StepMania/Terminology: Difference between revisions

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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 <I>AA</I>
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''.


;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''' <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.  
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.  


;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''' <I>(HSMP1)</I> and '''Barracuda''' <I>(Bemanistyle download)</I> 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''' ''(HSMP1)'' and '''Barracuda''' ''(Bemanistyle download)'' 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''' <I>(HSMP1).</I>
* ''Long Jacks'', as in hitting the same arrow for an extended period of time (approximately 3 seconds or longer, like in '''Jackhammer Madness''' ''(HSMP1)''.
* ''Jumpjacks'', as in hitting two different arrows repetitively for a certain period of time (such as in the step "blur" <I>(Arch0wl originals).</I>
* ''Jumpjacks'', as in hitting two different arrows repetitively for a certain period of time (such as in the step "blur" ''(Arch0wl originals)''.
* ''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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;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''' <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.
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.


==Scoring Related==
==Scoring Related==
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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 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.
'''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.


'''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.