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1* BreatherLevel: "Music Hour" is this on Hard. A relatively short song with a beat that's simple to learn, none of the segments go on for too long, and there's only one spinner. It's also sandwiched amongst some of the hardest levels in the game.
2* ContestedSequel: The sequel's setlist was considered by some to be inferior to the first game.
3* DifficultySpike:
4** Most people have no problem with the game until the final levels. And then Hard mode kicks the difficulty up a notch.
5** On Insane mode, the previously unremarkable "Believe" in ''2'' becomes almost impossible due to the scoring system--your life bar drains incredibly fast, but you just don't have enough notes to refill it unless you hit ''[[AllOrNothing everything]]'' perfectly. It'll stop a lot of playthroughs dead on the spot.
6* FanNickname: Encouraging Nobility for the rival Ouendan in the sequel, since their flag has the letters E and N inside a circle. [[spoiler: Sadly, it's most likely just a romanization of the word Ouen (cheer).[[note]]It's still a perfectly valid name though, as the Asahi Ouendan are also known as 高潔の応援団 (lit. "The Noble Ouendan")[[/note]]]]
7** Alternatively, 'Bluendan' pops up for the rival team, since the most apparent description of them to non-natives is 'the Ouendan team, but, blue.'
8** Among English speaking fans, the difficulties are typically simply called 'Easy', 'Normal', 'Hard', and '[[HarderThanHard Insane]]', rather than their actual Japanese names or translations of the aforementioned.
9* GermansLoveDavidHasselhoff: Its success with non-Japanese players is '''why''' ''VideoGame/EliteBeatAgents'' came about, followed by OTO 2 roughly a year later. After the end credits of ''Ouendan 2'' the words "Thanks for playing!!" are shown in Japanese AND English. This was likely done as a subtle wink to importers.
10* GoodBadBugs: The sequel's AutoRevive feature on easy mode has two interesting bugs that can crop up if you mess with it: "[[https://www.youtube.com/watch?v=609NgkI_kB8 Lag Mode]]" and "[[https://www.youtube.com/watch?v=rCQldRZShG8 Spin Mode]]".
11* HoYay: Kaoruko from the second game is not only ''very'' grabby when it comes to Yuria, but their first meeting has her presenting a rose to the other girl, and the two of them take up a dancing pose while discussing the choir club's woes moments later.
12* {{Moe}}: Aoi. She has [[{{Meganekko}} glasses]], a [[UsefulNotes/{{Pettanko}} flat chest]], unique hair, and she's a [[TheDitz total ditz]]. No wonder why she's a fan-favourite!
13* NeverLiveItDown: Kaoru is seen with a bear only once in the entire second game, yet it's nearly synonymous with him in fan works.
14* ScrappyMechanic:
15** Spinners can be quite straining on the player's hand and unprotected touchscreens. Easier difficulties at least put spinners at the end of segments, giving you a bit of cooldown time, but harder difficulties often make you go directly back into notes immediately after the spin. In the second game, the stylus must ''also'' remain within the spinner for it to fill the meter, which also forces players to be precise.
16** The scoring system, which adds a multiplier that is proportional to your current combo. This has the side effect of combo breaks in the middle of a song being much more damaging than a combo break at the begining or the end. Just to be even weirder, grading is calculated separately from score and is based on judgement counts, but score is prioritized over rank for score-recording purposes, meaning that you can lose your S-rank to a higher-scoring A-rank.
17** The lifebar drains constantly. Very few other rhythm games can fail the player ''in the middle of a combo.'' This also means that if there is a lull in notes and your lifebar is in the "!!" section, [[UnwinnableByDesign you're dead]] (i.e. a difficult section is actually ''safer'' than an easy section if your bar's almost out).
18* ThatOneAttack:
19** The final segment of "Shanghai Honey" on Insane has eighth-notes suddenly spread out and spaced like quarter-notes, and is nothing like the segment on Hard.
20** The third segment of "Ready Steady Go" starts with ''three spinners'' in a row, and after that you still have several notes to tap right when you're exhausted from all that spinning.
21** During the final phase of "Shonen Heart", the bridge before the last chorus on Hard and Insane has unintuitive notes that sometimes follow the rapping and sometimes follow the subtle background melody, which can trip up an attempt for a full combo.
22** The final phase of "Samurai Blue" on Normal, Hard and Insane has ''three'' spin markers. The first two, occurring every time the chorus starts with "saaa-yuke", are quite short and will surprise you the first time around. The short amount of time to clear each one will absolutely frustrate completionists aiming for the S-rank.
23** The final phase of "Countdown" on Hard and Insane loves to put hit markers right before and after sliders, so you have to tap them, quickly jump on the slider, then after the slider is done, jump onto the next one. The song's fast pace makes this tricky to grasp, since few other songs demand this of the player.
24** The twin sets of seven rapid-fire hit markers before the last spin marker in "Countdown" are hard to hit with perfect timing on Hard and Insane.
25* ThatOneLevel:
26** "Neraiuchi" (a.k.a. the "Cleofatra" stage), not so much because it's difficult in and of itself, but because it has a whopping ''six'' [[ScrappyMechanic spinners]] (''eight'' on Easy, including ''three in a row'' at one point), distributed in just the right places to give you hand cramps for weeks. To put it in perspective, the only other song in the game that comes even close to that is "Ready Steady Go", and being the final song, it's ''supposed'' to test your limits. This, however, comes right in the middle, which makes most of what comes after a giant BreatherLevel in comparison.
27** "Believe" from ''Ouendan 2'' on Hard and especially on Insane. The song is easily the slowest in the game, even slower than "Over the Distance" from the original. Unfortunately, your life gauge still drains extremely quickly. This means that to make up for the life loss between notes, you need to get [[AllOrNothing practically every note perfectly]] to make it through. Some funny timing doesn't help matters. And to hammer just how hard it is to keep your life meter up, it's entirely possible to fail all segments and still earn an ''[[https://www.youtube.com/watch?v=7nmqSwCjPaw S-Rank]]''. And yes, this can even happen with a '''[[https://www.youtube.com/watch?v=W_tR_RuluBM FULL COMBO]]'''!
28** "Bambina" from ''Ouendan 2'' on Hard and Insane. The tempo is confusing, with constant switches between short and long pauses, there are multiple sets of notes that must be tapped in very quick succession with a very specific timing, and even a single mistake can drop the bar to red.
29* ThatOneSideQuest:
30** There are several levels throughout the sequel's campaign that are tough to S-rank on Hard or Insane, not because you won't score enough 300s, but more because there are some tricky beat patterns that can confuse you at first, causing you to get a miss, destroying your chances of earning one. Not to mention that the final level is ''very'' tough to S-rank because it's quite long and beat-dense, with over 400 beats and a max combo of over 500x, demanding stamina and precision.
31** Good luck trying to S-rank "Countdown" on Hard or Insane. You can only get ''sixteen'' non-300s and the song is short and fast. If you don't get a lot of 300s in the first phase, you'll likely exceed that limit very easily and miss the S rank. The second and third phase can be a nightmare because they have SEVERAL ways to obliterate your shot at a full combo, which you ''need'' to get in order to get a high score that'll make your S rank stick. Let's count the ways:
32*** Both phases have short, fast, reversible phrase markers that bounce back and forth a few times, and the smaller markers on Insane mean narrower paths that are easy to stray from.
33*** The final phase toughens up the two phrase markers for the lines "Stay on my side" and "Let us exceed" by adding an additional hit marker right over each phrase marker's starting point, requiring you to double-tap before dragging the stylus along their tracks. And then after those phrase markers, there's an extra straight down-to-up phrase marker you have to play before the last reversible phrase marker in the group.
34*** Both phases end with a spin marker. You have less time on the second phase's spin marker (about less than 5 seconds), and the final spin marker is preceded by a pair of rapid-fire chains of hit markers.
35* ViewerGenderConfusion:
36** [[http://www.nintendo.co.jp/ds/ao2j/download/1024768/wp08.jpg Shinta Kikuchi]] has a bit of a feminine/boyish look to him.
37** JIN 2, whose hairstyle is similar to Mana Shiratori's.
38** Even despite the fact that she wears a pink kimono, Kaede's spiky hair and boyish face, love of wrestling, and tomboyish attitude make her mistakable for a man.
39** If it weren't for an early mention that Versailles is an all-girls school at the start of "Rirura Riruha", one could easily believe Kaoruko is a man.

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