to write about it, so strap in buckos.
For starters, you want slow ticks for this song. There are a couple reverse ticks squeezes, and one special wrong ESG reverse tick squeeze. I won't go too far into detail about what that is and how it works as I've done it in the past, but basically you do the extended sustain glitch incorrectly by letting go of the lower sustains AFTER hitting the top sustain to backload all the ticks from the sustain, giving you a larger tick burst. Further, there are a few extended sustains in this song that I voluntarily chose not to glitch simply because they were being problematic and causing problems later in the song. Again, too much to go too far into detail with here, but just know I had good reason to not glitch some of those extended sustains.
The first activation has another 200 possible on it, though I've never hit it. It requires absolute perfect whammy and an impeccable EHW squeeze on the front end. It is very hard, but necessary if I were to attempt beating Kyle. The second activation is that wrong ESG activation I was referencing above. This activation in particular is quite tricky because I have to fight against my muscle memory to do it properly. I need to hit that O sustain as late as possible so I can activate as late as possible on it and still be able to make it to the RBO sustain under star power.
The third activation is very easy to completely fuck up by not getting enough whammy for a half bar. No half bar, no activation, restart. The activation itself is tough too, on both the front and back ends. The front end is on a HOPO, which can be challenging, but you need to squeeze in that overlap phrase AND squeeze the actual back end. The back end is very easy to miss since the RYB is directly after some HOPOs and the game will sometimes like to interpret the strum meant for the RYB to be meant for the G HOPO right before it. I mitigated this by simply strumming that hole HOPO section.
The fourth activation is another reverse ticks squeeze and another squeeze where I could've gotten another 200. This one is particularly challenging as well because the front and back ends are on pretty fast parts, and it is not very easy to reverse tick squeeze the G sustain of the SP phrase and still hit the first note of the trill. The back end is even tougher, you can squeeze one more note in than I did here with ideal whammy and an ideal front end squeeze.
The fifth activation is still relatively challenging, but less so because you have some wiggle room on the front end. I never actually nailed down the best spot during that BO SP sustain to activate one, I kinda just winged it and stuck with my activation point. I'd wager there's more ticks to get on that sustain. The biggest deal here is to not waste SP in the overlap, so it's best to hit that first G of the strumming as late as possible to make sure you get a full bar as late as possible, pushing your back end as far back as possible. It ends on a 3-note chord, so this squeeze is vitally important. I hit it on the very last frame of SP.
Thankfully the sixth and last activation is fairly easy, yet isn't as straightforward as you'd imagine. Just another quirk of the engine, and this relates to why the wrong ESG squeeze works, slow ticks count up at different rates for single, double, and triple notes. Crazy game. So despite the fact that two sustains of the same length, one a single note and the other a double note, would give you the same amount of points in ticks, when you have slow ticks those points are given to you at different rates. Double note chords count faster. For this reason, it is better to activate immediately after hitting the YB sustain you get SP from rather than whammying it and activating after and getting the ticks from the O sustain at the end.
This song truly has it all in the squeezing department, it's a very challenging song to get a good score on, let alone even FC it. I thoroughly enjoyed squeezing this song competitively with Kyle, despite him besting me once again. GG's.
Almost hit the description character limit btw
My scores:
https://www.scorehero.com/scores.php?...
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