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报告翻译问题
Pretty sure OP is talking about when the notes are on lanes 1 and 4.
Jumps example would be monochrome butterfly ending (27d8) or basically any of the dadadada maps, sliders 1-4 would be many recent tech maps.
Anyway I believe most of issues OP having is the timing and/or swing angle. If I know about VR used and grip used then maybe I can suggest some settings to overcome this.
Not sure how many lanes there are but yea it's the 2 end lanes. Looks like there are about 6 lanes with how the notes look next to each other but if there are 4 then you can have multiple notes next to each other in the same lane.
Hilt hit? Not sure what you mean by that. Thought only the saber part had a hit box.
I use an Oculus Quest 2. I did just put the grips that came with the carry case but they feel like they don't help grip wise.
Some of the rhythms I just have trouble with since I can't move my arms and wrist that fast and long stretches of the same pattern I just fail half way through. Can't seem to keep the pattern going for to long. But the lane 1 and lane 4 split are just hard to hit with the one saber. Most patterns I see for that are like lane 1 is left and lane 4 is right. Not sure about other patterns in those lanes but they are hard to hit at faster speeds.
FYI most maps have 4x3 grid, some extreme maps have 6x3 and even 8x3, but these are very rare and you should be a top player to play them. Sabers are 1 meter long and that is a lot, definitely enough to hit standard 4x3 grid without moving too much. You just need to accept it and work on your timing and swings consistency - swings should not have 8-figure pattern, they should draw a straight line, bright saber tail and thin sabers help to see this.
For grips I mean the way you hold a controller, not some stuff you put on it. Check the pins of Cube Community discord, there are images with good Quest 2 grips and also settings for them. You need to consider switching to one of those grips if you want to develop wrist play, although default grip on Quest 2 is still pretty decent with good controller settings. I'm using modified F-grip on Quest 2, was using F-grip since CV1, so it's comfortable for me. Many people find claw grip comfortable. Whole purpose of custom grip is to give more movement angle to the wrist and move center of mass inside of palm. Also I've added some Velcro tape (part with hooks) on the controller to prevent it from slipping, so it stays like glued to me all the time. Besides that I've made my controllers lighter with AAA lithium ion rechargeables and AAA to AA adapters - each controller lost around 15 grams due to this comparing to standard AA.
Most competitive players play t-posing, some with higher elbows position than others. Try 45 degree shoulder angle at first. Don't forget to adjust player height so the top row comes around your forehead height and you don't need to throw your arms too high. When you hitting up/down your hand should be parallel to the floor because such wrist movement is much more free comparing to movement when your hand is in a perpendicular plane to the floor. Of course there are exceptions and sometimes around 45 degree positioning gives better accuracy and timing independence on slow things, but that is definitely not for fast things like jumps.
Hope this helps. Strongly advise to watch some top players on twitch who play with a webcam to have an idea of stance and what to do with your arms and wrists. E.g. try Electrostats, Denyah, Alternate, Silverhaze and see what is more comfortable to you,
For the double notes like 1 red 1 blue on lane 1 then next notes is 1 red 1 blue on lane 4. Whats a good way to hit those? Those are what I have the most trouble with since you have to move both arms back and forth fast and wrist movements don't work that well for those.
I have my height adjusted automatically but I went and raised the floor up 2 notches because the walls are so low than what I'm use to in psvr but when I went and set it to the height it's suppose to be at which is 0 I feel like I'm missing notes even though I'm hitting them. I'm assuming my body is use to the higher floor since after a while I start hitting notes but it's odd how I miss them even though I hit them. The default height has the top row of notes hitting my forehead so I switched back to that.
Never use auto-height, it's pretty random and depends a lot on the stance at the map start. Try setting 10-20 cm lower than your actual height. As for the floor level, put a controller on the floor and adjust level to make it on the floor in game too. With my Quest 2 I have a tip of the hilt exactly on the floor when I place controller on it's ring. Sometimes guardian on Quest 2 screws this over so better check it from time to time.
Try rotating a body a bit making swiping movements with your arms. Remember that hitting angle is not that important, you'll get a good cut even with 60 degrees deviation from perpendicular to the note. Basically try cutting the ones at the sides (low or high) with 45 degrees angle and it will be safe. Cut plane should go in line with note trajectory, in this case it won't be important at which moment you cut it, such cuts are called time-independent. If you do like this and hit through the center with full pre- and post- swing you'll get 115 without caring about timing at all.