*Tips for this chart* (will edit once i find more): 0:28 There are 2 approaches to this pattern: Jack the triplets, or alternate them which I do not recommend if you think you have the stamina to jack it as it can complicate your movement. 0:33 Crosshand streams, start with right hand and ONLY the right hand does the movement from lane 4 to lane 1 while left hand stays in the same position (if you find yourself missing notes try moving your left hand upwards throughout the stream). 0:34 mirrors 0:33 and 0:35 can be treated as a normal but very wide Pentiment train pattern, be very cautious while aiming this stream. 0:37 The slams here are 0ms arcs which are not worth any notes. Tap from the floor and flick upwards within the timing window while the other hand maintains constant movement from lane 1 to lane 4 or vice versa. The following sections mirror this pattern vertically and/or horizontally. 0:44 Left hand taps in constant 8th rhythm from sky lane 1 to 4, while right hand does the slams. You may release the slam arcs a little early to give yourself some timing window to tap the following Tap-Arc slams, though be careful not to release too early. Mirror this on 0:45 0:47 mirrors the entire section from 0:37 up to 0:43. You may apply the same tips above. 0:56 - 1:13 Stay vigilant at the tip of the arcs and be careful not to release them early. The best way to learn this pattern is to understand the movement of the arcs first and only then you should learn how to tap the notes. In most cases, you will probably be able to naturally tap the notes once you understand the general movements of this section. 1:14 Another crosshand stream. There are 2 approaches to this: You either switch yours hands at the start of the stream and put your left hand at the furthest right lane and crosshand from there, or you can do the opposite and quickly switch hands at the end of the stream. Either works. 1:16 It is recommended to find the best position for yourself while doing this pattern if you're a tablet player, you may find yourself missing notes on this part if you do not understand how to crosshand it properly, the methods may vary for a lot of people. 1:32 Do not play this as crosshanded streams. It is best to jack the first 2 notes of the groups of 3 and use the other hand to do the dotted arcs with the corresponding hand for the arc colors. 1:42 Separate the notes in to groups of 4. One hand usually moves back and forth within lane 1 > 2 or 1 > 3 while the other hand taps 2 times on the floor or the sky. For 1:44 The rhythm in this section is as following: • • ••• • • ••• (••• is in 24ths). You can play this pattern here as L R R L R and mirrored. This entire section is mirrored until 1:50 1:55 Time signature changes here. This section is once again groups of 4 and follows up with the same rhythm pattern but with altered movements. But this time the burst patterns are played as L R LRL and mirrored. This entire section is mirrored up until 2:03 which changes some note placements of the burst patterns. 2:07 This entire section is just in constant rhythm and in groups of 4 which changes pattern and time signature at 2:09. This mirrors again until 2:14 with another time signature change and instead of groups of 4 they are in groups of 3, this mirrors until 2:16 2:17 Tap to the beat here and follows up with a triplet. Repeat until 2:20 2:21 Minijacks 2:22 Don't focus yourself on the speedup, instead, tap in constant rhythm and maintain that rhythm until it ends. I think ChespinFrosty can explain the drop section better than me if he ever makes a tip video of this chart lmfao, the drop section is pretty simple but if you have any questions regarding the main drop you can ask in the replies and I'll answer it if I can. 2:49 Aegleseeker stream pattern but out of bounds. Tap in 200 bpm 24ths. 3:00 BE VERY CAREFUL OF THIS! This is a crosshand stream yet again but in 24ths. Tap as fast as you can while maintaining both speed and movement of both hands. The stream stretches all the way across the sky line so make sure you move all the way across the screen. 3:05 haha funny 4 hold (also theres a 3 hold before it so dont miss that) hope you guys find this at least a little bit helpful in playing this chart, though it might not be the best tips but at least i tried lmao
Congratulations to Naganai Nanoru/名乗る名が無い for their debut in Arcaea! The song is a masterpiece of composition and mixing. Everything blends together and the chart is outdone once again, a beauty to behold. For context: 名乗る名が無い roughly translates to "I have no name to provide", thus their artist name is always a direct copy of the song name. For reference: Check out their maimai song "ぽわわん劇場" and Chunithm song "周防パトラ ウニの歌(Naganai Nanoru Remix)"
Someone already pm the standard version of this level. The only thing is: Who will beat the buffed version with RED NOTES and get the TRUE PM? Personal cc: 11.9 (Standard version), 12.3 (Buffed version with red notes) Also, given that the players can play 11-11+ with ease, I am so sure that we would get a BYD 12+-13+ in the future. If you searched on the bilibili web, someone already PM BYD 13 or above songs. IT IS TIME TO MAKE REVOLUTION TO THE GAME TO BE THE HARDEST RHYTHM GAME OF ALL TIME!!!!
imo anything over a 12 is just overkill for the game itself, not to mention the average playerbase of the game being unable to play these charts. if they're actually adding 12+s or higher to the game i'd think it's a terrible decision since that's basically softlocking the chart from like anyone below 13 ptt if you bring up cases like project sekai or dancerail, they're not an entirely story-based game, in contrast to arcaea. you can clearly see the arcaea's hardest songs are only hard because of story relevance, not just for the sake of it being hard like pjsk and dancerail, etc. though it may sound cool in theory, it's practically impossible for them to add such difficulty to the game.
@@smaryyyyyyy people may say this during Tempestissimo released. But top players still go through it with ease. I understand the average player base cannot withhold such standards, so do I. However, what if you checked the Arccreate project, where 13 is becoming more common and many top players do not have any issues. I guess to make a historical chart like fracture ray which needs months to PM, it is about time to do sth more torturous and differentiate people by resilient attitude. Arcaea, unlike other games, focus much more on music flow and disciplines. Its development as a 3d game inspired more people to play, whereas other rhythm games cannot pass through. I guess we have to embrace the future where charts like this would definitely happen in the future story update. Top players, I believe, can rush through many BYD charts between 9-12. Making a new difficulty tier not only gives additional challenge to these players, but to push new boundaries that only Arcaea can do.
You're missing the entire point. I was talking about the *GENERAL* playerbase. You also have to understand that the top players are called "top players" for a reason, they're a very small minority of the game playerbase which if they add an extremely hard difficulty *solely* to satisfy the needs of said top players, that's basically ignoring the whole majority of the players. I acknowledge the existence of harder Arcaea's fanmade charts, but even though there are people can play it, that is only *some* people that can play it. The logic presents itself here, we don't *need* crazy high difficulties just because of the fact that a very small number of people can play it. Instead, you should take more time to consider the possibility of what could happen to players with lower skills if such difficulty were to exist. About story relevance, the current hardest chart in the game by rating is sure to be Testify (12.0), and why I am talking about this in story relevance, is because this chart is a 12 for a reason. Arcaea's Main Story part 1 revolves around Hikari and Tairitsu, which is said to be the main characters of the game's base story, considering Hikari is the "Creator" of Arcaea, it is quite hard to imagine anything somehow harder than Testify (which is supposed to be the song of the final form of Hikari) anytime soon. To my next point: Yes, higher difficulty means more challenging and excitement for all and any kinds of players. But, it is also an *impossibility* for lower skilled players. For example, presumably if they add a 12.7 to the game (Which by current official chart's standards is MUCH harder than how fanmades 12+'s are rated), people with around 11 potential would not just struggle with the chart but much rather that it will be completely unplayable for them. And by current data, people with 11 potential or higher is a mere ~20% of the game's playerbase, just imagine what percentage these "top players" you're talking about could be. In conclusion, and read this very carefully: Higher difficulty is NOT needed in Arcaea, it is more so to be fantasized about within the fanmade community, as the rating in said community is, well, fanmade and is not officially determined. No one could imagine what a 12.7 would look like in the official game, neither do we think that it would be a great idea to add it to the game, not to mention jumping from the current hardest chart (Testify)'s cc which is 12.0 to such a high level of difficulty is basically a stupid idea. Top players are top players for a reason, they can get through hard charts with ease but same does not apply for right about 95% of the players. Ultimately, I will say that it is a terrible idea for lowiro to ever add anything harder than a 12.1 to the game.
@@smaryyyyyyy You are actually right. Let me bring another game, and the only game, which definitely hits hard with the difficulty burden: Geometry Dash. If you did not know what is GD, GD is a platformer game where players need to control different shapes and completely avoid the spikes and saws or other obstacles to reach the goal. I would bring up the case with the fan made as the official difficulty is irrelevant. If you looked at the current top 10 hardest fan made level, it is said that lots of top and middle players were extremely demotivated to play as it required like a FULL-TIME JOB grinding and verifying the level, causing mental health issues and warning players not to get tortured. No other games and rhythm games can hit hard with this. (I can tell GD impossible levels are much harder than villian virus and hardest boss songs in rhythm games. And you can probably DIE if you play too hard) So, though I still believe Arcaea difficulty would continue to push, one thing that is correct is not to ignore personal mental health by prioritizing difficulty. If the game is too hard, no one would play.
*Tips for this chart* (will edit once i find more):
0:28 There are 2 approaches to this pattern: Jack the triplets, or alternate them which I do not recommend if you think you have the stamina to jack it as it can complicate your movement.
0:33 Crosshand streams, start with right hand and ONLY the right hand does the movement from lane 4 to lane 1 while left hand stays in the same position (if you find yourself missing notes try moving your left hand upwards throughout the stream). 0:34 mirrors 0:33 and 0:35 can be treated as a normal but very wide Pentiment train pattern, be very cautious while aiming this stream.
0:37 The slams here are 0ms arcs which are not worth any notes. Tap from the floor and flick upwards within the timing window while the other hand maintains constant movement from lane 1 to lane 4 or vice versa. The following sections mirror this pattern vertically and/or horizontally.
0:44 Left hand taps in constant 8th rhythm from sky lane 1 to 4, while right hand does the slams. You may release the slam arcs a little early to give yourself some timing window to tap the following Tap-Arc slams, though be careful not to release too early. Mirror this on 0:45
0:47 mirrors the entire section from 0:37 up to 0:43. You may apply the same tips above.
0:56 - 1:13 Stay vigilant at the tip of the arcs and be careful not to release them early. The best way to learn this pattern is to understand the movement of the arcs first and only then you should learn how to tap the notes. In most cases, you will probably be able to naturally tap the notes once you understand the general movements of this section.
1:14 Another crosshand stream. There are 2 approaches to this: You either switch yours hands at the start of the stream and put your left hand at the furthest right lane and crosshand from there, or you can do the opposite and quickly switch hands at the end of the stream. Either works.
1:16 It is recommended to find the best position for yourself while doing this pattern if you're a tablet player, you may find yourself missing notes on this part if you do not understand how to crosshand it properly, the methods may vary for a lot of people.
1:32 Do not play this as crosshanded streams. It is best to jack the first 2 notes of the groups of 3 and use the other hand to do the dotted arcs with the corresponding hand for the arc colors.
1:42 Separate the notes in to groups of 4. One hand usually moves back and forth within lane 1 > 2 or 1 > 3 while the other hand taps 2 times on the floor or the sky. For 1:44 The rhythm in this section is as following: • • ••• • • ••• (••• is in 24ths). You can play this pattern here as L R R L R and mirrored. This entire section is mirrored until 1:50
1:55 Time signature changes here. This section is once again groups of 4 and follows up with the same rhythm pattern but with altered movements. But this time the burst patterns are played as L R LRL and mirrored. This entire section is mirrored up until 2:03 which changes some note placements of the burst patterns.
2:07 This entire section is just in constant rhythm and in groups of 4 which changes pattern and time signature at 2:09. This mirrors again until 2:14 with another time signature change and instead of groups of 4 they are in groups of 3, this mirrors until 2:16
2:17 Tap to the beat here and follows up with a triplet. Repeat until 2:20
2:21 Minijacks
2:22 Don't focus yourself on the speedup, instead, tap in constant rhythm and maintain that rhythm until it ends.
I think ChespinFrosty can explain the drop section better than me if he ever makes a tip video of this chart lmfao, the drop section is pretty simple but if you have any questions regarding the main drop you can ask in the replies and I'll answer it if I can.
2:49 Aegleseeker stream pattern but out of bounds. Tap in 200 bpm 24ths.
3:00 BE VERY CAREFUL OF THIS! This is a crosshand stream yet again but in 24ths. Tap as fast as you can while maintaining both speed and movement of both hands. The stream stretches all the way across the sky line so make sure you move all the way across the screen.
3:05 haha funny 4 hold (also theres a 3 hold before it so dont miss that)
hope you guys find this at least a little bit helpful in playing this chart, though it might not be the best tips but at least i tried lmao
thanks smary haha XD
Bro is turning into frosted chespin the femboy
@@whitemountain4851 gasp
at 1:42
I think those are 32nds, not 24ths
Congratulations to Naganai Nanoru/名乗る名が無い for their debut in Arcaea! The song is a masterpiece of composition and mixing. Everything blends together and the chart is outdone once again, a beauty to behold.
For context: 名乗る名が無い roughly translates to "I have no name to provide", thus their artist name is always a direct copy of the song name.
For reference: Check out their maimai song "ぽわわん劇場" and Chunithm song "周防パトラ ウニの歌(Naganai Nanoru Remix)"
@@Ayuna001-vs1 simply lovely. Best to subscribe him
I'm pretty sure there're multiple people behind the alias, like camellia and BlackY and others...
Man lowiro really cooked with this song pack. Awesome song and bga.
新時代のボス曲って感じの譜面
02:26 🔥🔥🔥
生アーケア配信待ってます。永遠に
We finally have 11+
The buildup to the slow part and then the final part reminds me of TAG, mainly cus of how some of their songs are charted in other rgs
1:40 this made my head bop
So true, and then goes Astral Quantizarion with frame skipping charting…
Nothing short of a masterpiece
赤いノーツの部分が実際の譜面には降ってこなくて良かった
降ってきてたらほんとに終わってた
もう誰だかわかんないからCamellia vs BlackY vs TAG vs AJURIKA vs hommarju vs wa. vs sky_deltaでいいよ(ヤケクソ)
SONG AND CHART SO FIRE THAT MY FINGERS BURNED 🔥🔥🔥🔥
WE MAKIN IT OUT THE HOOD WITH THIS ONE 🔥🔥🔥
TIME TO MAKE THE REVOLUTION 🗣️🗣️🗣️📢📢📢📢📢🔥🔥🔥🔥🔥🔥🔥
Shiiit this song and chart is wild🔥🔥🔥🗣️🗣️🗣️
ここで逆張りhommarju。最初の流れアークと逆手のとこの音がpurple verseに聞こえるのと願望。1:00あたりかな
TAGさんとwa.さんに聞こえるけど、もしかしたらそれ以上のアーティストが参加しているかもしれない
@@塩クァマボコ 個人的にはBlackYとsky_deltaが作ったものだと思う。スタイルは彼らにとても似ている
前半の音とメロディがAJURIKAさんでしかない
と思ったけどNanoru Naganaiさんらしい、そっかNanoru Naganaiさんかー…誰だよ
サビ入る時の感じはすごいTAGさん味を感じた
1:24 ここからの演出と曲かっこよすぎて鳥肌もん
waiting for someone pm this🔥🗣️
@@cat_87ww someone already did
@@smaryyyyyyywho 🤔
@@ImNotSmile bilibili blue diamond
holy🗣️🔥
Who will beat the version with red notes and PM it?
tag vs ajurika?
blackyもありそう?
I hear tag in this
TAG vs Camelliaかな?
That BGA is chef kiss ❤
これだけ詰め込んでもTestify赤の総ノーツ数超えないのやばいね
IIDXのEagle味を感じる
こういうことしちゃダメよarcaeaさん…
Camellia+BlackY i think
I thought Camellia vs Kobaryo at first but Camellia vs BlackY seems more likely
Also at first I thought Sta was in it lol 😅
Nope, it's already confirmed it is Naganai Nanoru
@@AlaiskaiZ its mysterious who actually compose this, but the song itself have aoi sound design, TAG, and blackY signature piano
@@my_leooden it's already confirmed the person behind this is Naganai Nanoru, idk
@@AlaiskaiZ yeah ik its naganai, but who's *actually* behind them?
How to re-activate anomaly effect?
unlock compassion and seal her (make sure to also have unlocked testify and silent answer)
@ As I though, like Arghena need Maya, Designant. need Compassion
Oh I needed that bru- I don't final or any act 1 story@@2tP-1
@@2tP-1how do I unlock compassion ? I just got designant but I'm pretty sure there's one more secret song called astral something ...
@@tregear3467Hit all the red notes in this song!
1:39 リックロール
TAGとAJURIKA派
冥リスペクト?
beyond 11+?
Cybernetic Vampire flashbacks
The Survivor is still the longest song currently in game beating this by 6 seconds
WHAT THE HELL IS HAPPENING
I guessed Supa7onyz
ちょっとこれは聞いてない
Camellia?
11+ is real!!!!!!!!!!
I'm relying on SkisK to pm this if he can tho not pressuring
Some believed he can pm the red notes version. We will wait and see.
TAGとCamelliaな気もする
ワンチャンN2噛んでる?
So who artist is this guy????
no one knows lol just wait for the official upload i guess
i feel like this is TAG vs someone because BPM changes
there's no bpm changes afaik, they're just time signature changes
@smaryyyyyyy well that thing I guess, and 0:18 has a little POSSESSION in it
1:05
if you really want to hide spoiler, why not hide the video title as well
ICARUS?
Someone already pm the standard version of this level. The only thing is: Who will beat the buffed version with RED NOTES and get the TRUE PM?
Personal cc: 11.9 (Standard version), 12.3 (Buffed version with red notes)
Also, given that the players can play 11-11+ with ease, I am so sure that we would get a BYD 12+-13+ in the future. If you searched on the bilibili web, someone already PM BYD 13 or above songs. IT IS TIME TO MAKE REVOLUTION TO THE GAME TO BE THE HARDEST RHYTHM GAME OF ALL TIME!!!!
imo anything over a 12 is just overkill for the game itself, not to mention the average playerbase of the game being unable to play these charts. if they're actually adding 12+s or higher to the game i'd think it's a terrible decision since that's basically softlocking the chart from like anyone below 13 ptt
if you bring up cases like project sekai or dancerail, they're not an entirely story-based game, in contrast to arcaea. you can clearly see the arcaea's hardest songs are only hard because of story relevance, not just for the sake of it being hard like pjsk and dancerail, etc.
though it may sound cool in theory, it's practically impossible for them to add such difficulty to the game.
@@smaryyyyyyy people may say this during Tempestissimo released. But top players still go through it with ease. I understand the average player base cannot withhold such standards, so do I. However, what if you checked the Arccreate project, where 13 is becoming more common and many top players do not have any issues. I guess to make a historical chart like fracture ray which needs months to PM, it is about time to do sth more torturous and differentiate people by resilient attitude. Arcaea, unlike other games, focus much more on music flow and disciplines. Its development as a 3d game inspired more people to play, whereas other rhythm games cannot pass through. I guess we have to embrace the future where charts like this would definitely happen in the future story update. Top players, I believe, can rush through many BYD charts between 9-12. Making a new difficulty tier not only gives additional challenge to these players, but to push new boundaries that only Arcaea can do.
You're missing the entire point. I was talking about the *GENERAL* playerbase. You also have to understand that the top players are called "top players" for a reason, they're a very small minority of the game playerbase which if they add an extremely hard difficulty *solely* to satisfy the needs of said top players, that's basically ignoring the whole majority of the players. I acknowledge the existence of harder Arcaea's fanmade charts, but even though there are people can play it, that is only *some* people that can play it. The logic presents itself here, we don't *need* crazy high difficulties just because of the fact that a very small number of people can play it. Instead, you should take more time to consider the possibility of what could happen to players with lower skills if such difficulty were to exist.
About story relevance, the current hardest chart in the game by rating is sure to be Testify (12.0), and why I am talking about this in story relevance, is because this chart is a 12 for a reason. Arcaea's Main Story part 1 revolves around Hikari and Tairitsu, which is said to be the main characters of the game's base story, considering Hikari is the "Creator" of Arcaea, it is quite hard to imagine anything somehow harder than Testify (which is supposed to be the song of the final form of Hikari) anytime soon.
To my next point: Yes, higher difficulty means more challenging and excitement for all and any kinds of players. But, it is also an *impossibility* for lower skilled players. For example, presumably if they add a 12.7 to the game (Which by current official chart's standards is MUCH harder than how fanmades 12+'s are rated), people with around 11 potential would not just struggle with the chart but much rather that it will be completely unplayable for them. And by current data, people with 11 potential or higher is a mere ~20% of the game's playerbase, just imagine what percentage these "top players" you're talking about could be.
In conclusion, and read this very carefully: Higher difficulty is NOT needed in Arcaea, it is more so to be fantasized about within the fanmade community, as the rating in said community is, well, fanmade and is not officially determined. No one could imagine what a 12.7 would look like in the official game, neither do we think that it would be a great idea to add it to the game, not to mention jumping from the current hardest chart (Testify)'s cc which is 12.0 to such a high level of difficulty is basically a stupid idea. Top players are top players for a reason, they can get through hard charts with ease but same does not apply for right about 95% of the players. Ultimately, I will say that it is a terrible idea for lowiro to ever add anything harder than a 12.1 to the game.
Small bit but arcaea is never dethroning dynamix as the hardest rg even with an overcharted 13 lolxd
@@smaryyyyyyy You are actually right. Let me bring another game, and the only game, which definitely hits hard with the difficulty burden: Geometry Dash.
If you did not know what is GD, GD is a platformer game where players need to control different shapes and completely avoid the spikes and saws or other obstacles to reach the goal. I would bring up the case with the fan made as the official difficulty is irrelevant. If you looked at the current top 10 hardest fan made level, it is said that lots of top and middle players were extremely demotivated to play as it required like a FULL-TIME JOB grinding and verifying the level, causing mental health issues and warning players not to get tortured. No other games and rhythm games can hit hard with this. (I can tell GD impossible levels are much harder than villian virus and hardest boss songs in rhythm games. And you can probably DIE if you play too hard)
So, though I still believe Arcaea difficulty would continue to push, one thing that is correct is not to ignore personal mental health by prioritizing difficulty. If the game is too hard, no one would play.
free ass chart
11 ptt:
これ何でコンポーザーの名前書かれてないん? 今までこんなことなかった気がするのだが。
コンポーザーは名乗る名が無いさん。
曲名と一緒になるっぽい。
@@-rtyu5792 なんだそれww
6kないから12にならないと思ってる12
かめりあ?
?
Bro think he's slick
@@Kroz_cat im not slick im sick
@@smaryyyyyyyhi sick