Gameplay/Recollection Rate

Main article: Gameplay/Recollection Rate.
Recollection Rate is a metric representing the player's current performance during gameplaygameplay. It is displayed on the left side of the screen on a meter known as the Recollection Gauge. The Gauge typically fills slightly with every PURE/FAR note hit, depending on the chart's Recollection Factor, and depletes slightly with every LOST note, typically by a fixed amount. Note that the Rate gain/loss per note does not depend on combo or on previous note judgements (except with certain Partners' skills).
There are several different types of Gauge that depend on the chosen Partner's skill, each with its own characteristics. Most partners use one of the default Gauge, EASY Gauge, or HARD Gauge, or a variation on one of them. Certain Partners have their own unique Gauge mechanics. Refer to the full article for details about variant Gauge types.
==Recollection Gauge types ==
===Normal ===
* The Gauge enabled by default for Partners without an EASY/HARD Gauge skill, and for sealed Partners.
* Default properties: 
** Initial Rate: 0
** Maximum Rate: 100
** Rate change per note:
*** PURE note recovery: +RF
*** FAR note recovery: +0.5·RF
*** LOST note penalty: -2
** Track Complete properties: 
*** Requirement: ≥ 70
*** Icon colour: Purple.
*** Adds to cleared song count in profile card.
*** Fulfills song unlock requirements.
** Gauge colour: Purple (< 70). Purple & sky blue (≥ 70).
===Easy=== 
* Enabled when selecting a Partner with the EASY skill effect.
* Reduced Rate loss for LOST notes compared to normal Gauge.
* Default properties: 
** Initial Rate: 0
** Maximum Rate: 100
** Rate change per note:
*** PURE note recovery: +RF
*** FAR note recovery: +0.5·RF
*** LOST note penalty: -1.2
** Track Complete properties: 
*** Requirement: ≥ 70
*** Icon colour: Green.
*** Does not add to cleared song count in profile card.
*** Fulfills song unlock requirements.
** Gauge colour: Cyan (< 70). Cyan & green (≥ 70).
* Partners whose skills use the basic EASY Gauge:
** Hikari
** Hikari & Fisica
** Hikari (Summer)
** Kanae (Midsummer) (DAY skill)
===Hard===
* Enabled when selecting a Partner with the HARD skill effect.
* Much higher Rate loss for LOST notes compared to normal Gauge, with immediate Track Lost upon reaching 0 Rate.
* Default properties: 
** Initial Rate: 100
** Maximum Rate: 100
** Rate change per note:
*** PURE note recovery: +RF
*** FAR note recovery: +0.5·RF
*** LOST note penalty: -9 (if Rate ≥ 40), -9 to -5 (if 30 < Rate < 40), -5 (if Rate ≤ 30).
** Track Complete properties: 
*** Requirement: > 0 (immediate Track Lost at 0)
*** Icon colour: Red.
*** Adds to cleared song count in profile card.
*** Fulfills song unlock requirements.
** Gauge colour: Red.
* While Recollection Rate < 30, the bottom of the screen flashes red.
* Partners whose skills use the basic HARD Gauge:
** Ilith (unawakened)
** Tairitsu (Grievous Lady)
** Brillante (E/S Primera)
** Kanae (Midsummer) (NIGHT skill)
** Vita
** Lethe (Apophenia)
** Mithra Tercera
** Luin
* Course Mode variant:
** Increased LOST note penalty: -10 (if Rate ≥ 40), -10 to -5 (if 30 < Rate < 40), -5 (if Rate ≤ 30).
=== Gauge variants===
Certain partner skills use their own Gauge that appears or operates differently to the above types. Most of these are based on one of the three basic types, with differences in the Recollection Rate change for PURE/FAR/LOST notes. Some may introduce other mechanics that affect Rate, or are different visually.
Variants of the normal Gauge with different per-note Rate change
(clearing songs with these Gauges awards a purple normal Clear, unless otherwise stated):
* Hikari (Zero): "Zero Gauge"; LOST notes deplete the whole Gauge to 0.
** Coloured Gauge bar will also fade in and out during gameplay.
* Saya: Increased Rate change for PUREs/LOSTs, and 0 gain for FARs.
** PURE note recovery: multiplied by x2
** FAR note recovery: 0
** LOST note penalty: multiplied by x3
* Haruna Mishima: Gauge starts at 40, but Rate gain reduced to 40%.
** Initial Rate: 40
** PURE/FAR note recovery: multiplied by x0.4
* Mir: Rate gain increased, but decreases with song progress.
** PURE/FAR note recovery: multiplied by a Song Progress Factor.
** Song Progress Factor decreases linearly with total note judgements so far. Factor starts at 2, decreases to 1 around the midpoint, and keeps decreasing to 0 by the endpoint (see Skill).
* Linka: No Rate loss for the first 10 LOST notes.
** The numerical Rate indicator instead shows the number of remaining LOST notes protected from Rate loss.
*** After 10 LOST notes, indicator reverts to displaying the current Rate.
** Only awards a green easy Clear.
Variants of the EASY Gauge with different per-note Rate change
(clearing songs with these Gauges awards a green easy Clear):
* Eto & Luna (Winter): Gauge starts at 30, but Rate gain reduced by 30%.
** Initial Rate: 30
** PURE/FAR note recovery: multiplied by x0.7
* Nami (Twilight): Rate cannot decrease. Rate gain heavily reduced.
** PURE note recovery: + Modified RF
** FAR note recovery: +0.5 · Modified RF
** LOST note penalty: 0
** Modified RF is lower than the default RF (see Skill).
Variants of the HARD Gauge with different per-note Rate change or Rate ranges
(clearing songs with these Gauges awards a red hard Clear):
* Ilith (Awakened): Each LOST has a 6% chance to lose 6x Rate.
** LOST note penalty: Default (94% chance), multiplied by x6 (6% chance).
* Regulus (MDA-21): FAR notes slightly decrease Rate.
** FAR note penalty: -0.45
* Ilith (Summer): Rate gain disabled when below 20 combo.
* Areus: LOST notes decrease Rate based on current combo.
** LOST note penalty: -(Base penalty + Combo Factor).
** Combo Factor is proportional to RF and broken combo length (see Skill).
* Seele Haze: Rate gain disabled for the last 1/4 of song.
** PURE/FAR note recovery: +RF/+0.5·RF (first 3/4 of song), 0 (last 1/4).
** Timing is based on chart duration, not song audio file.
* Isabelle Yagrush: Max Gauge decreases based on current Rate.
** Maximum Rate (initial): 100
** Maximum Rate: Lowest Rate achieved + 30
** Gauge colour above Max Rate: Dark purple.
* Pandora Nemesis (MTA-XXX): "Life 20" Gauge (Track Lost after 20 LOSTs).
** Initial Rate: 20
** Maximum Rate: 20
** LOST note penalty: 1
** PURE/FAR note recovery: 0
* Toa Kozukata: "Life 60" Gauge (Track Lost after 60 FARs/LOSTs).
** Initial Rate: 60
** Maximum Rate: 60
** LOST/FAR note penalty: 1
** PURE note recovery: 0
* Hikari (Fatalis): Fatalis Gauge.
** Minimum Rate: > 0 (variable "fatal" threshold)
*** Rate is set to 0 with immediate Track Lost if the Rate falls below this threshold.
*** "Fatal" threshold starts at 0 and rises with each PURE note, up to a maximum of 70 (see Skill).
* Shikoku: Increased Rate change per note.
** PURE/FAR note recovery: multiplied by x1.25
** LOST note penalty: multiplied by x1.25
* Luin (Awakened): Gauge persists
** Initial Rate: Final Rate for previous song play with Awakened Luin (assuming successful Track Complete)
Other Gauge variants and Gauge-affecting skills:
* Hikari (Fracture): OVERFLOW Gauge.
** Hybrid of EASY and HARD Gauges:
*** Initially functions as an EASY Gauge.
*** Transitions into a HARD Gauge upon reaching 100 Recollection Rate.
** Default properties:
*** Initial Rate: 0
*** Maximum Rate: 100
*** PURE/FAR/LOST note rate change: Same as EASY/HARD Gauge, depending on active type.
** Track Complete properties:
*** Requirement: Same as EASY/HARD Gauge, depending on which Gauge type is active on song completion.
**** Songs can be cleared without the transition into HARD occurring, if the Rate is kept between 70 and 100.
*** Icon colour: Green.
*** Does not add to cleared song count in profile card.
*** Fulfills song unlock requirements.
** Gauge colour:
*** As EASY Gauge: Cyan (< 70). Cyan & red (≥ 70).
*** As HARD Gauge: Red.
* Tairitsu (Tempest): Tempest Gauge.
** Special HARD Gauge where PURE/FAR note recoveries and LOST note penalties affect the speed of increase/decrease of the Recollection Rate instead of the Rate itself.
*** PURE and FAR notes push the speed weakly towards positive, and LOST notes push the speed strongly towards negative.
*** Incurring multiple LOST notes in a short time causes the penalties to stack.
*** The recovery rate always decays slowly towards a negative drain.
** Gauge colour: Red if decreasing, blue if increasing.
* DORO*C:
** Gauge measures the highest possible score currently attainable if all subsequent notes are PURE.
** Gauge indicator displays the highest possible grade.
** Scale is not linear. All grades have the same interval length but the score range of each is different.
** Default properties:
*** Initial grade: EX+
*** Maximum grade: EX+
*** LOST note penalty: Depends on number of notes.
*** FAR note penalty: Depends on number of notes.
*** Track Complete properties:
**** Requirement: ≥ AA
**** Icon colour: Green
**** Does not add to cleared song count in profile card.
**** Fulfills song unlock requirements.
*** Gauge colour: Blue and red.
* Tairitsu (Grievous Lady) & Chuni Penguin: CHUNITHM Gauge.
** Purely visual change; functionally identical to the normal Gauge.
** Not a single Recollection Gauge, but a set of 10 consecutive Gauges.
** Numerical Rate indicator is replaced with a Gauge counter, given in square brackets.
*** When a Gauge is filled, the Rate resets to 0 and the Gauge counter increments by 1.
** Default properties:
*** Initial Gauge: [0]
*** Maximum Gauge: [10]
*** Initial Rate (per Gauge): 0
*** Maximum Rate (per Gauge): 10
** Track Complete requirement: ≥ [7]
*** Gauge colour: Blue (< [7]), Yellow (≥ [7])
* O.N.G.E.K.I. Collaboration partners: O.N.G.E.K.I. skill.
** Has several variants; in all cases, the Recollection Rate resets to a lower value every time it fills to 100.
*** Each reset deals "Overdamage", which grants a random 1-4 Fragment bonus on song completion.
*** The total Fragment bonus is displayed in a hexagonal counter to the right of the Gauge. The number of stacked hexagons is the number of times Overdamage was dealt.
** Normal variant (exclusive to Luna & Mia and Saki):
*** Rate resets to 80 when it reaches 100.
*** Is otherwise the same as the default normal Gauge.
*** (exclusive to Saki) The final note recovers up to +100 bonus Rate, for up to 5 additional Overdamage. Bonus Rate is based on the total shiny PURE note judgements hit.
** HARD variant (exclusive to Setsuna):
*** Rate resets to 50 when it reaches 100.
*** Initial Rate: 50
*** Is otherwise the same as the default HARD Gauge.
* Cytus II Collaboration partners: Recall Emotions/Lose Emotions.
** For both variants, the Recollection Gauge is overlaid with five "Emotion" segments, each equating to 20 Recollection Rate.
** Depending on the max/min Rate reached, up to 5 segments will display a coloured orb and a particular stat (teal/blue/red for FRAG/STEP/OVER) which relates to song-end stat bonuses/penalties (see Partner pages).
** "Recall Emotions" variant (Ilith & Ivy):
*** Uses the normal Gauge.
*** Attaining 20/40/60/80/100 Rate will cause a new segment to display an orb and a stat bonus once the appropriate threshold is reached.
*** Segments retain bonuses even if the Rate falls below the threshold.
*** Each recalled emotion grants a random +10 stat bonus after song completion.
** "Lose Emotions" variant (Hikari & Vanessa):
*** Uses the HARD Gauge.
*** Falling below 100/80/60/40/20 Rate will cause a new segment to lose an orb and display a stat penalty once the appropriate threshold is reached.
*** Segments retain penalties even if the Rate climbs back above the threshold.
*** Each lost emotion incurs a random -10 stat penalty after song completion.
===Gauge display===
Recollection Gauge display (basic types)
Easy	Easy	Normal	Normal	Hard	Course Mode
< 70	≥ 70	< 70 	≥ 70 	Hard	Course Mode
 	 	 	 	 	
Recollection Gauge display (visual variants)
Normal 	Normal 	DORO*C	Overflow	Overflow	Hard 	Hard 	Hard 	Hard 	Hard 	O.N.G.E.K.I. 	Emotions 	Emotions
CHUNITHM	CHUNITHM	DORO*C	< 70 	≥ 70 	Tempest	Tempest	Fatalis	Fatalis 	Isabelle Yagrush	Overdamage display	Recall Emotions	Lose Emotions
< [7] 	≥ [7] 	DORO*C	< 70 	≥ 70 	-ve 	+ve 	Initial	Fatal threshold	Isabelle Yagrush	Overdamage display	Recall Emotions	Lose Emotions
 	 	 	 	 	 	 	 	 	 	 	 	
==Recollection Factor==
Main article: Gameplay/Recollection Rate § Recollection Factor.
The Recollection Factor (RF) is the amount by which the Recollection Rate (RR) increases after a PURE note judgement.
It depends on the total number of notes in the chart, with an additional adjustment for Level 11 and 12 charts:
Total notes in chart (TN)	Total notes in chart (TN)	Recollection Factor (RF)
TN < 400 	TN < 400 	\text{RF} = 0.2 + \frac{80}{\text{TN}}
400 ≤ TN < 600 	400 ≤ TN < 600 	\text{RF} = 0.2 + \frac{32}{\text{TN}}
TN ≥ 600 	Lv ≤ 10+ 	\text{RF} = 0.08 + \frac{96}{\text{TN}}
TN ≥ 600 	Lv ≥ 11 	\text{RF} = \left( 0.08 + \frac{96}{\text{TN}} \right) \times 0.8
For the default Gauge types, the RR recovery for FAR notes is half this amount.
The RR penalty for LOST notes is typically a fixed amount (with reduced loss when RR < 40), and does not depend on the chart.
For all Gauge types excluding Tairitsu (Tempest), the RR after a note judgement is simply:
\text{Recollection Rate}_\text{After} = \text{Recollection Rate}_\text{Before} + \text{RR Change of [Note Judgement]}
The following table shows the RR change per note judgement for each Gauge type with respect to the Recollection Factor. Some RR changes are constant. Refer to the full article for details about variant Gauge types.
Gauge Type / Variant	RR Change per Note Judgement	RR Change per Note Judgement	RR Change per Note Judgement
Gauge Type / Variant	Note Judgement 	Note Judgement 	RR Change
Default 	PURE 	PURE 	+RF
Default 	FAR 	FAR 	+0.5 RF
Default 	LOST 	LOST 	−2
EASY 	PURE 	PURE 	+RF
EASY 	FAR 	FAR 	+0.5 RF
EASY 	LOST 	LOST 	−1.2
HARD 	PURE 	PURE 	+RF
HARD 	FAR 	FAR 	+0.5 RF
HARD 	LOST 	RR ≥ 40 	−9
HARD 	LOST 	40 > RR ≥ 30 	−(0.4 × Current RR − 7)
HARD 	LOST 	RR < 30 	−5
Course 	PURE 	PURE 	+RF
Course 	FAR 	FAR 	+0.5 RF
Course 	LOST 	RR ≥ 40 	−10
Course 	LOST 	40 > RR ≥ 30 	−(0.5 × Current RR − 10)
Course 	LOST 	RR < 30 	−5
<noinclude>
Gauge Type / Variant 	RR Change per Note Judgement 	RR Change per Note Judgement 	RR Change per Note Judgement
Gauge Type / Variant 	Note Judgement 	Note Judgement 	RR Change
Normal Gauge variants (Clear type: normal)†	Normal Gauge variants (Clear type: normal)† 	Normal Gauge variants (Clear type: normal)† 	Normal Gauge variants (Clear type: normal)†
Default 	PURE 	PURE 	+RF
Default 	FAR 	FAR 	+0.5 RF
Default 	LOST 	LOST 	−2
Hikari (Zero) 	PURE 	PURE 	+RF
Hikari (Zero) 	FAR 	FAR 	+0.5 RF
Hikari (Zero) 	LOST 	LOST 	− Current RR
Saya 	PURE 	PURE 	+2 RF
Saya 	FAR 	FAR 	±0
Saya 	LOST 	LOST 	−6
Haruna Mishima 	PURE 	PURE 	+0.4 RF
Haruna Mishima 	FAR 	FAR 	+0.2 RF
Haruna Mishima 	LOST 	LOST 	−2
Mir 	PURE 	PURE 	+RF × Chart Progress Factor*
Mir 	FAR 	FAR 	+0.5 RF × Chart Progress Factor*
Mir 	LOST 	LOST 	−2
Mir 	*Note: Chart Progress Factor = 2 × Notes Judged / (Total Notes − 1)	*Note: Chart Progress Factor = 2 × Notes Judged / (Total Notes − 1)	*Note: Chart Progress Factor = 2 × Notes Judged / (Total Notes − 1)
Linka† (clear type: easy) 	PURE 	PURE 	+RF
Linka† (clear type: easy) 	FAR 	FAR 	+0.5 RF
Linka† (clear type: easy) 	LOST 	< 10 prev LOSTS 	±0
Linka† (clear type: easy) 	LOST 	≥ 10 prev LOSTS 	−2
O.N.G.E.K.I.(Luna & Mia, Saki) 	PURE 	PURE 	+RF*
O.N.G.E.K.I.(Luna & Mia, Saki) 	FAR 	FAR 	+0.5 RF*
O.N.G.E.K.I.(Luna & Mia, Saki) 	LOST 	LOST 	−2
O.N.G.E.K.I.(Luna & Mia, Saki) 	Final note bonus(Saki only) 	≤ 80% Shiny PUREs 	+100 × (1 − 4 × % Notes Below Shiny PURE)
O.N.G.E.K.I.(Luna & Mia, Saki) 	Final note bonus(Saki only) 	> 80% Shiny PUREs 	+25 × (1 − % Notes Below Shiny PURE)
O.N.G.E.K.I.(Luna & Mia, Saki) 	*Note: hitting RR = 100 resets RR to 80 	*Note: hitting RR = 100 resets RR to 80 	*Note: hitting RR = 100 resets RR to 80
EASY Gauge variants (Clear type: easy) 	EASY Gauge variants (Clear type: easy) 	EASY Gauge variants (Clear type: easy) 	EASY Gauge variants (Clear type: easy)
EASY(default) 	PURE 	PURE 	+RF
EASY(default) 	FAR 	FAR 	+0.5 RF
EASY(default) 	LOST 	LOST 	−1.2
Eto & Luna (Winter) 	PURE 	PURE 	+0.7 RF
Eto & Luna (Winter) 	FAR 	FAR 	+0.35 RF
Eto & Luna (Winter) 	LOST 	LOST 	−1.2
Nami (Twilight) 	PURE 	PURE 	+ Modified RF*
Nami (Twilight) 	FAR 	FAR 	+0.5 × Modified RF*
Nami (Twilight) 	LOST 	LOST 	±0
Nami (Twilight) 	*Note: Modified RF = 70/(Total Notes − 73) 	*Note: Modified RF = 70/(Total Notes − 73) 	*Note: Modified RF = 70/(Total Notes − 73)
HARD Gauge variants (Clear type: hard) 	HARD Gauge variants (Clear type: hard) 	HARD Gauge variants (Clear type: hard) 	HARD Gauge variants (Clear type: hard)
HARD(default) 	PURE 	PURE 	+RF
HARD(default) 	FAR 	FAR 	+0.5 RF
HARD(default) 	LOST 	RR ≥ 40 	−9
HARD(default) 	LOST 	40 > RR ≥ 30 	−(0.4 × Current RR − 7)
HARD(default) 	LOST 	RR < 30 	−5
Pandora Nemesis (MTA-XXX) 	PURE/FAR 	PURE/FAR 	±0
Pandora Nemesis (MTA-XXX) 	LOST 	LOST 	−1
Pandora Nemesis (MTA-XXX) 	Note: Initial RR = 20 	Note: Initial RR = 20 	Note: Initial RR = 20
Ilith (Awakened) 	PURE 	PURE 	+RF
Ilith (Awakened) 	FAR 	FAR 	+0.5 RF
Ilith (Awakened) 	LOST(94% chance) 	LOST(94% chance) 	−9 to −5 (same as HARD)
Ilith (Awakened) 	LOST(6% chance) 	RR ≥ 54 	−54
Ilith (Awakened) 	LOST(6% chance) 	RR < 54 	− Current RR
Regulus (MDA-21) 	PURE 	PURE 	+RF
Regulus (MDA-21) 	FAR 	FAR 	−0.45
Regulus (MDA-21) 	LOST 	LOST 	−9 to −5 (same as HARD)
Ilith (Summer) 	PURE 	Combo ≥ 20 	+RF
Ilith (Summer) 	FAR 	Combo ≥ 20 	+0.5 RF
Ilith (Summer) 	PURE/FAR 	Combo < 20 	±0
Ilith (Summer) 	LOST 	LOST 	−9 to −5 (same as HARD)
Areus 	PURE 	PURE 	+RF
Areus 	FAR 	FAR 	+0.5 RF
Areus 	LOST 	LOST 	− (Base HARD penalty + Combo Factor)*
Areus 	*Note: Combo Factor = RF × (Combo before LOST)/4 	*Note: Combo Factor = RF × (Combo before LOST)/4 	*Note: Combo Factor = RF × (Combo before LOST)/4
Seele Haze 	PURE 	First 3/4 of chart 	+RF
Seele Haze 	FAR 	First 3/4 of chart 	+0.5 RF
Seele Haze 	PURE/FAR 	Last 1/4 of chart 	±0
Seele Haze 	LOST 	LOST 	−9 to −5 (same as HARD)
Isabelle Yagrush 	Same as HARD;Maximum RR = 30 + Lowest RR Attained 	Same as HARD;Maximum RR = 30 + Lowest RR Attained 	Same as HARD;Maximum RR = 30 + Lowest RR Attained
Fatalis 	Same as HARD;Minimum RR = 0.7 × (PUREs Judged/Total Notes)2 	Same as HARD;Minimum RR = 0.7 × (PUREs Judged/Total Notes)2 	Same as HARD;Minimum RR = 0.7 × (PUREs Judged/Total Notes)2
O.N.G.E.K.I. HARD(Setsuna) 	PURE 	PURE 	+RF*
O.N.G.E.K.I. HARD(Setsuna) 	FAR 	FAR 	+0.5 RF*
O.N.G.E.K.I. HARD(Setsuna) 	LOST 	LOST 	−9 to −5 (same as HARD)
O.N.G.E.K.I. HARD(Setsuna) 	*Note: hitting RR = 100 resets RR to 50Initial RR = 50 	*Note: hitting RR = 100 resets RR to 50Initial RR = 50 	*Note: hitting RR = 100 resets RR to 50Initial RR = 50
Shikoku 	PURE 	PURE 	+1.25 RF
Shikoku 	FAR 	FAR 	+0.625 RF
Shikoku 	LOST 	LOST 	−11.25 to −6.25 (1.25 × base HARD penalty)
Toa Kozukata 	PURE 	PURE 	±0
Toa Kozukata 	FAR/LOST 	FAR/LOST 	−1
Toa Kozukata 	Note: Initial RR = 60 	Note: Initial RR = 60 	Note: Initial RR = 60
Other Gauges 	Other Gauges 	Other Gauges 	Other Gauges
Overflow(clear type: easy) 	Same as EASY; transitions to HARD on reaching RR = 100 	Same as EASY; transitions to HARD on reaching RR = 100 	Same as EASY; transitions to HARD on reaching RR = 100
DORO*C(clear type: easy) 	See article 	See article 	See article
Tempest(clear type: hard) 	See article 	See article 	See article
Course 	PURE 	PURE 	+RF
Course 	FAR 	FAR 	+0.5 RF
Course 	LOST 	RR ≥ 40 	−10
Course 	LOST 	40 > RR ≥ 30 	−(0.5 × Current RR − 10)
Course 	LOST 	RR < 30 	−5
<noinclude>
Category:Game Mechanics