Confuse The Enemy - What Your Dance Power Says About You
Reading the combo and the hits
What The Grade Measures
Your Confuse The Enemy grade is a read on how well you locked the off-count, not how fast you tapped. It tracks the best combo and the total hits, and the combo is the real stat - a player who counts the down-beat will get hits but never a clean combo, because every miss drops the streak.
Typical Grade Bands
- Reading The Metronome - you are on the down-beat; the hits are there but the combos never hold.
- Steady On The Ands - you found the off-count and a short combo builds before the next pattern.
- Half Confused - the combos run through the early patterns and break on the later ones.
- Confused The Enemy - the off-count is locked and the streak holds across the whole run.
How To Read Your Numbers
Step 1 - Look at the best combo first; that is the headline.
Step 2 - Check the total hits; high hits with a low combo is a down-beat read.
Step 3 - Find which pattern broke the combo; that is the one you stopped reading the ands.
Step 4 - If it broke on a fast pattern, you were chasing speed instead of the off-count.
Step 5 - Re-run and let the tap fall to the ands; the combo lifts.
Step 6 - Track a best combo across sessions; it is the cleaner stat.
Where Most Players Misread It
Treating a fast run as a clean one. Speed does not build the combo; the off-count does. A slow run that locks the ands out-grades a fast one that chases the down-beat.