Judgements, timing windows, combo bonus and LIFE

BanG Dream! Our Notes LIVE mechanics

A PERFECT is worth the full note score and a GREAT 80% of it. Every 10 combo adds to the combo bonus, which reaches +30% at 500. LIFE starts at 1,000, and BAD and MISS are the only HITs that drain it.

HIT judgements

  • JUSTScore: 230% (GEKISO only)LIFE lost: None
  • PERFECTScore: 100%LIFE lost: None
  • GREATScore: 80%LIFE lost: None
  • GOODScore: 50%LIFE lost: None
  • BADScore: 0%LIFE lost: 50
  • MISSScore: 0%LIFE lost: 100

Score is each note's share of the base note score. The LIFE gauge turns red below 300.

Timing windows

Each cell is how far from the hit line, in milliseconds, a note can be hit and still earn that judgement. Where early and late differ, as on flicks and slide ends, any early hit inside the PERFECT window counts as PERFECT, and the lower judgements only apply when you're late.

  • TapJUST: ±2PERFECT: ±50GREAT: ±83GOOD: ±100BAD: ±125MISS: ±130
  • FlickJUST: ±2PERFECT: −83 / +67GREAT: 0 / +83GOOD: 0 / +117BAD: 0 / +125MISS: 0 / +130
  • TracePERFECT: ±67MISS: 0 / +130
  • Slide endPERFECT: −84 / +66GREAT: 0 / +166GOOD: 0 / +191BAD: 0 / +208MISS: 0 / +150
  • Slide startJUST: ±2PERFECT: ±50GREAT: ±83GOOD: ±100BAD: ±125MISS: ±130

Assist Mode widens these windows; the table is the standard setting.

Score by note

  • Tap100%
  • Slide start100%
  • Slide tick10%
  • Slide end100%
  • Flick100%
  • Slide start flick100%
  • Slide end flick100%
  • Trace10%
  • Combo tick10%
  • Trace start10%
  • Trace end10%
  • Trace tick10%
  • Guide start (tap)100%
  • Guide start (flick)100%
  • Guide start (trace)10%
  • Guide end (trace)10%

Ticks along a slide or trace count for combo but score a tenth of a full note, so a song's combo runs well past its note count.

Combo bonus

Free LIVE

  • 50Bonus: +5%
  • 100Bonus: +10%
  • 150Bonus: +12.5%
  • 200Bonus: +15%
  • 250Bonus: +17.5%
  • 300Bonus: +20%
  • 350Bonus: +22.5%
  • 400Bonus: +25%
  • 450Bonus: +27.5%
  • 500Bonus: +30%

GEKISO COMBO

  • 50Bonus: +5%
  • 100Bonus: +10%
  • 150Bonus: +15%
  • 200Bonus: +20%
  • 250Bonus: +22.5%
  • 300Bonus: +25%
  • 350Bonus: +27.5%
  • 400Bonus: +30%

The bonus climbs 1% every 10 combo at first, then half that. A song matching the member card's type adds 5% to its power, its best tag another 5%, and a snap of the member's type 5%. Card ranks raise the type and tag bonuses further; each card's page lists them.

Formation

About Formation

Combine Members and Snapshots to form a Band used in LIVE. A formation of 5 members is required to start LIVE. *LIVE can be started without setting any Snapshots.

Leader

The member placed in the center of the formation becomes the Leader, and their Leader Skill will activate. You can swap member positions from "Change Position."

Saving Bands and Limits

By default, you can save up to 25 band formations. When editing a formation, you can also copy or delete its contents.

Formation Bonus

The following Formation Bonuses are available.

Type Link Bonus

Activates when a member's Type matches the Type of the set Snapshot. You can increase its effect by Snapshot Limit Breaking.

Character Rank Bonus

The combined total of the following values is applied as a bonus. You can increase its effect by ranking up. - Character Rank: Bonus from each individual character's rank - Overall Character Rank: Bonus based on the total ranks of all characters combined

Band Item Bonus

Activates based on the Band Items you have unlocked and upgraded. You can increase its effect by unlocking items and leveling them up through "Band Upgrade."

T.G.W CARD Bonus

A bonus that "increases all parameters" is applied based on the rank of your T.G.W CARD.

LIVE

About LIVE

A collection of various contents where you can play rhythm games. There are the following types of lives.

Free LIVE (SOLO)

A single-player mode where you can play rhythm games with any song of your choice.

GEKISO LIVE (MULTI)

A mode where up to 5 players can play in rhythm game battles.

Rhythm Game Info

Tap, flick, and perform other actions on the screen in time with the music to earn score. The score you earn varies based on factors such as timing accuracy and the parameters of the Members in your formation.

About Clear Conditions

A song is cleared if you have at least 1 LIFE remaining when the song ends. Even if your Life reaches 0, you can continue playing until the end of the song, but it will not count as cleared.

About Notes and Hits

Perform actions such as "tapping" or "flicking" when incoming Notes overlap with the "Rhythm Bar." Your timing is judged in the following 5 levels based on accuracy. Better Hits award higher score. (From highest to lowest) PERFECT > GREAT > GOOD > BAD > MISS

About COMBO

Getting consecutive Hits of "GOOD" or higher will continue your COMBO. The higher your COMBO count, the higher your Score. Getting a "BAD" or "MISS" Hit will reset your COMBO count.

About "FULL COMBO" and "ALL PERFECT"

If you clear a song while meeting the following conditions, it will be recorded as a "FULL COMBO" or "All PERFECT."

・FULL COMBO: Clear with a Hit of "GOOD" or higher on all the Notes. ・ALL PERFECT: Clear with a "PERFECT" Hit on all the Notes. *"JUST" Hits earned in GEKISO LIVE also count toward ALL PERFECT conditions.

Notes Types

Tap Notes

Tap at the right moment to keep your Combo going.

Slide Notes

Hold and trace from start to finish to keep your Combo going.

Flick Notes

Flick in the direction of the arrow at the right moment to keep your Combo going. The arrow is for visual reference only; flicking in any direction will register.

Trace Notes

Unlike regular Slide Notes, Trace Notes do not require you to tap in time with the Hit Line at the start or end points. You simply need to keep the screen tapped as the Notes pass through the Hit Line.

HIT Types

Notes judgments are divided into 5 tiers: PERFECT > GREAT > GOOD > BAD > MISS. The higher your accuracy, the higher Score you can achieve.

Combo Bonus

When you hit Notes and achieve consecutive GOOD or higher HITs, your Combo count increases, raising your "Combo Bonus" and increasing the Score you earn.

Screen Mode

You can choose from the following 3 display modes during a LIVE.

- Live2D: Watch the members performing as if you were at a LIVE.

- MV: For songs that have an MV, it will play during LIVE. *Songs without an MV will default to "Lite."

- Lite: Background visuals will not be displayed. Try this if LIVE performance is slow or laggy.

High Score Rating

High Score Rating is a value calculated for each Band by adding up the "Song Rating" corresponding to each Song Type. Based on the Rating you reach, you can earn rewards, and it also affects matchmaking in GEKISO LIVE.

High Score Rating can be recorded and updated in GEKISO LIVE as well, but it is recorded using the "FREE LIVE" score, excluding any score increases that occur during GEKISO Sections.

LIVE Boost (LB)

Using LIVE Boost (LB) increases the amount of Clear rewards earned. You can choose how much LB to use, and the effect multiplier changes based on the amount used. You can also use the "Consume All (up to 10 LIVE Boost)" option, which has a daily use limit.

*LIVE Boost is consumed when the results screen is displayed. *LIVE Boost is generally still consumed even if the app closes or your connection is lost right before the results screen appears.

Songs

Songs have the following details.

Difficulty

Indicates the difficulty of the chart (or the placement of Notes). (From hardest to easiest) EXPERT > HARD > NORMAL > EASY

Song Lv.

A more detailed numerical value for song difficulty. Even for songs with the same Difficulty, a higher Song Lv. means the song is more difficult.

Song Type

Like Members, songs have one of five Types. When the Type of a Member in your formation matches the song's Type, a bonus effect will activate.

Song Tag

Indicates the Song Tag linked to the song. If it matches the Song Tag of a Member's Favorite Song, a bonus effect will activate.

Score Rank

An evaluation rank based on the score earned. (From highest to lowest) SS > S > A > B > C > D The score required to achieve each rank differs by song. Rewards are granted the first time you achieve each rank.

Bonus Effects

Member parameters increase through the following bonus effects based on the song. *For bonuses from your Formation, please check [Formation] > Formation Bonus.

Type Bonus

Activates when a member's Type matches the Type of the Song being played.

Favorite Song Bonus

Activates when a member's Favorite Song matches the song's "Song Tag."

Assist Mode

Turning Assist Mode ON has the following effects.

- Notes HIT become more lenient. - Slides are easier to trace. - Flicks can be performed with a tap.

*When Assist Mode is ON, the Score you earn is reduced. *When Assist Mode is ON, you cannot earn an ALL PERFECT HIT. *When Assist Mode is ON, FULL COMBO becomes ASSIST FULL COMBO.