osu!catch, formerly known as Catch the Beat or CtB, is a game mode that requires the player to control a character(catcher) who catches falling fruit in tune to the beat.
To access the osu!catch game mode, press
3 at the same time.
Alternatively, click on the
Mode button and select
osu!catch playfield difference based on CS
Left is CS2 playfield and right is CS7 playfield
The zoom size of the playfield is based on CS (Circle Size) settings, with lower CS means much more zoomed in and smaller space, while higher CS means much more zoomed out and larger movement space.
The catcher can move from left to right, with the fruits falling from top to bottom. The catcher cannot move pass the left and right walls of the playfield.
All fruits will stay at the plate until its combo ends, which the fruits will bounce out of the plate. Timing and where it falls on the plate does not matter; either a full score for successful catch or miss.
Fruits are the hit circles of osu!catch, and it rains down from top of the screen
To catch these fruits, make sure it falls to the plate and not over the plate. Collected fruits will always give 300 points each, increment combo by 1, and treated as 300 in result screen.
osu!catch fruit trails
Fruit trails are the sliders of osu!catch
A typical fruit trail will contains two fruits (start and end), droplets (slider path), juice drop (slider ticks), and more fruits for each reverse arrow points along with a reversed slider path. Droplet gives 10 points each and treated as 50 in result screen. Juice drop gives 30 points each, increment combo by 1, and treated as 100 in result screen.
Missing the juice drop will break the combo (as it is a slider tick), but missing the droplet will not break the combo. However, missed droplets will not be shown in the local result screen, but will be shown in the website's leaderboard as Miss Droplet, which notably affects accuracy (missed out the droplet, which is a 50) and score (10 points for each droplet missed).
Bananas serves as spinners in osu!catch.
Here, large bananas will rain down and shrink down to catch size as it falls down to the plate (or not). Each collected bananas will give a static score of 1,100 regardless of mod and combo multiplier.
The bananas can be ignored with no health penalty. However, it can cost the extra points and health recovery from collecting the bananas. Notably, Auto mod will go above and beyond to catch all of the bananas without fail.
Left: Before collecting the hyperfruit. Right: Catcher hyperdash to the next fruit and leaving an afterimage.
Hyperfruits are special fruits that will appear to help the catcher to catch the next fruit when normal dash is considered impossible to catch it in a strict timespan allocated. All hyperfruits have a signature red colour surrounding the hyperfruit itself by default.
Collecting the hyperfruit will make the catcher's dash upgraded to hyperdash (just fast enough to catch the next fruit), glows red, and leaves a temporary red afterimage at the collection point, until the next one fruit was caught or dropped, which the catcher will then be back to normal.
Options Input icon, Keyboard section
<-(L) and right
->(R) arrow keys to move the catcher.
leftShift(D) key with one of the arrow keys will make the catcher dash in that direction at x2.0 speed (indicated with a bright glow from the catcher).
The placement of in-game cursor does not matter when playing normally. If Relax mod was enabled, the control of the catcher will be the in-game cursor instead. However, the play unrankable when Relax mod was enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control).
Scoring section details all the intricacies of scoring, including mathematical formula.
|S||98.01% to 99.99% Accuracy (an 'S' rank is possible even with several misses, like in osu!mania).|
|A||94.01% to 98.00% Accuracy|
|B||90.01% to 94.00% Accuracy|
|C||85.01% to 90.00% Accuracy|
|D||Any other accuracy under 85.00%.|
Accuracy is defined by how much caught over how much missed, excluding spinner's bananas.
In other words:
Accuracy = Total numbers of fruits caught / Total number of fruits
|Total numbers of fruits caught||Droplets + Drops + Fruits|
|Total numbers of fruits||Misses + Miss droplets + Droplets + Drops + Fruits|
Note that if using the API to calculate the accuracy, number of droplets is under count50 and number of miss droplets is under countkatu.
Scoring for osu!catch follows the same multiplier as in osu!standard. However, the fruit that adds up the score is different from osu!standard.
Combo will not be lost for missing droplets (considered as Miss Droplet in server leaderboard) in this mode but a drop of Accuracy and score gain from it.
Score = Hit Value + [Hit Value * ((Combo multiplier * Difficulty multiplier * Mod multiplier) / 25)]
|Hit Value||The hit circle judgement (50, 100 or 300), any slider ticks, and spinner's bonus|
|Combo multiplier||(Combo before this hit - 1) or 0; whichever is higher|
|Difficulty multiplier||The difficulty setting for the beatmap|
|Mod multiplier||The multiplier of the selected mods|
Note: There is a difference between osu!standard and osu!catch's scoring methods:-
All except bananas
The following each add a point to the score/combo multiplier:-
The following will reset the score multiplier to zero:-
The following will not increase or reset the score multiplier:-
The system used to calculate health drain and health gain is complicated so it will not be explained in detail. It all revolves around the HP difficulty setting which can only be set by the mapper itself.
The following will result in health recovery:-
The following will result in health loss:-
The following will reserve health in the health bar:-
Note: Hyperfruits are automatically generated.
Hit-errorwas enabled, it will always use
Catch the Beat logo in Special Mode
osu!catch (Catch the Beat) logo in deprecated Special Mode