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==Life== |
==Life== |
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Each play is started with 1000 lives. It can be increased with [[skills]], with a cap of 2000. In single lives, 10 [[crystals]] are required to continue if life drops to 0. During [[Multi Live]], the player can continue but his/her marks will be reduced to a small percentage, and the live will not be refilled again by subsequent skill triggers. |
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==Combo== |
==Combo== |
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The amount of GREATs and PERFECTs continuously hit by the player in each live. Rewards will be given for achieving 1/4, 1/2, 3/4 and full combo for each difficulty of each song, regardless of whether the song is exchanged or not. |
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[[Category:Game mechanics]] |
[[Category:Game mechanics]] |
Revision as of 00:58, 31 May 2022
Overview
There are 3 types of notes:
- Tap: Blue notes, tap when they reach the judgement line
- Hold: Green notes, tap when they first reach the judgement line and hold until they pass the judgement line
- Flick: Red notes, flick in the direction of the arrow when they reach the judgement line
Some hold notes will finish with a flick note at the end.
Critical notes are gold colored notes but function the same as tap, hold, and flick notes.
Judgement
Judgement | Score | Life change (in general) | Life change (mid hold only) | Combo break? |
---|---|---|---|---|
PERFECT | 100% | ±0 | ±0 | No |
GREAT | 70% | ±0 | n/a | No |
GOOD | 50% | ±0 | n/a | Yes |
BAD | 0% | -50 | n/a | Yes |
MISS | 0% | -80 | -40 | Yes |
Life
Each play is started with 1000 lives. It can be increased with skills, with a cap of 2000. In single lives, 10 crystals are required to continue if life drops to 0. During Multi Live, the player can continue but his/her marks will be reduced to a small percentage, and the live will not be refilled again by subsequent skill triggers.
Combo
The amount of GREATs and PERFECTs continuously hit by the player in each live. Rewards will be given for achieving 1/4, 1/2, 3/4 and full combo for each difficulty of each song, regardless of whether the song is exchanged or not.