- Must be pressed with the corresponding colour
- Can be pressed using either side (there is no "left green" or "right green")
- If there are two notes of the same colour, both sides must be pressed
- Just like notes, can be pressed with either side and if two holds of the same colour, both sides must be pressed
- Only one hand must be pressing to maintain a hold. Any number of holds can be maintained
- Holds have hold ticks placed along them
- Each hold tick gives a judgement based on if the hold is currently being held, or if not being held how long ago since the hold was released
- Hold ticks are placed in the following way:
- Hold ticks are snapped to BPM, but the subdivision is scaled by factors of 2 so they are always within 125-250ms of the previous tick
- No hold tick is placed at the beginning (since there's already a note)
- A hold tick is always placed at the end of the hold
- (There might be a buffer (9 frames?) at the front where no hold ticks are placed, I'm not sure)
- Flicks can be hit in any position, you don't have to be on top of the flick to hit it
- Flicks are directional, the lever must move left to hit a left flick
- (todo: how does something like Red Blue & Green LUNATIC work?)
- Nothing special, works as you expect
- Has a "left border" and a "right border"
- Being to the left of the left border, or to the right of the right border, puts you off the field
- Notes and wall notes cannot be hit
- Bells can still be collected
- Bullets/lasers can still deal damage
- (Can flicks be hit?)
- (is there a grace timer?)
- The left border and right border can cross each other: this is seen in some charts for aesthetic purposes. This forces the off the field state.
- Blue tint
- If the lever position is to the right of the right border, or to the left of the left border, it will snap the character to the position of the border
Each note type has an EX variant: EX TAP, EX WALL, EX FLICK. EX notes have their timing windows widened to always give a CRIT as long as you don't miss them.
EX notes also have their PLAT timing window widened to the CRIT window. Hitting an EX note will give a CRIT, but hitting within the CRIT window will give a PLAT.
- Bells have a homing range (todo: how big is it?)
- Bells heal HP (see Bullets)
https://listed.to/@donmai/41511/gekichumai-timing-windows-and-offsets
| Note Type |
PLAT |
CRIT |
BREAK |
HIT |
MISS |
| TAP |
±16.66ms |
±33.33ms |
±66.66ms |
±100ms |
>100ms |
| WALL |
±25ms |
±50ms |
±150ms |
- |
>150ms |
| FLICK |
±83.33ms |
±83.33ms |
±166.67ms |
- |
>166.67ms |
| EX TAP |
±33ms |
±100ms |
- |
- |
>100ms |
| EX WALL |
±50ms |
±150ms |
- |
- |
>150ms |
| EX FLICK |
±166.67ms |
- |
- |
- |
>166.67ms |
| Hold |
25ms |
50ms |
100ms |
150ms |
>150ms |
https://wikiwiki.jp/gameongeki/ゲームシステム#xea291b3
Bullets deal a certain amount of damage. This is reduced by any guard cards that are equipped.
- three levels: pink (1x), purple (2x), yellow (3x)
- pink deals 18% damage, purple deals 36% damage, yellow deals 54% damage
- types: needles, orbs (tapioca), square
- all deal the same amount of damage
- laser bullets
- deals double damage (36% damage) and repeats damage over time (todo: how often?)
- can appear at different levels but deals the same amount of damage (so a purple and yellow laser also deal 36% damage)
- fixed, homing
- make a note of the character hitbox: the yellow line on screen
- invincibility after each hit: how long?
Bells:
- Bells heal
100 / (number of bells)% health. However if there are 4 bells or less, bells heal a maximum of 20% health.
Card modifiers: (store it here, maybe it should go in another page)
- how do guard cards work
- how do bell healing cards work
- how do damage up cards work