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osu! judgement system

Hit result

Image Name Effect
300 The best achievable result for a hit object. Scoring nothing except 300s in a beatmap will award the player with the SS or SSH grade. Usually denoted with a blue colour.
300 (激) Geki A variant of the 300 result. Originates from Osu! Tatakae! Ouendan!, called Elite Beat! in Elite Beat Agents. Granted upon hitting a 300 on the last element in a combo in which the player has scored only 300s. Getting a Geki will grant a sizable health bonus on top of the standard health increase for a 300.
300 (喝) Katu or Katsu A variant of the 300 result. Originates from Osu! Tatakae! Ouendan!, called Beat! in Elite Beat Agents. Granted upon hitting a 300 on 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 health bonus on top of the standard health increase for a 300.
100 The second best achievable result for a hit object. Usually denoted with a green colour.
100 (喝) Katu or Katsu A variant of the 100 result. Originates from Osu! Tatakae! Ouendan!, called Beat! in Elite Beat Agents. Granted upon hitting a 100 on 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 health bonus on top of the standard health increase for a 100.
50 The third best achievable result for a hit object, the last one before a miss. Usually denoted with an orange colour. Scoring a 50 will prevent the appearance of a Katu or a Geki at the combo's end.
Miss The worst possible result for a hit object. 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.

Judgement mechanics

Hit circles

  • A hit circle is judged as a 300, 100, or 50 depending on how accurate the player's timing is when clicking on it. The time intervals used to determine the concrete result for a hit circle are called hit windows, and are influenced by the beatmap's overall difficulty.
  • A hit circle is judged as missed when:
    • The circle is hit before the start of the 50 hit window and does not trigger notelock.
    • The circle is not hit and its 50 hit window passes.

Sliders

Sliders consist of multiple parts: the slider head, slider tail, slider ticks, and slider repeats. The slider as a whole is judged based on how many parts of the slider the player has hit, as outlined below:

  • 300: The player successfully hit all slider parts.
  • 100: The player hit at least half of the slider parts.
  • 50: The player managed to hit at least one of the parts.
  • Miss: The player did not successfully hit any of the slider parts.
  • If ScoreV2 is active, the accuracy of hitting the slider head is additionally accounted for when judging the entire slider:
    • Getting a 300 for a slider requires getting a 300 judgement for the slider head.
    • Getting a 100 for a slider requires getting a 100 judgement or better for the slider head.

The slider parts also have additional influence on the current combo:

  • Tapping the slider head too early does not incur a miss, but will reset combo to 0.
  • Missing a slider tick or repeat does not incur a miss, but will reset combo to 0.
  • Missing the slider end does not incur a miss, but will not increment combo.

Spinners

Each spinner has a set number of spins required to complete it. This number depends on the overall difficulty of the beatmap. The criteria for judging the spinner as a whole are as follows:

  • 300: The player successfully performed the number of spins required for completion, or more.
  • 100: The player performed one spin less than the required number.
  • 50: The player performed at least 25% of the required spins.
  • Miss: The player failed to meet the minimum of 25% of spins required.

For some very short spinners, the number of spins required is actually calculated to be 0, and thus the spinner always automatically completes itself with a 300.

History

The spinner judging algorithm has been significantly changed in the 20190510.2 Cutting Edge release. Prior to the change, non-miss judgements were significantly harder to achieve, as the difference between a 50 and a 100, as well as between a 100 and a 300, was equal to a half of a spin. Some beatmaps would even feature spinners that could never be judged with a 300, as they were too short to complete fully.

Replays set prior to May 10, 2019 will use this old spinner scoring method rather than the one currently in effect.