gameplay:sukusuta-big-live

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SIFAS/Sukusuta Big Live

Abbreviated as SBLSBL: Short for "SIFAS Big Live". A monthly co-op event where 20 players go for Group Goals and fight for MVP Titles.➔ Learn More. A monthly cooperative-but-accidentally-competitive event where 20 players (10 players in the WW version due to smaller playerbase) attempt to reach a group target score and clear group goals in a multi-live, while trying to grab the valuable MVP titles in various categories for themselves.

How To Play

From the SBL home page, choose a song to join a room. On the waiting screen, choose your team (ライブ編成, it's the second button from the top on the right). You can also see the room goals (see Room Goals) and the difficulty you're playing (see Live Difficulty Selection) at the top of the right side. After a short countdown, the live will start!

You play a live as usual, but you will automatically send and receive special support notes to and from other players (see Support Notes). They are surrounded by triangles and can give you big bonuses if you hit them! The effects are decided by the types of the cards you and the other players in the room have in the SP skill centers.

You will gain SBL medals from the group's performance, but also if you excel individually in certain categories (see MVP Titles). If you find it hard to get any of the MVP titles, you can try creating a team focusing on only one of these categories. There is also an overall MVP title for even more extra medals for the player who did the best in the three categories - you'll need a good team to get this one, so don't worry too much if you can't get there from the beginning.

Finally, there's massive daily and overall ranking medal bonuses. These depend on your total daily best scores for all three songs. This ranking bonus is the biggest source of medals by far, so make sure to play each song at least once every day. SBL days reset at midnight JST along with the daily missions, so make sure to play on the partial days that happen at the event start and end, too!

During every SBL, some cards will gain a 20% boost to all stats (for example, “2nd years” or “Aqours members”), so build your teams around them! (You will see an “ALL 20” icon on them if they are affected by the boost.)

Super SBL

The first Anniversary introduced the Super SBL, which is a regular SBL event with a few changes:

  • Rooms are bigger (30 players instead of 20), which means higher target scores and more MVP competition
  • Medal rewards are doubled for all sources except Group Rank rewards (blue drops)
  • Instead of a single group gaining a 20% stat boost, all cards get a 10% boost

While they are named differently, they still use the overall numbering, so they're just marked as “SSBL” in the information below (for example, “SSBL 6”).

School Idol Festival

The SIFASSIF is basically a rapid-fire triple SBL: three sets lasting two rounds each, with their own song pools, MVPs and rankings. Additionally, each song can be played five times per day.

Each of those sets works like a regular SBL, so there's nothing too confusing going on. But because of how the “three mini SBLs” concept works, players can get massive amounts of medals from rankings and the increased play count. Other changes include:

  • Each set starts at midnight, instead of the usual event time (15 JST)
  • Room Goal rewards (red drops) are doubled
  • Individual and Global play rewards stop at 6/15000 plays instead of 18/45000 (because each set only lasts a third as long as usual)
  • The Loveca Star reward for the Overall ranking is reduced (since you get those rewards three times - medals and memory ticket rewards are not reduced!)
  • Just like SSBL, instead of a 20% boost to a certain group, all cards get a 10% boost to all stats

The special 2nd Anniversary SBL was not named SIF, but worked similarly - three sets with four rounds each. There's a few more small differences though:

  • Room Goal rewards are not doubled
  • While Global play rewards are the same as a SIF, Individual play rewards stop at 12 plays
  • Instead of a 10% boost to all cards, each set gives a 50% boost to all stats to one of the three groups
  • High Memories can be dropped

Live Difficulty Selection

The difficulty you play is decided by your selected team's Live Power. There are seven difficulties, and all of them play on the same notemap, and SP gauge size also stays the same across all of them. They only differ in S rank requirement, note timing judgement ranges, note damage and AC rewards.

The minimum live power required is constant across all songs for the Beginner and Intermediate variants, but the Live Power required for the true difficulty is different for every song. It seems to be picked manually by devs, but is always around 90% to 99% of the Free Live’s Recommended Live Power.

List of Live Power Requirements

1) DifficultyMinimum Live Power Required
Beginner 10
Beginner 21989
Beginner 32340
Intermediate 13393
Intermediate 24329
Intermediate 35262
Advanced
Advanced+
SBL 0Arashi no Naka no Koi dakara6201*
Genki Zenkai DAY!DAY!DAY!6201*
Nemureru Mori ni Ikitai na6201*
SBL 1Sore wa Bokutachi no Kiseki7605*
Strawberry Trapper6201*
Starlight6201*
SBL 2Bokura no LIVE Kimi to no LIFE9009*
Torikoriko PLEASE!!5733*
CHASE!6201*
SBL 3NO EXIT ORION6201*
Aozora Jumping Heart8073*
Yume e no Ippo6201*
SBL 4Snow halation8073*
KOKORO Magic “A to Z”7137*
Diamond6201*
SBL 5Bokura wa Ima no Naka de7137
Mirai no Bokura wa Shitteru yo7605
TOKIMEKI Runners Chapter 17 Ver.10530
SSBL 6Yume no Tobira9477
MIRACLE WAVE10530
Ketsui no Hikari10530
SBL 7PSYCHIC FIRE6669
Wake up, Challenger!!9477
Just Believe!!!6669
SBL 8No brand girls9477
Koi ni Naritai AQUARIUM9477
TOKIMEKI Runners6669
SIF 1Set 1Nijiiro Passions! (2D)6201
NEO SKY, NEO MAP! (2D)6201
Yume ga Koko Kara Hajimaru yo10530
Set 2SUPER NOVA5733
Dream Land! Dream World!5733
Sing & Smile!!5733
Set 3Angelic Angel11700
Hop? Stop? Nonstop! (Event ver.) 6669
TOKIMEKI Runners Chapter 17 Ver.10530
SBL 9Snow halation8073
Brightest Melody9477
Anata no Risou no Heroine6201
SBL 10START:DASH!!5733
Kowareyasuki9477
☆Wonderland☆9009
SBL 11HEART to HEART!9477
SKY JOURNEY9009
Audrey9009
SBL 12Just Believe!!!6669
Nijiiro Passions!11700
NEO SKY, NEO MAP!11700
SBL 13Music S.T.A.R.T!!8541
Kimi no Kokoro wa Kagayaiteru kai?7137
Beautiful Moonlight6669
SBL 14Mirai no Bokura wa Shitteru yo7605
HAPPY PARTY TRAIN7605
MIRAI TICKET11700
SBL 15Wonder zone9477
Brightest Melody9477
Meccha Going!!6201
SBL 16Binetsu kara Mystery11700
GALAXY HidE and SeeK9477
Fire Bird10530
2nd Anni SBLSet 1TOKIMEKI Runners Chapter 17 Ver.10530
Love U my friends11700
L!L!L! (Love the Life We Live)11700
Set 2Kimi no Kokoro wa Kagayaiteru kai? (Adv+) 14040
Aozora Jumping Heart (Adv+) 12870
Mirai no Bokura wa Shitteru yo (Adv+) 11700
Set 3Sore wa Bokutachi no Kiseki (Adv+) 11700
Snow halation (Adv+) 12870
Arashi no Naka no Koi Dakara (Adv+) 14040
SBL 17Happy maker!11700
Mijuku DREAMER11700
LIKE IT! LOVE IT!10530

Scoring

The target score for the group is the sum of the S rank requirements of each players' live difficulty. It is not reduced if people drop out or dodge after the room countdown ends or during the live.

If you hit 0 stamina, you won't get a game over as usual - instead, you can continue playing and everything is still counted for MVPs, but you will have to deal with an 80% voltage penalty. You can even heal yourself back out of 0.

Group Rank

At the end of a live show, the note symbols and the text above show the group rank. Each result tier is split into 5 note ranks.

2)Group Rank Percentage of Target Score Reward Drops
Success 0% 5
Big Success 1♪ 20% 6
Big Success 2♪ 25% 7
Big Success 3♪ 30% 8
Big Success 4♪ 35% 9
Big Success 5♪ 40% 10
Super Success 1♪ 50% 11
Super Success 2♪ 60% 12
Super Success 3♪ 70% 13
Super Success 4♪ 80% 14
Super Success 5♪ 90% 15
Ultra Success 1♪ 100% 16
Ultra Success 2♪ 120% 17
Ultra Success 3♪ 140% 18
Ultra Success 4♪ 170% 19
Ultra Success 5♪ 200% 20

Support Notes

You will always receive five support notes for each live (surrounded by triangles), randomly replacing any non-gimmick note in the note map. There are four support note types with different beneficial effects for each card type.

3)Type Effect
Vo Gain 100% of the appealing card's Appeal stat as Voltage.
Gd Gain 10% of the appealing card's Stamina stat as Shield.
Sp Gain 50% of the appealing card's Technique stat as SP Charge.
Sk Boost Tap Skill chances by 100% (additive) for the next 3 notes.

Clearly, Sp Type notes are much better than all the others in comparison, while Gd notes are rather useless even with a high Stamina card. The other two are certified as “eh, alright” (though the Sk note is gaining some new friends thanks to the rise of the Skill Proc AC).

The type of the support notes you receive is randomly chosen from the three members in the SP skill centers of the other players in the room. That also means other players get your support notes, so you can set your SP skill centers up to influence which notes others can receive.

You can only get one support note from a player at most, because the game first decides which five players you get notes from, and then randomly picks the type from their SP centers.

The penlights you can see in the player list at the end of the Live Show tell you who you got support notes from (orange) and who received support notes based on your SP center (green).

Item Support Note Bug

This bug has been fixed in SBL 14. This section will stay here though as documentation, in case anyone ever wonders what it was.

Sometimes, you would encounter item drop notes (with the treasure chest icon) surrounded by the same triangle effect given to support notes - which is why they were nicknamed “item support notes”. They had none of the usual support note effects - they just added an extra reward drop, like a usual item drop note. As this item support note would take the place of one of the five support notes usually received, the player would miss out on a big potential buff. However, since this type of support note was not mentioned in any Help pages, and would not fit with the official description of the four roles being aligned with the four support note types, it seems like this was unintended behaviour or a hidden mechanic.

It seems very likely this was a bug. Looking at network data, SBL support note gimmicks are defined in a different way than normal note gimmicks. The assumption is that when item notes are placed in the song, the server checks the usual gimmick field to make sure it's not slapping an item on a gimmick note. That way, when the game processes a hit on (or generates?) an item note, it doesn't have to check for gimmicks, it just adds one to the extra drop counter.

However for SBL, the note gimmicks are not in the usual place, but some completely different one - which was not checked when setting item notes, and thus these notes were be surrounded by triangles (because they're meant to be supports), but wouldn’t proc the effect because the item takes precedence. Assuming a 150 note song with 1 item note, there was a 3.33% chance to have an SBL live with a support note blocked by an item drop note.

This is unconfirmed - however, mails to Klab Support (since SBL 10) seemed to confirm the item support note was not intended, since the reports of the note were forwarded to staff. Item support notes kept appearing in SBLs, until SBL 14, where they disappeared.

Room Goals

Three of these goals will be picked for every room, shown in the pre-game lobby while players join. There will always be one easy goal, one hard goal and one Type goal4). Clearing one Room Goal will award one red drop. Clearing two will result in three drops, and if you clear all three Room Goals, you get the maximum of six drops.5)

List of Room Goals

6)Japanese Official English Better English Type
個人ランクB以上で6人以上がクリア Clear with 6 players and a personal rank of B or higher. At least 6 players must reach individual score rank B or higher. Easy
個人ランクB以上で8人以上がクリア Clear with 8 players and a personal rank of B or higher. At least 8 players must reach individual score rank B or higher. Hard
特技を230回以上発動 Activate a skill 230 or more times. In total, all players must proc at least 230 Tap Skills. Easy
特技を310回以上発動 Activate a skill 310 or more times. In total, all players must proc at least 310 Tap Skills. Hard
SP特技を30回以上発動 Activate an SP Skill 30 or more times. In total, all players in total must proc at least 30 SP Skills. Easy
SP特技を40回以上発動 Activate an SP Skill 40 or more times. In total, all players in total must proc at least 40 SP Skills. Hard
Voタイプでアピールを30回以上行う Perform an Appeal with a Vo Type 30 or more times. In total, all players must tap at least 30 notes with a Vo type unit. Type
Spタイプでアピールを30回以上行う Perform an Appeal with a Sp Type 30 or more times. In total, all players must tap at least 30 notes with a Sp type unit. Type
Gdタイプでアピールを30回以上行う Perform an Appeal with a Gd Type 30 or more times. In total, all players must tap at least 30 notes with a Gd type unit. Type
Skタイプでアピールを30回以上行う Perform an Appeal with a Sk Type 30 or more times. In total, all players must tap at least 30 notes with a Sk type unit. Type

MVP Titles

At the end of a Big Live, MVP titles are awarded in three categories, plus an Overall MVP title for the player who performed best in all of them. The categories are announced on the loading screen after the room locks. There are currently four MVP categories in use, plus two more categories that were not used so far, listed in the Rule screens of SBL (marked with * in the list of categories below).

Overall MVP is decided by the placements of players in the three chosen categories. In case of a 1st place tie in one of the categories, only one player will receive the MVP title and reward (decided via a pre-defined tiebreaker), but both will retain their original rank for the calculation of the Overall MVP. The actual formula for this is unknown and hard to deduce as it is impossible to know the full ranking for all categories, but it could possibly just be the average of the category ranks. If there is a tie for Overall MVP, the winner is decided randomly.

List of MVP Categories

7)Title Description Tiebreaker
Most Voltage Won by the player with the highest Voltage. Random
Most Tap Skills Won by the player with the most Tap Skills activated. Most Voltage
Most SP Skills Won by the player with the most SP Skills used. Most Voltage
Most Healing Skills Won by the player with the most Recovery Skills used. Shields and Show Abilities do not count. Most Voltage
Best Support* Won by the player with the best note timing, independent from Voltage. (It is called Support because in canon, the note tapping part represents the protagonist cheering on the idols on stage.) Unknown
Best Appeal* Won by the player with the highest Voltage gained from a single Appeal. Unknown

Used MVP Categories

8)Event Category 1 Category 2 Category 3
SBL 0 Most Voltage Most SP Skills Most Tap Skills
SBL 1 Most Voltage Most SP Skills Most Tap Skills
SBL 2 Most Voltage Most SP Skills Most Tap Skills
SBL 3 Most Voltage Most SP Skills Most Tap Skills
SBL 4 Most Voltage Most SP Skills Most Tap Skills
SBL 5 Most Voltage Most SP Skills Most Tap Skills
SSBL 6 Most Voltage Most SP Skills Most Healing Skills
SBL 7 Most SP Skills Most Tap Skills Most Healing Skills
SBL 8 Most Voltage Most Tap Skills Most Healing Skills
SIF 1 Set 1 Most Voltage Most Tap Skills Most Healing Skills
Set 2 Most Voltage Most SP Skills Most Healing Skills
Set 3 Most SP Skills Most Tap Skills Most Healing Skills
SBL 9 Most Voltage Most SP Skills Most Tap Skills
SBL 10 Most Voltage Most SP Skills Most Healing Skills
SBL 11 Most Voltage Most Tap Skills Most Healing Skills
SBL 12 Most Voltage Most SP Skills Most Tap Skills
SBL 13 Most Voltage Most SP Skills Most Healing Skills
SBL 14 Most Voltage Most SP Skills Most Tap Skills
SBL 15 Most Voltage Most SP Skills Most Tap Skills
SBL 16 Most Voltage Most SP Skills Most Healing Skills
2nd Anni SBL Set 1 Most Voltage Most Tap Skills Most Healing Skills
Set 2 Most SP Skills Most Tap Skills Most Healing Skills
Set 3 Most Voltage Most SP Skills Most Tap Skills
SBL 17 Most Voltage Most SP Skills Most Tap Skills

Rewards

Room Rewards

After your individual score is shown and you receive individual reward drops (which are similar to what you can get from Free Lives), you are brought the SBL finale screen, where the group score rank and goal completion are announced, and the MVP titles are awarded. At the end, you will receive SBL medals for each of these, which you can exchange for past Event cards and items in the Trade shop.

The group rank grants blue boxes, which are small drops containing 10 to 15 medals each. See Scoring above for the exact number of drops for each rank.

The group goals drops red boxes, which are slightly bigger with 35 to 55 medals each. See Room Goals for the amount of boxes each goal rewards the room with.

Finally, the MVP titles give big medal bonuses: receiving a silver title for winning one of the categories is worth 1500 medals, and the gold title for the Overall MVP comes with a 3000 medal prize - far bigger rewards than the blue and red boxes.

Ranking and Play Count Rewards

Ranking rewards are distributed at the end of each day and after the event ends, and are probably the biggest source of medals. The daily ranking is based on your combined highest scores for each of the available songs, while the total ranking is the sum of all the highscores for every day of the event. Making sure that you play each song at least once per day should ensure you get a big drop of medals.

Additionally, there are also rewards for reaching a total amount of SBL participations during each event, which can be collected by just playing. There are both Individual rewards per player and Global rewards resulting in extra medals for all players.

Check the Rewards listing in-game for details on ranking tiers, play count thresholds and rewards for them.

Dodging Rooms

A room is locked as soon as the countdown in the lobby screen reaches zero. Leaving the room is still possible before that, even if the exit button is disabled, by closing the app. This will not incur a penalty.

If you quit the app after the countdown reaches zero (in other words, at any point after entering the loading screen), you will receive a time penalty for dodging, which means you will not be able to join rooms for a certain amount of time. The first dodge each day of the event will only block you for two minutes, but from the second time onwards, you will receive the full five minute penalty9).

The timer for the penalty does not start until you enter the SBL home page (you don't need to try to enter a room to start the countdown10)), so make sure to visit the screen before doing something else until you are unblocked again.

Pausing Lives

While pausing is disabled during SBLs, you can still put the app in the background by pressing the Home button or Overview buttons. The live will immediately resume once you re-enter the app, so be prepared.

However, you cannot take a break for too long. There is a 60 second timeout for submitting your live results (to avoid rooms getting softlocked because of dodgers). You might get kicked out of the Live entirely, and be hit with the timeout as if you dodged, if you pause for longer than 60 seconds.

It is also possible that you miss the deadline due to a slow connection after finishing the Live - in that case, the rest of the players will move on to the tally without your contribution. Your play will not be counted towards group score and goals, and you will automatically be placed last in all MVP rankings, as if you had dodged during the live. However, you will still receive blue/red drop rewards for finishing the live, your BP ticket is consumed, and you will not get a timeout.

About Double Skills

No, they still count as only one proc for Skill MVP.

However, they will count for Heal MVP if at least one of the parts is Healing, so for example Pickup Chika will count as +1 to both Skill MVP and Heal MVP each proc.


1) Source for the known requirements is the network traffic when entering the SBL home page: eventCoop/fetchLobby, coop_live_room_result.playable_difficulties. Values marked with * are not confirmed, but are derived from known values on other songs which have the same Recommended Live Power, while ~ are just estimates - the estimates are simply 99.5% of the song's Recommended Live Power from Free Live, since that seems to be about the median of rates
2) Network traffic after finishing an SBL Live: coopLive/fetchRoomFinish, coop_live_room_result.gauge_boarders [sic]
3) Source: In-game help pages
4) Source: masterdata.db, table m_coop_live_room_mission_weight
5) Source: Constants
6) Source: masterdata.db, table m_coop_live_room_mission
7) Source: masterdata.db, table m_coop_award_type_setting
8) Source: masterdata.db, table m_coop_live_award
9) Source: masterdata.db, table m_coop_penalty
10) No network traffic happens when attempting to join a room while in timeout, so that means the penalty is probably started when entering the SBL home page. The app then stores the time at which the timeout will expire, and will not even try to make a room join request to the server before that.

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gameplay/sukusuta-big-live.1636569267.txt.gz · Last modified: 2021/11/10 18:34 by Suyooo