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Rhythm game mechanics

From Sekaipedia

Overview[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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 their marks will be reduced to a small percentage, and the live will not be refilled again by subsequent skill triggers.

Combo[edit | edit source]

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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