[osu!catch] AxS 7th edition

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Topic Starter

Once again we are back, with the 7th edition of the AxS tournament! Just like the last iterations we are here to give you a fun and challenging experience to everyone.
This year we have an update to the “classic” AxS calculations, trying to lessen the risk of accuracy players chain missing. For further information, check out “Calculations”.
So without further ado, let’s see who are the best osu!catch players of this year!

The full name of AxS is “Accuracy x Score”. The matches are in a three versus three format and the teams will have a maximum of six competitors.
The tournament is not nationality based, so anybody can join your team. While we allow people from all countries to join each other in the same team, we recommend you to try to get people around the same time zone to avoid scheduling issues.

AxS is different from your mainstream tournament. Here, accuracy has a huge impact on the final score of each team. Your team will be divided into two groups of players playing different roles to create a final score for each map.
Two of the three playing members will serve as the "score" and the other player will serve as the "accuracy". Further information can be found under the heading "Calculation explained".

General rules
  1. The score used in this tournament will be ScoreV2. Next to that AxS scoring is applied.
  2. A qualifier round will be played to determine the seeding of everyone.
  3. If a team is 10 minutes late for a match, they will be disqualified for that match and lose by default.
  4. If a team does not contain enough players to play a match (3 players), the opposing team will win the match.
  5. Please refrain from using offensive words in your team name as this can lead to disqualification. Names will be sent in to the osu! tournament staff for screening.
  6. Commentators aren't allowed to bad-mouth players in any given scenario, if they do, then please report this.
  7. If a player in your team decides to name-change after signing up to the tournament or mid tournament, notify Wesley about this change or that player will not be able to partake in the next match.

In-game rules
  1. The accuracy players of the teams have to sit in the First or Fourth slot of the multiplayer room depending on what team they are. This spot will be for the accuracy player, when the map has started the accuracy player is locked in and cannot be changed even if the map is retried for any reason.
  2. You are allowed to switch players in between maps.
  3. If a player disconnects from the game their score nor accuracy will not be accounted for in the final calculation.
  4. You cannot nullify a beatmap under any circumstance.
  5. A map can only be retried when something hindering happens (such as a disconnect) in the first 20 seconds of that map. This is only allowed once per match for each team.
  6. If a whole team dies on a map, the opposing team wins that map by default.
  7. The rolling mechanic that decides who picks and bans in what order will be as follows: the winning team of a roll may decide whether they pick first AND ban second, or pick second AND ban first.
  8. Map-banning structure for rounds: Round 16 until and including Finals: Both teams get 1 ban at the start of the match. Either team gets a second ban in the match upon losing a third point. A team is only allowed to ban 1 map per mod bracket
  9. Map-banning structure for rounds: Grand Finals: Both teams get 1 ban at the start of the match. Either team gets a second ban in the match upon losing a second point. Either team gets a third ban in the match upon losing their fourth point. A team is only allowed to ban 2 maps per mod bracket
  10. Best of winning conditions per stage:
    -Round of 16: best of 11
    -Quarterfinals: best of 11
    -Semi-finals: best of 13
    -Finals: best of 13
    -Grand Finals: best of 15
  11. Always remember that this is just a game (I.e behave yourself)
  12. If neither team has enough players to conduct the match a roll will be done to determine the match’s winner

Mod rules
  1. There are 4 NoMod, 4 Hidden, 4 HardRock, 4 DoubleTime, 4 Mixed Mod and 1 Tiebreaker map for stages: Round of 64/32/16 until and including Finals
  2. There are 5 NoMod, 5 Hidden, 5 HardRock, 5 DoubleTime, 5 Mixed Mod and 1 Tiebreaker map for stages: Grand Finals
  3. The Tiebreaker will be played with either NoMod or Hidden. Any other mods are NOT allowed.
  4. When picking either DoubleTime or HardRock maps, you are allowed to pick Hidden alongside
  5. When picking a Mixed Mod map, one player has to play with NoMod, one with Hidden and the last player with HardRock (can be with Hidden).
  6. You are not allowed to pick a map from the same mod pool twice in a row.
  7. NoFail will be forcibly used on some maps. The maps that have forced NoFail on them will be clarified per mappool. Next to these maps with forced NoFail on them, you are NOT allowed to use NoFail.

This tournament will use mappooling v2 (with some slight tweaks in comparison to last AxS). The biggest change we are making is that we want to prevent the star rating from skyrocketing like last year. The main idea still stands: mix easier and harder maps where the easier maps are near the current stage (ie Quarter finals) and the higher ones a mix between the current and next stage.

If you want to know what mappooling v2 is, read:, there is also a tl;dr on there.

Date when the registration will be closed: 25/12/2021 (dd/mm/yyyy).
After this date we will send in all the users that signed up to get screened. This will take one to two weeks. Depending on how quick this will go, we will allow people to change out people that have been denied. Updates about this will go on Discord.

If we do not comply with this the tournament will not receive a badge.
See Tournament screening for more information.

In order to register, visit and fill in the fields.

Signing up through the forum post will be ignored.

Your team must consist of at least 4 players, the last 2 players are optional although highly recommended.
You are allowed to change team members until the registration closing date, this can be done on Discord in #roster-changes.

An “infinite” amount of teams are allowed to partake, however only 16/24/32 (depending on the signups) will proceed to the Round of 13/24/32.

After you have registered your team, you have to join the Discord. Any information regarding the tournament will be posted there.

All dates are in (dd/mm/yyyy) format.

Closing date for the registration phase: 25/12/2021
Screening: 09/01/2022 *
Qualifiers: 15/01/2022 & 16/01/2022

(*) If screening takes longer than one week, the tournament will be postponed by a week, until the screening is done.

Future dates after the group stage will be announced on discord.

What’s new

The “final score” of player 1 is now the same as player 2 and 3: (Score of player 1 * (((100 - ((100 - Accuracy of player 1) / 5)) / 100) ^ modifier))

The multiplication at the end of the formula has been changed from: ((Accuracy of player 1 / 100) ^ modifier) to: ((((Accuracy player 1 * 0.5) + (Accuracy player 2 * 0.25) + (Accuracy player 3 * 0.25)) / 100) ^ modifier).
The new formula now takes into account all three players' accuracy, instead of just one player. The main accuracy player still stays intact, as their accuracy is accounted for twice as much as for the other 2 players.


Three players will choose between playing one of two different roles each map, these players and roles can be changed per map. The roles are “Accuracy player” and “Score player”. Each team will have ONE Accuracy player and TWO Score players.
The accuracy player primarily has to focus on their accuracy, to ensure that the score from the score players won’t drop. This obviously means that the score players primarily will have to focus on their score.

This is what the calculation looks like

Formula final score of player 1:
(Score of player 1 * (((100 - ((100 - Accuracy of player 1) / 5)) / 100) ^ modifier))

Formula score of player 2:
(Score of player 2 * (((100 - ((100 - Accuracy of player 2) / 5)) / 100) ^ modifier))

Formula score of player 3:
(Score of player 3 * (((100 - ((100 - Accuracy of player 3) / 5)) / 100) ^ modifier))

Formula final score:
((Final score of player 1) + (Final score of player 2) + (Final score of player 3)) * ((((Accuracy player 1 * 0.5) + (Accuracy player 2 * 0.25) + (Accuracy player 3 * 0.25)) / 100) ^ modifier)


Modifier: 10

Player 1 (Accuracy player):
Score: 950000
Accuracy: 99

Player 2 (Score player):
Score: 900000
Accuracy: 99.5

Player 3 (Score player):
Score: 1000000
Accuracy: 100

((950000 * (((100 - ((100 - 99) / 5)) / 100) ^ 10)) + (900000 * (((100 - ((100 - 99.5) / 5)) / 100) ^ 10)) + (1000000 * (((100 - ((100 - 100) / 5)) / 100) ^ 10))) * ((((99 * 0.5) + (99.5 * 0.25) + (100 * 0.25)) / 100) ^ 10) = 2650701.46067

AxS calculator

Yet again, we will have an AxS calculator. This time around, it also has a built-in IRC client to make everything even more easy. Right now it only supports Windows, if you want to run it on different operating systems you have to compile it yourself through npm (if you want more information about this, feel free to pm Wesley on osu! or Discord)

The latest version of the calculator can be found here:
Updates will automatically be installed every time you open the calculator (if there are any), so no need to re-download it when a new update comes out!

  1. A badge for the team that gets first place - the design will be announced later.
  2. 1st place: 300$ divided over team
  3. 2nd place: 200$ divided over team
  4. 3rd place: 100$ divided over team

Thank you Australia, Snowless, Nealth and PastaCats for sponsoring!

We are still looking for staff reinforcements; graphic designer (badge + static (or animated, not required though) stream assets), referees, commentators and streamers. If you are interested fill out the following form:
bernkastel feet
I love AxS
throwing mode
melodies strem
Topic Starter
Updated art :3/
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