Min Rei's Ruri Tunes Guide
Okay so here is what I think I have figured out about Ruri Tunes so far. This info may be incorrect, but these are my current best guesses.
INTRO:
Ruri Tunes is the main story lessons like dance battles were before. This is all about Normal Mode as I have not really touched Hard Mode yet.
Before you start your battle it shows what your estimated Rank will be at the top with the cards you have equipped and if you have any items to boost you. You can get a higher or lower rank depending on your performance than the estimated one. You can get at least one rank higher if you do well. You can obviously get a much lower score if you miss everything.
BOOSTS:
- Flower Staffs (Shovels)- these boost your power and therefore points. There are different kinds.
- Magical Scores (Music Notes)- these help with devil tree item drops.
- Azuki-Tan Wallet- these help with grimm.
I assume the grimm and devil tree items refer to the rewards for completing the level. This is not verified though.
GAME PLAY:
Unless you change the settings:
- Tap on the left side to jump/attack high.
- Tap on the right side to attack low.
- Long tap (hold the tap) to do the long bars.
- Tap both at the same time to do the middle attack. This can also be a hold or a tap as needed.
- To collect a gift while doing a long bar tap the opposite side at the correct time while still holding your long tap.
I recommend not changing your settings and tapping at the bottom of the screen with your thumbs. If you tap higher you may obscure parts of the level making it harder to do well.
- Prepare for battle
- Click the gear with the music note
- Go to controls
But again, I do not personally recommend it.
COMBOS:
To get a combo you can't miss. If you miss the combo resets. Your combo score at the end is your longest streak of not missing. To get a combo finish reward you can't miss for the entire level. You do not need to get perfect or great for every single one to get a combo finish.
The rainbow circles with Karasu definitely count as a miss if you don't hit it. The gifts don't count as misses though.
FEVERS:
The fever meter goes up as you hit the rainbow circles with Karasu on them. When it's full the scene seems to change. I assume you get more points per attack during this time. People have also mentioned they feel like the level speeds up at that time. Neither of those things are verified at this time. But I do know the rainbow circles feed the meter.
MISC:
- The gift boxes have a fish or Azuki-tan pop out when you get them. I don't know what this is for.
- The small sliding arrow on right above the score meter seems to be a level timer.
- Every lesson has a requirement for what you need to score on all the battle nodes in order to unlock the bonus story parts.
- There seems to be Hard and Exteme Mode battles on the bonus areas in the lesson. This is also where you would grind for card pieces.
You can still close the game if you're doing bad and it will resume when you open it back up.
I do not think it consumes extra items or AP but I haven't actually verified this.
I'm guessing that you get points for each successful attack- more for perfect and less for nice. These points then fill the meter up. Higher lessons or greater difficulty lessons seem to require more points to get the good score ranges. Stronger cards probably give more points per attack. The estimate score is probably if you did mostly great hits. BUT ALL OF THIS IS GUESSWORK.
Feel free to reblog or add on!