![project heartbeat project heartbeat](https://www.sandiego.gov/sites/default/files/styles/100_percent/public/sdphb_team.jpg)
Now, why do we have two triggers set to this? The only thing the game cares about is that the signal that is “holding” the button started after the hold button started (in other words, you can’t just hold trigger the entire game). What if you’re holding two buttons? Or three? Or even four? You can still “transfer” to the trigger as long as there is some overlap in the time you push the trigger before releasing the previous holder. You can “transfer,” or, “Hold Switch” this to any button, and if your trigger is bound to Quad, it can be any button you want it to be. This means, if you were to start holding Down on the dpad, have at least a frame where both Down and X were being held, then let go of X, you will have successfully “transferred” the hold status onto Down, because at no point did we ever cut the signal saying that X was being held. The game no longer cares what button you used to start holding X, it only cares that an X button is being held.
![project heartbeat project heartbeat](https://i.pinimg.com/originals/dd/a6/03/dda603b84b53c44d721704e670d69265.jpg)
So, you start hold on X with the X button.
![project heartbeat project heartbeat](https://i.ytimg.com/vi/Edffcem4h-k/maxresdefault.jpg)
I bet you’ve probably been wondering this whole time why we have two triggers bound to Quads? Well, you’re about to find out. Doing holds is unreasonably hard on pad, so we have a workaround. Hold Switch: The act shifting your hold form one Quad macro to the other (this will be explained momentarily).įind doing holds unreasonably hard? That’s okay.XXXOO, meaning you start the pattern on your right hand but are forced to initiate the pattern on your left hand) Odd Switch: Overlapping notes that change pattern on an odd set of numbers (e.g.Quads: Multi-notes that contain all face buttons at once.Triples: Multi-notes that contain three different buttons.360s: Overlapping notes that go through all four buttons.Alternating Overlapping: Overlapping notes that are alternating more than one button (e.g.Overlapping Notes: Notes that quite literally “overlap” each other visually typically indicate a need to use two hands in order to keep up with the pace.
![project heartbeat project heartbeat](https://i.ytimg.com/vi/y3b4RiycIBE/maxresdefault.jpg)
This section is going to go over some hyper specific tips and tricks you can use to help read and execute complicated charting patterns (aimed for more advanced players). With all of this said, a lot of this you may pick up intuitively without a need to think about the arcade cabinet, but it’s always important to remember what we’ve learned here in case you ever find yourself stuck or confused. The “corners” are harder to press so, especially in more complicated patterns, having such an awkward press treated as being as simple as any normal button press… well, it feels bad. Square + X and Triangle + O are ergonomically very easy for you to hit together, so there’s no need for a macro. Second, well, your thumb is built this way.Another way to frame this is to think of “corner” inputs being treated as a standalone button, whereas “cross-ways” are treated as two buttons. With this in mind, Dualshock and Arcade controllers actually have that in common, meaning maps will be naturally designed to accommodate the concept. Arcade considers “corner” combinations one-handed maneuvers, whereas “cross-ways” inputs are considered two-handed maneuvers. First, consider the arcade logic we discussed earlier.