| 0051ライブボーナスLive Bonus / Bonus Energy · ライブボーナス / Bonus Energy | — | ACTIVE | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Resource / Tempo; 쇼 보상을 조정하는 교차 콘텐츠 입력; Bridge Candidate; Event & Special Resource
- OBJECT TYPE
- Reward Accelerator; Combat—Resource / Tempo; 쇼 보상을 조정하는 교차 콘텐츠 입력; Bridge Candidate; Account tempo resource
- ROLE FUNCTION
- Multiplies show rewards, EXP and event points; does not gate manual play
- PRIMARY MODE POSITION
- Rhythm show rewards; MYSEKAI boost conversion is linked
- CORE RULE MECHANIC
- Recovers over time or by rank, items, ads and crystals
- TARGET PARTY FORMATION
- Player selects consumption amount
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0052EASYEASY | — | ACTIVE Rhythm shows; Active / Song-dependent; In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Difficulty
- OBJECT TYPE
- Difficulty Tier; Combat—Difficulty
- ROLE FUNCTION
- Selects chart difficulty
- PRIMARY MODE POSITION
- Rhythm shows
- CORE RULE MECHANIC
- Rank Match and unlock conditions use subsets
- TARGET PARTY FORMATION
- Player-selected where mode permits; song-dependent availability
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0053NORMALNORMAL | — | ACTIVE Rhythm shows; Active / Song-dependent; In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Difficulty
- OBJECT TYPE
- Difficulty Tier; Combat—Difficulty
- ROLE FUNCTION
- Selects chart difficulty
- PRIMARY MODE POSITION
- Rhythm shows
- CORE RULE MECHANIC
- Rank Match and unlock conditions use subsets
- TARGET PARTY FORMATION
- Player-selected where mode permits; song-dependent availability
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0054HARDHARD | — | ACTIVE Rhythm shows; Active / Song-dependent; In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Difficulty
- OBJECT TYPE
- Difficulty Tier; Combat—Difficulty
- ROLE FUNCTION
- Selects chart difficulty
- PRIMARY MODE POSITION
- Rhythm shows
- CORE RULE MECHANIC
- Rank Match and unlock conditions use subsets
- TARGET PARTY FORMATION
- Player-selected where mode permits; song-dependent availability
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0055EXPERTEXPERT | — | ACTIVE Rhythm shows; Active / Song-dependent; In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Difficulty
- OBJECT TYPE
- Difficulty Tier; Combat—Difficulty
- ROLE FUNCTION
- Selects chart difficulty
- PRIMARY MODE POSITION
- Rhythm shows
- CORE RULE MECHANIC
- Rank Match and unlock conditions use subsets
- TARGET PARTY FORMATION
- Player-selected where mode permits; song-dependent availability
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0056MASTERMASTER | — | ACTIVE Rhythm shows; Active / Song-dependent; In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Difficulty
- OBJECT TYPE
- Difficulty Tier; Combat—Difficulty
- ROLE FUNCTION
- Selects chart difficulty
- PRIMARY MODE POSITION
- Rhythm shows
- CORE RULE MECHANIC
- Rank Match and unlock conditions use subsets
- TARGET PARTY FORMATION
- Player-selected where mode permits; song-dependent availability
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0057APPENDAPPEND | — | ACTIVE Rhythm shows; Active / Song-dependent; In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Difficulty
- OBJECT TYPE
- Difficulty Tier; Combat—Difficulty
- ROLE FUNCTION
- Selects chart difficulty
- PRIMARY MODE POSITION
- Rhythm shows
- CORE RULE MECHANIC
- Rank Match and unlock conditions use subsets
- TARGET PARTY FORMATION
- Player-selected where mode permits; song-dependent availability
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0058ひとりでライブSolo Show · Solo Live | — | ACTIVE Mode-specific; Active; In Scope; In Scope; Always-on; Active; In Scope; 상시; 이벤트 활성 시 오버레이; Active; In Scope; Japan / iOS; Android / Japanese service / version not specified; Active; Linked; Linked | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Mode; Core; Basic Farming — repeatable rhythm session; 1인 리듬 플레이 노드이자 이벤트 기여 경로; Core Candidate; Engag …[truncated]
- OBJECT TYPE
- Show Mode; Combat—Mode; Basic Farming — repeatable rhythm session; Core; 1인 리듬 플레이 노드이자 이벤트 기여 경로; Core Candidate; Participation Route; Engagement-Oriented / Challenge & Competitive
- ROLE FUNCTION
- Solo rhythm mode
- PRIMARY MODE POSITION
- Mode-specific
- CORE RULE MECHANIC
- Skills and LIFE affect score
- TARGET PARTY FORMATION
- Player selects song and unit
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0059みんなでライブCo-op Show · Co-op Live | — | ACTIVE | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Mode; Core; Basic Farming — cooperative repeatable rhythm session; Real-Time Non-Combat Cooperation / …[truncated]
- OBJECT TYPE
- Show Mode; Combat—Mode; Basic Farming — cooperative repeatable rhythm session; Core; Real-Time Non-Combat Cooperation / RTC diagnostic analogue; 실시간 협동 리듬 노드이자 이벤트 기여 경로; Core Candidate; Participation Route; Engagement-Oriented / Challenge & Competitive
- ROLE FUNCTION
- Multi-player rhythm mode
- PRIMARY MODE POSITION
- Mode-specific
- CORE RULE MECHANIC
- Shared score and mode-specific skill response
- TARGET PARTY FORMATION
- 2–5 players; unit leader represents skill source
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0060チアフルライブCheerful Show · Cheerful Live · Cheerful Live / Cheerful Show | — | CONDITIONAL | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Mode; Cooperative Competition; Real-time non-combat cooperative competition; 협동 경쟁 노드; Periphery Candidate
- OBJECT TYPE
- Show Mode; Combat—Mode; Cooperative Competition; Real-time non-combat cooperative competition; 협동 경쟁 노드; Periphery Candidate
- ROLE FUNCTION
- Event-conditional team-versus-team show
- PRIMARY MODE POSITION
- Mode-specific
- CORE RULE MECHANIC
- Two five-player teams compare total score
- TARGET PARTY FORMATION
- Available when Cheerful Carnival switches Co-op Show
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0061チャレンジライブChallenge Show · Challenge Live · Challenge Level / Challenge Show | — | ACTIVE Mode-specific; Active; In Scope; In Scope; Daily challenge; daily reset; Active; In Scope; 일일; Active; In Scope; Active; In Scope; Japan / iOS; Android / Japanese service / version not specified; Active; Linked; Linked | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Mode; Core; Advanced Challenge — character-specific high-score challenge; 일일 도전 노드이자 이벤트 기여 경로; Periph …[truncated]
- OBJECT TYPE
- Show Mode; Combat—Mode; Advanced Challenge — character-specific high-score challenge; Core; 일일 도전 노드이자 이벤트 기여 경로; Periphery Candidate; Character; Participation Route; Engagement-Oriented / Challenge & Competitive
- ROLE FUNCTION
- Character-specific daily score mode
- PRIMARY MODE POSITION
- Mode-specific
- CORE RULE MECHANIC
- Challenge progress and high-score results
- TARGET PARTY FORMATION
- Selected character only; daily access
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0062ランクマッチRank Match · Ranked Match | — | ACTIVE | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Mode; Core / Supplementary link; Event competition / mastery-linked rhythm mode; PvP; 실시간 경쟁 노드이자 이벤트 …[truncated]
- OBJECT TYPE
- Show Mode; Combat—Mode; Event competition / mastery-linked rhythm mode; Core / Supplementary link; PvP; 실시간 경쟁 노드이자 이벤트 기여 경로; Periphery Candidate; Participation Route; Engagement-Oriented / Challenge & Competitive
- ROLE FUNCTION
- Seasonal one-versus-one rhythm accuracy mode
- PRIMARY MODE POSITION
- Mode-specific
- CORE RULE MECHANIC
- Dedicated judgment scoring; member skills and Fever disabled
- TARGET PARTY FORMATION
- Eligibility-gated; random song and difficulty
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0063オートライブAuto Live | — | ACTIVE | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Type / Automation; Core support; Automation mode
- OBJECT TYPE
- Automation Mode; Combat—Combat Type / Automation; Automation mode; Core support;
- ROLE FUNCTION
- Automates note judgments under special score rules
- PRIMARY MODE POSITION
- Eligible songs and modes
- CORE RULE MECHANIC
- Skills are limited and AUTO judgment has no combo bonus
- TARGET PARTY FORMATION
- Player enables auto; mode-specific consumption rules apply
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0064スコアUPScore Up | — | ACTIVE Rhythm shows except Rank Match; Active; In Scope; In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Skill
- OBJECT TYPE
- Skill Category; Combat—Skill;
- ROLE FUNCTION
- Raises score under member-specific conditions
- PRIMARY MODE POSITION
- Rhythm shows except Rank Match
- CORE RULE MECHANIC
- Mode-specific activation order and scope
- TARGET PARTY FORMATION
- Auto-activates at song-defined timing
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0065判定強化Judgment Enhancement | — | ACTIVE Rhythm shows except Rank Match; Active; In Scope; In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Skill
- OBJECT TYPE
- Skill Category; Combat—Skill;
- ROLE FUNCTION
- Improves eligible judgments and may include score effect
- PRIMARY MODE POSITION
- Rhythm shows except Rank Match
- CORE RULE MECHANIC
- Mode-specific activation order and scope
- TARGET PARTY FORMATION
- Auto-activates at song-defined timing
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0066ライフ回復Life Recovery | — | ACTIVE Rhythm shows except Rank Match; Active; In Scope; In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Skill
- OBJECT TYPE
- Skill Category; Combat—Skill;
- ROLE FUNCTION
- Recovers LIFE and may include score effect
- PRIMARY MODE POSITION
- Rhythm shows except Rank Match
- CORE RULE MECHANIC
- Mode-specific activation order and scope
- TARGET PARTY FORMATION
- Auto-activates at song-defined timing
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0067スコアUP(特殊)Special Score Up | — | ACTIVE Rhythm shows except Rank Match; Active; In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Skill
- OBJECT TYPE
- Skill Category; Combat—Skill
- ROLE FUNCTION
- Conditional or composition-linked score effect
- PRIMARY MODE POSITION
- Rhythm shows except Rank Match
- CORE RULE MECHANIC
- Effect varies by member skill wording
- TARGET PARTY FORMATION
- Auto-activates at song-defined timing
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0068Live2Dモデルによるストーリー演出Live2D Story Presentation | — | ACTIVE Story viewing; Active; In Scope; In Scope | 8 FIELDS- DOMAIN
- Visual
- TYPE
- Motion / Presentation
- OBJECT TYPE
- Story Presentation; Visual—Motion / Presentation;
- ROLE FUNCTION
- Character Live2D models appear in story presentation
- PRIMARY MODE POSITION
- Story viewing
- CORE RULE MECHANIC
- Links visual identity to character, music and social surfaces
- TARGET PARTY FORMATION
- Mode- or content-dependent
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 00692DMV2D Music Video | — | ACTIVE Supported songs; Active / Song-dependent; In Scope | 8 FIELDS- DOMAIN
- Visual
- TYPE
- Motion
- OBJECT TYPE
- Music Video; Visual—Motion
- ROLE FUNCTION
- Song-specific visual playback mode
- PRIMARY MODE POSITION
- Supported songs
- CORE RULE MECHANIC
- Links visual identity to character, music and social surfaces
- TARGET PARTY FORMATION
- Mode- or content-dependent
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 00703DMV3D Music Video | — | ACTIVE Supported songs; Active / Song-dependent; In Scope | 8 FIELDS- DOMAIN
- Visual
- TYPE
- Motion
- OBJECT TYPE
- Music Video; Visual—Motion
- ROLE FUNCTION
- 3D character, costume and stage playback mode
- PRIMARY MODE POSITION
- Supported songs
- CORE RULE MECHANIC
- Links visual identity to character, music and social surfaces
- TARGET PARTY FORMATION
- Mode- or content-dependent
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0071バーチャルライブVirtual Live / Virtual Show · Virtual Live | — | RECURRING | 8 FIELDS- DOMAIN
- Visual
- TYPE
- Performance Mode; Community & Event Cooperation; 공유 관람·커뮤니티 노드; Periphery Candidate; Engagement-Oriented; S; F; L
- OBJECT TYPE
- Interactive Performance; Visual—Performance Mode; Community & Event Cooperation; 공유 관람·커뮤니티 노드; Periphery Candidate; Event / Shared Performance Format; Engagement-Oriented
- ROLE FUNCTION
- Audience uses glow sticks and items with friends
- PRIMARY MODE POSITION
- Scheduled performance
- CORE RULE MECHANIC
- Links visual identity to character, music and social surfaces
- TARGET PARTY FORMATION
- Mode- or content-dependent
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0072コネクトライブConnect Live | — | RECURRING | 8 FIELDS- DOMAIN
- Visual
- TYPE
- Performance Mode; Community & Event Cooperation
- OBJECT TYPE
- Enhanced Digital Performance; Visual—Performance Mode; Community & Event Cooperation
- ROLE FUNCTION
- Expanded stage production and optional paid after-event pass
- PRIMARY MODE POSITION
- Scheduled performance
- CORE RULE MECHANIC
- Links visual identity to character, music and social surfaces
- TARGET PARTY FORMATION
- Mode- or content-dependent
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0073マイセカイMYSEKAI | — | ACTIVE | 8 FIELDS- DOMAIN
- Visual
- TYPE
- Spatial Mode; Core; Non-combat farming / creation space; 비전투 채집·커뮤니티 노드이자 이벤트 기여 경로; Bridge Candidate; …[truncated]
- OBJECT TYPE
- Spatial Creation Mode; Visual—Spatial Mode; Non-combat farming / creation space; Core; 비전투 채집·커뮤니티 노드이자 이벤트 기여 경로; Bridge Candidate; Participation Route; Engagement-Oriented / Challenge & Competitive
- ROLE FUNCTION
- Gather materials, build furniture, decorate a personal SEKAI and host character visits
- PRIMARY MODE POSITION
- Home screen entry
- CORE RULE MECHANIC
- Links visual identity to character, music and social surfaces
- TARGET PARTY FORMATION
- Mode- or content-dependent
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0074LATE / FAST / FLICK表示LATE / FAST / FLICK Feedback | — | ACTIVE Manual rhythm shows; Active; In Scope | 8 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Judgment Feedback; Visual—UI/UX Feedback
- ROLE FUNCTION
- Displays timing and flick input feedback
- PRIMARY MODE POSITION
- Manual rhythm shows
- CORE RULE MECHANIC
- Supports timing correction and input readability
- TARGET PARTY FORMATION
- Player setting dependent
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0075AP継続演出All Perfect Continuity Effect | — | ACTIVE Manual rhythm shows; Active; In Scope | 8 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Performance Feedback; Visual—UI/UX Feedback
- ROLE FUNCTION
- Shows ongoing All Perfect state on combo display
- PRIMARY MODE POSITION
- Manual rhythm shows
- CORE RULE MECHANIC
- Immediate continuity feedback
- TARGET PARTY FORMATION
- Option-controlled
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0076メンバーコレクション / Member CollectionN/A | — | NOT APPLICABLE | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0077通常ノーツ / Normal NoteN/A | — | NOT APPLICABLE In Scope | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0078ロングノーツ / Long NoteN/A | — | NOT APPLICABLE In Scope | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0079フリックノーツ / Flick NoteN/A | — | NOT APPLICABLE In Scope | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0080VIRTUAL SINGER / バーチャル・シンガーN/A | — | NOT APPLICABLE In Scope | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0081ワンダーランズ×ショウタイム / Wonderlands×ShowtimeN/A | — | NOT APPLICABLE In Scope | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 008225時、ナイトコードで。 / 25-ji, Nightcord de.N/A | — | NOT APPLICABLE In Scope | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0083キュート / CuteN/A | — | NOT APPLICABLE | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0084クール / CoolN/A | — | NOT APPLICABLE | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0085ピュア / PureN/A | — | NOT APPLICABLE | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0086ハッピー / HappyN/A | — | NOT APPLICABLE | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0087ミステリアス / MysteriousN/A | — | NOT APPLICABLE | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0088★1; ★2; ★3; ★4N/A | — | NOT APPLICABLE | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0089EASY; NORMAL; HARD; EXPERT; MASTER; APPENDN/A | — | NOT APPLICABLE In Scope | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 00902DMV; 3DMVN/A | — | NOT APPLICABLE In Scope | 4 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- N/A
- ROLE FUNCTION
- N/A
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0091カスタムルームCustom Room | — | ACTIVE | 5 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- Configurable real-time non-combat cooperation
- OBJECT TYPE
- Configurable real-time non-combat cooperation
- ROLE FUNCTION
- カスタムルーム — マイ譜面에 등록한 보면을 플레이할 수 있는 별도 플레이 면. ひとりでライブ와 병렬로 지정된 경로다.
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0092フィーバーチャンスFever Chance | — | ACTIVE | 5 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- Real-time shared performance mechanic; 협동 기여 상태 브리지; Bridge Candidate
- OBJECT TYPE
- Real-time shared performance mechanic; 협동 기여 상태 브리지; Bridge Candidate
- ROLE FUNCTION
- フィーバー / Fever — みんなでライブ·チアフルライブ에서 발동하는 점수 증폭 상태. 하위 객체로 참가자 전원이 콤보를 유지할 때 게이지가 상승하는 フィーバーチャンス와, 게이지 도달 시 진입하는 フィーバータイム이 있다. ランクマッチ에서는 비활성화된다.
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0093フィーバータイムFever Time | — | ACTIVE | 5 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- Real-time shared performance mechanic; 공동 퍼포먼스 보상 상태; Bridge Candidate
- OBJECT TYPE
- Real-time shared performance mechanic; 공동 퍼포먼스 보상 상태; Bridge Candidate
- ROLE FUNCTION
- フィーバー / Fever — みんなでライブ·チアフルライブ에서 발동하는 점수 증폭 상태. 하위 객체로 참가자 전원이 콤보를 유지할 때 게이지가 상승하는 フィーバーチャンス와, 게이지 도달 시 진입하는 フィーバータイム이 있다. ランクマッチ에서는 비활성화된다.
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0094MV視聴 / Music Video ViewerMV視聴 / Music Video Viewer | — | ACTIVE 지원 곡; 곡별 영상 구현 | 5 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- Final named item / component
- OBJECT TYPE
- -confirmed named item / final canonical object
- ROLE FUNCTION
- MV視聴 / Music Video Viewer는 지원 곡의 3DMV·2DMV·原曲MV를 별도로 재생하는 시청 기능이다.
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0095クリティカルノーツ / Critical Noteクリティカルノーツ / Critical Note§2.2 Registry, 노트 타입 행군 말미 | — | ACTIVE Japan / Global English; 수동 리듬 쇼 | 5 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- Final named item / component
- OBJECT TYPE
- -confirmed named item / final canonical object
- ROLE FUNCTION
- クリティカルノーツ / Critical Note — 독립 노트 유형이 아니라 タップ·スライド·フリック·トレース 각 노트에 적용되어 통상 대비 약 2배 득점을 부여하는 고득점 변형이다.
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0096譜面メーカー / Score Maker譜面メーカー / Score Maker§2.2 Registry, Combat—Mode 행군 말미; §2.2 Verified Named Item Registry, Core 행군 말미 | — | ACTIVE Japan 전용; 2026-04-30~ | 5 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- Final named item / component
- OBJECT TYPE
- -confirmed named item / final canonical object
- ROLE FUNCTION
- 譜面メーカー / Score Maker — 게임 내 수록 곡으로 플레이어가 오리지널 보면을 제작·투고·공유하는 리듬 생성 시스템. 2026-04-30 실장, 기준일 현재 일본 서비스 가동 중. 공식 FAQ 최상위 카테고리로 편성돼 있다.
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0097クリエイト譜面クリエイト譜面§2.2 Registry, 譜面メーカー 행 직후; §2.2 Registry, Non-Combat Competition 행군(マイセカイ百景) 직후; §2.2 Verified Named Item Registry, 접근·플레이 노드 행군 말미 | — | ACTIVE Japan 전용; 2026-04-30~; カスタムルーム은 2025-12-18~ | 5 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- Final named item / component
- OBJECT TYPE
- -confirmed named item / final canonical object
- ROLE FUNCTION
- クリエイト譜面 — 譜面メーカー로 제작·투고된 보면 객체. 투고 시 「新着」에 게재되며 「いいね」 획득량에 따라 랭킹에 반영된다.
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0098マイ譜面マイ譜面§2.2 Registry, クリエイト譜面 행 직후; §2.2 Registry, カスタムルーム 행 Access / Unlock Implemented in v6.2.0; owner-created room; §2.2 Verified Named Item Registry, 접근·플레이 노드 행군 말미 | — | ACTIVE Japan 전용; Japan; 2025-12-18 실장 / 2026-04-30 경로 추가; カスタムルーム은 2025-12-18~ | 5 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- Final named item / component
- OBJECT TYPE
- -confirmed named item / final canonical object
- ROLE FUNCTION
- マイ譜面 — 즐겨찾는 보면과 자작 보면을 등록하는 보관 단위. 등록한 보면은 ひとりでライブ와 カスタムルーム에서 플레이할 수 있다.
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0099セカイver.セカイver.§2.2 Registry, Visual—Motion 행군 말미 | — | ACTIVE 지원 곡 한정 | 5 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- Final named item / component
- OBJECT TYPE
- -confirmed named item / final canonical object
- ROLE FUNCTION
- セカイver. — 곡별로 선택 가능한 음원 버전 중 하나.
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|
| 0100バーチャル・シンガーver.バーチャル・シンガーver.§2.2 Registry, セカイver. 행 직후 | — | ACTIVE 지원 곡 한정 | 5 FIELDS- DOMAIN
- Basic Configuration
- TYPE
- Final named item / component
- OBJECT TYPE
- -confirmed named item / final canonical object
- ROLE FUNCTION
- バーチャル・シンガーver. — セカイver.와 대응하는 곡별 선택 음원 버전.
- COMBAT TEMPO TURN ORDER
- Unknown in
|
|---|