Hard is the tier where chart obbies start sounding like platformers. You are still not in the extreme precision bands, but the margin for error shrinks enough that muscle memory matters. Players often spend noticeable time here even if they blew through earlier tiers.
What it feels like
Stages may combine two or three skills in one section (jump, turn, land, re-jump) without long breaks. You will notice more “punish jumps” below you, even if they are avoidable with good play.
Typical obstacles
- Tight ledge hops and corner-dependent jumps.
- Low ceiling navigation where you manage headroom deliberately.
- Wraparound introductions that require stable camera and character control.
Where it sits on the chart
Hard sits between Average and Very Hard. Creators use it to signal that the chart is no longer just sightseeing: you are training mechanics you will need again later.