Cento
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English Terminology and Mechanics
By ChickenExploder
Some explanations for what the game means.
   
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Intro
Hi!
I decided to make this guide since I had a bit of trouble remembering what exactly each term meant. Mostly everything can be learned by just playing the game but if you're foggy about what some terms mean this should help out.
Just a heads up, i'll be going through EVERYTHING even if its kind of obvious what it means.

Leave a comment if i'm missing anything, thank you very much. o7
Game Terminology
Just to cover all the bases, I'm going to explain everything even if its kind of obvious.


Skill - The groups of notes required to do *something*.

Using - Completing the sequence of notes.

Lands / Landed - When a skill reaches it's target, regardless of whether or not it was matched.

Hit / Match Failed - When a skill reaches it's target, and isn't matched.

Matched / Matching - When a Marker (single flashing arrow) appears above the bar, pressing that direction will reduce attacks from the enemy and boosts the skill when you're the one who creates it. Also good to note, the game rounds down, so matching a Fire Bolt will not result in 1.5 damage being taken, but only 1 instead of the normal 3.

Power - The potency of a skill. The base Power is equal to the number of directions in a skill.

Judge - Your "Health bar" so to speak. When it reaches 8, you or your enemy will be put into "Pinch". You'll have 6 Beats (The colored bars on the Bar) until you lose the round. You won't lose until the Beats are up, so if you can do something to push your judge up before the last beat you can recover. You can't "Instantly" lose a round due to this.

Flow & Flow Level - Flow increases when you match or use skills, and will level up when the gauge is full and a turn ends. Each level gives you 1 more max NP and on the 1st, 3rd and 5th levels lets you have 1 more skill in your hand at any time.

State - Essentially a Buff / Debuff of some sort.

NP - The number of moves you can make. Everyone starts out with 5 Max NP and that can be increased by 1 each time you level up.

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BATTLE TERMS

Cheering - Occasionally, there will be a bubble in the top-middle of the screen with a State, a number and some [?] next to them. If you can figure out the small sequence, you'll get the state with the Power of the number. Has some really good stuff like Sharp or Drop with high Power, so keep an eye out!

EXnote - When adding effects to skills in Endurance mode, will increase the length of that skill by 1, thus increasing the needed NP to activate it, and possibly ruining some skill synergies, but will also increase the base Power by 1 as well. This does nothing in Simple Mode.

Pitch - Affects the BPM and Pitch of the stage.
Modifiers
All of the skills can be seen as groups of "Modifiers". For example, Fire Bolt is a combo of Normal Shot and Attack, resulting in a skill being shot to your opponent, and when it lands it will deal damage equal to Power. These are useful when you need to see what a skill does at a glance when using [CTRL] to view their modifiers.
However, some of these are a bit confusing when describing what they do.

SHOTS

Normal Shot - Shoots a skill to the enemy.
Magic Shot - Restores 1 NP and functions like a Normal Shot.
Poison Shot - Adds 2 Power to the skill, but reduces your Judge by 1.
Fire Shot - Will deal double the Power when Hitting, but if Matched will be reduced to 1 Power.
Wind Shot - Shoots an enemy twice, but with Power 1. This cannot be changed.
Thunder Shot - Reduces Power by 1 and shoots a skill to the enemy quicker than usual.
Ghost Shot - Reduces Power by 1 and shoots a skill to the enemy after a long delay.
Soul Shot - Shoots a skill to both yourself and the enemy that is guaranteed to hit. This can only be reduced by Guard when its an attack.

Ground Shot - Applies a skill to yourself after 1 beat.
Water Shot - Shoots a skill to yourself, and if you Match it, the effects will be doubled. If you fail, the Power is halved.
Grass Shot - Adds 1 Power and applies the effect with Power 1 to you every 8 beats the number of times that Power. In simpler terms, will apply an effect with Potency 1 over time. More Power means the effect will last longer and thus apply more times. The Power does NOT affect the effect's Potency, just how many times it will be applied to you.

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SHOT MODIFIERS

Attack - Will deal damage equal to Power.
Give [X] - Will give whatever the shot hits the effect, equal to Power. EX: Sandbath will give yourself 3 Guard.
[X] Power / Discharge - Will convert stacks of X into Power. EX: Sandstorm will start with 4 Power, but if you had 3 Guard when preforming it, it will result in a 7 Power attack.
Fluid - Upon drawing a skill, it's Power will be reduced or boosted. Can be viewed in the Power Viewer.
Bottom - Will add 3 Power to the skill only when its the last skill played in your deck. Essentially, play this when you can't play anything else.
Exhaust - Will add 2 Power, but will prevent you from playing this skill for the rest of the battle.
Steal - When hitting an opponent, steals 1 of their skills, removing it from their deck and adding it to yours for the rest of the battle. If they run out of skills to play, their judge will be maxed out and they will lose.
Harvest - Will give you [Power] bolt skill(s) that all have Exhaust.
Cluster - Will give you [Power] positive states. (Positive states have no drawbacks to having them)
UI
I've marked up a screen shot with some terms I've used in this guide that could use some clarification.
1 - The "Power Viewer". Factors in Fluid and any other States you have, such as Force. This will also show negative Power with a blue downwards arrow.

2 - Cheering. In this example, will give 6 Dodge to whoever figures it out.

3 - The Flow Level and gauge. Each dot is 1 level.
2 Comments
OsloYonasAlsoKnownAs 15 Jul @ 1:20pm 
Thanks, but what is a rally?
Someone Unknown 5 Dec, 2024 @ 8:19pm 
There is a difference between "Hit" and "Match Failed": Soul shot and Ground shot *always* hits. Match failed happens only if you don't make a match.
Pinch happens at 9, but this value drops the longer the fight goes on. I've had fights happen where the pinch threshold fell to 1 because I stalled Huutaai out after Huutaai had taken Tonedoro's last cart.
EXnote refers to the icons that appear on your track due to it being natural to the stage or due to Piaffe. The types of EX Notes are Power notes (Orange) (adds 3 to the power of any skill that finishes on it), Guard notes (Blue) (gives 1 guard if you play a note on it), ??? (Turquoise) (Refunds 1NP if you play a note on it), Bomb notes (Black/Red) (Deals 5 damage to you if you play a note on it)
Magic shot is *nearly* similar to normal shot; if a magic shot's power is increased, it will land slower, to a maximum of 8 beats (16 notes)