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Score

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A player's performance on a map is given in terms of score after successful completion of the map. Most of the time, combo plays the major part in the scoring system since it serves as a multiplier of the score. The only score limiter known now is Mania which is capped at 1,000,000 score at 1.00x score boost. The other gamemodes are not capped, which can result in ridiculous level of score, due to the combo multiplier effect.

Because of the combo multiplier effect, if the player exceeds a combo of ~2,000, the player's score will begin to count backwards. This is a flaw with the 32-bit signed integer where—in computing—the max integer is 2,147,483,647. This issue is currently being resolved with scoreV2 which is still being tested.

Contents

osu!standard Scoring Values

Picture Name Effect
Hit300.png
300 A possible score one can get when tapping a hit circle precisely on time, completing a Slider and keeping the cursor over every tick, or completing a Spinner with the Spinner Metre full. A score of 300 appears in an blue score by default. Scoring nothing except 300s in a beatmap will award the player with the SS or SSH grade.
Hit300g.png
(激) Geki A term from Ouendan, called Elite Beat! in EBA. Appears when playing the last element in a combo in which the player has scored only 300s. Getting a Geki will give a sizable boost to the Life Bar. By default, it is blue.
Hit100.png
100 A possible score one can get when tapping a Hit Object slightly late or early, completing a Slider and missing a number of ticks, or completing a Spinner with the Spinner Meter almost full. A score of 100 appears in a green score by default. When very skilled players test a beatmap and they get a lot of 100s, this may mean that the beatmap does not have correct timing.
Hit300k.png
Hit100k.png
(喝) Katu or Katsu A term from Ouendan, called Beat! in EBA. Appears when playing the last element in a combo in which the player has scored at least one 100, but no 50s or misses. Getting a Katu will give a small boost to the Life Bar. By default, it is coloured green or blue depending on whether the Katu itself is a 100 or a 300.
Hit50.png
50 A possible score one can get when tapping a hit circle rather early or late but not early or late enough to cause a miss, completing a Slider and missing a lot of ticks, or completing a Spinner with the Spinner Metre close to full. A score of 50 appears in a orange score by default. Scoring a 50 in a combo will prevent the appearance of a Katu or a Geki at the combo's end.
Hit0.png
Miss A possible score one can get when not tapping a hit circle or too early (based on OD and AR, it may "shake" instead), not tapping or holding the Slider at least once, or completing a Spinner with low Spinner Metre fill. Scoring a Miss will reset the current combo to 0 and will prevent the appearance of a Katu or a Geki at the combo's end.

Taiko Scoring Values

Picture Name Effect
Taiko-hit300k.png
Taiko-hit300g.png
Taiko-hit300.png
(良) Great A possible score one can get when hitting the note exactly on the hit area in correct colour.
Picture: [1] Large Note [2] Small Note
Taiko-hit100k.png
Taiko-hit100.png
(可) Good A possible score one can get when hitting the note slightly early or late on the hit area in correct colour.
Picture: [1] Large Note [2] Small Note.
Taiko-hit0.png
(不可) Miss A possible score one can get for not hitting the note or hitting the note in wrong colour.

Catch the Beat Scoring Values

Picture Name Effect
SC C 300.jpg
Fruit A large fruit which is equivalent to normal Hit-circle or Slider's starting, repeating and ending point.

Catching it is equivalent to perfect hit (shown as 300 on multiplayer and result).

SC C 100.jpg
Slider Tick Droplets* (Slider Tick) These large droplets signifies Slider's ticks, similar to the dots you see inside the sliders. It is compulsory to catch if you want to retain your combo. It is twice the the size of Droplet (Slider Trails).

30pt for successful capture (shown as 100 on multiplayer and result).

SC C 50.jpg
Droplets (Slider Trails) These small droplets are slider trails. They form the trails of the slider and are smaller comparatively to Slider Tick Droplets*.

10pt for each Droplet. If you don't catch it, it'll decrease accuracy but it doesn't break combo count (shown as 50 on multiplayer and result)

(None)
Miss Droplets Droplets (Slider Trails) you fail to catch. Will not be shown in Results screen but is shown in server-side.

Does not break your combo but decrease accuracy and lose one of the 50's score. Not considered a miss.(Not shown at multiplayer and result but shown as "Droplet Miss" in website leaderboard)

SC C Banana.jpg
Bananas Spinner's equivalent. These pesky Bananas will become smaller as they fall towards the catcher. It is not compulsory to catch them.

1100pt given, however this one follows spinner clear in standard which combines 1000 as bonus and 100 as spinning score.

SC C MISS.jpg

Miss Normal Fruit and Slider Tick Droplets* you failed to catch. Breaks your combo count.

Given when failed to catch the Fruit/Slider Tick Droplet*. No score given and breaks combo. This can only be seen from the results screen.

> * : For a size comparison, Slider Tick Droplet* is twice (i.e. x2) the size of a Droplet. Therefore, Tick > Trails size. Picture example

osu!mania Scoring Values

Picture Name Effect
Mania500.png
Rainbow 300 (MAX) Perfect hit of the note or hold. Comparing to 300, getting this mark required dead-on accuracy to get it. Otherwise, you will get regular 300. If you manage to complete the beatmap with just this score, you will get 1 mil score (score limit). This is equivalent to "Marvelous" in DDR term.
Mania300.png
300 Almost perfect hit of the note or hold. If you did not get MAX, you will most likely to get this because your timing is a bit off by a small amount. You can't hit the score limit when you get this mark.
Mania200.png
200 Slightly early or slightly late hit or hold. New players may get this mark a lot until they got accustomed to the mechanism of the conveyor, speed, buttons and the judgement area.
Mania100.png
100 Early or late hit or hold. It doesn't affect the HP bar at all.
Mania50.png
50 Very early or very late hit or hold. If you did not release the hold, you will get this by default. This decreases HP, but not for a drastic amount. Does not break combo.
Mania0.png
Miss Not hitting the note or holding the note using the correct keys. This will drastically drain the HP and breaks the current combo.

Scoring Formulae

osu!

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.

How to calculate the Difficulty multiplier

Circle Size, HP Drain and Overall Difficulty are giving for each tick a "diffculty point"; e.g. the maximum a map can give is 27 difficulty points with CS7, OD10 and HP10; the minimum a map can give is 2 difficulty points with CS2, OD0 and HP0. CS cannot normally go below 2 or above 7.

These "difficulty points" affect the multiplier as so:
  • 0-5: 2x multiplier
  • 6-12: 3x multiplier
  • 13-17: 4x multiplier
  • 18-24: 5x multiplier
  • 25-30: 6x multiplier

Note that mods won't change the Difficulty multiplier. The original values are counting.

Taiko

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Each GREAT is worth 300 + RoundDown(Combo / 10) times n up to a maximum of 300+10n points in which n depends on the difficulty settings of the map (HP drain and Overall Difficulty). A typical value of n is 80, which gives a maximum score of 1100 at later combos. For easier difficulty settings, n is equal to 64 in which the maximum score per hit is 940. In the hardest case n is equal to 96 in which the maximum score per hit is 1260. Yet there are lower value of n for even easier difficulties.

Each GOOD gives half of the score as GREAT does, while zero score is given for MISS/BADs. Double score is given for successful hit large notes (different from Taiko no Tatsujin, left and right drum must be hit at the same time very precisely in order to allow a successful hit of large notes). For yellow long notes, 300 is given per hit in the small one while 720 per hit is given to the large one. For shaker notes, each shake gives 300 and finishing the shaker gives score twice as much as a GREAT of the current combo.

Unlike osu! or CatchTheBeat, a miss in Taiko will not reduce the score from maximum possible score greatly. Instead, constant score is reduced per miss if each miss is separated by more than 100 combos. (With the existence of shaker and large notes, score loss would be larger) For example, in typical difficulty, breaking a combo in the middle of a song without accounting for large notes and spinners, would result in a maximum loss of 44,000 points (to bring the combo back up to 100).

Also unlike the other game modes, Kiai Time has an effect on scores because it refers to the "gogo time" in Taiko no Tatsujin. While Kiai Time is active, the drum in the upper left changes animation, the playfield has a background gradient and the hit area gains a fire graphic around it. Additionally, all hit notes gain a 1.2x score multiplier, long yellow notes included, except for hits on a shaker (the final hit is still multiplied.)

Score = (300 + min(RoundDown(Combo / 10), 10) * score multiplier * mod multiplier)
Combo Combo number.
Score multiplier (?)
Mod multiplier The multiplier of the selected mods.
  • Score multiplier includes 32, 48, 64, 80, 96. See Taiko for details.

Catch the Beat

Score = Hit Value + Hit Value * (Combo multiplier * Difficulty multiplier * Mod multiplier) / 25
Hit Value The hit circle judgement (50, 100 or 300).
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: Comparison between osu! Standard and Catch the Beat:

  • No "300" is given to a finished spinner, nor combo is given;
  • Reverse tick counts as full score of a hit. (In osu! Standard, a reverse tick only gives 30 points)

osu!mania

In osu!mania mode, each beatmap has the same maximum total score, currently 1,000,000.

The score is given in two parts, base score and bonus score, each contributing 50% of total score.

Base score is based on hit judgement. A rainbow 300 is worth a bit more than 300.

Bonus score is based on hit judgement and a floating bonus multiplier. The multiplier increases when you get a rainbow 300 or 300, while it decreases when you get a 200 or below. The better judgement you get, the more the multiplier increase, or the less punishment. There's an upper limit for the multiplier.

The score given by each note is calculated with the following formula:

Score = BaseScore + BonusScore

BaseScore = (MaxScore * ModMultiplier * 0.5 / TotalNotes) * (HitValue / 320)

BonusScore = (MaxScore * ModMultiplier * 0.5 / TotalNotes) * (HitBonusValue * Sqrt(Bonus) / 320)
Bonus = Bonus before this hit + HitBonus - HitPunishment / ModDivider
Bonus is limited to [0, 100], initially 100.

MaxScore = 1 000 000
ModMultiplier = The score multiplier of the selected mods (difficulty reduction and/or nK)
ModDivider = The punishment divider of the selected mods (difficulty increase) 

Judgement  HitValue  HitBonusValue  HitBonus  HitPunishment
   MAX       320          32            2
   300       300          32            1
   200       200          16                        8
   100       100           8                       24
    50        50           4                       44
  Miss         0           0                        ∞

Other Scores

Ranked Score

The ranked score is the total sum of the best scores for all the ranked beatmap played online.

Total Score

The total score is the total sum of all scores on ranked and/or approved beatmaps, including failed trials. If a player plays a ranked song for the first time and gets 500k, both ranked and total score increase by 500k. Then, the player plays again and gets 400k, only the total score increases by 400k.

Level

The level of a player is based solely on the player's total score. The total score requirement for a given level is as follows:

5,000 / 3 * (4n^3 - 3n^2 - n) + 1.25 * 1.8^(n - 60), where n <= 100
26,931,190,829 + 100,000,000,000 * (n - 100), where n >= 101

The progress to the next level is displayed using a bar next to the player's level.


Contents of
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wiki
Getting Started Registration Installation Newbie's guide Game Interface Options Hit Objects
osu! Game Styles Basic explanation Multi-play
External ports » osu!stream osu!droid opsu! osu!wp T-Aiko Beats
External clients » osu!tourney osu!MapDownloader
World of osu!
Miscellaneous » Mascots osu!academy osu!talk
Beatmap Editor Compose / Design (Scripting) / Timing / Song Setup

Beatmapping Beat Snap Divisor / Distance Snap Custom Sample Overrides Kiai Time Mapping Techniques Skinning Skin.ini Storyboarding

Online Editing
and Ranking
Beatmap forum Submission Beatmap Approval (How to Get Your Map Ranked) Modding (Getting Your Map Modded) Music Theory Audio Editing Kudosu / Star Priority
People The Team Administrators/Global Moderation Team Quality Assurance Team Beatmap Nomination Group Language Moderators osu! Alumni Support Team Community Contributors List of notable people