More notes for me...
In the dancing lesson mood: 44 to a full bar on the first appeal, 45 on the second. It took the same 44 for the first bar whether going Dance -> Visual -> Vocal, or Visual -> Vocal. Lesson up moods don't give you increased Voltage for their stat, and neither do multipliers matter in Voltage gain. However, mood does influence Voltage gain (we know this already, though there are numbers now). With one Memory Appeal, it took 33 beats to a full bar. Memory Appeal Voltage boost isn't affected by these two moods, and a single appeal fills 25% of the meter. Also, picking the wrong choice before the audition did not affect the number of Appeals to the first full bar.
Love-Sune: 50 to full. Memory Appeal, 37 to full.
Dancing: 44 to full. Memory Appeal, 33 to full.
Memory Appeals take 6 beats, including the beat you fire it on.
Also, as a slow song, my song has 9 beats per Burst Appeal, as opposed to 10. You lose your last appeal.
Hitting a Good made the first bar take 46, so you lose around two beats every Good you get (since you get a Voltage drop instead of a Voltage boost). I think at certain combo counts, you might get a bit of a bonus to your Voltage.
I gotta say, I'm getting frustrated with the Festivals in this game. It seems like my rivals are outright cheating; midway through the song, they'll start spamming Memory Appeals and Bursts, so I can't build Voltage or get a decent score against them...
Try either Sugamo-chan (スガモちゃん) or Waranabbe the 10th (ワラなっぺぇ10世).
With Sugamo, the idea (I think) is to get a lead by holding them off with a few bursts until you're ahead. Then, hold on to a burst, and when they start spamming, start counter Appealing. The downside is if they manage a single Burst after all that, you're probably not winning. I personally don't find Sugamo very useful.
With Waranabbe, you just want to get two Bursts out, and only let your opponent get one. Elixir noted that enemy Memory Bombs only happen when either (a) you achieve some set score, or (b) when the song gets to a certain point (which one is unconfirmed, and this is from observation only). Remember you can duo/triple appeal for better return (per Appeal) by switching the appeal character between back-to-back Memory Appeals.
Alternatively, there are amulets that... give a hint as to what they do, but don't actually tell you. Fukunoshin's (ふく之進) ability is Voltage Shield. I can guess what this does, but I personally don't know for sure. I have yet to experiment with these.
EDIT: In case anyone needs it, the Japanese Wiki says you only need to memorize one expression for Janken. I haven't seen this mentioned yet, so here's why.
Suppose you know one of two things: (a) your opponent will throw Paper, or (b) your opponent will not throw Paper. In the case of (a), losing and winning is your choice. For (b), you know your opponent must throw either Scissors or Rock.
If your opponent throws Scissors, you win if you throw Rock, and you tie if you throw Scissors.
If your opponent throws Rock, you tie if you throw Rock, and you lose if you throw Scissors.
Therefore, if you throw Rock, you will not lose. If you throw Scissors, you will not win.
So basically, if you throw the thing that beats what you know your opponent will not throw, you cannot win. In this case, if I know my opponent will not throw Paper, throwing what beats it (Scissors) cannot let me win.