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From BEMANIWiki

Pattern Classification

An Underleveled chart may be labeled as such if the chart’s difficulty satisfies all of the following conditions:

  • It is more difficult than the average chart within the same level.
  • Among charts that are at least 0.35 levels higher, when compared with at least one chart that is not overleveled, its difficulty is nearly the same or this chart is more difficult.

A Overleveled chart may be labeled as such if the chart’s difficulty satisfies all of the following conditions:

  • It is easier than the average chart within the same level.
  • Among charts that are at least 0.35 levels lower, when compared with at least one chart that is not underleveled, its difficulty is nearly the same or this chart is easier.

An Individual-difference chart may be labeled as suchi f the chart satisfies at least one of the following conditions:

  • The difficulty of the chart is widely acknowledged to vary significantly depending on the player.
  • The chart is heavily concentrated on a specific pattern, or contains a unique pattern that requires caution. Examples below:
    • DrumMania: Repeated strikes on only snare or hi-hat; staircase patterns such as in cachaca, etc.
    • GuitarFreaks: Staircase speed-run patterns, etc.

A Underleveled Full-combo chart may be labeled as such if the chart satisfies at least one of the following conditions:

  • The difference between full-combo difficulty and achievement-rate difficulty is 0.35 or greater (the threshold for underleveled).
  • The full-combo difficulty is at least 0.25 higher than the displayed difficulty.
  • The achievement-rate difficulty is not underleveled, unlike the full-combo difficulty.
  • The achievement-rate difficulty is overleveled, but the full-combo difficulty rises to at least (displayed difficulty − 0.2).

GuitarFreaks Only

A Speed-run caution chart may be labeled as such if the chart satisfies at least one of the following conditions:

  • The speed-run sections increase the difficulty of clearing or obtaining achievement rate.
  • Assuming the speed-run sections can be passed, it does not qualify as underleveled.
  • If the player is weak at speed-runs, the individual difficulty difference exceeds 0.3, or at least one of the following applies:
    • It is not underleveled, but if weak at that attribute, the perceived difficulty increases by at least 0.25.
    • It is overleveled, but if weak at that attribute, it becomes difficult enough to justify the displayed difficulty.
    • Because of speed-run sections, it becomes difficult to clear without enabling Risky.

A Chord-transition caution chart may be labeled as such if the chart satisfies at least one of the following conditions:

  • It requires delicate technique for chord transitions (neck transitions).
  • If weak at chord transitions, the individual difference exceeds 0.3, or at least one of the following applies:
    • It is not underleveled, but if weak at that attribute, perceived difficulty increases by at least 0.25.
    • It is overleveled, but if weak at that attribute, it becomes difficult up to (displayed difficulty − 0.2).

DrumMania Only

A Stamina chart may be labeled as such if it satisfies at least one of the following conditions:

  • It is not underleveled, but has a high frequency or proportion of stamina-demanding notes such as double bass (DKDK).
  • Assuming the player has sufficient stamina to pass the section and endure until the end of the song, it does not qualify as underleveled.
  • If the player does not have sufficient stamina to pass the section or endure until the end (i.e., is weak in stamina), and at least one of the following applies:
    • It is not underleveled, but if weak at that attribute, perceived difficulty increases by at least 0.25.
    • It is overleveled, but if stamina is insufficient, it becomes difficult up to (displayed difficulty − 0.2).
    • Due to stamina drain, it becomes difficult to clear without enabling Risky.

A Timing chart may be labeled as such if the rhythm or timing judgment of the chart satisfies at least one of the following conditions:

  • If the rhythm pattern causes the player to lose timing (“get thrown off”), clearing becomes very difficult, or achievement rate suffers, making rank drops likely.
  • Assuming all rhythms are hit correctly, it does not qualify as underleveled.
  • If the rhythm causes the player to lose timing, resulting in an individual difference of at least 0.3, or at least one of the following applies:
    • It is not underleveled, but if timing is lost, perceived difficulty increases by at least 0.25.
    • It is overleveled, but if timing is lost, it becomes difficult up to (displayed difficulty − 0.2).
    • If timing is lost, it becomes difficult to clear without enabling Risky.

Charts by difficulty (DM)

4.50~5.99

  • DIAMONDS ( EXTREME , 5.10, XG3) - Individual difference , Stamina song
    • This is the lowest level of difficulty among the short versions of transcription with more than 800 notes. While repeatedly hitting hi-hat-hi-hat+snare-hi-hat-hi-hat+snare in 8 beats, press the pedal 24 beats faster than the anchor or the anchor. The pattern of stepping appears repeatedly. There is not much arm movement, but in addition to the amount of notes that are hard to see at this level, if you are weak on the off-beat pedal, you can panic and explode, so users of that level need to be careful.

6.00~6.99

  • RIGHT ON TIME ( EXTREME , 6.70, XG1) - Individual difference

    • It is a chart that has been famous (?) as a high-hat breaking chart since the classic days, and 16-bit hi-hat repeated hits are arranged throughout the song accordingly, so it is a good pattern for learning hi-hat repeated skills.
  • 1/n ( EXTREME , 6.90, XG1) - Individual difference

    • Unlike RIGHT ON TIME, which comes out repeatedly and honestly, there are a lot of hi-hat repeated patterns, such as snare-hi-hat*2-snare-hi-hat… It requires more complex hand movements and the pedals come out in an off-beat, requiring more in-depth skills.
  • Hello ( MASTER , 6.30, Re:EV) - Under-leveled full combo song

    • It is a high -level difficulty, and there are two patterns of using twin pedals or complex essentials, and in the middle, there is also a pattern of high -speed DK and writers at the same time. Full -combination difficulty is 7 levels.

7.00~7.99

  • ソリッド( EXTREME , 7.20, NEX) - Under-leveled song

    • With a BPM of 222, an 8-beat hi-hat combination + snare & pedal combination greets the player from the beginning. This is followed by a 4-beat cymbal + off-beat pedal and tom handling section. After that, it calms down and enters the second half, where 8-beat floor tom + snare and tom + pedal sections come out. Excluding the parts mentioned, it is appropriate for the difficulty of marking, but it is difficult to raise the achievement rate because the section with high difficulty is not short. The perceived difficulty level is 7.7.
  • Symphonic Tear ( MASTER , 7.30, NEX) - Under-leveled song

    • From the beginning, the level seven users have a very difficult high -speed DK and high -speed tamrolling. Afterwards, if you look at the right before the mid -term special plant, the right should be a pattern and nearly 1,200 quantities. Difficulty level 7 is in the late level 7.
  • Slip Into My Royal Blood ( EXTREME , 7.30, NEX) - Under-leveled song

    • 8 Bat High Hat+Snare There is a long time to repeat the pattern of pedals. Considering the Individual difference, the difficulty level is at least 7.6 and the level 8 lower.
  • NO MORE CRYING ( MASTER , 7.80, NEX) - Under-leveled song

    • This is a variation of the classic charter (79 at the time of V8), and the other parts are okay except for the fact that there are many double-stroke pedals, but there are two sections that handle the hat pedal, bass pedal, snare, and right cymbal at the same time. There are also 3 right-pedal hits. In addition to this, there is also a left cymbal + snare 5 consecutive hits. Even if other places are okay, if you can’t handle these sections, you will be blocked at around 85-90% of the achievement rate. The perceived difficulty level is at least 8.0.
  • デッドボヲルdeホームラン ( EXTREME , 7.90, GD) - Under-leveled song

    • The two pedals are pressed alternately at 8-beat intervals, which is the so-called tumble pattern, but in the middle, there is an irregular part in which the right pedal is stepped on in an offbeat or 4-beat interval, and the right cymbal is often hit with a 24-beat beat, so the hands are busy. In addition, in the middle, it comes out with a double hit + 24-bit snare. The perceived difficulty level is 8.35.
  • 空色デイズ( MASTER , 7.20, GW) - Over-leveled song

    • Master pattern added from Galaxy Wave. However, compared to the extreme patterns of the previous series, the perceived difficulty is almost the same, with only three additional notes. Nevertheless, the difficulty level was set at 7.20, which is 0.75 higher than the existing Extreme’s 6.45, making it a high level song.
  • mint candy ☆ citrus drop ( MASTER , 7.30, Re:EV) - Over-leveled song

    • The bass throughout the song mostly falls to a 4-beat anchorage, and the song tempo is so slow that the hi-hat mixed with 16 beats can be handled with one hand without any problems, so it’s easy compared to the level. In the second half, the left pedal comes out, almost always at the same time as the right pedal, so you can focus on the hand pattern. As an aside, the difficulty level at the time of Re:EVOLVE’s resurrection was 7.70, which was a great level considering that the average difficulty was lower than now.
  • Clowing folly ( MASTER , 7.30, EXCHAIN) - Over-leveled song , Under-leveled full combo song

    • Most of the sections are water level levels, so it’s easy to hit the S rank, and in fact, 5500 to 6500 skills in skill points are often included as skilled songs. However, because the start and the end of the end is very fast and there is a strange man twice, the difficulty of fullcom runs to the ninth class.
  • ペルセポリス( EXTREME , 7.95, H-VOL) - Over-leveled song

    • Although the proportion of tam notes is high, it requires a certain amount of hand handling, but the proportion of the left foot is very small, and the number of notes is 680, which is low compared to the difficulty level, so you can easily increase the achievement rate once you get used to it. It is popular as a target song for other skill users of red and bronze skills.
  • とびきりシュガータイム ( EXTREME , 7.10, Matixx) - Individual difference

    • It is a pattern-oriented pattern, and there is no section to pay attention to except for the 32-bit snare in the second half, so it is a good pattern for practicing.
  • 箱庭のエチュード( MASTER , 7.30, EXCHAIN) - Individual difference

    • There is a big individual difference in the hi-hat continuous hitting part that comes out until the middle.
  • 未練タラッタ( MASTER , 7.45, NEX) - Individual difference, Stamina song

    • Throughout the song, the anchoring pedal continues to appear, and although stepping on the pedal seems easy on the surface, if you do not get used to it, your entire body is likely to shake, which causes more Stamina than expected. Stamina continues to be consumed, but the pattern becomes increasingly difficult as the song progresses, making it difficult to maintain the combo in the second half. The difficulty level in NEX, which first appeared, was 7.10, which was also evaluated as a Over-leveled .
  • cachaca ( EXTREME , 7.55, XG1) - Individual difference

    • The song is said to play the melody with steel drums, not normal drums, and the pattern and beat are all strange, so if you’re not used to it, it’s a song that makes it difficult to shoot S. Thanks to this song’s characteristics, there are many users who occasionally select songs in battle mode even at the top.
  • おにぎりディスコ ( MASTER , 7.60, EXCHAIN) - Individual difference

    • There is a big individual difference because it is a repetitive pattern where short hits of the hi-hat and snare are often mixed with two consecutive hits of the right pedal. However, the speed of the song is slow and the consecutive hits do not exceed 3 consecutive hits, so it may be better to assign each hand to the hi-hat and snare rather than alternately.
  • TIERRA BUENA (EXTREME, 7.65, OverDrive)

  • YARA TUM KAHAN? ( EXTREME , 7.70, XG) - Individual difference

    • Both songs are far from normal drumming patterns, so it can feel difficult at first if you are not familiar with the patterns. However, the right foot comes out almost exclusively from the beginning to the end, and the left foot does not come out at all, and compared to cachaca of a similar level, it is easy to judge, so if you get used to the unique pattern, you can easily raise your achievement rate. It is popular as a skill target song for skill red and bronze players, especially those with experience in other note-falling rhythm games.
  • ETERNAL BLAZE ( EXTREME , 7.80, XG3) - Individual difference

    • It is a hi-hat repeating pattern, and in the second half of the hi-hat repeating, 4 snares are also mixed.
  • 50th Memorial Songs -二人の時 under the cherry blossoms- ( MASTER , 7.80, EXCHAIN) - Individual difference

    • Hi-hat repeated hits account for most of the pattern. In particular, there is a large individual difference in the beginning of the hi-hat, when the off-beat pedal, the double-hit pedal, and the left pedal are mixed.
  • 愛という名の花をあなたに( MASTER , 7.40, NEX) - Stamina song

    • From the second half, the dkdk with BPM 124 takes up a large part.
  • 百鬼夜行( BASIC , 7.50, XG2) - Stamina song

    • Stepping on the two pedals alternately at regular intervals is often recommended when entering the so-called dkdk pattern, and the perceived difficulty varies depending on the dkdk processing ability.
  • GLIDE ( EXTREME , 7.60, XG2) - Stamina song

    • Throughout the song, continuous 8-beat beats with a BPM of 200 are played continuously, which consumes a lot of stamina.
  • I’m so Happy (Rockin’ ver.) ( EXTREME , 7.95, XG3) - Stamina song

    • A dkdk with a BPM of 181 is coming out, but it’s not very long, and there’s less pad processing while playing dkdk, so it seems to be good for getting a sense of high-speed dk. However, there are Individual difference in the handling of the off-beat pair pedals at the beginning.
  • Predator’s Crypto Pt.1 ( EXTREME , 7.95, XG3) - Stamina song

    • The proportion of dkdk with BPM 136 is large. The speed of dkdk itself is slow, but it continues throughout the entire song, and in the meantime, it requires stability that the dkdk does not shake even while hitting rather complex patterns such as spinning a tampon or hitting both cymbals. It is also suitable for practicing the pattern of handling continuous hits or fill-ins at the same time as two-base hits.
  • FIREBALL ( EXTREME , 7.90, XG2) - Timing song

    • It is easy to roll the beat in the part where the snare 12 beat 2 consecutive hits + anchoring pedal in the beginning part is long. Especially because the BPM is very fast at 240.
  • 月光蝶( EXTREME , 7.30, XG1) - Under-leveled full combo song

    • The full combo difficulty is 8 levels because of the difficulty of the full combo, which has been notorious since the classic days.
  • Heaven is a ‘57 metallic gray ( EXTREME , 7.45, XG1) - Under-leveled full combo song

    • At the end, it is easy to break the combo in the part where you hit the right pedal + right cymbal, right pedal + left cymbal gradually and quickly, and then slowly and slowly hit the snare.
  • begin ( EXTREME , 7.50, XG1) - Under-leveled full combo song

    • There are many batters mixed with 16 bits and 24 bits, so the full combo difficulty is level 7.

8.00~8.99

  • Tri-Boost~Matixx Songs that were assigned a difficulty level of 8.40 when first included (…) - Under-leveled songs

    • In the drum mania of this period, there were many cases where the songs with the difficulty of the description of 8.40 were the mine songs. SKYPHOBIA ,!!​**** ​The previous four songs were up to nine levels at the Galaxy Wave, and Mocha and Coffee Mug were 9.50. After EXCHAIN, 8.40 tends to be unparalleled.
  • 拙者拙者拙者拙者( MASTER , 8.20, NEX) - Under-leveled song

    • BPM 195 with 3 hits, high hat, 2 hits-snare and 3 hits, Chaebo. There is a repetitive side, but because of its long cycle, the difficulty of hand batch is quite high compared to the difficulty level. In the second half, there are also sections of 8-bit pedals and 8-bit snare-8-bit snare+Tom-16-bit snare. The difficulty level is at the level 8 medium level.
  • HEAVEN INSIDE (MASTER, 8.15, OverDrive) LONG - Over-leveled song , Under-leveled full combo song

    • The difficulty of full combo is very difficult because there are several batters that are fast and difficult to catch the beat. However, except for these patterns, there are only six levels of basic patterns. Thanks to the phrase system added in MATIXX, it is regarded as an easier skill to acquire skills than previous versions, and is popular as a skill for players of 5500 ~ 6500 skills.
  • Atalante ( EXTREME , 8.20, XG3) - Over-leveled song

    • The basic pattern is that there is no big difference from the similar performance of other Nakamura Cozo, which is in the late level 6 to early level 7, so the skills of 5000 to 6000 skills are aimed at eating only properly. Instead, the writers are more difficult than other songs, but since the basic tempo of the song is slow, it is easy to get used to it through repeated play, so if you are aiming for fullcom at the beginning of level 8, you can not be able to put it in the skill target.
  • Sakura Sunrise (GITADORA Ver.) ( EXTREME , 8.20, GD) - Over-leveled song , Individual difference

    • There are dkdk and hi-hat + tom simultaneous hit patterns of BPM 181 that appear in the middle and second half, so Individual difference tend to differ in eating skills at the level of a full combo. However, if you focus on the remaining 8-bit basic hi-hat + 4-bit anchoring bass after crushing the difficult parts moderately, you can easily get a higher skill compared to other songs of a similar level. Along with Spiral Wind, it is popular as a skill song for players with skill levels of 5500 to 6000.
  • Hard luck, Tough luck ( EXTREME , 8.40, F-UP) - Over-leveled song

    • The difficult beats unique to OSTER project songs are still present in the extreme patterns, but there are no patterns that are difficult to combo compared to the difficulty level, such as high-speed continuous hitting, and the total number of phrases is 14, which is very large, so there is little loss in achievement rate due to combo breaks. It’s a bonus that the last phrase is a free phrase that always counts as a full com since it doesn’t have any notes.
  • MEGALOVANIA ( MASTER , 8.85, H-VOL) - Over-leveled song

    • Various patterns centered on low -speed DKDK are available, but each pattern’s difficulty is easier than difficulty, and 32 -bit high -speed batters are short and can be overcome by some degree. It is recommended as the main Arthur skill of silver ~ gold users.
  • うさぎの国の不思議な旋律( EXTREME , 8.90, H-VOL) - Over-leveled song

    • Originally, when it was recorded at 8.50 in High Voltage, it was considered an appropriate difficulty level with no major issues in difficulty, but with the fuzz up update, the difficulty suddenly jumped to 8.90 and became a Over-leveled song.
  • Let’s Dance ( EXTREME , 8.00, EXCHAIN) - Individual difference

    • A significant part is composed of a snare + tom-centered pattern on the anchoring pedal, so Individual difference are large.
  • FIFTH GIG ( ADVANCED , 8.05, XG2) - Individual difference

    • There are mainly snare and tom-centered patterns, and there is a section in which the cymbals are cut with two consecutive hits in 24 beats, and there is a pattern in which the right and left pedals are stepped on in sequence at short intervals. It is easy to twist the beat. It is a song that can be seen as the pinnacle of Individual difference.
  • たたえよ!絶対覇権アリーシャ帝国 (MASTER, 8.05, EXCHAIN) - Individual difference

    • There is a big individual difference in the hi-hat continuous hitting part that comes out until the middle.
  • ギタ・ドラ・jubeat大夏祭りのテーマ( EXTREME , 8.15, XG3) - Individual difference

    • There is a large individual difference because the pattern of low tom and floor tom appears repeatedly in the pattern of the tom.
  • Cajuput ( MASTER , 8.20, H-VOL) - Individual difference

    • From the beginning to the end of the song, the pattern of stepping on the base pedal twice in a row continues. Depending on whether you can handle this or not, the difficulty changes significantly.
  • triangulum ( EXTREME , 8.40, Matixx) - Individual difference

    • It is a 12-bit dk-oriented pattern, and if only the dk speed is considered, it is slow at 120.75 in terms of 16-bit conversion.
  • PRIMAL SOUL ( EXTREME , 8.60, XG3) - Individual difference

    • There are Individual difference in the two-hit pedal mixed with the hi-hat, the off-beat pedal, the 32-bit snare in place, and the tom.
  • REBORN ( MASTER , 8.75, Matixx) - Individual difference

    • There are Individual difference in the 16-bit right pedal continuous hitting pattern placed at the beginning and end.
  • ミックスナッツ ( MASTER , 8.80, KS) - Individual difference

    • At the time of Konaste’s first appearance, it came out at a difficulty level of 7.80, but from the beginning to the second half, the ride symbol 3 consecutive hits, the off-beat left pedal after the middle and the second half, and the surprise snare were difficult patterns that did not match the level. When it was included in FUZZ-UP, it rose to 8.80, and after level adjustment, the ride symbol section is evaluated as a song that differs within Individual difference within the level.A case similar to Tobikiri Sugar Time.
  • Devil Fish Dumpling ( EXTREME , 8.85, XG3) - Individual difference

    • In the middle, the hi-hat + cymbal + off-beat pedal section rides Individual difference. In particular, the 24-bit right symbol2-hi-hat2-left symbol notes require attention. In addition, there are many sections where the left symbol and the right symbol are alternately processed, and it is important to note that it was a 12-bit-oriented pattern, and then suddenly 16-bit continuous hits appear, and although it is not long, 12-bit dk appears at the end.
  • Agnus Dei ( MASTER , 8.90, XG1) - Individual difference

    • There are many parts where the tttubeok pattern is played, or the hands are moved busily at 8-bit intervals. If you can’t do the ttubeok pattern, you can struggle. In addition, there are several so-called hurray patterns in which the tip of the tom-turn ends with a simultaneous stroke, so that one arm must move quickly at 16-beat intervals.
  • 双つ雲と暁の奏( EXTREME , 8.90, XG3) - Individual difference

    • There is a big individual difference because it is a unique pattern that focuses on floor toms in addition to the tttubeok pattern.
  • wound ( MASTER , 8.40, Tri-Boost) - Individual difference , Stamina song

    • From the beginning to the end of the song, the 185 BPM ride cymbal baptism comes out in a jazz rhythm. Depending on whether you can handle this or not, there are severe Individual difference.
  • pot-pourri d’marmalade (EXTREME, 8.20, OverDrive) LONG - Individual difference , Under-leveled full combo song

    • At the end, two hi-hats and two snares come out like pedals mixed with 8 beats. There are alternate methods and methods that leave it to the batting power of both hands, but both are Individual difference. This section is directly related to the 16-beat snare hit + 8-beat pedal hit, and it is easy to break the combo in this part.
  • けもののうじゃ★めうめう( MASTER , 8.30, Matixx) - individual difference , Under-leveled full combo song

    • There are Individual difference as the pattern mainly using toms comes out repeatedly, and sometimes 12-bit repeated hits with pedal hits are added. At the start, the 24-bit snare hits come out long, so unless you’re particularly good at hitting, the full combo is difficult compared to the difficulty of the marking.
  • 鬼は内 外の福 ( MASTER , 8.20, F-UP) - Stamina song , Under-leveled full combo song

    • The main BPM is 206, which is very fast. At least until the second half, the 8.20 difficulty level thumping pattern is the main, but in the last half, the metal pattern that falls at 206 BPM and the insane part that needs to deal with high-speed stear consecutive hits like two-base hits fall one after another.
  • PATRIOT’S DREAM(美しく花と散れ) ( EXTREME , 8.25, GD) - Stamina song

    • The pattern itself is simple and repetitive, but there are no breaks and the dkdk section with BPM 168 is quite long, so there are Individual difference depending on Stamina and dkdk skill.
  • Destiny Wings ( MASTER , 8.35, Tri-Boost) - Stamina song

    • The proportion of dkdk with a BPM of 180 is large, so there are Individual difference depending on Stamina and dkdk skills.
  • 我甘党( MASTER , 8.40, F-UP) - Stamina song , Under-leveled full combo song

    • In the beginning, there are 7 measures of two-bass Nanta with a BPM of 210 . It consumes a lot of stamina in this section, and it is difficult to make combos.
  • Burning Cremation ( MASTER , 8.65, Tri-Boost) - Stamina Song

    • The proportion of dkdk with BPM 178 is large.
  • Predator’s Crypto Pt.1 ( MASTER , 8.85, XG3) - Stamina song

    • Be careful as 32 bits are mixed in a pattern similar to EXTREME and furthermore, such as turning a tom.
  • My HERO ( MASTER , 8.85, EXCHAIN) - Stamina Song

    • The pattern itself is simple as it is about thud or hi-hat, but the BPM is 217, and there is no rest section except for the last part, so it consumes a lot of stamina.
  • DESTINY ( EXTREME , 8.95, XG2) - stamina song

    • The proportion of dkdk with BPM 184 is large. In the second half, there are intensified patterns such as broken dkdk, dkdk that starts with an off-beat, and snare or high-tam hits during dkdk, so you must have both Stamina and technique.
  • concon~INAReMIX~ ( EXTREME , 8.95, XG3) - Stamina song

    • At BPM 190, the 8-beat hi-hat-oriented pattern continues, the 8-beat pedal is frequent, and there are not many breaks, so it consumes a lot of energy. Although the proportion of dkdk is not very large, it is necessary to prepare for this from the 90% achievement rate because dkdk is attached to the snare.
  • 黒髪乱れし修羅となりて ( EXTREME , 8.10, XG2) - Stamina song , Over-leveled full combo song

    • The proportion of dkdk with BPM 150 is large. In the middle, there is a section where the off-beat pedal + two consecutive hits of the right cymbal are mixed, so the full combo is difficult compared to the difficulty of the marking.
  • 黒髪乱れし修羅となりて~凛 edition~ ( MASTER , 8.95, Tri-Boost) - Stamina song , Under-leveled full combo song

    • The anchoring right pedal is missing in the DKDK section, but it is still possible to handle the shortcut with the DKDK. However, the mid -light emitting in the original song is more evil, and the three hits of the two -hit pedal+right -handed bees are poured out, and the hurray of the 32 -bit Snare 2 combo is lived. Full -combination difficulty is nine levels.
  • Drizzly Venom ( MASTER , 8.45, Matixx) - Under-leveled full combo song

    • In the beginning, there is a complicated pedal processing, and there is a 32 -bit battery, so the full combos difficulty is nine levels.
  • 守護神( EXTREME , 8.55, OverDrive) - Under-leveled full combo song

    • Except for the pedals and tampering in the middle of the second half, the other places are good, but the 12-bit DK and 12-bit symbol batters come out at the same time, followed by 24-bit low tam-floor tam batters. Full -combination difficulty is level 9.
  • SUPER SUMMER SALE ( MASTER , 8.60, Matixx) - Under-leveled full combo song

    • Until the end of the lives, it looks flat compared to the difficulty level, but an irregular batter is poured out with high hat and snare. Full -combination difficulty is nine levels.
  • 運命( MASTER , 8.60, NEX) - Under-leveled full combo song

    • The anchoring left pedal + right pedal + cymbal + snare continuous hitting section is also difficult, but above all, hitting the right pedal + right cymbal, left pedal + left cymbal with rear salo → simultaneous processing of low tom-flow tom trill with dkdk → simultaneous hitting of snare At the same time, in a short time, these intricate patterns of processing the right cymbal-hi-hat-left cymbal while stepping on the off-beat pedal are poured without giving a break.
  • Riff Riff Orbit (MASTER, 8.85, Re:EV) LONG - Under-leveled full combo song

    • There are 24 -bit snare batters and complex tamper, so the full combos difficulty is level 9 intermediate.

9.00~9.49

  • 真っ白な闇がすべてを塗り替えても( MASTER , 9.00, F-UP) - Under-leveled song , Stamina song

    • Compared to the previous work, Sea of ​​Endless Tears, the transcribe tendency is similar, but the BPM is 8 faster, the length is a little longer, and the post-killing pen-in that appeared in the second half of Sea of ​​Tears appears at the beginning of this song, and the drummer of Matenro Opera Even though he directly mentioned that the song was more difficult than a sea of ​​tears, it appeared with the same difficulty level of 9.00.
  • 飛べないぼくと鳴かない黒猫( MASTER , 9.10, H-VOL) - Under-leveled song

    • It is a level of difficulty that was treated as Season 2 of Coffee Cup as soon as it was first included in Konaste with a difficulty level of 8.70. It was included in Arcade with a difficulty level of 9.10, but there are overwhelming opinions that even this is not enough.
  • ランカーキラーガール( MASTER , 9.00, NEX) - Over-leveled song

    • There are some tricky pedals or tampering, but it’s not enough to say it’s a technique that suits nine levels, and that’s not the 8 -bit high hat or high -speed DKDK. In any aspect of physical consumption and technique, it is far less than the difficulty of notation. Even though it is nerfed to 9.00 from high -boltage, water levels are still treated.
  • THE LAST OF FIREFACE ( MASTER , 9.00, H-VOL) - Over-leveled song

    • The pattern itself is similar to Alternative Tactics, a song the same composer submitted to Triboost. Of course, the difficulty is a bit more difficult than Haedunggok, but it is said that it is too easy to receive a 9.00.
  • Parallax ( MASTER , 9.10, H-VOL) - Over-leveled song , Under-leveled full combo song

    • Right before the last phrase, there are few complicated beats or fill-ins, so it’s easy compared to the difficulty level, so it’s very good for skill eating. The problem is the last phrase itself, but due to the ultra-high difficulty fill-in that drops to 24 beats, the difficulty level of the full combo is highly evaluated.
  • RISE UP ( MASTER , 9.20, H-VOL) - Over-leveled song

    • At the end of the first phrase, the long damping ride is very difficult to weave the hand battles, and the speed is fast. However, the only part that can be evaluated as 9.20 difficulty is this pattern, and the remaining patterns only appear in mid -level 8 seconds, even in difficult patterns. In particular, the two phrases A and the first special phrase can be eaten day by day if they are familiar with the level 6 levels of the level 6 levels, so they can only attack these phrases. However, the length of the initial detection hit and Phrase B’s DKDK section described above is quite long, so it is necessary to be careful not to bombard.
  • Spiral Wind ( EXTREME , 9.40, XG2) - Over-leveled song , Under-leveled full combo song

    • The overall difficulty is low at the level of the seven levels, so you can get a skill of 120 ~ 130, and it’s relatively up to 150, so it’s a representative day of 6000 mid -range players, but it’s a BPM 220 DKDK in the middle and a quick battered. There are some sections where the difficulty level rises, such as hubside, so the full combo difficulty is difficult compared to the difficulty level.
  • Russian Caravan Rhapsody ( MASTER , 9.00, Tri-Boost) - Individual difference , Stamina song

    • It’s a song that has to deal with a long two-bass hit at 158BPM. In the middle, there are Individual difference in the section where hi-hat continuous hitting, fill-in, and base pedal kicking are complex.
  • 元禄花吹雪 (( MASTER , 9.15, GD) - Individual difference

    • There is a large individual difference in the section where you step on the pedals that are played separately on both sides and handle the continuous hits. However, in this section, there is a shortcut to simply treat the pedal as dkdk.
  • X-treme Grade ( EXTREME , 9.20, XG1) - Individual difference

    • In some sections, there are some sections where MASTER’s snare-2-2-2 24-bit tom turning is twisted more difficult than MASTER to 3-3-3 24-bit tom turning . Because of this, there are many cases where a significant number of users just throw it away and attack the difficulty level of 9.60.
  • 夢について TYPE C ( EXTREME , 9.30, XG2) - Individual difference

    • If you are good at dkdk with a BPM of 148 and the positive pattern, it is okay until the middle and late half, and it is worth the S rank.
  • War evasion ( MASTER , 9.15, OverDrive) - Under-leveled song , stamina song

    • In the second half, a high-speed dkdk with a BPM of 232 appears for 15.3 seconds, and Individual difference differ in this latter part .
  • 8 -eight- ( EXTREME , 9.00, GD) - Individual difference , Under-leveled full combo song

    • Snare4-high-tam4-snare4-high-tam4 repeated several times at BPM 230 and 16 beats. Unless you are a player who specializes in continuous hits, the full combo difficulty will be more difficult than the marked difficulty.
  • DEATH BRINGER ( MASTER , 9.05, OverDrive) - Stamina song

    • The proportion of dkdk with BPM 194 is large.
  • ネクロファンタジア ~ Remix ( MASTER , 9.10, H-VOL) - Under-leveled song , stamina song

    • The two-base hits are really long, and some patterns even twist the tempo a bit. The number of notes is about 2,200, and it is currently ranked first in the number of notes for short version songs.
  • 暗黒舞踏会( EXTREME , 9.15, XG3) - Stamina Song

    • With a BPM of 175, it is a bit slow compared to this level vs. dkdk patterns, but instead, there is a somewhat complicated ride with dkdk, and there are not many rest sections, so it consumes a lot of stamina. There is a part in the middle where dkdk comes out in 12 bits, so be careful of this part as well.
  • TOXIC VIBRATION ( MASTER , 9.15, OverDrive) - Stamina Song

    • Like other speed metal songs, it features a very fast BPM of 197, but there are slightly less DKDK or tight hand patterns than the physical songs below.
  • 10,000,000,000 ( MASTER , 9.35, XG1) - Stamina song

    • The pattern is relatively simple, but the BPM reaches 205, there are almost no breaks except in the middle, and it ends with a BPM 205 dkdk at the end. It is one of the patterns that players with skill 8000 or higher often use as their main skill song, but players with weak stamina may not be able to complete the song, let alone the skill, if they try hard enough.
  • 輪廻転生( Master , 9.35, Tri -Boost) - Under-leveled full combo song

    • 32-bit dkdk appears at BPM 100. Because there is a 48-beat snare hitting part, the full combo is more difficult than the notation indicates.
  • Qwerty ( MASTER , 9.15, GW) - Under-leveled full combo son

    • In the middle part, a 24-bit two-base hit and a very fast fill-in fall in succession. Be careful because the fill-in even has a crossover pattern mixed with 32-bit snare.
  • Chinese Snowy Dance ( EXTREME / MASTER , 9.00 / 9.45 , XG2) - Under-leveled full combo song

    • Similar to the above spiral wind, this song is a song that sees the game by hitting a lot of notes in the last section in the extreme and master. Thanks to this, the other section is a bit more widely compared to the difficulty of the notation, so you can easily get the skills by throwing away the last phrase and picking up the skills in the rest of the section.

9.50~9.99

  • Bereavement ( MASTER , 9.55, H-VOL) - Under-leveled song , Stamina Song

    • A pattern reminiscent of the second half of Ascetic begins at bpm 244, followed by bpm 225 in the middle.[8] It is a format that ends with snare + two bass mixed with cymbal-crossing snare and two-bass blast beat, tempo disturbance in the second half and last hi-hat mixed with two-bass. If you lose, you will be pushed back without mercy. The density of the special phrase in the middle is 9.9 seconds to the middle of the song, compared to other songs.
  • Xenocross ( MASTER , 9.70, H-VOL) - Under-leveled song , Stamina song

    • From the intro to the early to mid-half, even if you step on your right foot a lot, the normal chart for the level continues, but from the middle, a short 16-bit dkdk comes out, and right after the 4-4-4 turn, a single blast beat and a two-base blast beat come out. You might think it’s a song that sees a game in a typical phrase, but the BPM of this song is 246 . Since you have to endure the ultra-high-density blast that overwhelms even War Evasion for more than 10 seconds, Individual difference vary from ‘songs where skills are guaranteed to some extent if you pass the phrase in question’ to ‘equivalent to those in the late 9.9s’, depending on Stamina. At the beginning of the song’s appearance, there was a situation where even super-high players with skills of 9000 or higher exploded at first glance.
  • Danse Macabre ( MASTER , 9.50, H-VOL) - Over-leveled song , Individual difference

    • The foot pattern is somewhat complicated, but the hand pattern is simple, and the two highlights in the second half are difficult, but less than 9.50, although only the patterns of the second levels come out and the two -base patterns come out throughout the song.
  • FIFTH GIG TYPE II ( EXTREME , 9.70, XG2) - Over-leveled song , Individual difference

    • Compared to FIFTH GIG , the fill-in portion is small, and each fill-in is not difficult to conquer for its difficulty of 9.70. However, since it consists of only 4 phrases, a strategy for handling fill-ins is essential to obtain a high achievement rate. In addition, since it can only be selected during session play, regardless of the pattern difficulty, repeated play to aim for a high achievement rate is very difficult.
  • For UltraPlayers ( MASTER , 9.80, CS) - Over-leveled song

    • Although it is a high-speed metal song and requires a lot of Stamina, it is evaluated as having a perceived difficulty similar to Funky Sonic World and 10,000,000,000 , which have lower levels of difficulty.
  • Nature (GITADORA ver.) ( MASTER , 9.50, OverDrive) - Individual difference

    • There is a big individual difference because the rhythm of the pedal is complicated, such as processing the shuffle rhythm with both pedals and then stepping on the 12-beat dk.
  • The New Myth ( MASTER , 9.65, Tri-Boost) - Individual difference

    • In the middle and late 24 beats, there is a large individual difference in the section repeatedly played in the order of pad-right pedal-left pedal-pad-…
  • とびきりシュガータイム (MASTER, 9.50, Matixx) - Individual difference , Stamina song

    • At the time of Matixx, it came out as 8.40, and 8.40 drew the reaction of… again. The endless cymbals and dkk samba kicks were a problem, but the cymbals are appropriate considering DAY DREAM , where the BPM is very long instead of slow. It is said that it is the best over-leveled song since Before Daybreak, which makes Mochacha, which was 8.40 during Tri-Boost, appear to be at an appropriate level . Although it rose by 0.7 in EXCHAIN, there were still many users who felt difficulties, and it rose to 9.50 in High Voltage, reaching a level where Individual difference in Stamina were barely within the appropriate level.
  • エキサイティング!!も・ちゃ・ちゃ☆ (MASTER, 9.50, Tri-Boost) - Individual difference, Under-leveled full combo song

    • There are many difficult elements like this, 10 consecutive hits on the left symbol with a BPM of 280.5 on a 16-bit basis, 10 consecutive hits in the middle until the last “Gene Ultimate 360 ​​Special Flip”, there is no break at all, quite frequent arm movements & one-handed forced sections scattered throughout etc., there are many technical requirements, so the difficulty of fullcom and clear is higher than the difficulty of marking. It was raised to 8.95 in GITADORA Tri-Boost Re:EVOLVE , but it was still evaluated as low risk, and as it rose to 9.25 in Matix and 9.50 in Exchange Chain, the Under-leveled standard was now adjusted to an unsatisfactory level. However, the full combo is still difficult because there are still many sections to break.
  • Aion ( MASTER , 9.70, Matixx) - Under-leveled full combo song

    • Up to the middle of the song, it’s okay, but in the middle, 32 beats come out, and in the last half, there are two patterns of snare-high tom-low tom-floor tom hitting 4 times with 32 beats. The full combo difficulty is atrocious enough to form a twin wagon with memento mori -intro-.
  • memento mori -intro- ( MASTER , 9.92, GD) - Under-leveled full combo song

    • The overall pattern is a structure that focuses on cross-processing, fast - paced 3-string rolling, and manse patterns in the beginning. The pattern itself is plain, but the speed is so fast that it is easy to get your hands twisted. 32-bit high-speed fill-in pops out. Because of this section, the full combo difficulty is the strongest among all Drum Mania songs . The second half is also not easy, and at the end, a very fast 3-string rolling comes out again.
  • Come Back Alive ( EXTREME , 9.93, XG2) - Under-leveled full combo song

    • A very fast high-tom-low-tom-floor tom 3-string rotation, followed by a very fast double bass with one foot, followed by a short blast, and at the end, an extreme performance where you have to hit both cymbals alternately and hit the snare in the middle. There is a descendant of Not only that, the song is invariant as a whole, so it’s hard to catch the beat, and the cymbals jump out arbitrarily. Because of that, the full combo difficulty was the strongest before the appearance of memento mori -intro-, and it boasts a full combo difficulty that can be counted with one hand even on the HIGH-VOLTAGE standard.