What the Sync Rate Measures
The percentage on the card, and the two numbers hiding behind it.
The card shows one number, your overall sync rate as a percentage, and it is built from two measurements that the trend itself runs on. The first is rhythm accuracy how close each tap lands to the beat the cue fires on. The second is visual alignment, whether the player's silhouette moved when the anime figure moved, which is the match the clip is built to show. The percentage combines the two across all five rounds, and that is why a run full of taps can still come out low, the taps have to be taps on the beat.
The two windoes
- Perfect, the tap lands inside 150 milliseconds of the cue. That is the window the move reads clean on, the figure and the anime hand turn at the same frame.
- Good, the tap lands inside 300 milliseconds. The move still lands, but a half-beat late, you know the tell, the awkward twist, the twist that arrives after the anime figure has already come back down.
- Miss, outside both windows. The figure holds still while the anime side completes the move, and the gap stays open.
Why rounds carry multipliers
Round one is worth the base, round two a half again, round three double, and the last two run the sped-up audio the clips actually use, which is where the multiplier climbs to 2.5 and 3.0. The structure mirrors the trend, the calm round is warm up, and the score you post is the one that survived the sped-up pass. A 90-plus is the clip version of the run, the two figures as one piece, and the card's Urara-Level Sync grade is what you reply with when someone asks how it went.