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;Combo/Max combo/Full combo
;Combo/Max combo/Full combo
The ''combo'' is the current or final number of notes pressed in a row. The maximum arrows you hit in a row within a song would be considered your ''max combo'' Hitting all of the arrows within a song without missing is considered a ''full combo'', or an ''FC'', which in Stepmania usually yields you with a score of at least an ''AA''.
The ''combo'' is the current or final number of notes pressed in a row. The maximum arrows you hit in a row within a song would be considered your ''max combo'' Hitting all of the arrows within a song without missing is considered a ''full combo'', or an ''FC'', which in Stepmania usually yields you with a score of at least an <I>AA</I>


;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 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 '''My Spirit will Go on''' ''(From HSMP1)'', you could say that you obtained a low or good ''CB'' on it, where as if you were to get seven misses in '''A''' (Konami offical DDR songs), 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.  
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 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 '''My Spirit will Go on''' <I>(From HSMP1)</I>, you could say that you obtained a low or good ''CB'' on it, where as if you were to get seven misses in '''A''' (Konami offical DDR songs)</I>, 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.  


;Crossovers
;Crossovers
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* ''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:
* ''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.
* ''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.
* ''Gallops'' as in three jacks hit in a shorter burst which appears to make a galloping noise (usually the same note distance apart, like 3 16th notes). Songs such as '''Guillaume Tell''' ''(HSMP1)'' and '''Barracuda''' ''(Bemanistyle download)'' could have such galloping jacks.  
* ''Gallops'' as in three jacks hit in a shorter burst which appears to make a galloping noise (usually the same note distance apart, like 3 16th notes). Songs such as '''Guillaume Tell''' <I>(HSMP1)</I> and '''Barracuda''' <I>(Bemanistyle download)</I> could have such galloping jacks.  
* ''Long Jacks'', as in hitting the same arrow for an extended period of time (approximately 3 seconds or longer, like in '''Jackhammer Madness''' ''(HSMP1)''.
* ''Long Jacks'', as in hitting the same arrow for an extended period of time (approximately 3 seconds or longer, like in '''Jackhammer Madness''' <I>(HSMP1).</I>
* ''Jumpjacks'', as in hitting two different arrows repetitively for a certain period of time (such as in the step "blur" ''(Arch0wl originals)''.
* ''Jumpjacks'', as in hitting two different arrows repetitively for a certain period of time (such as in the step "blur" <I>(Arch0wl originals).</I>
* ''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''. Usually if you are playing a file which contains either hand or quadjacks, you are playing some form of ''dump file'' (although this isn't ALWAYS the case).   
* ''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''. Usually if you are playing a file which contains either hand or quadjacks, you are playing some form of ''dump file'' (although this isn't ALWAYS the case).   


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;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 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 its 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".  


;Staircase/mini-staircase
;Staircase/mini-staircase
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;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 the ridiculous trills in the Challenge version of '''Minami Ikebukuro Hardcore Custom''' ''(HSMP1)'', 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.
A ''trill'' is a series of arrows (presumably 4 or more) that constantly use two arrow keys. Trills can range from very slow, to the ridiculous trills in the Challenge version of '''Minami Ikebukuro Hardcore Custom''' <I>(HSMP1)</I>, 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.


==Scoring Related==
==Scoring Related==
There are 3 main types of judgments: Perfect, Great, and Miss. Unless otherwise specified, all descriptions for ''official settings'' (Judge difficulty 4/Medium/Normal; Life type Normal). There are 2 types of scoring, normal (DP) scoring and EX scoring.
'''Marvelous''' or '''Flawless''' - Matches maximum requirements of accuracy, worth 100% of total available points the arrow can give to you. Hitting a ''Marvelous'' means you were able to hit the arrow within 0.022500 (225 ten thousandths) of a second under ''official settings'' (Judge difficulty 4; Life difficulty 4). Gives you 2 points addition to your life bar under official standards.  


===Perfect===
'''Perfect''' - Ironically, a perfect does NOT match perfect requirements, it instead is worth only 66.66% of the total points you would receive for that arrow. In order to hit a perfect, you must be outside of the Marvelous timing window, but hit the arrow within 0.045000 (45 thousandths) of a second. In order to receive an <I>AAA</I>, you must hit no lower than this window of timing for a song. Gives you 2 points addition to your life bar under official standards.
In order to hit a perfect, you must hit the arrow within 0.045000 (45 thousandths) of a second. In order to receive an <I>AAA</I> (All Perfect), you must hit all notes in a song with this judgment. Gives you full score to your DP score under official standards. However, there are actually two types of perfect: '''Marvelous''' (aka '''Flawless'''), and normal perfect. Hitting a ''Marvelous'' perfect means you were able to hit the arrow within 0.022500 (225 ten thousandths) of a second (under ''official settings''), and will give you the full points not only for DP score, but also for EX score. However, a normal perfect is worth only 2/3 of the full EX score you would receive for that arrow. Completely helding down a hold note or avoiding a mine by NOT pressing a key that a mine is on within 0.090000 (9 hundredths) of a second will also yield '''Marvelous''' perfect judgment in terms of scoring.


===Great===
'''Great''' - The minimal of the three point and health gaining windows, as it only gives the player 33.33% of the total points for that given arrow. In order to hit a great, you must not only be out of the Marvelous and Perfect windows, but you have to hit it within 0.090000 (Nine hundredths) of a second. You must hit at LEAST a great or higher in order to keep up your combo, and to prevent life bar loss. Gives you 2 points addition to your life bar under official standards.
A great means you hit a note outside of the Perfect window, but within 0.090000 (Nine hundredths) of a second.
Gives half of full points to DP score and 1/3 of the full points to EX score. You must get a perfect or a great in order to keep up your combo. Hitting all notes with perfect or great in a song is called a "Full Combo".


===Miss===
'''Good''' - Worth 0 points, but also does NOT take away life from your life bar. The best of all of the CB's, you need to hit a good out side of all of the point obtaining windows, and press the arrow keys within 0.135000 (135 thousandths) of a second.
A miss means either you pressed a key outside of both perfect and great windows (but within 0.180000 (18 hundredths) of a second), or you completely missed the arrow. Obviously, this judgment will break your combo and it is worth 0 points for both DP and EX scores. Hitting an arrow key MORE than 0.180000 seconds BEFORE the arrow comes onscreen WILL NOT affect your score or your combo in anyway, however there might be just a minor life penalty in some game modes (that doesn't count as a miss), such as beat (beatmania/IIDX). Letting the hold note go for more than 0.250000 (1/4 a second) at one time or pressing a key that a mine is on within 0.090000 (9 hundredths) of a second will also result in a miss.
 
'''Bad''' - Worth 0 points, but also subtracts 2 points from your life bar under official standards (out of 100). You must hit the arrow slightly outside of the good window.
 
'''Boo''' - Worth 0 points, and also subtracts 2 points from your life bar under official standards. You need to hit the arrow outside of the bad window, but also before 0.180000 (18 hundredths) of a second. Hitting an arrow key AFTER that amount of seconds BEFORE the arrow comes onscreen WILL NOT affect your score or life bar in anyway.
 
'''Poor''' - completely missed the arrow. Subtracts <B>8</B> points from your life bar under official standards and is obviously, worth 0 points.
 
'''Okay''' - Completely held down a hold note until it's end. Points for the hold note are given only when you obtain an "okay" for completely holding down the note for the time it lasted.
 
'''N.G / No Good''' - Did not hold down a hold note for the length you needed to, or let the hold note go for more than 0.250000 (1/4 a second) at one time. You can in fact let go of the hold note or ''whammy'' the note if you wish (either for fun or to hit other notes around the hold), as it won't effect your score from completing the hold...but don't let go for more than 1/4 a second or it will penalize you.
 
'''Hitting a mine''' - A mine subtracts 8 points from your health bar if they are hit, and can make a more simple chart very confusing. In order to avoid hitting mines, you CANNOT press a key that a mine is on when it is 0.090000 (9 hundredths) of a second away from the arrow pressing region or closer.


==Song modifiers==
==Song modifiers==
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'''Pump files''' - A simfile designated for use with a keyboard (or special dance pad respectively), that uses 5 keys (corners and center) instead of the general ''single'' or ''4-key'' pattern.  
'''Pump files''' - A simfile designated for use with a keyboard (or special dance pad respectively), that uses 5 keys (corners and center) instead of the general ''single'' or ''4-key'' pattern.  


'''Solo files''' - A simfile designated for use with a keyboard (or one awesome DDR player), that uses 6 keys, adding the top left and top right corners to the ''single'' or ''4-key'' pattern.
'''Solo files''' - A simfile designated for use with a keyboard (or one hell of an awesome DDR player), that uses 6 keys, adding the top left and top right corners to the ''single'' or ''4-key'' pattern.


'''Dance-Double files''' - A simfile designated for 1 player on two different sets of 4 key patterns (in other words, 8 keys are onscreen) are played.
'''Dance-Double files''' - A simfile designated for 1 player on two different sets of 4 key patterns (in other words, 8 keys are onscreen) are played.
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==StepMania Grading system==
==StepMania Grading system==
StepMania makes use of a modified version of '''DDR/SDVX/Arcaea''' grading system.
StepMania makes use of a modified version of '''MAX''' grading system.


'''DP''' - The sum of score of every note. Different judged notes are weighted by:
'''MAX DP''' - The sum of score of every note. Different judged notes are weighted by:
* '''Perfect''': 2
* '''Marvelous/Flawless''' and '''Perfect''': 2
* '''Great''': 1
* '''Great''': 1
* '''Miss''': 0  
* '''Good''' and '''N.G.''': 0
* '''Boo''': -4
* '''Miss''' and '''Hit Mine''': -8
* '''O.K.''': 6 (Pump It Up: 0)


'''DP percentage''' - The percentage of obtained DP over highest possible DP.
'''DP percentage''' - The percentage of MAX DP in highest possible score.


'''Grade''' - The grade judged mainly by DP percentage, with conditions as follows:
'''Grade''' - The grade judged mainly by DP percentage, with conditions as follows:
* '''AAAA''' (AP+) - DP percentage equals to 100% with all notes judged Marvelous/Flawless perfects(only recognized in Stepmania).
* '''AAAA''' - DP percentage equals to 100% with all notes judged Marvelous/Flawless.
** '''AAAAA''' (AP++) - All notes judged Ridiculous perfects (half of Marvelous/Flawless perfect window) with ''unofficial'' Ridiculous timing patch installed (only available on version 3.9), or equivalently getting AAAA in judge difficulty of 7/Very Hard.
** '''AAAAA''' - All notes judged Ridiculous (within 0.011250 of a second) with ''unofficial'' Ridiculous timing patch installed (only available on version 3.9), or equivalently getting AAAA in judge difficulty of 7.
* '''AAA''' (AP) - DP percentage equals to 100% (All Perfect). The highest official and recognized grade.
* '''AAA''' - DP percentage equals to 100% with Perfects.
* '''AA''' (S) - Passing the song and 90% ≤ DP percentage < 100%.
* '''AA''' - Passing the song and 93% ≤ DP percentage < 100%.
* '''A''' - Passing the song and 80% ≤ DP percentage < 90%.
* '''A''' - Passing the song and 80% ≤ DP percentage < 93%.
* '''B''' - Passing the song and 70% ≤ DP percentage < 80%.
* '''B''' - Passing the song and 65% ≤ DP percentage < 80%.
* '''C''' - Passing the song and 60% ≤ DP percentage < 70%.
* '''C''' - Passing the song and 45% ≤ DP percentage < 65%.
* '''D''' - Passing the song and DP precentage < 60%.
* '''D''' - Passing the song and DP precentage < 45%.
* '''E''' - Failing the song, regardless of DP percentage.
* '''E''' - Failing the song.


==Additional terms==
==Additional terms==
'''Heavy''' or '''Maniac''' - terms used especially by players coming from DDR to refer to "Hard" on the StepMania difficulty listings.
'''Heavy''' or '''Maniac''' - terms used especially by players coming from DDR to refer to "Hard" on the StepMania difficulty listings


'''Oni''' - refers to "Challenge" on the StepMania difficulty listings.
'''Oni''' - refers to "Challenge" on the StepMania difficulty listings


'''Chart''' - refers to the simfile (usually used for talking about editing a simfile, but can be used for discussing completion or score on the file).
'''Chart''' - refers to the simfile (usually used for talking about editing a simfile, but can be used for discussing completion or score on the file).


'''Black Flag''' - completing a song with all perfects except one "great".
'''Black Flag''' - completing a song with all perfect/marvelous and one "great".
   
   
'''Mashing''' - hitting arrows without any actual thought on what the arrows on screen are (generally on official standards and higher, mashing is very hard to do, and generally fails you due to StepMania's judging system.
'''Mashing''' - hitting arrows without any actual thought on what the arrows on screen are (generally on official standards and higher, mashing is very hard to do, and generally fails you due to StepMania's judging system.
*''Quadholding'' is another form of mashing when the player repetitively hits all four keys at the same time very quickly. Although this method fails miserably when playing Stepmania compared to other games such as [[Flash Flash Revolution]], where mashing is almost encouraged. Quadholding only seriously comes into beneficial play in StepMania when you are actually hitting a fast stream of quad notes, or are playing a song that has so many notes so close together, that the mashing actually can keep you afloat in certain parts of the song (such as in ''Circus Gallop'' from '''Hard Songs Megapack Volume 10''').   
*''Quadholding'' is another form of mashing when the player repetitively hits all four keys at the same time very quickly. Although this method fails miserably when playing Stepmania compared to other games such as [[Flash Flash Revolution]], where mashing is almost encouraged. Quadholding only seriously comes into beneficial play in StepMania when you are actually hitting a fast stream of quad notes, or are playing a song that has so many notes so close together, that the mashing actually can keep you afloat in certain parts of the song (such as in ''Circus Gallop'' from '''Hard Songs Megapack Volume 10''').   
{{Footer Nav|game=StepMania|prevpage=Walkthrough|nextpage=Installing songs}}
{{Footer Nav|game=StepMania|prevpage=Walkthrough|nextpage=Installing songs}}
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