.
Just bear in mind that "speed" has nothing to do with approach rate. There is really no other way to increase your singletap/streaming, and aiming speed aside from play maps just outside your comfort bpm until they become comfortable, then play maps slightly above that, so on and so forth. It's going to be an incredibly slow process as you approach the higher bpms, you will want to quit, your arms will feel like they are turning to mush, at some point you may as well; 240 bpm streaming ability and around 270 singletap (without any accuracy malus, i.e completely comfortable) is enough to become #1 global (or you can become a HR farmer and get by with even less). Continuing to push beyond that makes little sense unless you are just addicted to going even faster like gayzmcgee and/or want to develop RSI ASAP. Expect even those numbers to take years to reach though, because they are still seriously impressive. How fast you increase speed depends heavily on both how hard you work at it, as well as your technique. For example, many people don't know to use the claw grip to stream to prevent fingerlock or simply don't want to because it's uncomfortable for them, these people are going to see their efforts to get faster slowed down by having poor technique. Likewise, it's easy to move on to higher bpms too early and develop the dreaded mashing habit that will make you feel fast but cause you to have horrible acc. This acc is easy to hide at the stupidly high bpms (252+) because hit windows start to get so close together they pretty much overlap, meaning you can more or less mash out 300's in bursts, however that habit is still going to hit you where it hurts: your consistency.TheBloodySage wrote:
SPEED:
While over exaggerated, being fast enough to actually hit the notes you can read is one of the initial major hurdles for newer players to overcome. "Sure," they'll say. "I can read what I need to read, but I just can't hit the notes. I don't know why!"
Speed may not necessarily come to mind at first. You may think that your accuracy is what is poor so you need to spam jump training maps so you can flick across the screen at ar10.3. While that most certainly CAN be the issue, let's use Occam's razor here. In truth, most players actually have somewhat decent accuracy, what they lack is the speed to correct their mistakes mid-song, and the errors they make cascade into an avalanche that leads them to die. So,
How do I get faster?
Again this involves playing more, but this is where the answer will diverge depending on your current skill level. The goal would be to at least be able to read ar10 with ease.If you cannot read ar9 yet, I advise simply to play more of the game, and not focus too much on individual parts like ar speed because it is not yet a factor that is hindering your growth. Play at your level, not too far below and not too far above.
- "I cannot read/play ar9 with ease"
noTheBloodySage wrote:
I'm sure everyone at some point has gone into #osu either ironically or unironically and asked how to improve at the game, not really knowing what to expect or what they're doing wrong.
Your definition of technical maps is pretty odd. Scarlet Rose isn't technical, it's a double bpm map. Unpleasant Sonata is nowhere near technical lmaoTheBloodySage wrote:
Some technical maps:https://osu.ppy.sh/beatmapsets/41686#osu/131564 |Scarlet Rose|
https://osu.ppy.sh/beatmapsets/793027#osu/1665528 |I Got That Tune|
https://osu.ppy.sh/beatmapsets/802730#osu/1684963 }Zzz|
https://osu.ppy.sh/beatmapsets/90385#osu/245284 |Unpleasant Sonata|
I think you're trying to talk about Approach rate speed? That would be lumped in the same category as reading. Speed is about BPM and finger control.TheBloodySage wrote:
SPEED:
While over exaggerated, being fast enough to actually hit the notes you can read is one of the initial major hurdles for newer players to overcome. "
I don't recommend playing jump training maps. They are useless and won't actually help you improve your aim. The other maps you linked are also generic jumpy maps that won't help much. Improving your aim requires playing a bit of everything, not just big jumps.TheBloodySage wrote:
JUMPING
Some jump maps:https://osu.ppy.sh/beatmapsets/735903#osu/1612329 |Time Trials|
https://osu.ppy.sh/beatmapsets/805224#osu/1690355 |Super Driver|
https://osu.ppy.sh/beatmapsets/175036#osu/422328 |Pensamento|
https://osu.ppy.sh/beatmapsets/501106#osu/1199953 |Nightcore Jump Training|
Triangles are actually one of the easiest patterns to hit. I don't feel like explaining fully, but basically, acute angle jumps are easier because instead of halting your momentum to stop on a note, then continuing in the same direction (Linear/Obtuse patterns), you are transferring your momentum in one natural fluid movement.TheBloodySage wrote:
Triangles are especially difficult for most, and as such should probably deserve the focus of your training.
TheBloodySage wrote:
In a real game, the speed is often far too fast to read the numbers inside the notes so if you have a skin with numbers, they're often just for show.
TheBloodySage wrote:
After you can read well
TheBloodySage wrote:
You also may be reaching the point where looking at each individual note is no longer very feasible, as it causes eye strain.
An interesting video by Tokaku demonstrating thishttps://www.youtube.com/watch?v=9aUJmavfg4I |osu! eye tracking|
I take no credit for this, this is their video!!
It seems that having your eyes look towards the middle of the screen and adjusting when necessary is the most comfortable and simple style to adopt. The number one issue with jumping that players have is simply overshooting or undershooting the jump.[/b]
TheBloodySage wrote:
They do not show up in maps often, but when they do they can quickly lead to a loss of a run if the player doesn't expect them and doesn't know how to handle them accordingly. Once you become concerned with adopting these skills, you are well on your way to being an above-average player. In fact, learning some of these patterns will greatly improve your aim and reading ability simultaneously, because of the inherently difficult nature of these patterns.
Almost wrote:
TheBloodySage wrote:
In a real game, the speed is often far too fast to read the numbers inside the notes so if you have a skin with numbers, they're often just for show.
Nope. Numbers are easily readable.
TheBloodySage wrote:
After you can read well
Reading is a never ending learning process. You can't just "read well" as maps become harder to read as they get harder.
TheBloodySage wrote:
You also may be reaching the point where looking at each individual note is no longer very feasible, as it causes eye strain.
An interesting video by Tokaku demonstrating thishttps://www.youtube.com/watch?v=9aUJmavfg4I |osu! eye tracking|
I take no credit for this, this is their video!!
It seems that having your eyes look towards the middle of the screen and adjusting when necessary is the most comfortable and simple style to adopt. The number one issue with jumping that players have is simply overshooting or undershooting the jump.[/b]
Looking directly at each circle just before clicking on it is the superior reading method simply because the accuracy of our vision on our periphery is just worse than where we look at directly. Staring blankly in the middle of the screen is like trying to play darts by looking on the side of the board and trying to hit bulls-eye, you can train to do it but it's highly inefficient. If you practice the looking at individual circle method of reading, you won't feel any strain after a while.
Also, the overshooting and undershooting is more to do with reading that mouse accuracy problems.
TheBloodySage wrote:
They do not show up in maps often, but when they do they can quickly lead to a loss of a run if the player doesn't expect them and doesn't know how to handle them accordingly. Once you become concerned with adopting these skills, you are well on your way to being an above-average player. In fact, learning some of these patterns will greatly improve your aim and reading ability simultaneously, because of the inherently difficult nature of these patterns.
If you're reading a pattern as a pattern, then you're doing it incredibly wrong. You should be dividing the pattern up and just looking at it as separate circles that just happen to be in a triangle formation rather then seeing it as a triangle.
Also what people wrote about speed.
EDIT: Just realised you even missed a section on accuracy.
However, something often overlooked are sliders. Most people treat sliders as just buttons, not being careful to follow them. This is a bad habit that will definitely hinder your gameplay in the long run and should be avoided as early as possible. Follow sliders as well as you can, trying to stay in the center of the path, as well as not cutting sliders too early. This is where the infamous "sliderbreak" comes from and is the cause of much agony from players.
Vuelo Eluko wrote:
well for the pattern thing i think it's preference, i personally have no issues seeing stars/triangles as patterns and playing them like that, but with squares and pentagons and such, yes i try to read them as individual jumps between 2 circles at a time because they are just not intuitive movements lol
True, but then again I never really 'properly' learned any AR under 8, I can play them but it is a very deliberate and laborious process. Feels like there's no maps worth playing under 8, anyway.Almost wrote:
You can but I think it's not very effective doing that on low ARs (talking below AR5) especially when a) there's a lot of clutter so it's difficult to actual even see the pattern in the first place and b) some of the more complex "shapes" comes in all variety in ways to actually hit it so memorising a specific way of reading a "star" won't work for all "star" patterns.Vuelo Eluko wrote:
well for the pattern thing i think it's preference, i personally have no issues seeing stars/triangles as patterns and playing them like that, but with squares and pentagons and such, yes i try to read them as individual jumps between 2 circles at a time because they are just not intuitive movements lol
TheBloodySage wrote:
"ar =/= speed" The idea here is to have new players become accustomed to higher speeds in the game. While of course ar isn't directly the same as speed, if someone can actively highly acc a map that's ar10, they're going to be fast enough to handle higher level maps and eventually know where their issues lie. The idea isn't for someone who already has a solid grasp on the game to learn from this, it's meant for mostly new players. Also yes, reading, just like anything in this game, is a never ending process. I felt that was apparent. I'm not saying "once you max out your reading ability" but if you have no issue reading maps at your skill level and you're still failing, then the issue lies elsewhere. "Nope. Numbers are easily readable." You're telling me in the middle of a game you're actively reading numbers? Even if you can, no one does that, and I'm saying that newer players shouldn't be trying to rely on them when the ar is low enough to read the numbers because that won't always be the case.
N0thingSpecial wrote:
Still no
Almost wrote:
you should use the normal terminology and not just equate AR to speed
Scarlet Rose is AR 9Vuelo Eluko wrote:
wait, scarlet rose is ar8? I didn't play it since maybe a few months after i started playing for the multiplayer memes but i was pretty sure it was 9 as I could actually kinda play it yet back then I couldn't even read 4.0 star ar8
I also personally think Unpleasant Sonata was easier than Scarlet Rose all-around but I'm a speedtard.
Vuelo Eluko wrote:
wait, scarlet rose is ar8?