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Minimum reasonable time for a foot switch?

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Post #1 · Posted at 2020-10-01 06:28:47am 3.5 years ago

Offline AngledLuffa
AngledLuffa Avatar Member
111 Posts
United States
Reg. 2015-05-14

I've been trying to step some songs with foot switches, and for one song I've been working on, I can't eat my own dog food. I added a foot switch 16th note at a tempo of roughly 105. Is it a reasonable expectation to be able to foot switch in that amount of time, or is this asking a bit too much? There are other 8th note foot switches in this step chart which I'm able to do just fine.

I can pass along the partially finished simfile if anyone wants to try it out and let me know.

Post #2 · Posted at 2020-10-01 06:40:05am 3.5 years ago

Offline CLOUDIO
CLOUDIO Avatar Member
474 Posts
Indonesia
Reg. 2012-11-28

"also known as MEGAtive"

Last updated: 2020-10-01 06:47am
I played a chart that utilizes footswitches on 8th BPM300 (16th BPM150 with the same quantization) and I can do it well there. I think what matters most is if you give it a clear mark whether it's footswitchable or not.

https://rhythmega.s-ul.eu/3RnMA9Ss

Chart taken from "Architecture / DJ Myosuke & Noizenecio [Fraxtil]" from pack "SPEEDCORE 4". I think as long you give the player a mark to footswitch, you can put any speed you want for the footswitch.
https://cdn.discordapp.com/attachments/990432514982174720/1001027489038073916/latest_simfiles.png?ex=65f7ec7f&is=65e5777f&hm=7921ba8df12f9ec836a682118bd7ac520b2c44d5549287c28b2dbde31ce09a04&
https://zenius-i-vanisher.com/simfiles/Z-I-v%20Summer%20Contest%202023/Shakunetsu%20nite%20Junjou%20%28Wii-wii-woo%29/Shakunetsu%20nite%20Junjou%20%28Wii-wii-woo%29-jacket.pnghttps://zenius-i-vanisher.com/simfiles/Z-I-v%20Summer%20Contest%202023/Temporal%20Displacement/Temporal%20Displacement-jacket.pnghttps://zenius-i-vanisher.com/simfiles/Z-I-v%20Summer%20Contest%202023/Picasso/Picasso-jacket.pnghttps://zenius-i-vanisher.com/simfiles/Z-I-v%20Summer%20Contest%202023/solips/solips-jacket.pnghttps://zenius-i-vanisher.com/simfiles/Z-I-v%20Summer%20Contest%202023/POTENTIAL/POTENTIAL-jacket.pnghttps://zenius-i-vanisher.com/simfiles/Z-I-v%20Summer%20Contest%202023/En%20FIRE-G%20Soul/En%20FIRE-G%20Soul-jacket.png

Post #3 · Posted at 2020-10-01 07:04:41am 3.5 years ago

Offline talkion
talkion Avatar Member
195 Posts
United States
Reg. 2018-05-06

Nintendo Switch Friend Code: SW-5024-3596-8125
It depends on difficulty as well. For example, a footswitch on a 105BPM 16th would be best left for charts about a DDR 13 / ITG 9 and up. A footswitch on a 150BPM 16th like in CLOUDIO's example would be too harsh for anything under about a DDR 16 or 17 / ITG 11. Of course, this assumes you're only using 2 or 3 notes max. Use your best judgment and you should be fine for the most part. ITG tech/FA files use high-speed footswitches very commonly, so looking at files from popular packs would be a good way to figure things out.

Another factor of note is whether the footswitch is on down or up. For most players, it's significantly easier to perform a down arrow footswitch than an up arrow footswitch, so if you feel like a pattern might be too harsh it's best to put it on the down arrow

Post #4 · Posted at 2020-10-01 03:43:39pm 3.5 years ago

Offline AngledLuffa
AngledLuffa Avatar Member
111 Posts
United States
Reg. 2015-05-14

Thanks for the advice! Sounds like I need to get better at the footwork.

My understanding is that footswitches are generally indicated by a mine which forces the current plant foot to move when two notes consecutively. Have people tried marking footswitches as "optional" by putting a mine in a different column and still having two notes consecutive, or is that not standard?

Post #5 · Posted at 2020-10-02 01:11:01am 3.5 years ago

Offline talkion
talkion Avatar Member
195 Posts
United States
Reg. 2018-05-06

Nintendo Switch Friend Code: SW-5024-3596-8125
Not standard, but not unheard of either. If a footswitch pattern leaves very little room for a mine to force the footswitch, it's common for the mine to instead be placed on another column
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