(...keep calm Macy, Terminology's only like, 2 feet tall they can't hurt you.) - Macy
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Unifying terminology recommended for improved understanding. Bold entries have been adopted and are used frequently.
- Chart - A chart is a set of notes.
- Note - A component of all charts.
- Long Note - A note that needs to be held down. Usually called "LN's" by rhythm game aficionados.
- Note Kind - Separation system of notes by the controls needed to hit them.
- Note Type - Separation system of notes by their behavior.
- RP Note - Raised Penalty note, with a higher penalty for missing it.
- Mine Note - A note that carries negative consequences if hit.
- RR Note - Raised Reward note, with extra benefits to the player.
- Attack Note - A note for the opponent that lets them induce negative effects on the player.
- Miss - Letting a note pass the strikeline.
- Evade - Letting a mine note pass the strikeline.
- Sustain - A note that needs to be held, denoted by a trailing line behind it.
- Strikeline - The area the player should hit notes at.
- Strikepoint - One of the “ends” of a lane, at the strikeline.
- Lane - One of the visually divided sections of the highway, where notes of a certain control pass
- Highway - The area taken up by one strikeline and the lanes it designates.
- Shared-use lane - A lane that is used by two or more different kinds of note (such as up and right in one lane)
- Slam - When all kinds of note are to be played at once
- Null Tap - Pressing an input when the respective note is not on the strikeline
- Ghost Tap - When a null tap does not induce a penalty
- Health Vent - Deliberately losing health in some way
- Health Drain - Continuous depletion of health
- Health Fill - Continuous increase of health
- Performance - Health, score, accuracy, and streak.
- Hit Accuracy - The icons that tell how well the player hit a note
- Jacks - Hit the same key repeatedly for three or more arrows. Commonly found in Bambi fan tracks, or old FNF mods with iffy charting.
- Mini Jacks - Hit the same key repeatedly for two arrows.
- Transition Jacks - Switching from single jacks to double jacks repeatedly.
- Jumps - Two arrows needing to be hit simultaneously. Usually called "doubles" by the uninitiated.
- Hands - Jumps with three notes instead of two. Called "hands", because both feet would be needed, as well as a hand to hit it, if you were playing on a dance pad. Usually called "triples" by the uninitiated.
- Quads - Jumps with four notes that need to be hit at the same time. Would technically be called "quadruples."
- Jumpglut - Several jumps in rapid succession over a small period of time.
- Stream - Continuous string of single notes.
- Jumpstream - A stream with two arrows that need to be hit simultaneously.
- Anchor / Running Men - A variation of the stream with one reoccurring arrow that you need to hit every other note with other notes alternating from two to three.
- Staircase - A pattern moving from left to right.
- Rolls - A pattern moving from left to right, or right to left.
- Trills - A pattern consisting of two alternating notes at a consistent rhythm, usually alternating between the same two arrows. Can be one or two handed, based on the rhythm.
- Jumptrills - Trills with jumps
- Triplets - A pattern consisting of three single notes with two pauses. One at the beginning, and one at the end.
- Gallops - Triplets with two notes, instead of three.
- Wall of Death - A wall of notes that are unhittable, thanks to the scroll speed, or are unreadable from how close the notes are.
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