Flash Flash Revolution/Terminology

Being a rhythm game, much of the terminology is that of music theory.

Arrow/Note Related
These are in reference to the type of arrow/note speed.
 * Quarters/4ths, Eights/8ths, Sixteenths/16ths, Thirty seconds/32nds, Sixty fourths/64ths

Quickly repeated arrows, such as four right 32nd arrows in a row; a minijack, as defined by Shashakiro is "two or three specifically, anything higher is a jack, although "jack" can be used to describe minijacks too."
 * Jacks/Minijacks

These are the arrows that are played at the same time, with at least two at the same time.
 * Chords/Doubles

The current or final number of notes pressed in a row.
 * Combo

Note Scores
Matches the timing nearly exactly.
 * Perfect

More off than a perfect.
 * Good

Not so on time, about 50% accuracy.
 * Average

Tapped the key when an arrow was not present.
 * Boo

An arrow that went by without being hit; breaks the current combo.
 * Miss

Final Scores
Full Combo/All perfects.
 * AAA


 * AA


 * A


 * B


 * C


 * D

Fail.
 * E

Scoring Related
Full Comboing is where you don't miss any arrows. By combining a full combo with perfect accuracy on every arrow (by getting all perfects, no goods, averages, boos or misses), you will receive a perfect score, or an AAA.
 * Full Combo (abbr. FC)

A Full Combo with a single good. Results in the best AA you can receive.
 * Black Flag

A scoring method based off of the number of Perfects, Goods, Averages, Boos and Misses you had. Perfects and Goods increase the score whereas the others decrease it. A higher PA means you did better; this is a way to rank players on songs that cannot be AAA'd (or are very difficult to).
 * PA/Perfect Attack/Perfect Accuracy