osu!catch, formerly known as Catch the Beat or CtB, is a game mode that requires the player to control a character(catcher) who catches falling fruit in tune to the beat.
To access the osu!catch game mode, press
3 at the same time.
Alternatively, click on the
Mode button and select
osu!catch playfield difference based on CS
The zoom size of the playfield is based on CS (Circle Size) settings, with lower CS means much more zoomed in and smaller space, while higher CS means much more zoomed out and larger movement space.
The catcher can move from left to right, with the fruits falling from top to bottom. The catcher cannot move pass the left and right walls of the playfield.
All fruits will stay at the plate until its combo ends, which the fruits will bounce out of the plate. Timing and where it falls on the plate does not matter; either a full score for successful catch or miss.
To catch these fruits, make sure it falls to the plate and not over the plate. Collected fruits will always give 300 points each, increment combo by 1, and treated as 300 in result screen.
osu!catch fruit trails
A typical fruit trail will contains two fruits (start and end), droplets (slider path), juice drop (slider ticks), and more fruits for each reverse arrow points along with a reversed slider path. Droplet gives 10 points each and treated as 50 in result screen. Juice drop gives 30 points each, increment combo by 1, and treated as 100 in result screen.
Missing the juice drop will break the combo (as it is a slider tick), but missing the droplet will not break the combo. However, missed droplets will not be shown in the local result screen, but will be shown in the website's leaderboard as Miss Droplet, which notably affects accuracy (missed out the droplet, which is a 50) and score (10 points for each droplet missed).
Here, large bananas will rain down and shrink down to catch size as it falls down to the plate (or not). Each collected bananas will give a static score of 1,100 regardless of mod and combo multiplier.
The bananas can be ignored with no health penalty. However, it can cost the extra points and health recovery from collecting the bananas. Notably, Auto mod will go above and beyond to catch all of the bananas without fail.
Hyperfruits are special fruits that will appear to help the catcher to catch the next fruit when normal dash is considered impossible to catch it in a strict timespan allocated. All hyperfruits have a signature red colour surrounding the hyperfruit itself by default.
Collecting the hyperfruit will make the catcher's dash upgraded to hyperdash (just fast enough to catch the next fruit), glows red, and leaves a temporary red afterimage at the collection point, until the next one fruit was caught or dropped, which the catcher will then be back to normal.
Refer to Play Style page under osu!catch.
Options Input icon, Keyboard section
<- (L) and right
-> (R) arrow keys to move the catcher.
leftShift (D) key with one of the arrow keys will make the catcher dash in that direction at x2.0 speed (indicated with a bright glow from the catcher).
The placement of in-game cursor does not matter when playing normally. If Relax mod was enabled, the control of the catcher will be the in-game cursor instead. However, the play unrankable when Relax mod was enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control).
Score in osu!catch is a weighted sum of multiple components of gameplay. It depends on the following:
After completing a beatmap, the score is assigned a grade, a short accuracy assessment in the form of a single letter. A golden or silver SS denotes 100% accuracy, and everything else, from S to D, depends on the amount of missed objects.
Refer to Skinning page of osu!catch for full information.
Note: Hyperfruits are automatically generated.
Hit-error was enabled, it will always use
Catch the Beat logo in Special Mode