Health or HP, is the value that determines if a player has passed or failed a beatmap. Health can be seen in the health bar, which updates as gameplay progresses. The HP drain rate difficulty setting determines how difficult it is to keep a high health value.
In osu!, health will decrease at a steady rate called health drain, but can be replenished by hitting notes at the right time or spinning spinners.
Score bursts will appear after tapping hit circles, changing score and health values depending on the accuracy of the hit. A perfectly timed hit (300) will recover more health than a badly timed hit (50). Players also receive larger boosts if they achieve a katu or a geki at the end of a combo. A miss will drain health instead. If spinners are cleared early, continuing to spin will gain additional health back. For an overview of health recovery and health loss see below:
Health recovery:
Health loss:
No effect:
In osu!taiko, the health bar starts off empty and must be filled 50% or more to pass a beatmap. This is done by tapping the correct combination of keys in sync with the beat.
Score bursts will appear after hitting notes, changing score and health values depending on the accuracy of the hit. A perfectly timed hit (300) will recover more health than a badly timed hit (50). Players also receive larger boosts if they achieve a katu or a geki at the end of a combo. A miss will drain health instead. Failing to complete a denden will result in health loss. Drumrolls can be ignored with no health penalty as they have no influence on the health bar. For an overview of health recovery and health loss see below:
Health recovery:
Health loss:
No effect:
Note: It is entirely possible for a beatmap to never pass by design due to it only containing drumrolls and/or dendens/shakers.
In osu!catch, health will decrease at a steady rate called health drain, but can be replenished by catching fruits and drops.
Score bursts will appear after catching fruit, changing score and health values depending on the hit object caught. The player also receives larger boosts if he catches the end of a combo resulting in a geki. Missing fruit will drain health instead. Bananas can be ignored with no health penalty. For an overview of health recovery and health loss see below:
Health recovery:
Health loss:
No effect:
In osu!mania, only hit objects will affect the health bar, as health drain is disabled.
Score bursts will appear after hitting notes, changing score and health values depending on the accuracy of the hit. A perfectly timed hit (300) will recover more health than a badly timed hit (50). A miss will drain health instead. Health bar regeneration occurs slowly while holding hold notes. For an overview of health recovery and health loss see below:
Health recovery:
Health loss: