Style System
Flow score, combos, flow ranks, and the four categories of style bonuses.
Every stylish thing you pull off is worth points. Bonuses pay out, your flow score climbs, and your flow rank goes up with it — but the score bleeds away the whole time, and it bleeds faster the higher you are. Standing still is the only way to lose it.
Flow score
Your flow score goes up in exactly one way: triggering a bonus. Each bonus adds its bonus value
from bonuses.yml straight to your score. Moves on their own are worth nothing here — they matter
because they're how you set up and land bonuses.
Meanwhile the score decays on its own. The decay rate is tied to your current rank: at D you lose a trickle, at Flow State you're bleeding 60 points per decay tick. Reaching the top rank is one thing, holding it is another.
Combos
The combo is a separate meter, and this is what moves feed. Every move you perform adds combo points and bumps the combo multiplier, which scales from 1× up to 8× as the combo builds. Combo points drain constantly and the combo dies when they run out, so you have to keep moving to keep it.
Two things shape how much a move is worth:
- The multiplier — a move performed deep into a combo is worth far more than the first one.
- Freshness — repeating a move you've just used is worth less than switching it up. Varied movement builds the combo faster.
The combo doesn't feed your score directly, but several bonuses are gated on it — +STILL ALIVE wants a 10+ move combo, for instance — so a long combo is what puts the big payouts in reach.
Flow ranks
Your score maps to a flow rank, shown on your scoreboard with its own animated gradient. Ranks climb as your score rises and drop back as it decays.
| Rank | On the scoreboard | Score needed | Decay per tick |
|---|---|---|---|
| D | ᴅᴜʟʟ | 0 | 1 |
| C | ᴄʜɪʟʟ | 500 | 2 |
| B | ʙʀɪsᴋ | 1,200 | 4 |
| A | ᴀɢɪʟᴇ | 2,500 | 8 |
| S | sᴡɪғᴛ | 4,500 | 15 |
| SS | ssᴜᴘᴇʀsᴏɴɪᴄ | 7,000 | 25 |
| SSS | sssʏɴᴄʜʀᴏɴɪᴢᴇᴅ | 10,000 | 40 |
| Flow State | ғʟᴏᴡ sᴛᴀᴛᴇ | 14,000 | 60 |
Rank isn't only cosmetic: +HIGH PROFILE only fires at S or above, and +FLOW STATE pays
out for holding the top rank. Flow State is called MAX in code and in minimum_rank settings.
Bonuses
A bonus is a named trick — +NICE DROP, +LEAP OF FAITH — worth a burst of points and a callout on
screen. Every one lives in bonuses.yml where you can change its value, switch it off, or retune
what it takes to trigger.
They're split into four categories of rising difficulty:
Basic
Small, constant payouts that keep you ahead of decay between the bigger tricks.
Advanced Movement
Precise routing, high-speed lines and clean timing chains.
Combat Hybrid
Fighting without ever dropping out of your run.
Mythic
Frame-perfect timing and near-death landings, paid out accordingly.
Everything here is a default
The point values and thresholds on these pages are the shipped defaults. Server owners can
rebalance any value, disable individual bonuses, or retune their triggers — so what your server
awards may differ. See the bonuses.yml reference.