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CHUNITHM: slider, air sensors & rating math

3 min read

back to index · see also IO protocols, rating cheat sheet

the one where you rub a glowing table and wave at the sky. this page covers the input hardware, note types, judgement, scoring, and rating.

1. the hardware#

ground slider#

  • one long capacitive touch strip split into 16 cells (lanes) left to right
  • each cell is physically split into top and bottom halves, so the IO board reports 32 touch regions. the game cares about lanes, the split is mostly for lighting and sensitivity
  • notes span 1–16 lanes wide, so a note might need your hand anywhere across its width, not one exact cell
  • LEDs under the slider light per cell and per divider, which is why a lit cab looks like a keyboard

air sensors#

  • 6 IR beams stacked vertically in two towers (left and right of the slider). your hand breaking any beam = "air"
  • raising your hand from the slider upward through the beams is what AIR notes want. the game doesn't really care which beam, mostly that you broke them in the right direction and timing (verify direction rules)
  • AIR-ACTION and AIR-HOLD want you to keep your hand up in the beam zone

2. note types#

note input
TAP touch the slider cells under it
ExTAP yellow tap, very lenient. anything ≥ Justice → Justice Critical
HOLD keep touching for the duration
SLIDE keep touching while following a moving path
FLICK swipe left/right across the note
AIR (up/down arrows) raise your hand into the air beams right after (or as) you hit the ground note
AIR-HOLD / AIR-ACTION hold your hand in the air; action notes want a little hand motion on the beat
DAMAGE (CHUNITHM NEW+) avoid it. hitting it = miss

3. judgement#

grades, best to worst:

  • JUSTICE CRITICAL (the gold one)
  • JUSTICE
  • ATTACK
  • MISS

windows are tighter than maimai's but slider input is generous: you just have to be touching when the note arrives, not "pressing." resting your hand is a valid strategy on some patterns and a trap on others (ghost hits on damage notes).


4. scoring#

  • max score: 1,010,000
  • base score 1,000,000 is split evenly across all notes (combo count)
  • a Justice Critical gets 101% of a note's share, Justice 100%, Attack 50%, Miss 0. so all-JC = 1,010,000
  • short version: every Justice instead of Justice Critical costs about 10000 / notes points

ranks#

rank score ≥
SSS+ 1,009,000
SSS 1,007,500
SS+ 1,005,000
SS 1,000,000
S+ 990,000
S 975,000
AAA 950,000
AA 925,000
A 900,000
BBB 800,000
BB 700,000
B 600,000
C 500,000

lamps#

  • clear: you didn't fail the gauge (gauge rules depend on skill/character)
  • FC: full combo, no misses
  • AJ (ALL JUSTICE): no attacks or misses. the real flex
  • AJC (ALL JUSTICE CRITICAL): 1,010,000. theoretical. i have exactly zero of these above lv 12

5. play rating#

per-chart rating from constant + score (verify table against current version):

score rating
≥ 1,009,000 cc + 2.15
1,007,500 – 1,009,000 cc + 2.00 → +2.15 (linear)
1,005,000 – 1,007,500 cc + 1.50 → +2.00
1,000,000 – 1,005,000 cc + 1.00 → +1.50
975,000 – 1,000,000 cc + 0.00 → +1.00
925,000 – 975,000 cc − 3.00 → +0.00
900,000 – 925,000 cc − 5.00 → −3.00
below goes down further, irrelevant

(the exact interpolation and rounding is fussy; values are truncated to 2 decimals.)

player rating#

the formula for how the best charts combine changed with CHUNITHM VERSE (newer best/new frame rules, replacing the older best 30 + recent 10). the old system was:

  • best 30 = your 30 highest-rated charts ever
  • recent 10 = picked from your recent plays (the infamous "recent frame" that made you replay your best chart over and over)
  • player rating = average of those 40

(verify current frame sizes before implementing in kiroku) the current system uses a best frame for old songs + a new-songs frame, similar to maimai. the recent frame is gone, which honestly is a relief.

quick heuristics#

  • 1,007,500 (SSS) on a chart is cc + 2.0. on a 14.5 that's 16.5
  • going SSS → SSS+ is only +0.15. not worth grinding unless you're already close
  • S → SS on a high cc chart is the biggest jump per hour of effort

6. world's end#

  • gimmick charts with a star rating (★1–★5) instead of a level, plus a kanji showing the gimmick type
  • no constant, no rating. pure fun / pure suffering
  • kiroku tracks them separately

sources#

  • SilentBlue chuni pages (version history, scoring)
  • community rating calculators (check the date, the formula changed with VERSE)
Previousmaimai DX: touch zones, judgement & scoring internalsNext SOUND VOLTEX: knobs, gauges & volforce

On this page

  • 1. the hardware
  • ground slider
  • air sensors
  • 2. note types
  • 3. judgement
  • 4. scoring
  • ranks
  • lamps
  • 5. play rating
  • player rating
  • quick heuristics
  • 6. world's end
  • sources