Note types

Last edited by Bloom Bloom at October 10, 2021 05:10 PM UTC

Original wiki page

TAPs

Tap note

These notes will appear from the centre and move outwards. Tap them as they intersect the ring to maximize score.

Appears yellow when another note shares the same StartTime.

Judgement Score Value Accuracy
Miss 0 0%
Good 100 33.33%
Great 200 66.66%
Perfect 300 100%

HOLDs

Hold note

HOLDs are composed of two separate hit objects. A TAP, and a RELEASE.

HOLDs require players to hold the notes for the entire duration of the note. HOLDs are percentage based, so maximizing hold duration is a player's best bet to get the highest result.

These notes will appear from the centre and move outwards. Tap them as the head intersects the ring, then release the note when the tail reaches the ring.

Appears yellow when another note shares the same StartTime.

Judgement Score Value Accuracy
Miss 0 0%
Good 100 * 2 33.33%
Great 200 * 2 66.66%
Perfect 300 * 2 100%
Protip: On extremely long HOLD notes, players may release the note while attending to other notes as long as they RELEASE the note when the tail arrives.

TOUCH HOLDs

TH image

These notes will always appear at the center of the playfield. They do not have a strict timing window. The judgement is determined based on how long the player held it down.

Judgement Score Value Accuracy
Miss 0 0%
Good 100 33.33%
Great 200 66.66%
Perfect 300 100%

BREAK modifier

Break note

These modifier enhances the scoring of existing notes.

Notes with the Break modifier will appear OrangeRed. And takes priority over other potential colours (twin colour or original colour)

The base score of this notes with this modifier is much higher than the typical note, and in turn has a higher accuracy weight. These notes also differentiate between Greats and Perfects, so you'll lose a bit of acc even on a Great judgement.

TLDR: BREAK notes are worth a lot, and that it is essential to get a perfect on these notes.

Judgement Score Value Accuracy
Miss 0 0%
Good 500 33.33%
Great 1000 66.66%
Perfect 1500 100%

Break notes also plays a Break sample on top of the HitFinish sample on a Perfect judgement, and is skinnable by adding a Break(wav/mp3/ogg) sound file in your skin. The sample can be toggled in the settings menu.

SLIDEs

Slide note

SLIDEs are composed of two separate hit objects. A TAP reskinned to use a star, and a slide body, composed of numerous chevrons.

The TAP behaves exactly like the regular counterpart, even having the ability to possess the BREAK modifier.

The SLIDE part is a hit object that varies in distance and shape. Players must roughly trace through the entire path to complete it. Another star will follow the path to indicate the duration of the slide after a short delay. A player must roughly trace through the entire body before they can finish the slide, which has a hitwindow. Finishing the slide wayy too early will not result in a miss, only a meh judgement. Tracing can be done as early as after the TAP note, and does not need to be in sync with the animation.

Judgement Score Value Accuracy
Miss 0 0%
Good 100 33.33%
Great 200 66.66%
Perfect 300 100%

Slide notes also plays a Slide sample when beginning the slide, and is skinnable by adding a slide.(wav/mp3/ogg) sound file in your skin. The sample can be toggled in the settings menu.

Protip: A player can finish most of the body ahead of time, and attend to other notes before returning to finish the last bit of the slide.

TOUCH

Touch note

These are similar to TAP notes, except they can appear anywhere on the playfield. They are pretty easy to hit, as early hits are still considered perfect.

These notes also do not block input, so they can be hit with other notes at the same time.

Judgement Score Value Accuracy
Miss 0 0%
Good 100 33.33%
Great 200 66.66%
Perfect 300 100%