- Damage-Light: A level that can be cleared with little damage.
- Damage-Heavy: A term to describe damage that exceeds the average Muse health + Little Nurse’s ability. A character with immortality is recommended for these levels.
-Gemini hopping: A trick that requires you to use the upper-half of the gemini. Which is used
to clear blue notes or certain patterns.
- Head Bonk: When you make a jump, but wind up getting hit by the airborne enemy.
- Mounting: An ability used to forcefully land, useful for dodging tighter groups, obstacles or
clearing gears.
- Phasing: Using after-hit invincibility to avoid certain obstacles. Very important skill to use in 0 scoring.
- Skipping: A timed, but rapid jumping ability. Useful for hopping grouped blue notes or enemies.
- Weaving: A method to dodge enemies & blue notes on tighter patterns. More commonly used on 8 star to 10 star levels.
There are different types of distances: screen-wide, outer-circle, enemy-outline and blue note.
- Blue Note: Blue notes are very sensitive, and requires the use of your timing circle to clear them.
- Enemy outline: Works well with larger enemies. The use of their outline can be helpful on
clearing group patterns.
- Outer-circle: The timing circle is used as a reference to make timed jumps. Can be useful on
clearing enemy groups both usual & unusual, and blue notes.
- Screen-wide: the distance between the Muse & the end of the screen. Which is the duration
of the after-hit invincibility.