Scoring, health, and MMR
Score validation
CompCube records your score, misses, full-combo state, Pro Mode, and whether No Fail activated. Invalid, duplicate, impossible, or late scores are not accepted.
CompCube calculates the final modified score itself using the selected modifiers:
| Modifier | Score adjustment |
|---|---|
| No Walls | −5% |
| No Bombs | −10% |
| No Arrows | −30% |
| Slower Song | −30% |
| Faster Song | +8% |
| Super Fast Song | +10% |
| Disappearing Arrows | +7% |
| Ghost Notes | +11% |
| Zen Mode | −100% |
| No Fail, only when triggered | additional −50% |
Other allowed modifiers do not change this percentage. Match damage uses raw accuracy, not the modified score, so both players are compared directly on their performance.
Rating
New seasonal statistics normally begin at 1000 MMR, although a season may choose another starting value. Rating changes consider both players' MMR. Beating a higher-rated opponent awards more than beating a lower-rated opponent.
Winner and loser receive the same change in opposite directions, and MMR cannot fall below zero. A win increases the winner's streak; a loss resets the loser's streak. A draw counts as a played game but changes no MMR and resets both streaks. Unrated and test matches do not change MMR.
If staff correct an invalid result, CompCube also corrects the affected MMR, game totals, and streaks.