Being a rhythm game, much of the terminology comes from music theory (i.e. note duration).
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These are in reference to the type of arrow/note speed.
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."
Jumps and doubles describe two arrows played at the same time. If there are three or more, these are "hands", or hits that would normally require the use of hands (along with the feet for Dance Dance Revolution).
The current or final number of notes pressed in a row.
Matches the timing nearly exactly.
More off than a perfect.
Not so on time, about 50% accuracy.
Tapped the key when an arrow was not present, or tapping it below the accuracy for "Average".
An arrow that went by without being hit; breaks the current combo.
The following ratings don't actually apply to FFR (since they do not appear in the game) - however since most of the community is familiar with other DDR and PIU emulators, other players may reference the quality of their plays and others with these.
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.
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).
A AAA on a song except for 1 good.
A AAA on a song except for 1 average.
A AAA on a song except for 1 miss.
A AAA on a song except for 1 boo. Results in the best AA you can receive.