How To Read Notation
Use the left/right arrows right up above.
When activating on strings you should try to activate a few frames before the desired place.
Unless otherwise noted, all paths expect you to whammy sustained OD notes which will give you more OD.
Pathing is much easier when deploying OD with the back button as opposed to tilting the guitar.
3+1/ 3/(+1) This indicates that you should pick up 3 overdrives and after you activate you will pick up one more (chain).
NN Activate on the very next note.
G,R,B,Y,O Activate on colored note. If you see a number such as 2G that would mean you should activate on the second green note you see.
2BOsus Activate on the 2nd blue/orange sustained (held down) note.
2.5bars Activate after passing 2.5 white line markers on the note highway (this would be a difficult activation).
3Yhopo Activate on the 3rd yellow hammer-on/pull-off (no strum needed) note.
AISkip 0 fills for every activation. (All Immediate)
0 Skip 0 fills. Activate on first available fill.
1 Skip 1 fill, then activate on the 2nd fill.
0(3) Skip 0 fills for 3 activations.
out OD ends on another OD section. Activate early so the OD does not chain. (Squeeze out extra OD.) Should this occur on 2 notes you can squeeze 1 note in and 1 out to score an note extra while banking OD.
in OD ends on another OD section. Activate late so that the OD does chain. (Squeeze in extra OD.) This should occur by default as long as you don't deliberately act early.
Pro Reg Scores Reg = (Pro ÷ 1.2) + (400 x Acts)
Reg Pro Scores Pro = (Reg x 1.2) - (480 x Acts)
Squeezing is hitting activations late or early to collect notes under OD that normally could not be hit to increase your score. Being aware of your calibration limits is a good way to start squeezing as you may be able to hit a lot later or earlier depending on your calibration. Once you figure out how far you can push the limits you should start with songs that are easy to play. If you can hit very early, start with a slightly late crash and then try to hit the note after OD should end as early as you can. If you can hit very late then try to hit the green extremely late and the end note slightly early. I would advise trying to center your calibration to make it easier to squeeze. Easier squeeze songs generally have 16th notes directly after the measure should end, such as in disco patterns. Any song with 8th notes from around 130BPM can be squeezed however the slower the song the harder the squeezes becomes.
Big Rock Ending (BRE) is not based on the amount of hits but rather how early and how late the first and last hits are. The best method is to make the first hit a few frames before the start. After that, as long as a hit is done every half-second the game will award max points (500 per hit). At the end, try to hit 3 notes simultaneously to ensure maximum points from the last hit. Avoid spamming hits the entire time as the game will round any decimal down resulting in slightly less score. Warning: On RB4 there is a chance you can overhit by hitting notes on the last few frames of the BRE which may score more but will not counted as an FC.