Life Gauge Calculation and Timing Windows in beatmania IIDX

Table of contents
  1. Gauge types
    1. IIDX a-value explained
  2. Timing window
  3. Further reading

Gauge types

For a simple, high-level explanation of each gauge types, please see this page.

Notes

  • a = a function of total note count in IIDX – see below
  • all units in %
  • For EASY and NORMAL, you start at 22%, and need 80% in the end of a song to clear. For ASSIST EASY, you start at 22% but need 60% to clear.
  • HARD, EXHARD, DAN, and EX-DAN gauges are “survival” gauges - you start at 100%, and get a stage fail if you drop to 0%.
  • 空P is excessive poor.
  PG GREAT GOOD BAD POOR 空P Low Life Adj†
A.EASY a a a/2 -1.6 -4.8 -1.6 -
EASY a a a/2 -1.6 -4.8 -1.6 -
NORMAL a a a/2 -2 -6 -2 -
HARD 0.16 0.16 0 -5 -9 -5 Yes
EXHARD 0.16 0.16 0 -10 -18 -10 No
DAN 0.16 0.16 0.04 -1.5 -2.5 -1.5 Yes
EX-DAN 0.16 0.16 0.04 -3.0 -5.0 -3.0 No

† Low Life Adjustment: when the gauge is at or below 30%, the rate of decrease caused by BAD and POORs are halved. For example, when playing on HARD gauge, if you are at 28% life and get a POOR, you lose 4.5% instead of 9%.

IIDX a-value explained

Graph explaining what the a-value means in IIDX

Timing window

timing diagram

Note: this is to illustrate an idealized and abstracted view of the timing window in IIDX. In reality:

  • The game engine is based on ticks via quantization.
  • Due to above, the 0-point spans a tick, which means the note isn’t sitting exactly at 0.0ms point.
  • The I/O engine performs averaging of recent input for debouncing.
  • When calculating timing, the game engine may insert a fixed offset, depending on the version.
  • When the note is drawn on the screen isn’t the true 0.0ms; additinoally, it is affected by user’s offset and display input lag.

… and so on. This page is not meant to be an in-depth reverse engineering of the game engine, so please don’t ask for that.

JUDGE Window (ms) Resets combo
PGREAT ±16.67 No
GREAT ±33.33 No
GOOD ±116.67 No
BAD ±250 Yes
POOR at -250 Yes
空POOR ? No

All units in milliseconds. Positive means before the note, negative is after the note.

Pressing a button within the BAD window counts as judgement for that note, and “erases” the note from view.

Regular POOR happens if you don’t press a button within the late BAD window. This resets the combo.

FAST 空POOR happens if you press a button slightly before the FAST BAD window. This does not erase the note.

SLOW 空POOR happens if you press a button again slightly after pressing it to count toward the judgment of a note (the first press will be a BAD or greater, and the second press will be a POOR). If the button press happens to be within the next note’s BAD window, that it will count towards that instead.

For Charge Notes (and Back Spin Scratch):

  • if you get BAD or POOR on the start of a CN, there is no judgement for at the end of a CN (no impact on life gauge, does not in crease any numbers in JUDGE window)
  • the “release” judgement window at the end of a CN only has PGREAT; GREAT and GOODs get automatically upgraded to PGREAT.

It is possible for some charts to have more restrictive timing windows; the most notable one is GAMBOL.

For DP, timing windows are identical for notes, but GREAT window is slightly wider for scratches.

It is a myth that the timing windows are asymmetric; the timing windows themselves are the same duration before and after the precise timing. It is not larger on one side.

Further reading

IIDX LR2 beatoraja differences

https://zenius-i-vanisher.com/v5.2/viewthread.php?threadid=5233

http://blog.livedoor.jp/dbm_capture/archives/51947661.html


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