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Apex Slash: timing, flow and lanterns
Apex Slash rewards one thing above all: being exactly on the beat. Every action is scored by how close it lands to the music, and a streak of clean actions multiplies everything you score. Here is how the scoring works and how to use it.
The controls
On a phone, swipe left or right to cut, up to jump and down to slide. On a computer, use the arrow keys: left and right to cut, up to jump, down to slide.
How close is close enough
A cut within about a twentieth of a second of the beat is a perfect. Within about a tenth of a second it is a good, and within about a fifth it still counts as an ok. Later than that and whatever you were cutting lands its blow.
Points fall away with every fraction off the beat, inside each grade as well as between them, so two strong players are separated by how close they really were. A cut exactly on the beat is worth the most.
Jumps and slides
Jumps and slides are judged by whether you are in the air or low when the obstacle arrives, and graded by how close to the beat you started the move. An early or late jump that still clears scores as an ok; a jump started on the beat is a perfect.
Flow multiplies everything
Every clean action lifts your flow by a tenth, from 1.0 up to 2.0, and every point you score is multiplied by it. Taking a hit resets it to 1.0. A long clean run late in the track is worth far more than the same actions with no flow behind them, so protect a streak once you have one.
Keep your lanterns lit
You start with five lanterns. A hit puts one out, and so does a swing at nothing, so don’t cut on spec. Sixteen clean actions in a row light one again. When the last lantern goes out, the run ends with the score you have.
A swing that comes too early for a skeleton misses it, so wait for the beat rather than guessing ahead of it.
How your run is scored
Your highest score counts on the leaderboard. Every run is replayed on our servers from your inputs before it is accepted, so the score you see is the score that counts.