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Anatomy of a slider

Bartłomiej Dach edited this page Oct 4, 2024 · 12 revisions

Sliders are quite complex objects, and behave differently over different implementations. This page aims to track the current state of sliders with the end goal of unifying/improving behaviour.

Portions which differ on lazer are highlighted in bold.

stable lazer
Head
Judgement Hit window is equal to a hit50 Act as a normal hit circle with full judgement range
Scoring hit=30
miss=0
hit=300(Great)/100(Good)/50(Meh) + combo_bonus
miss=0
Combo hit=+1
miss=reset
Tick
Judgement At precise point in time
Scoring hit=10
miss=0
hit=30(LargeTick) + combo_bonus
miss=0
Combo hit=+1
miss=reset
Repeat
Judgement At precise point in time
Scoring hit=30
miss=0
hit=30(LargeTick) + combo_bonus
miss=0
Combo hit=+1
miss=reset
Tail
Judgement Occurs exactly min(36, slider_duration / 2)ms before end of slider Occurs at any point in the last 36ms of the slider
Scoring hit=30
miss=0
Without classic mod:
hit=150(SliderTailHit) + combo_bonus
miss=0
With classic mod:
hit=10(SmallTickHit)
miss=0
Combo hit=+1
miss=0
Without classic mod:
hit=+1
miss=0
With classic mod:
hit=0
miss=0
Entire slider
Judgement hit300/100/50 depending on proportion of ticks hit Without classic mod:
No judgement
With classic mod:
hit300/100/50 depending on proportion of ticks hit
Scoring hit=300(Great)/100(Good)/50(Meh) + combo_bonus
miss=0
With classic mod:
hit=0 miss=0
With classic mod:
hit=300(Great)/100(Good)/50(Meh) + combo_bonus
miss=0
Combo hit=0
miss=0
Without classic mod:
hit=0
miss=0
With classic mod:
hit=+1
miss=0

Summarising the current differences in slider behaviour which are not unanimously accepted, in order of importance:

  • The tail seemingly gives a combo even on a miss with classic mod applied. This is caused by the entire slider's judgement giving combo, which it didn't on stable. In order to keep total maximum combo on the map the same as stable, this combo is thus shifted from the slider tail, but doing that does have the net effect of the tail seemingly giving combo even when missed.
  • Combo bonus is added to ticks/repeats where it wasn't on stable. This can lead to score discrepancies based on hit ordering.
  • Ticks give less score on stable when compared to lazer. Not sure how much this matters.