Kind of an unusual one to play - it starts off totally fine with everything that would be expected from a Johnny Cash tune, but after solo 2 the chart just gives up on making any kind of sense and has a ton of absolutely stupid forced strums all over the place in awkward spots.
Felt like it switched from playing Rock Band to a Power Gig chart, had to just strum everything through most of the patterns since they were so frustrating to play as "intended". I guess whoever made this got a big promotion to be put in charge of the Fortnite charts since there's so many of them doing the same kinds of unnecessary and stupid things there.
I really wish they would have stopped this kind of idiotic charting back in the RB days - it just turns otherwise fun charts into annoying misery.
Anyways.
Going for score was fairly standard at least - started off with a perfectly fair good ol' fashioned double squeeze and then 2 not so bad whammy acts afterward, though the last one in the outro was somewhat challenging to execute.
Ironically the dumb forced strums I complained about actually made it a lot easier to start the front end where it needed to be since under normal circumstances that red note would definitely have been a HOPO and made things harder.
It's also a little trickier than it looks to not drop ticks on the GY sustain leading to the final note - normally you'd try to hit the back end of a squeeze as early as possible but with a setup like this you need to wait until all the ticks have finished ticking to hit the last GYB chord.
As much as I want to believe this is optimal it most likely isn't - theoretically it should be possible to start the final act on the blue one note earlier and still squeeze to the last note of the song but there are *so* many problems with that strategy.
Most notably that in order to hit the final chord in time there'd be a HUGE drop on the outro GY sustain under OD which would probably cost at least 30 points, and even then it's all based on nearly impossible squeeze timings from only a single whammy note and a dynamically tight front end; calibration also can't be pushed all that far since there's another note right after the whammy sustain that cuts down on how long it can be held.
So yeah good luck with any of that.
This score beat 1st place on SH by 223 points.
I also played the Keys chart of this song and got an optimal* score of 96550:
https://youtu.be/SKhsmfvTRwE
Modifiers used:
- 60 FPS Venue
- Post FX disabled
- Highway: Rock Band 2
- Streak: FNFestival (Blue)
- Overdrive: Guitar (0.90, 0.90, 0.90)* (Vanilla Shading)
- Gems: Rock Band 2 DX
- Strikeline: Festival (Beta)
- Flames: RB2
- Sustains: RB2
- Lanes: I shot a lane in Reno just to watch it die
- Score Box: RB4 Beta
- Stars: YARG
- Font: YARG
- Solo Box: GH1
- Track Rails: Ocean Side
- Beat Lines: RB3 Blue
- Overdrive Bar: RB3 Blue
- Multiplier Ring: Rock Band 2 Deluxe
Felt like it switched from playing Rock Band to a Power Gig chart, had to just strum everything through most of the patterns since they were so frustrating to play as "intended". I guess whoever made this got a big promotion to be put in charge of the Fortnite charts since there's so many of them doing the same kinds of unnecessary and stupid things there.
I really wish they would have stopped this kind of idiotic charting back in the RB days - it just turns otherwise fun charts into annoying misery.
Anyways.
Going for score was fairly standard at least - started off with a perfectly fair good ol' fashioned double squeeze and then 2 not so bad whammy acts afterward, though the last one in the outro was somewhat challenging to execute.
Ironically the dumb forced strums I complained about actually made it a lot easier to start the front end where it needed to be since under normal circumstances that red note would definitely have been a HOPO and made things harder.
It's also a little trickier than it looks to not drop ticks on the GY sustain leading to the final note - normally you'd try to hit the back end of a squeeze as early as possible but with a setup like this you need to wait until all the ticks have finished ticking to hit the last GYB chord.
As much as I want to believe this is optimal it most likely isn't - theoretically it should be possible to start the final act on the blue one note earlier and still squeeze to the last note of the song but there are *so* many problems with that strategy.
Most notably that in order to hit the final chord in time there'd be a HUGE drop on the outro GY sustain under OD which would probably cost at least 30 points, and even then it's all based on nearly impossible squeeze timings from only a single whammy note and a dynamically tight front end; calibration also can't be pushed all that far since there's another note right after the whammy sustain that cuts down on how long it can be held.
So yeah good luck with any of that.
This score beat 1st place on SH by 223 points.
I also played the Keys chart of this song and got an optimal* score of 96550:
https://youtu.be/SKhsmfvTRwE
Modifiers used:
- 60 FPS Venue
- Post FX disabled
- Highway: Rock Band 2
- Streak: FNFestival (Blue)
- Overdrive: Guitar (0.90, 0.90, 0.90)* (Vanilla Shading)
- Gems: Rock Band 2 DX
- Strikeline: Festival (Beta)
- Flames: RB2
- Sustains: RB2
- Lanes: I shot a lane in Reno just to watch it die
- Score Box: RB4 Beta
- Stars: YARG
- Font: YARG
- Solo Box: GH1
- Track Rails: Ocean Side
- Beat Lines: RB3 Blue
- Overdrive Bar: RB3 Blue
- Multiplier Ring: Rock Band 2 Deluxe
- Category
- Johnny Cash
- Tags
- Rock Band 3, Rockband 3, Rockband
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