Flash Flash Revolution/Terminology: Difference between revisions

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==Arrow/Note Related==
==Arrow/Note Related==
;Quarters/4ths, Eights/8ths, Sixteenths/16ths, Thirty seconds/32nds, Forty eights/48ths, Sixty fourths/64ths
;Quarters/4ths, Eights/8ths, Sixteenths/16ths, Twenty fourths/24ths, Thirty seconds/32nds, Forty eights/48ths, Sixty fourths/64ths
These are in reference to the type of arrow/note speed. They also represent the general colors of the arrows in the charts of the newer levels (for example: red arrows generally represent 4th notes, while blue arrows represent 8th notes).  
These are in reference to the type of arrow/note speed. They also represent the general colors of the arrows in the charts of the newer levels (for example: red arrows generally represent 4th notes, while blue arrows represent 8th notes).  


;Jacks/Minijacks
;Jacks
''Jacks'' refer to 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." In FFR, jacks are defined by their distance apart in frames, such as multiple arrows 4 frames apart, would be considered ''4-frame jacks'' and so on. Mainly, the jacks that will be seen in the game don't come closer than three or two frames apart, except in a very small handful of songs such as '''Croudpleaser''' and '''Vertex Beta vROFL''' where 1 frame, and 0 frame jacks can come into play.   
* ''Jacks'' or ''Jackhammers'' refer to quick repetitions of the same arrow(s) for a certain period of time, such as four right 32nd arrows in a row. There are a few different variations of ''jacks'' such as:
* ''Minijacks'', as in two or three arrows hit in a short burst. Minijacks can be referred to as just jacks, but are more commonly stated as their own sub category.
* ''Long Jacks'', as in hitting the same arrow for an extended period of time (approximately 3 seconds or longer).
* ''Jumpjacks'', as in hitting two different arrows repetitively for a certain period of time.
* ''Handjacks'', as in hitting three different arrows repetitively for a certain period of time. This also can be used for defining four arrow jacks instead of the lesser used term ''quadjacks''.  
   
In addition, jacks are defined by their distance apart in frames, such as multiple arrows 4 frames apart, would be considered ''4-frame jacks'' and so on. Mainly, the jacks that will be seen in the game don't come closer than three or two frames apart, except in a very small handful of songs such as '''Chrono Trigger - Boss Theme''' and '''Vertex Beta vROFL''' where 1 frame, and 0 frame jacks can come into play.   


;Jumps/Doubles/Hands/Quads
;Taps/Jumps/Doubles/Hands/Quads
''Jumps and doubles'' describe two arrows played at the same time. If there are three arrows to be pressed at the same time, these are ''hands'', or hits that would normally require the use of hands (along with the feet for [[:Category:Dance Dance Revolution|Dance Dance Revolution]]). If there are four arrows that are to be hit at the same time, it is considered to be a ''quad'', or ''quads'' depending on how many there are in a row.
''Taps'' refer to a single arrow being pressed at a certain time, while ''Jumps and doubles'' describe two arrows played at the same time. If there are three arrows to be pressed at the same time, these are ''hands'', or hits that would normally require the use of hands (along with the feet for [[:Category:Dance Dance Revolution|Dance Dance Revolution]]). If there are four arrows that are to be hit at the same time, it is considered to be a ''quad'', or ''quads'' depending on how many there are in a row.


;Streams/Jumpstreams
;Streams/Jumpstreams
A ''stream'', is a consecutive series of single arrows (usually approximately the same frame distance from one another) in which a pattern of some sort is formed. This pattern usually has the arrows alternate and usually doesn't contain any form of "jacking" within the stream of arrows. A ''jumpstream'' generally has the same concept, but tends to use consistent "doubles" along with as single arrows when forming it's pattern. Jumpstreams can also contain "hands" or "quads" within it's pattern, in this case the term jumpstream is still considered the appropriate term, instead of "handstreams" or "quadstreams".  
A ''stream'', is a consecutive series of single arrows (usually approximately the same frame distance from one another) in which a pattern of some sort is formed using all four arrow keys. This pattern usually has the arrows alternate and usually doesn't contain any form of "jacking" within the stream of arrows. A ''jumpstream'' ('''JS''') generally has the same concept, but tends to use consistent "doubles" along with as single arrows when forming it's pattern. Jumpstreams can also contain "hands" or "quads" within it's pattern, in this case the term jumpstream is still considered the appropriate term, instead of "handstreams" or "quadstreams".  


;Rolls
;Rolls
A ''roll'' is 4 arrows placed a certain amount of frames apart, in the order of "Left","Down","Up","Right" or "Right", "Up", "Down", "Left". A "roll" can be just a single "roll" over the keyboard, or 1000. Rolls are considered only as "rolls", regardless of their frame distance apart.  
A ''roll'' is 4 arrows placed a certain amount of frames apart, in the order of "Left","Down","Up","Right" or "Right", "Up", "Down", "Left". A "roll" can be just a single "roll" over the keyboard, or 1000. Rolls are considered only as "rolls", regardless of their frame distance apart.
 
;Staircase/mini-staircase
A ''staircase'' a series of arrows that form a particular pattern in which the arrows appear to look like a two dimensional staircase. To better explain this pattern, if left was 1, down was 2, up was 3, and right was 4, the pattern made by the arrows could be '''1,2,3,4,3,2,1,2,3...''' or '''4,3,2,1,2,3,4,3...''' A staircase can be long or short, and isn't designated by frames like some of the other terms listed. A ''mini-staircase'' is the same thing as a regular staircase, with the exception that it does the staircase pattern on a three arrow scale instead of a four arrow one. The pattern could read out as '''1,2,3,2,1,2,3...''' or '''3,2,1,2,3,2,1,2...'''


;Trills
;Trills
A ''trill'' is a series of arrows (presumably 4 or more) that constantly use two arrow keys. Trills can range from very slow, to ridiculous 1 framers as seen in '''Croudpleaser''', and can last any amount of time. Trills are commonly used for two consecutive drum sounds, piano or other speedcore break-beats that repeat two sounds over again for a certain period of time.  
A ''trill'' is a series of arrows (presumably 4 or more) that constantly use two arrow keys. Trills can range from very slow, to ridiculous 1 framers as seen in '''Croudpleaser''', and can last any amount of time. Trills are commonly used for two consecutive drum sounds, piano or other speedcore break-beats that repeat two sounds over again for a certain period of time. In addition to trills there are also ''jumptrills'', in which you consistently hit two ''jumps'' for a certain period of time. 


;Chains
;Chains
A ''chain'' is usually a series of single arrows that changes over to another series of single arrows by using a double note to make it appear like the arrows are linked together (like a chain). They are found in a decent amount of songs, and can be very fun to play with as chains do not usually ever seem to ascend to 4 or 3 frame speeds in FFR.  
A ''chain'' is usually a series of single arrows that changes over to another series of single arrows by using a double note to make it appear like the arrows are linked together (like a chain). They are found in a decent amount of songs, and can be very fun to play with as chains do not usually ever seem to ascend to 4 or 3 frame speeds in FFR.
 
;Crossovers
A ''crossover'' is a pattern of arrows that would require you to cross over one's legs if playing DDR. To better explain this pattern, if left was 1, down was 2, up was 3, and right was 4, the pattern made by the arrows could be '''1,3,4,3,1,3,4,3...''' or '''4,2,1,2,4,2,1,2...''' A crossover utilizes three arrow keys, generally starting with either the left or right arrow, skipping the second arrow, and then having the player hit the remaining two arrows, and then return back to the starting point of the crossover.
 
;Runningman
A ''runningman'' simply put is a single arrow being constantly pressed (generally a slower ''jacking sequence'') for a certain period of time, while two other arrows are being pressed at different intervals. Although it is to be noted that the two arrows being hit aside from the constant arrows, are on the same side of the constant arrows, otherwise the pattern is instead considered a ''mini-staircase''.         
   
   
;Combo/Max combo/Full combo
;Combo/Max combo/Full combo
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;Combo Breaker/CB
;Combo Breaker/CB
When someone refers to a ''Combo Breaker'', or a ''CB'', they are referring to the number of misses they obtain within a single song. In most cases, ''CB's'' are used to describe harder ''For Guru's Only'' or ''D13'' songs where missing notes are a high possibility. A ''Combo Breaker'' is usually discussed by stating whether you obtained either a ''high/bad CB count'' or a ''low/good CB count'' (it is worded the same as a ''PA'' wound be). If you were to obtain only 2 misses in '''Reluctantly Accepting Temporary Overexhaustion''' (Difficulty 13), you could say that you obtained a low or good ''CB'' on it, where as if you were to get 7 misses in '''Power''' (Difficulty 1), you could say you got a high or bad ''CB'' on that song. CB is generally based on one's own skill level, but it is usually fairly easy to tell whether you have obtained a good or bad ''Combo Breaker'' count on a song based on it's difficulty level, and it's ''Full Combo'' count overall.
When someone refers to a ''Combo Breaker'', or a ''CB'', they are referring to the number of misses they obtain within a single song. In most cases, ''CB's'' are used to describe harder ''For Guru's Only'' or ''D13'' songs where missing notes are a high possibility. A ''Combo Breaker'' is usually discussed by stating whether you obtained either a ''high/bad CB count'' or a ''low/good CB count'' (it is worded the same as a ''PA'' would be). If you were to obtain only two misses in '''Reluctantly Accepting Temporary Overexhaustion''' (Difficulty 13), you could say that you obtained a low or good ''CB'' on it, where as if you were to get seven misses in '''Power''' (Difficulty 1), you could say you got a high or bad ''CB'' on that song. CB is generally based on one's own skill level, but it is usually fairly easy to tell whether you have obtained a good or bad ''Combo Breaker'' count on a song based on its difficulty level, and its ''Full Combo'' count overall.


==Note Scores==
==Note Scores==
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==Final Scores==
==Final Scores==
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.
The following ratings don't actually apply to FFR (since they do not appear in the game, except for AAA) - however since most of the community is familiar with other [[Dance Dance Revolution|DDR]] and [[Pump It Up|PIU]] emulators, other players may reference the quality of their plays and others with these.
*'''AAA''': full combo with all perfects.
*'''AAA''': full combo with all perfects. Results in a rank of 1.
*'''AA''': letter representation of a score between 94% and 99.99%.
*'''AA''': letter representation of a score between 94% and 99.99%.
*'''A''': between 80% and 93.99%.
*'''A''': between 80% and 93.99%.
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