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