Skipshots: Difference between revisions
Jump to navigation
Jump to search
Purplpasta (talk | contribs) mNo edit summary |
Purplpasta (talk | contribs) mNo edit summary |
||
Line 4: | Line 4: | ||
==Levels== | ==Levels== | ||
== Cueing == | == Cueing== | ||
To cue a skipshot, select a particular oneshot pulse and select the "x" modifier. Note that if the pulse consists of multiple loops, only the final hit will be affected. | To cue a skipshot, select a particular oneshot pulse and select the "x" modifier. Note that if the pulse consists of multiple loops, only the final hit will be affected. | ||
==== Tips ==== | ==== Tips ==== | ||
Line 10: | Line 10: | ||
Note that skipshots at high speeds aren't recommended, as they can be hard to react to. | Note that skipshots at high speeds aren't recommended, as they can be hard to react to. | ||
==History== | |||
==Trivia== | |||
{{MechanicsNavBox}} | {{MechanicsNavBox}} |
Revision as of 12:05, 30 January 2023
Description
Skipshots are a mechanic for oneshots first introduced in 2-1N. On the hit of a oneshot, a rattle will play and an x will appear on the oneshot row; the next hit will be skipped, though the oneshot will continue afterwards.
Levels
Cueing
To cue a skipshot, select a particular oneshot pulse and select the "x" modifier. Note that if the pulse consists of multiple loops, only the final hit will be affected.
Tips
If you're planning to re-cue a oneshot row, in situations where an "and stop" might not be viable, skipping the last hit can be very helpful to give the player time to react to the upcoming cue. Note that skipshots at high speeds aren't recommended, as they can be hard to react to.