Wakeshima Kanon - Tsukinami by arminfromhell
5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
0 votes
0 votes
3.5★
0 votes
0 votes
3.0★
0 votes
0 votes
2.5★
0 votes
0 votes
2.0★
0 votes
0 votes
1.5★
1 vote
1 vote
1.0★
1 vote
1 vote
0.5★
2 votes
2 votes
0.0★
3 votes
3 votes
Rating: 0.50 / 5.00 from 7 votes
Ranking: #734 for 2026
Ranking: #734 for 2026
| simpleAccessible and straightforward map design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. |
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Related beatmaps BETA This is WIP if u wanna help or just play with the weights and settings, check out Labs.
Latest Ratings
1

this is just so... confusing? like uniquely so. it's rare to see a map so stubbornly refuse to actively map the melody except for a handful of times (like 04:10:141 (1,2,3) - but then it becomes so obviously jarring) without it being some kind of gimmick... most of the map is either mapping the drums or just using some default 'anime' rhythms, which isn't new but it just feels so much more forced than something that usually does this idk what it is. also a lot of moments like 03:10:966 - and 03:53:643 - that have no impact bc spacing doesn't change for most of the map
but why would you put whistles on this map like that it's just mapping drums
nah the green line spam was due to the constant changing on the whistles sample where there's hats as well as actual whistles and a mix of both occasionally.
with that out of the way, these samples sounds like musescore samples ngl
i gave it a 2 but it goes downhill exponentially after 03:09:479 (1) - still not a 0 to me though
did we really need all these green lines this seems so unnecessary
these hitsounds are so bad