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Add H-K lettered article stubs from glossary #3828

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4 changes: 4 additions & 0 deletions wiki/Beatmap_Editor/Kiai_Time/de.md
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# Kiai Time

**Kiai Time** wird vom [Mapper](/wiki/Glossary) in der [Beatmap](/wiki/Beatmaps) zwischen 2 [Timingsektionen](/wiki/Beatmap_Editor/Timing) definiert. Sie werden es durch die Sternenfontänen und an dem Geblinke auf Ihrem Bildschirm erkennen, danach werden alle [Hit Objekte](/wiki/Hit_Objects) im Rhythmus zum Hauptbeat anfangen zu blinken und Sterne werden aus Ihrem Cursor erscheinen, wenn Sie einen [Hit Circle](/wiki/Hit_Objects) anklicken oder von Ihrem Cursor runterfallen, wenn Sie die Taste bei einem [Slider](/wiki/Hit_Objects) oder einem [Spinner](/wiki/Hit_Objects) durchgehend gedrückt halten.
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30 changes: 17 additions & 13 deletions wiki/Beatmap_Editor/Kiai_Time/en.md
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# Kiai time
---
tags:
- timing section
---

![Stars shower the screen indicating Kiai Time has started.](img/Kiai_Time_test.jpg "Stars shower the screen indicating Kiai Time has started.")
# Kiai Time

![Kiai Time shows in the upper-left of the screen when active during edit mode.](img/Kiai_Time_edit.jpg "Kiai Time shows in the upper-left of the screen when active during edit mode.")
*For regulations surrounding kiai time, see the [Ranking Criteria](/wiki/Ranking_Criteria).*
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**Kiai Time** is defined by the [mapper](/wiki/Glossary) on a [beatmap](/wiki/Beatmaps) between 2 [Timing Sections](/wiki/Beatmap_Editor/Timing). You can recognize a Kiai time because the screen flashes and you will see a star fountain, afterwards all [Hit Objects](/wiki/Hit_Objects) will flash at the rhythm of the [main beat](/wiki/Beatmap_Editor/Timing) and stars will explode from the cursor when a [Hit Circle](/wiki/Hit_Objects) is hit or will fall from the cursor when you follow a [slider](/wiki/Hit_Objects) or a [spinner](/wiki/Hit_Objects).
**Kiai Time** is a term given for a "special" timing section to help emphasize a part of a [beatmap](/wiki/Beatmaps). A player can tell if a part of a beatmap has a kiai timing section by seeing added visual effects such as flashing beats, flying stars, and fountains.
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## Kiai Time on Beatmapping
While kiai time is active all [hit objects](/wiki/Hit_Objects) will flash at the rhythm of the [main beat](/wiki/Beatmap_Editor/Timing) and stars will explode from the cursor when a [hit circle](/wiki/Hit_Objects) is hit or will fall from the cursor when a [slider](/wiki/Hit_Objects) or [spinner](/wiki/Hit_Objects) is followed.
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The most common term for Kiai Time when [editing](/wiki/Beatmap_Editor) beatmaps is the "strongest part of the song" this is normally the chorus of the song, however some songs don't have a chorus, but they do have a strong part for you that feels cool, so you could insert Kiai Time in that section. Be advised however that spamming kiai start sections will cause a spam in kiai fountains. That is unrankable, and mostly hated by players because of the lag it may cause.
## Beatmapping

## Things to take into consideration when using Kiai
Kiai time is most commonly used for the "strongest part of a song" which usually is the chorus. Since kiai sections are the strongest part of a song it makes sense that they are slightly more challenging than the rest of the mapset to follow the song.
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1. On **[osu!taiko](/wiki/Game_Modes/osu!taiko) maps** Kiai sections give 20% more [score](/wiki/Score), so if you're mapping a osu!taiko specific [map](/wiki/Beatmaps), take into consideration that Kiai does affect gameplay.
2. **Be consistent**; it's annoying when you have 3 Kiai sections in different spots on the same [difficulty](/wiki/Difficulties) and all of them sound different. Additionally, it's good that all difficulties from the same [mapper](/wiki/Glossary) have the exact same Kiai times.
3. **Do not use pure white [combo colour](/wiki/Glossary)** (255,255,255); it makes Kiai blinding and hurts the eyes.
4. It's normal that a Kiai section is slightly more challenging than the rest of the mapset, as Kiai time is also the **strongest part of the map**.
5. **[Guest difficulties](/wiki/Glossary) may have different Kiai**. This is due to the fact that not everyone thinks the same spot is the "cool" spot of the beatmap; however Kiai should still be consistent.
6. Colourhaxing to make Kiai have a different set of [combo colours](/wiki/Glossary) is a nice touch.
## osu!taiko

On [osu!taiko](/wiki/Game_Modes/osu!taiko) maps kiai sections give 20% more [score](/wiki/Score).
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<!-- TODO: Add links -->

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4 changes: 4 additions & 0 deletions wiki/Beatmap_Editor/Kiai_Time/es.md
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# Momento Kiai

![Las estrellas bañan la pantalla indicando que el Momento Kiai ha comenzado.](img/Kiai_Time_test.jpg "Las estrellas bañan la pantalla indicando que el Tiempo Kiai ha comenzado.")
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1 change: 1 addition & 0 deletions wiki/Beatmap_Editor/Kiai_Time/fr.md
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# Kiai time
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4 changes: 4 additions & 0 deletions wiki/Beatmap_Editor/Kiai_Time/ja.md
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# Kiaiタイム

![Stars shower the screen indicating Kiai Time has started.](img/Kiai_Time_test.jpg "Stars shower the screen indicating Kiai Time has started.")
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4 changes: 4 additions & 0 deletions wiki/Beatmap_Editor/Kiai_Time/pl.md
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# Czas Kiai

![Fontanna gwiazd oznaczająca początek Czasu Kiai.](img/Kiai_Time_test.jpg "Fontanna gwiazd oznaczająca początek Czasu Kiai.")
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4 changes: 4 additions & 0 deletions wiki/Beatmap_Editor/Kiai_Time/pt.md
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# Kiai Time

![Lançamento de estrelas na tela indicando que o Kiai Time foi ativado.](img/Kiai_Time_test.jpg "Lançamento de estrelas na tela indicando que o Kiai Time foi ativado.")
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4 changes: 4 additions & 0 deletions wiki/Beatmap_Editor/Kiai_Time/ru.md
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# Kiai Time

![Фонтаны звёзд показывают, что киаи начался](img/Kiai_Time_test.jpg "Фонтаны звёзд показывают, что киаи начался")
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4 changes: 4 additions & 0 deletions wiki/Beatmap_Editor/Kiai_Time/th.md
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# Kiai Time

![ดาวที่แสดงขึ้นเป็นตัวประกอบบนจอเวลาถึงจุด kiai.](img/Kiai_Time_test.jpg "ดาวที่แสดงขึ้นเป็นตัวประกอบบนจอเวลาถึงจุด kiai.")
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10 changes: 6 additions & 4 deletions wiki/Beatmapping/Hitsound/en.md
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# Hitsound

*See also: [How to add custom hitsounds](/wiki/Guides/Adding_Custom_Hitsounds)*
*See also: [Adding custom hitsounds](/wiki/Guides/Adding_Custom_Hitsounds)*

<!-- TODO: could make more articles about each part of hitsounds, and also one focused more on gameplay than mapping -->

A **hitsound** is a sound effect played when a [hit object](/wiki/Hit_Objects) is clicked. Hitsound feedback consists of a default sample called a "hit normal", and any combination of whistle, finish, or clap sample additions. Each sample has one of three "sample sets" that change its style: `Normal`, `Soft`, or `Drum`.
**Hitsounds** are the sounds that osu! plays in response to user input when interacting with [hit objects](/wiki/Hit_Objects) in a [game mode](/wiki/Game_Modes/). Hitsounds are used to give auditory feedback to the player to help them judge their [accuracy](/wiki/Accuracy/) in relation to the song.
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[Spinners](/wiki/Hit_Objects/Spinner) and [sliders](/wiki/Hit_Objects/Slider) have additional spinner spin, spinner bonus, slider slide, and slider tick hitsounds.
Hitsound feedback consists of a default sample called a "hit normal", and any combination of whistle, finish, or clap sample additions. Each sample has one of three "sample sets" that change its style: `Normal`, `Soft`, or `Drum`.

Beatmappers can replace any default sound samples with custom samples using a [beatmapset](/wiki/Beatmaps/Beatmapsets)'s folder. A player's [skin](/wiki/Skinning) can also replace default hitsounds on all beatmaps. Details on hitsound samples can be found in the [hitsound skinning](/wiki/Skinning/Sounds#hitsounds) article.

[Spinners](/wiki/Hit_Objects/Spinner) and [sliders](/wiki/Hit_Objects/Slider) have additional spinner spin, spinner bonus, slider slide, and slider tick hitsounds.
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## Active hitsound

An active hitsound correlates to a player's clicking by reaching its peak impact immediately when played. Drum sound samples are the most frequently used active hitsounds because they provide clear and immediate feedback.
Expand All @@ -28,7 +30,7 @@ Hitsounds can be added through storyboarding, but because they don't correlate t

## Keysound

A keysound is a hitsound sample that is extremely similar or directly taken from the song and is used to replicate the pitch of the song's notes. This method of hitsounding usually provides low feedback to the player, but can be interesting and make sections of maps stand out when applied well.
A keysound is a hitsound sample that is extremely similar or directly taken from the song and is used to replicate the pitch of the song's notes. This method of hitsounding usually provides low feedback to the player, but can be interesting and make sections of a map stand out when applied well.
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## In osu!taiko

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12 changes: 12 additions & 0 deletions wiki/Glossary/Ignore_List/en.md
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# Ignore List

The **ignore list** is a blacklist of words (or users) that the player does not want to be displayed in the [chat console](/wiki/chat_console). It can be accessed and modified in the [user settings menu](https://osu.ppy.sh/home/account/edit) under the privacy tab.
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<!-- TODO: Add links -->

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# Juice Stream
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**Juice streams** are an element element in [osu!catch](/wiki/Game_Modes/osu!catch/) which includes both Drops and Droplets. Drops give a score of 100, equivalent to slider ticks in [osu!standard](/wiki/Game_Modes/osu!/), while Droplets give a score of 10, equivalent to the [slider tick](#slider-tick) in osu!standard.
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Missing a Drop breaks the player's combo, but missing a Droplet does not.

The visual difference between Drops and Droplets is that a Drop is twice as big as Droplets are.
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<!-- TODO: Add links -->

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14 changes: 14 additions & 0 deletions wiki/Glossary/Katu/en.md
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# Katu

A **katu(喝)**, or *Beat!*, is when you complete a [comboset](/wiki/Beatmapping/Combo/) without achieving the highest level of [accuracy](/wiki/Accuracy/). If instead the comboset was done perfectly a Geki(激) would be achieved.
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This idea originates from the Nintendo DS game Elite Beat Agents which is one of the games the [osu!standard](/wiki/Game_Modes/osu!/) [game mode](/wiki/Game_Modes) is based on.

<!-- TODO: Add links -->

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