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Hold notes are found in almost every song in the game, and they make up an essential part of the gameplay. They require you to hold the origin note down until the bar stemming from it is completely filled. Hitting the origin early or holding the note past its duration has no effect on the score, just as long as the bar is still filled.

SOME NOTICEABLE HOLD NOTE GROUPS
Single Hold Notes These notes are found in almost every song, and only require you to hold a single note down. They can often be used in combination with other note types, and can range from being extremely short to the max duration of a scan line scroll. They are found in both Cytus and Cytus II
Double Hold Notes These are common-found note types that require you to hold a note in unison with another. They most often come in single pairs, but they can sometimes arrive continuously (ex. Sanctity).
Triple/Quadruple Hold Notes These note types show up rarely, and usually only as the concluding notes for songs (excluding Chapter L). Their predominant appearances are in Halcyon and Holy Knight, though hold notes that require three simultaneous holds without their origins being aligned do exist (ex. ∅ (Slit) O). Like with triple/quadruple click notes, players using thumbs will be forced to use multiple fingers in order to hit these.
Alternating Hold Note Groups These notes require you to alternate short holds between your left and right hands; somewhat like alternating click note groups, but rarely as dense (with Rebirth being an exception). These can be rather simplistic (ex. Majestic Phoenix) or challenging, especially when used in combination with other note types (ex. Codename : Zero).
Uneven Double Hold Notes These patterns require you to hit double hold notes as you usually would, starting at the same point, but ending at different points. They can arrive by themselves (ex. Red Eyes), but more often than not arrive in combination with click notes (ex. Niflheimr) and even other hold notes (ex. The Sacred Story). It can be fairly important to know when you should release your finger here, so you're free to hit any notes that may arrive after it.
Click + Hold Combination

Much like the click + drag combination, these type of notes consists of a click note close to a hold note. Tapping the click note and holding until the bar is filled without lifting the finger is the best technique to conquer such patterns.

Special Hold Notes (Cytus II only)

These notes are identical to regular Hold Notes, but the scan line can rebound as the note is being held. As a result, there are no white lines to indicate how long the note must be held, and instead a single thick yellow line stretches across the entire screen. The circle filling up around the note is the only indication of its length. Because of this, the note is often used for holds longer than one scan line, but it can be shorter as well, as long as the scan line rebounds at least once (i.e. the note must span at least two measures, or the equivalent of two measures in Scan Line BPM). Special Hold Notes can often overlap with other Hold Note groups due to their increased possible length.

A common pattern on harder difficulties is to have the Special Hold Note be held on one side of the screen while the other side displays shorter notes, typically requiring a player to hold the note with one hand constantly while moving the other. This often comes in a group of several Special Hold Notes, sometimes with alternating sides (ex. KANATA).

Hold notes generally aren't too challenging on their own. More so, their purpose exists to make click and drag note patterns even more challenging (ex. L2 - Ascension: Act 2 (Liberation)).

Notes[]

Hold timing Before the timing In the first 1/4 In 1/4 - 1/2 In 1/2 - 3/4 In 3/4 - End After the timing
Before the timing - Miss Bad Good Black Perfect Color Perfect
In the first 1/4 - Miss Bad Good Black Perfect
In 1/4 - 1/2 - - Miss Bad Good
After 1/2 - - - Miss

Gallery[]

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