Every note you hit — or miss — in fluXis is evaluated and assigned a judgement that reflects how closely your keypress aligned with the note’s ideal timing. There are six judgement tiers, ranging from the perfect Flawless down to a complete Miss. These judgements feed directly into your accuracy percentage, which in turn determines your score, your letter rank, and your performance rating. Understanding how each tier is weighted, and what timing windows you are working within, is key to pushing your scores higher.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/InventiveRhythm/fluXis/llms.txt
Use this file to discover all available pages before exploring further.
Judgement Tiers
fluXis defines its six judgements in theJudgement enum, ordered from worst to best: Miss, Okay, Alright, Great, Perfect, Flawless. The table below shows each tier, its timing window at difficulty 5 (mid), and how it is weighted in the accuracy formula.
| Judgement | Timing Window (mid, ±ms) | Accuracy Weight |
|---|---|---|
| Flawless | ±19 ms | 1.00 (full credit) |
| Perfect | ±49 ms | 0.98 |
| Great | ±82 ms | 0.65 |
| Alright | ±112 ms | 0.25 |
| Okay | ±136 ms | 0.10 |
| Miss | > ±173 ms | 0.00 (no credit) |
These windows are for a map with difficulty 5 (the mid-point of the 0–10 scale). Easier maps widen the windows and harder maps tighten them — see the section below.
How Timing Windows Scale with Difficulty
Each timing window is calculated with three anchor values — min, mid, and max — that correspond to difficulty 0, 5, and 10 respectively. TheMapUtils.GetDifficulty() function interpolates linearly between these anchors. The formula applied is:
- If difficulty > 5:
mid + (max − mid) × ((difficulty − 5) / 5) - If difficulty < 5:
mid + (mid − min) × ((difficulty − 5) / 5) - If difficulty = 5:
mid
| Judgement | Difficulty 0 (min) | Difficulty 5 (mid) | Difficulty 10 (max) |
|---|---|---|---|
| Flawless | ±22 ms | ±19 ms | ±13 ms |
| Perfect | ±64 ms | ±49 ms | ±34 ms |
| Great | ±97 ms | ±82 ms | ±67 ms |
| Alright | ±127 ms | ±112 ms | ±97 ms |
| Okay | ±151 ms | ±136 ms | ±121 ms |
| Miss | ±188 ms | ±173 ms | ±158 ms |
Accuracy Formula
Accuracy is calculated as the ratio of rated notes to total notes, expressed as a percentage:ratedNotes is the weighted sum of all judgement results:
Full Combo and Full Flawless
| Achievement | Condition |
|---|---|
| Full Combo (FC) | Current combo equals total note count — no combo breaks at all. |
| Full Flawless (FF) | Every single note is Flawless and zero Misses — the absolute peak performance. |
Score Calculation
The raw score is calculated out of a base of 1,000,000 points, scaled by any active mod multipliers. It is split into two components:- 90% of the maximum score comes from accuracy (weighted hit rate).
- 10% comes from your maximum combo achieved during the play.
- Both components are divided by
mapMaxCombo— the map’s theoretical maximum combo, which counts each long note’s head and tail release separately (so a map with long notes has a highermapMaxCombothan its raw note count). - The
scoreMultiplieris the product of all active mod multipliers (e.g., Hard mod adds ×1.04).
Mod multipliers stack additively around 1.0:
scoreMultiplier = 1 + Σ(mod.ScoreMultiplier − 1). So Hard (1.04) plus Mirror (1.00) gives 1.04, while No Fail (0.50) alone gives 0.50.Letter Ranks
After a play is complete, a letter rank is assigned based on final accuracy:| Rank | Accuracy Threshold |
|---|---|
| X | 100.00% — Full Flawless |
| SS | ≥ 99.00% |
| S | ≥ 98.00% |
| AA | ≥ 95.00% |
| A | ≥ 90.00% |
| B | ≥ 80.00% |
| C | ≥ 70.00% |
| D | < 70.00% |
Performance Rating
In addition to the raw score, fluXis calculates a Performance Rating (PR) that reflects how difficult the achievement was. PR takes the map’s star rating, your accuracy, the total note count, the number of misses, and any active mods into account. The base curve scales with map rating, and then several multipliers are applied:- Accuracy:
max(0, 5 × (accuracy / 100) − 4)— accuracy below 80% gives zero PR. - Length bonus:
1 + 0.1 × min(1, ratedNotes / 2500)— longer maps grant a small bonus, capped at +10%. - Miss penalty:
0.99^misses— each Miss reduces PR by roughly 1%. - Rate mod: Slower rates are punished cubically; faster rates are rewarded linearly (
1.5×rate − 0.5). - Mod adjustments: Easy ×0.80, Hard ×1.05, No Fail ×0.40, No SV ×0.60, No LN ×0.60, No Events ×0.40, No Mines ×0.60.
