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IIDX REVIEWS

SONG TITLE LV REVIEW TEXT RECOMMENDED OPTIONS NC RATING HC RATING EXHC RATING SCORE RATING
INSOMNIA [SPA] 12★ Non ran makes the overall song easier, but ending is shitty unless you can anmitsu. The break and after allows for lots of recovery. You can get a slap pattern which trivializes the ending.
(Scratching, Scales, Chord Scales, Denim)
Random 12.7 -- -- --
Todestrieb [SPA] 12★ Rumor has it Yoshitaka ghost wrote this song. Pretty bias'd because everyone finds this song much easier than I do. Just play it non-ran for the clear.
(Charge Notes, Chords)
Regular, Random 12.4 -- -- --
The Sampling Paradise [SPA] 12★ Song should have stayed in 9th dan personally. Has a good test of scratching and even has some solid chordstream towards the end. Feels like a benchmark 12 tbh.
(Scratching, Chords)
Random 12.4 -- -- --
F [SPA] 12★ The chordstream at the end is deceptively hard. It has some grace notes which make it a tad harder to read. If you flatline this you probably are not going to clear. Did I mention scoring is pretty ass?
(Scales, Chord Scales)
Random 12.4 -- -- --
ワルツ第17番ト短調"大犬のワルツ" [SPA] 12★ Don't bother changing your GN. If you suck at jacks you aren't clearing this. If you get a bad roll you aren't clearing this.
(Jacks, Speed Changes, Rolls)
Random 12.4 -- -- --
電人、暁に斃れる。 [SPA] 12★ Stamina is the name of the game. Just hope you have a good bass-key and it'll all work out.
(Jacks, Scales)
Random 12.4 -- -- --
FIRE FIRE [SPA] 12★ This is a chart you DON'T touch non-ran. Ran gives you some adjacent scales towards the middle which make this song a cake walk beside the ending.
(Scratching, Chord Scales, Rolls)
Random 12.2 -- -- --
カゴノトリ~弐式~ [SPA] 12★ You play the first half thinking this is going to be your first 12, but then the ending sets in and you realize you still have a ways to go. Pray for a good Ran, NC is easier than HC.
(Jacks, Rolls, Chords, Difficult End)
Random 12.4 -- -- --
Xperanza [SPA] 12★ Song has lots of tricky scratches and you can get some bad rolls on a random. Ending does provide a lot of life gain, but you could be crap at charge notes. Definitely NOT B tier.
(Charge Notes, Rolls, Chords)
Random 12.4 -- -- --
Rave Cannon [SPA] 12★ The ending serves a good purpose for training. Legit zero gimmicks for this if you can pass you can pass.
(Scratching, Rolls, Chords)
Random 12.3 -- -- --
Amazing Mirage† [SPA] 12★ Song is in the C-Tier folder for a reason. Relatively dense, has some jacks, scratching it is the whole package pretty much.
(Scratching, Jacks, Rolls, Chords)
Random 12.5 -- -- --
紫陽花 -AZISAI- [SPA] 12★ Thankfully this great song has a pretty nice chart to boot. You can non-ran this and the ending with the 24ths will probably be much easier for your first clear.
(Scratching, Charge Notes, Scales, Chord Scales)
Regular, Random 12.2 -- -- --
Highcharge Divolt [SPA] 12★ Just play this on non-ran if going for your first clear. HCN's give you lots of gauge, but the ending can be rather difficult.
(Charge Notes, Chord Scales, Difficult End)
Regular, Random 12.4 -- -- --
SpaceLand☆TOYBOX [SPA] 12★ As said chart has consistent density with some nice jackage in the middle. Song is great so grinding should be a cinch.
(Jacks, Scales, Chords)
Random 12.3 -- -- --
狂イ咲ケ焔ノ華 [SPA] 12★ No point in randoming this song besides wanting to get better. Clearing this song is much easier on non-ran, and the current world record is also on non-ran.
(Scales, Rolls, Chords)
Regular 12.4 -- -- --
即席!脳直★ミュージックシステム [SPA] 12★ Nothing new to add just the song is bad which might effect your ability to want to play it again.
(Scales)
Random 12.3 -- -- --
ΕΛΠΙΣ [SPA] 12★ True 12 stamina where your forearms are guarantee'd to lock up at first. Initial scoring will be low because you'll hit the keys, but you probably won't time them very well. Ending is still fairly hard.
(Scales)
Random 12.4 -- -- --
Little Star [SPA] 12★ Song is pretty much a stamina chart. The end is similar to everything else, but the density ramps up a bit making it a bit hard to clear.
(Scales)
Random 12.3 -- -- --
Liberation [SPA] 12★ If going for your first clear if you flatline the big 24th roll in the middle your time is better spent quitting and trying again. On the upside the end of the song is very similar to the beginning. If you can do the beginning you can do the end.
(Rolls, Chords, Difficult Middle)
Random, R-Random 12.3 -- -- --
聖人の塔 [SPA] 12★ The end does give you lots of life gain, but the song itself is actually pretty hard and quite fast as well.
(Speed Changes, Scales, Rolls)
Random 12.4 -- -- --
恋する☆宇宙戦争っ!! [SPA] 12★ Chart is a whopping 200 BPM and has a ton of notes. While there are easy fast stream parts the ending throws in some chords and scratches making it very hard for a first time clear. Grinding is impossible because of how terrible the song is.
(Scales, Chords)
Random 12.5 -- -- --
SOLID STATE SQUAD [SPA] 12★ It is genocideable, but I'd still recommend not flatlining the bass rush if you are going for a first time clear.
(Scratching, Chords, Difficult Middle)
Random 12.3 -- -- --
mosaic [SPA] 12★ Babby's first 12 AAA. All chords with some rolls while scratching. I highly advise you learn Taka.S if you haven't already by this point.
(Rolls, Chords)
Random 12.3 -- -- --
Y&Co. is dead or alive† [SPA] 12★ Beginning half of the song is fairly tame. Before the speed up gear change down 6 times, by hitting 1/3/5 twice. Then FHS right after the speed up is done. The ending has lots of scratching which makes it much harder than the beginning.
(Scratching, Speed Changes, Chords, Difficult End)
Random 12.5 -- -- --
少年A [SPA] 12★ Despite being "kid" A this is really A's older brother. The beginning slow down actually has 16ths, and the second half of the song has lots of scratching in the middle of the scales.
(Scratching, Speed Changes, Rolls, Chords)
Random 12.3 -- -- --
VANESSA [SPA] 12★ You're more likely to clear this than to score well on it. Your hands will probably naturally mash this until you are good enough to score on it. Other than that straight forward.
(Scales, Chord Scales, Chords)
Random 12.1 -- -- --
tripping contact [SPA] 12★ Song is great, R-ran should make most of this chart more do-able. HC is more doable than NC. Want as much meter going into the end as possible.
(Rolls, Difficult End)
Random, R-Random -- 12.1 -- --
DUE TOMORROW [SPA] 12★ Chart sucks. Just play this non-ran and mash the ending like everyone else for the clear. Don't bother scoring unless you're a masochist.
(Scales, Rolls)
Regular 12.2 -- -- --
[SPA] 12★ For scoring purposes right as the song slows down to its lowest point in the middle gear change up 2. Then during the next section when it hits 320 you want to FHS. Other than that pray for a good bass key.
(Jacks, Speed Changes, Chords, Difficult End)
Random 12.3 -- -- --
V [SPA] 12★ Pallero has some pretty good advice that helped my first clear. Only thing I can add is that you shouldn't rush the huge denim roll and can probably be hit a bit slower than you'd expect.
(Scales, Denim, Rolls, Chords)
Random, R-Random 12.3 -- -- --
Summerlights(IIDX Edition) [SPA] 12★ If you flatline the "hard part" (you'll know) you have about zero chance of passing this song.
(Charge Notes)
Random 12.3 -- -- --
POSSESSION [SPA] 12★ If you are bad at 3/4/5note chords this song is just the right speed to make you bad chain. The end can be pretty random dependent. Slowdowns can effect your score, but do not effect the clear.
(Speed Changes, Rolls, Chords)
Random 12.4 -- -- --
Symmetry [SPA] 12★ Most randoms will have your hands sliding naturally along the keys. There are the occasional dense bits during the song, but the end gives back retarded amounts of life gain.
(Scales, Chord Scales)
Random 12.1 -- -- --
invoker [SPA] 12★ As far as scoring is involved can be pretty random dependent. Fast BPM might make this difficult if that isn't your thing. End has a bass key that you pray you are comfortable with.
(Scratching, Difficult End)
Random 12.3 -- -- --
黒髪乱れし修羅となりて [SPA] 12★ Beside the beginning jacks this chart is entirely straightforward, however the end does ramp up the density just enough to possibly rob you of a clear and frustrate you.
(Jacks, Rolls, Chords)
Random 12.2 -- -- --
TROOPERS [SPA] 12★ Might be a chance that you'll AA this before you clear it. Ending has a lot of straightforward scratching while still hitting buttons. Contrary to popular belief it is still easier to NC.
(Scratching)
Random, R-Random 12.3 -- -- --
LASER CRUSTER [SPA] 12★ Can test how well you can hit scratches and hit notes at the same time, not very dense beside a chordstream middle. Ending gives back a generous amount of life.
(Scales, Chords)
Random 12.3 -- -- --
Go Beyond!! [SPA] 12★ Personally I still feel the ending is very hard for someone who is just getting into 12s. You are better off scoring/clearing on much better charts.
(Jacks, Chords, Difficult Middle)
Random, R-Random 12.4 -- -- --
Concertino in Blue [SPA] 12★ Can just FHS right after the chord jack-wall. Nothing particularly hard about this song, but occasionally gets pretty fast. FHS the ending to squeeze out a bit more meter.
(Scratching, Jacks, Scales, Chords)
Random 12.1 -- -- --
SCREAM SQUAD [SPA] 12★ Scratching with some funky rhythms and the ending ups the density quite a bit.
(Scratching, Difficult End)
Random 12.2 -- -- --
雪月花 [SPA] 12★ A step up on testing your ability to scratch and hit notes. Most of the song is fairly standard, but the ending hits you with some small 16th scratches. Familiarize yourself with the rhythm and don't bad chain the scratches.
(Scratching, Difficult End)
Random 12.3 -- -- --
Innocent Walls [SPA] 12★ Different rhythms than the H. Some feel this is easier to time. Ending provides a lot more recovery after the jack wall due to the density.
(Jacks, Difficult Middle)
Random 12.1 -- -- --
one or eight [SPA] 12★ Personal first 12 clear. One measure in the beginning is dense, but the rest just tests your ability to scratch and hit jacks simultaneously.
(Scratching, Jacks, Difficult End)
Random 12.1 -- -- --
moon_child [SPA] 12★ You can either add to your green number or FHS once the song goes to 160 really quick. Song gets a bit dense and ending hits you with scratches and even a roll with very limited end recovery. HC feels much more consistent than NC
(Scratching, Speed Changes, Scales, Rolls, Difficult End)
Random 12.2 12.2 -- --
Colors (radio edit) [SPA] 12★ R-ran almost makes this song an 11. It gives you a slap on the big roll 99% of the time, but could make scoring on certain parts of the song much harder.
(Rolls, Difficult Middle)
R-Random 12.2 -- -- --
Apocalypse [SPA] 12★ Needs a stamina tag. Entire second half of the song does not stop and hits you with 24th scales. If bad at scales random will be more your preference. Chords can be rather difficult.
(Scales, Chords)
Regular, Random 12.2 -- -- --
NINJA IS DEAD IIDX ver. [SPA] 12★ As stated before if you are bad at chords play non-ran for the clear. Once you get better play ran for the score.
(Chords)
Regular, Random 12.0 -- -- --
紅牡丹 [SPA] 12★ An easier 12, but still a 12. Middle and end sections get rather dense for an early 12, but the ending is easy enough and gives just enough meter to cheese out a clear. Random 12.1 -- -- --
snow storm† [SPA] 12★ Potential first 12. Beginning tests stamina ending tests ability to hit some basic chordstream. A good random will make a clear on this very trivial
(Scales, Chord Scales)
Random 11.9 -- -- --
Fascination MAXX [SPA] 12★ If you are going for the clear save your stamina and not even bother playing the song up until the jack section. Ending is genocide clearable, but don't feel it is as easy as everyone leads you to believe.
(Jacks, Speed Changes, Chords)
Regular, Random, R-Random 12.2 -- -- --
gigadelic [SPA] 12★ Same notes as the hyper to be honest it is rather hard to differentiate between the two charts.
(Rolls, Difficult End)
Random 12.2 12.0 -- --
gigadelic [SPH] 12★ random this song,6/7 roll on non-ran makes this aids. Ending tests your ability to scratch and hit notes at the same time. HCing is easier than NC.
(Rolls, Chords, Difficult End)
Random 12.1 11.9 -- --
G2† [SPA] 12★ Pretty random dependent because you want the jack on a good key. The end is a denser version of the middle and can rob you of a clear.
(Jacks, Difficult End)
Random 12.3 -- -- --
sakura storm [SPA] 12★ The true challenge of this song is listening to it. Non-ran for clear and Ran for score. Has some light charge notes at the end so don't drop them.
(Charge Notes, Scales, Difficult End)
Regular, Random 12.0 -- -- --
Ristaccia [SPA] 12★ Ending tests your ability to scratch while hitting chords and jacks, but is relatively slow. There is no secret to this you'll get it when you get it.
(Jacks, Chords, Difficult End)
Random 11.9 12.1 -- --
ICARUS [SPA] 12★ Beginning and end of song play like an easy 11. Personal advice for the slow down is to play it normally then when it gets a bit too fast gear change down 1. Flatline the roll practically 0 chance of passing.
(Speed Changes, Rolls, Difficult Middle)
Random 12.1 -- -- --
A [SPA] 12★ Chart is super straightforward and advice is already laid out perfectly here. Potential first 12 clear and barely ever gets that dense.
(Speed Changes, Scales)
Random 11.8 -- -- --
Arca [SPA] 12★ Probably the least offensive Akhuta song when it comes to listening. Song has some fast parts in the middle and close to the end has jacks that could rob you of meter. Keep cool during the ending and the clear is yours.
(Jacks, Scales)
Random 12.0 -- -- --
Venom [SPA] 12★ Song is deceptively hard. If you are very bad at rolls the ending will fuck you up until you learn them. Bad randoms can fuck up your overall score.
(Rolls, Chords, Difficult End)
Random 12.1 -- -- --
Steel Edge [SPA] 12★ An early 12. Clear might get away from you if you are really bad at charge notes, but HCN's overall give you generous life gain so hit and hold them at any cost.
(Charge Notes, Difficult End)
Random 12.0 -- -- --
千年ノ理 [SPA] 12★ Another contender for first 12. Easier than most of the 'hard' 11s, but the ending can be rather random dependent when it comes to the first clear.
(Chords, Difficult End)
Random 11.9 12.1 -- --
SPECIAL SUMMER CAMPAIGN [SPA] 12★ Song is easier than most of the 'harder' 11s. Consistently difficulty throughout, no single hard part. Song reads a bit faster than expected, maybe slow the song down slightly to read it better for the first pass.
(Denim, Chords)
Random 11.9 12.1 -- --
Innocent Walls [SPH] 12★ Contender for first 12 and has slightly different rhythms than the another. Some find the another easier to score on. Don't flatline the jack-wall and the ending should be have enough recovery for the pass.
(Jacks, Difficult Middle)
Random 11.9 -- -- --