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Long-Term update in progress. (Sandbox-16)

Throughout the years, the #osu! community has adopted its own set of slang that may be confusing for newcomers. This page is a compilation of such terms for reference. Additions and edits are always welcome.

Links with a prefixed "#" symbol are also terms of this glossary, while blue links link to other articles.

#A B C D E F G H I J K L M N O P Q R S T U V W X Y Z



10 is a version 1 skinning element. In Standard, the 10 skinning element will appear for every #Slider Tick you held on to. In Catch the Beat, #Droplets (the small ones) are worth 10 points. The scoring system still use 10s but had the 10 skinning element removed in skin version 2 and forward.


30 is a version 1 skinning element. In Standard, the 30 skinning element will appear at the start and for every #Reverse Arrow of a Slider that you hit. The scoring system still use 30s but had the 30 skinning element removed in skin version 2 and forward.


In Standard, 50 is a possible score for:

In Mania, 50 is a possible score for:


In Standard, 100 is a possible score for:

In Taiko, 100 (or "#Good") is a possible score for:

  • #Tapping the drum a tad early or tad late

In Catch the Beat, 100 is a possible score for:

In Mania, 100 is a possible score for:


For Mania, not to be confused with: #MAX
In Standard, 300 is a possible score for:

In Taiko, 300 (or #Great) is a possible score for:

In Catch the Beat, 300 is a possible score for:

In Mania, 300 is a possible score for:

For Standard (and Mania), to obtain an SS, you must obtain a 100% accuracy which requires the player to obtain 300s for every hitobject.


Abandoned Wasteland

Abandoned wasteland is a hidden sub-forum. If the name isn't obvious enough, the instructions to the moderators concerning it will: "Put stuff we don't really need in here." When a thread is "wastelanded", it is moved there.


AFK is an internet acronym which means "Away From Keyboard". This is when the player walks off from their keyboard to do something else while they're still logged on. If the user is inactive for sometime, they'll be marked AFK automatically.

Approach Circle

The approach circle is the outermost circle that will enclose the #Hitcircle, the start of a Slider, or the center of the #Spinner. When the approach circle touches the outer border of the #Hitcircle or Slider you should click. For the #Spinners, the approach circle will indicate the duration of the #Spinner.

Approach Rate (AR)

Main Article: Song Setup#Approach Rate

The approach rate, or AR for short, is a number (from 0 to 10) that indicates how fast the #Approach Circle will enclose the hitobject and how long that hitobject will stay on the screen. This affects from the moment they appear until the time to click on them. Higher approach rates mean that the hitobject will be shown for a shorter period of time, giving you less reaction time to plan ahead when to click on them. Inversely, lower approach rates mean that the hitobject will be shown on the screen for a longer time, giving you more time to react to each circle. Do note that if the approach rate is too low, this can result in excessive amount number of circles on the screen, a similar flaw of #Easy.


Authentic is a word that denotes a #Beatmap that emulates in every aspect of a specific stage from the #DS games (song, settings, object placement, etc.).



Ban is an action taken to a player if caught cheating. For chat abuse, multiple warnings, or #Silences, would usually be issued before a ban is given. To avoid getting banned, please read the rules! Don't have time? Do not worry, read the short rules instead (but you should still read the rules some other time)!


Bananas is a skinning element for Catch the Beat and is the #Spinner equivalent. When you see Bananas falling from you should try to catch as many as you can. Bananas is not counted towards your #Combo, but can give the player an additional bonus depending on how much the player catches.


Bancho is the easily expandable server coded by #peppy, which replaces third-party IRC servers in the management of all online content in #osu!. Players automatically connect to Bancho when they start #osu!, that is, if the player is connected to the internet.


This term is to help preserve the history of the BATs

The BAT team—which is short for the Beatmap Appreciation Team—was a group of users that would rank beatmaps[Citation Needed]. This team was eventually renamed to the "Beatmap Nominator".


Beat is a term that applies to the timeline in Editor mode. The beat is a period of time that songs can be divided into based off of their #BPM. Correctly timed #Beatmap will have each beat correspond to the song's rhythm. A whole beat should fall between two white lines on the timeline. Depending on the position of your Snap Divisor, other lines dividing a beat may be visible: Red lines for half beats, blue lines for quarter beats, yellow lines for eighth beats and purple lines for third and sixth beats.

Beatmap Pack

Beatmap packs, if the name isn't clear, are packaged beatmaps. Beatmap packs are collections ranked beatmaps that can be downloaded by file sharing services. Most beatmap packs are sets of beatmaps that were ranked during the same time period, but in other packs contain songs of a similar style or theme.

This is the recommended way of downloading #Beatmaps because these beatmap packs are usually themed to go together and this method of downloading beatmaps would save #peppy bandwidth (since these packs are hosted on third party servers, usually by other osu!users). You can view the beatmap packs here.

Beat Spacing

Beat Spacing is a principle which states that #Hit Circles and Sliders that correspond to parts of the song close to each other on the timeline should be close together on the play field, and vice versa. Simply put, "close in time = close in space." Consistent Beat Spacing is generally a requirement to rank a beatmap because it provides the player with a more intuitive experience, as he will learn to move their cursor along the screen at a constant speed. Placing objects closer than Beat Spacing would indicate tricks the player into clicking on them too soon, while placing them too far forces the player to race their cursor across the screen to click on them in time. A common exception to Beat Spacing is Stacked #Hit Circles. To ensure consistent Beat Spacing, turn the Distance Snap button on the right-hand side of the Editor screen on. Then, choose a Beat Spacing value by holding Alt and sliding the selector at the top right until you reach the desired value. The higher the value, the more difficult the #Beatmap is.


A beatmap, sometimes called "Level" or "Map" for short, is a game level in #osu!, like each stage in the #DS games. At their most basic form, beatmaps have a song and #Hit Circles, Sliders, and/or #Spinners placed according to the rhythm of the music, but they can also have a background image or video, or even a storyboard. Creators of beatmaps are called beatmappers or mappers for short. Beatmaps are uploaded for everyone to see and play with using the #BSS, and are then modded. If/Once a beatmap is deemed good enough, it is ranked or, in rare cases, approved.


Beatmapper, or "Mapper" for short, refers to the osu!user who uses the Editor to create a #Beatmap, which will have to go through a process to get #Ranked (or #Approved).


A beatmapset, or "mapset" for short, is the collection of #Beatmaps that are packaged as an *.osz file, under the same #Mapper. Beatmapsets have #Beatmaps that plays the same music and, if any, video or storyboard.


Beta is a #Build type that contains daily-to-weekly osu!client updates that were added in from the #Cutting Edge (Experimental) builds. Beta is experimental-like (but stabler than) cutting edge because cutting edge users can test these features first a few days/weeks before beta users get those features.


BG is short for "BackGround" which refers to the background image and/or video of a #Beatmap. Inside a #Beatmap folder, BG is usually the name for the background image.


Main Article: Timing

BPM (short for Beats Per Minute) represents the number of whole beats in a minute.


Break is a section of a #Beatmap where no objects appear and #Drain in the Life Bar is temporarily halted. Breaks allow the player to rest their arm for a short while and reposition their input device. A break is also accompanied by a graphic illustrating whether the player is doing well (the Life Bar is over a certain point) or poorly (the Life Bar is under it), if there is enough time within that break. In the #DS games as well as beatmaps with Storyboards, this graphic is accompanied by a fitting plot development. Roughly speaking, breaks should be placed, if possible, between every 40 seconds-1 minute and 20 seconds of playtime and last about 5-15 seconds, but will depend per song because breaks have to make sense in a #Beatmap, affecting break placement.


Main Article: Submission
BSS window in the Editor

Short for "#Beatmap Submission System". An automated process by which one submits their #Beatmaps to the Beatmap Help or Completed Beatmaps forums for people to see, comment on, mod and rank. BSS allows the #Mapper to do either action: #Standard Submission and #Full Submission.


A stage in a #Beatmap's modding process where a BN and a GMT is satisfied with every aspect of the beatmap and nominates it for ranking. Denoted by a thought bubble graphic (this one Thinking.gif) by the beatmap's thread title. The beatmap is then ranked if a BN/GMT seconds that nomination. A bubble might be downgraded to a #Star (Star.gif) under certain circumstances, but never removed altogether.


A version of the #osu! application. Each build includes improvements, additions and fixes of problems the previous one had. There are four kinds of Builds: the #Stable (Latest), #Stable (Fallback), #Beta, and the #Cutting Edge (Experimental). One can download the most current Build by selecting the stream (build type) in the Options.



The changelog is a forum thread where #peppy and the dev team details the day-by-day improvements, additions and bug fixes made in everything concerning #osu! You can view it here. Everyday changes are added to the #Cutting Edge (Experimental) and are eventually added to the #Beta, #Stable (Latest), and/or #Stable (Fallback) #Builds.


A choke occurs when the player almosts obtains a #Full Combo for #Beatmap but loses it near the end. On the other hand, a reverse choke occurs when the player loses their #Combo at the beginning but obtains a #Full Combo for the rest of the #Map.

Circle Size (CS)

Main Article: Song Setup#Circle Size
Comparison of the Circle Sizes
Circle Size, "CS" for short, is a number from 2 to 7. This value will determine how big or small the hit objects/#Fruit will be. Mania follows a uses a different scale which are called "#Keys."


Clap is a sound effect, part of a sample set, usually reserved for emphasizing and punctuating points in a song more in a different way than the #Whistle and #Finish. Its default form and icon in the Editor is that of two hands clapping.


Similar to: #GD (Guest Difficulty)

Collab, short for "collaboration", has two meanings:

The term "Collab" may sometimes be seen in #Difficulty names.


Combo has two meanings:

  • A set of #Hit Circles and Sliders that come one after another, have the same colour and correspond to a specific part of a #Beatmap's song. The last object in each combo, if hit, provides the player with a boost to their #Life Bar if he also achieves a #Katu (or #Beat!) or an #Geki (or #Elite Beat!). Every #Spinner is a combo by itself (except for Catch the Beat). Combos should be kept under approximately 20 objects, and even lower than that the lower the difficulty is supposed to be.
  • The number of objects a player has hit consecutively without #Missing or #Sliderbreaking once. The number is displayed at the bottom left of the playing field. Each #Hit Circle, beginning and end of a Slider, #Slider Tick and #Spinner that the player hits without #Missing in between causes the combo to increase by one. When the combo passes certain numbers, #Combobursts appear and stars flash across the screen. A single miss causes the Combo to reset and Combo Fire to vanish. Combo provides a bonus multiplier to the score of everything the player hits except Slider Ticks, which are always worth 10 points each, and every level filled in the Spinner Metre or Spinner bonus points, which is always worth 100 points and 1000 points each. Managing to finish a #Beatmap without missing once is called a #Full Combo. This is sometimes denoted by the phrase "Perfect!" on the results screen and will give an S #Grade or higher (unless the accuracy is lower).


Comboburst is a collection of skin elements/images that will "burst" out from the left or right (or center, in Mania) of the screen after obtaining a #Combo of 30, 60, 100, (multiples of 50, after 100).

Referring to the default skin,

Combo Colour

Left side: the highlighted hitcircles' color are both blue. Right side: the highlighted hitcircles' colors are blue then red (at start of new combo).

To separate one #Combo from another, each #Combo has a colour, called Combo Colour (see image). When the colour of the hitobject changes, you know you have changed combos. The colours will keep repeating themselves depending on how many the #Mapper defined (or how many your skin's Skin.ini file defines). There is a minimum of 2 and a maximum of 8 combo colours.

One can change those colours and/or their order on the Beatmap Editor's Song Setup section (see Beatmapping), or in the skin being used, on the skin properties located on Skin.ini (refer to section [Colours]).

The combo colours will only be seen in the Standard and Catch the Beat game modes.

Combo Fire

R.I.P. Combo Fire, you may be missed

The combo fire is an old and removed feature in #osu! that used to display a burning yellow flame after obtaining a #Combo of 30. If the player obtains a #Combo of 500, the combo fire colour will change from yellow to blue. The combo fire will extinguish itself if the #Combo was broken (but is reobtainable). This feature was deprecated (due to it possibly giving off lag spikes and having a bad appearance) then was removed.

Cutting Edge (Experimental)

Cutting Edge (Experimental) (previously known as "osu!test") is a #Build type that contains daily osu!client updates. After an update is written, they will be appended to the osu!clients that are running the Cutting Edge (Experimental) #Build.



Main Article: Deathstreams

Deathstreams are particularly challenging and often extra long Stream whose objects follow each other in very rapid succession and/or in confusing patterns. These usually causes the player to lose their stamina very quickly. Deathstreams are to only be used in a #Beatmap that hints it and/or has a high BPM only, but should NOT be used to #Overmap!

Difficulty stars

Difficulty stars is the visual representation of a #Beatmap's difficulty level. This rating is between (theoretically) 0 and 10 stars according to an algorithm. #osu! currently uses two different algorithms to calculate difficulty stars: #peppy's which determines the bonus difficulty score multiplier, and eyup's, according to which the difficulty tags are assigned. There is also Echo's algorithm which is not currently implemented. You can see a beatmap's difficulty stars when testing it in the Editor, on the song selection screen, or at its listing in the site.


#Beatmaps can have multiple difficulties, or "diff" for short, varying from Easy to Expert. A #Beatmap should generally have two to five versions of varying difficulty, so that both novice and experienced players can enjoy playing it. Some factors that affect a version's difficulty are the number of object in the beatmap, whether a main or background (harder to hear) rhythm is followed for object placement, the length of #Combos, the #Beat Spacing value, the #Drain rate, the accuracy limit the game requires to register a hit, the size of #Hit Circle, etc. Difficulty stars are one way to gauge a version's difficulty level. The #osu! website sorts difficulty versions into the Easy, Normal, Hard, Insane, and Expert categories, but #Beatmappers are allowed to give custom names to the difficulty versions of their beatmaps.

Drain Time

Not to be confused with: #HP Drain Rate or #Play Time

Drain time, or "Drain" for short, refers to the total duration of the #Beatmap that requires the player to be active. Drain time does not consider the #Breaks and unmapped parts throughout the #Beatmap.


Not to be confused with: #Droplets
A drop is a #Slider Tick for Catch the Beat. Catching it will give you #100 points. #Droplets uses the same skin element but are about 0.5x smaller.


Not to be confused with: #Drop
A droplet is the slider trail (or path) for Catch the Beat. Catching it will give you #10 points. #Drops uses the same skin element but are about twice as big.


DS is an abbreviation meaning Distance Snapping. The term is usually seen during the Modding process.

DS games

Collective term for Osu! Tatakae! Ouendan! (also called Ouendan or Ouendan 1), Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan! 2 (almost always called "Ouendan 2 instead") and Elite Beat Agents (also called #EBA). A set of rhythm games, developed by #iNiS for the Nintendo DS handheld video game system, which share a lot of gameplay and presentation elements. #osu! is mostly based on these games.



EBA has two meanings:

  1. Elite Beat Agents, one of the #DS games which #osu! is based on.
  2. A collective term for the playable characters in that game (referring to #1), i.e. "The EBA" or "The Agents".

Extended Chat

Colour codes are explained at Chat Console

The Extended Chat can be activated by pressing [F9] in #osu! where the Chat window is expanded with a list of user panels. These panels are sortable by various attributes. Users that are using the osu!client are displayed, not ones that are participating in chat from using a IRC client. The user panels supply lots of information on each user. If the mouse cursor is placed on them. The colour of the user panels indicates the user's current activity.



Fail refers to one of these three things:

  • the incompletion of a #Beatmap due to low health.
  • in Multiplayer, an indicator underneath the player's name to show they have failed the #Beatmap
  • have less than 50% health during a break which an indicator will display if you #Passed or Failed


Finish is a sound effect, part of a #Sample Set. Finish is usually reserved for emphasizing and punctuating points in a song more emphatically than the #Whistle. Its default form and icon in the Editor is a cymbal clash.

Full Combo

Top: score with a Full Combo
Bottom: score with a Broken Combo
By losing your combo halfway through the game, you could easily lose half as many points!

A full combo, or "FC" for short, is when a player completes a Beatmap while obtaining the maximum #Combo possible. This does not account accuracy as it is often used to mean clearing a Beatmap without having any #Misses or #Sliderbreaks. Full combos usually give the most Score in the Standard and Catch the Beat modes.

Full Submission

A Full Submission is a way to submit a #Beatmap through the #BSS, making it available to the #osu! community. A Full Submission should be used when the #Mapper has added or removed images, background video, or #Sample Sets. In all other cases, #Standard Submission is preferable.


Fruits are catchable Objects for Catch the Beat. Catching one of these will give you #300 points.



Geki, or "Elite Beat!", is a scoring term which is when you complete the #Combo with only #300s.


Similar to: #Collab

GD, short for "Guest Difficulty", is a #Mapper #Mapping another #Mapper's #Mapset (or a #Mapper, other than its creator, #Mapping a #Difficulty). Guest Difficulties usually have the #Mapper's username in the #Difficulty's name.

There are many reasons for Guest Difficulties to exist:

  • Etiquette in the community can make it difficult for multiple #Mappers to upload #Beatmaps of the same song around the same time. A different #Mapper, interested in #Mapping that song, may choose to contribute a #Difficulty to the other #Mapper's set instead.
  • They may also decide after-the-fact upon playing the other map that they like the music and want to create a difficulty for it.
  • or the #Mapper doesn't want to put in the effort in creating the #Difficulties on their own, but rather would want to just create one and give it to another #Mapper.

On the other hand, it may be the creator who wants Guest Difficulties:

  • this—usually—is to give the #Mapset a "community effort" feel
  • or simply, they don't want to create such #Difficulties by themselves.

Guest Difficulties are often requested by private messages in-game or via forum private messages. Guest Difficulties can also be requested in the #Modding Queues, specifically queues that are offering to do them.

More than one guest #Mapper is allowed to contribute to a #Mapset, including #Mappers from any one of the four gamemodes. If an additional gamemode is to be featured in a #Mapset, that gamemode must have at least two #Difficulties that follows the Ranking Criteria. Each guest #Mapper is also allowed to create more than one #Difficulty to contribute to the #Mapset, as long as the number of #Difficulties created by the guest mapper does not exceed the number of #Difficulties of the creator/uploader (this is to determine who should upload the #Mapset).


Main Article: Score#Taiko Scoring Values
Good is a possible score for Taiko which is worth #100 points.


Not to be confused with: #Rank

Grade, sometimes referred to as #Rank—this term was renamed to prevent confusion with other terms sharing that name—is a letter grade that evaluates a player's performance when playing a #Beatmap. It accompanies the total score at the Result Screen and appears in all lists where scores appear. From lowest to highest, the possible grades are D, C, B, A, S, Silver S, SS, and Silver SS.

In order to achieve an S, one should not #Miss when playing the beatmap and have at most a ratio of 1:10 of #100 to #300s. In order to achieve an SS, one must only score #300s. There are also the Silver S and Silver SS grades, which are, respectively, an S and SS grade achieved when playing with the #Hidden mod enabled.


Main Article: Score#Taiko Scoring Values
Great is a possible score for Taiko which is worth #300 points.

Grid Snapping

Grid snapping is a button on the right side of the editor screen. Enabling it will force every newly placed (or existing, but moved) object to snap along the intersections of the grid. The level of sparseness can be adjusted by pressing [G] or by going to View » Grid Level. Grid snapping can help with aligning objects to each other and arranging them in patterns.


The beatmap graveyard is a collection of #Beatmaps that haven't had any activity for one month (4 weeks or so). They are moved to this sub-forum to keep the active beatmaps' sub-forum from being cluttered.

One can "resurrect" their beatmap from the graveyard by:

  1. going to your profile,
  2. click the "Beatmaps" tab,
  3. click "Graveyarded Beatmaps" tab,
  4. click "Resurrect" link

This will allow you to update the beatmap and work on it.



Hitsounds are the sounds that the game plays in response to user input when completing one of the hit objects in the game. This is in contrast to the underlying music and sounds created by the user interface.

Hitsounds are used to provide an auditory feedback mechanism to the player to help them judge their timing. This is complementary to approach circles and spacing, the visual mechanisms used to communicate timing information.

Instead of a single hitsound, there are many others such as the #Whistle, #Clap, and #Finish. These are added to make the hitsounds sound more expressive and let the player feel more like they are part of the music. #osu! provides a wide array of hitsounds (eight in the stable release, since upgraded to twelve). Though, #Mappers can go further add sixteen more (24 in the test build). Sliders also have ambient sound effects when they are being performed successfully, including a recurrent ticking sound which matches the beat.

The default hitsounds can be found here: Skinning Tutorial

HP Drain Rate

Not to be confused with: #Drain Time

HP Drain Rate, or "Drain Rate" for short, is a number (from 0 to 10) that determines the constant decrease in the #Life Bar throughout playing a #Beatmap, except during #Breaks. #Beatmappers can adjust the drain rate of their beatmaps in the difficulty tab of the Song Setup dialog box in the Editor. The higher the drain, the more difficult the beatmap is to #Pass. Drain is the main reason that #Combos must not be designed too long, in order to provide a good player with #Life Bar boosts frequently enough to counteract it.


Ignore List

The ignore list is a blacklist of words or users that the user does not want to be displayed in the #osu! chat.


Main article: Internet Relay Chat

IRC is an abbreviation for "Internet Relay Chat". This is the protocol that #osu! uses for its ingame chat. Because of this, you can use your favorite IRC client to connect to the ingame chat without needing to open the osu!client. Connect to irc.ppy.sh and you will auto-join the #osu channel.


Wikipedia description

iNiS is a Japanese video game developer that specializes in rhythm games. It is the creator of the three "#DS games" on which #osu! is based on.



For techniques, see Jumping Techniques

A jump is when a hit circle or slider that is close to another one of the timeline noticeably farther than #Beat spacing would suggest, forcing the player to "jump" from one point of the screen to another to #Tap it on time. More apparent, in early #Beatmaps and even the first #Ouendan game, jumps can make a beatmap more fun and thrilling... though they should be used very rarely and only on harder difficulty versions.



Katu, or "Beat!", is when you complete the hitobject with a #300 (or #100), but the #Combo wasn't done perfectly with #300 for every hitobject (you got a #Miss, #50, or #100 somewhere within that combo).


In Mania, the number of keys can determine the map's difficulty.


Main article: Kiai Time

Kiai is a term given for a "special" #Timing section to help emphasize a part of a #Beatmap. A player can tell if a part of a #Beatmap has a kiai timing section by seeing added visual effects such as flashing beats, flying stars, and fountains. Do note, abuse of kiai can be disorienting! Thus mappers are advised to use it judiciously.


Main article: Kudosu

Kudosu is the combination of the words "kudos" and "osu!". Kudosu is a rating system that rewards users that mod regularly. A #Mapper can award kudosu to a user that makes a constructive modding post. Accumulated kudosu can be used to increase a #Beatmap's priority rating. In depth information on the kudosu system can be found here.



Lead-in is a 3 second time period of silence that might automatically be inserted before the beginning of a #Beatmap. This only happens if the #Beatmapper has placed objects right at or very close at the start of the song.

Life Bar

The life bar—also variously called the "health bar", "HP bar", "spirit bar", or "ki bar"—is a bar at the top left of the playing screen. There could be a symbol moving along it indicating the player's life. If the bar is completely empty, the player #Fails the current #Beatmap (assuming no special game modifiers are enabled). The bar drains at a constant rate throughout the course of a #Beatmap, except during a #Break. A sizeable part of the bar is also depleted in case of a #Miss. The bar is replenished by the player #Tapping hit circles, following sliders and #Slider Ticks, and spinning #Spinners. The more accurate the tapping, the bigger the boost. The player also receives larger boosts if he achieves a #Katu (Beat!) or an #Geki (Elite Beat!) at the end of a #Combo.

Local Song Offset

The local song offset is an offset set for individual #Maps, not the #Mapset itself. This is to offset the #Beatmap's offset alongside the global offset.



M4M, or "Mod For Mod", is a term describing when a #Modder agrees to mod another modder's map in return for a mod on their own map.


For Mania, not to be confused with: #300
In Mania, MAX is a possible score for:

MAX scores are needed to obtain a higher score in Mania as they do give out the most points.


A marathon is a type of #Beatmap that can only be #Approved. Marathon #Maps must be at least 6 minutes long and can only have one #Mapped #Difficulty; although, some #Mapsets may contain a Taiko variant as well. Marathon #Beatmaps are sometimes #Collaborated together due to the length of the music. Upon the creation of the marathon #Beatmap, one should name their #Map "Marathon" to bypass the #BSS from preventing the Pending status.


This term is to help preserve the history of the MATs

The MAT team—which is short for the Modding Assistance Team—was a group of users experienced in modding. MAT members can mark #Beatmap they approve of with a bubble, noting them as worthy of further consideration by the #BAT.

As of the April 23, 2013, all members of the MAT at that time were promoted as full members of the #BAT, with the MAT team decommissioned.


A miss is when the player fails to #Tap a hit circle on time by a large margin, not holding the cursor and/or pressing the button at one or more #Slider Ticks, or failing to fill a #Spinner Metre within the allotted time. A miss causes a sizeable part of the #Life Bar to be depleted, prevents the player from getting an S, SS, Silver S or Silver S #Grade. A miss will reset the #Combo, lowering the potential maximum score that can be achieved. Misses in the #DS games are represented by a red X.


Modder is a term given to osu!players that gives comments or suggestions on another person's #Maps in the forums.

Activities are shown either at Works In Progress (including the Modding Queues) and/or Pending Beatmaps.



NC has two meanings:

  1. New Combo, a modding term to suggest that a beat needs to be the start of a new #Combo.
  2. Nightcore mod, a variant of the double time mod that increases the pitch of the music and adds a consistent bass drum beat to the music.


NM is a term that stands for "Normal Mod". When a person wants a free mod from somewhere or just needs a mod any map they participated in, they may ask for one.


A #Beatmap which, for various reasons, is currently extremely far from getting ranked and needs a particularly large number of modifications before it's even presentable. Examples include not following even the most basic of guidelines, such as having completely incorrect #Timing or objects placed at random on the grid and/or timeline, but also extremely challenging or unconventional beatmaps (e.g. consisting of a single #Spinner). The warning icon that accompanies Nuked beatmaps is the symbol for radioactive materials (Radioactive.gif).



The offset is a period of time between the beginning of a #Beatmap’s song file and the instant the first beat of the rhythm is heard, from which the position of the first #Beat is calculated. This is measured in milliseconds (ms). The offset is the first half of #Beatmap #Timing, where the other half is the #BPM.


osu! has three meanings:

  1. A rhythm video game for Microsoft Windows, based on certain DS games. Spelled with a lowercase "o" and an exclamation mark.
  2. osu!Standard, the game mode that osu! was originally based on.
  3. An informal greeting in the Japanese language, resulting from condensing the phrase "Ohayo gozaimasu!" (Good morning!) Pronounced with a silent u ("OSS"). Close English equivalents include "Yo!" or "Hey!". Read more about its meaning in Japanese language and culture here.


osu!academy introduces the osu!coins: Introduction to osu!coins
#peppy announces the osu!coins: osu!news

The osu!coin was the ingame currency that was still "in development", as a 2015 April Fools joke.

After #peppy realizes that the current rate of return wouldn't allow him to purchase a private jet within his lifetime, the osu!coin was introduced as the new ingame currency. Every player will start off with 10 osu!coins and will be given 10 osu!coins per day. Existing users will get an additional two osu!coins right off the bat.

One osu!coin will give the player one play, while retrying a #Beatmap will consume one osu!coin. If the player obtains a #Combo that is a multiple of 100, they will obtain one osu!coin. If the player runs out of osu!coins, they may purchase more—out of their own will—with these exchange rates:

  • 1USD = 1 osu!coin
  • 10USD = 10 osu!coins
  • 999USD = 1000 osu!coins (0.001% savings!)
  • first unborn child = infinite osu!coins (unborn child will work for #osu!)

The following day, #peppy "Rollback osu!coins due to popular demand" and ends with this remark.


Yes, that big circle that reads "osu!"

osu!cookie, or "cookie" for short, is another word for "osu! logo" which has appeared many times in the osu!client. The osu!cookie is seen in the Main Menu, in Solo Mode, and once in old crash reports (seen here File:Pippi corruption.jpg)


An osupixel represents one screen pixel when osu! is running in 640x480 resolution. osupixels are one of the main coordinate systems used in osu!, and apply to #Hit Circle placement and #Storyboard screen coordinates (these pixels are scaled over a 4:3 ratio to fit your screen).

In contrast, textures are scaled such that one texture pixel (texel) corresponds to one screen pixel at 1024x768 resolution.


Ouendan has three meanings:

  1. In Japanese culture, a cheer squad which, similar to western cheerleaders, rallies a sports team on using drums, horns, banners and yells of encouragement.
  2. The pair of Japanese #DS games osu! is based on. Also sometimes used to refer specifically to the first of these games.
  3. A collective term for the playable characters in the aforementioned games, i.e. "The Ouendan".


Overmapping is when the beats or placement of beats is placed in a way that makes the difficulty of the map contrast the actual song. This can be done by adding unnecessary jumps or slider speed-ups, or by mapping to an unknown beat in the music consistently, in order to add difficulty (ie. Adding notes on blue ticks when the song is only using red ticks).

There are two ways to avoid this:

  1. Jumps, Slider Speed-Ups, and other difficulty increasing techniques should only be used when they fit with the music. If there is no sudden change that requires (or could greatly be supplemented with) then simply don't add them. Insane #Maps are not to show how hard you can make a #Beatmap, but rather how well you can make a map that is difficult but fun.
  2. The map might not need an Insane #Difficulty. If you feel that your map is too boring without adding a plethora of difficulty increasing techniques, then maybe your map does not need it. Remember, #Mapsets do not require a Insane #Difficulty, so you'll be just fine without one.

This topic was discussed in an episode of osu!talk (discussions (episode 2)) that overmapping actually has a positive effect in Taiko maps. This was observed since the drums is the beat of the song.



Pass is the completion of a beatmap without #Failing or using mods that prevent failing.


peppy', written with the first letter in lowercase, is the online alias of "Dean Herbert". He is the creator and primary (read: only) developer of the code and sprites that make #osu! tick.

Play Time

Not to be confused with: #Drain Time

Play time is the total duration of a #Beatmap, including the #Lead-in time and the #Break time(s).


puush is a screen capturing and file uploading application developed by #peppy. puush is a successor of sorts to #upppy which is commonly used to upload and share images in #osu!. puush can be found here.



QAT members are the ones responsible for ensuring that beatmaps will remain playable and enjoyable.


A #Beatmap is Qualified if it has gone through extensive modding and the #Beatmap has been nominated for #Ranking, but have not been #Ranked yet. The #QAT is responsible for moving qualified beatmaps into the #Ranked category, or disqualifying the beatmap.



For Ranked beatmaps see Ranked beatmap.

Rank has three meanings:

  1. another word for a #Grade
  2. a player’s standing in the online leaderboard (a.k.a. player #Ranking)
  3. the verb "to rank", which is when someone second another moderator’s nomination and include a submitted #Beatmap to the Ranked Beatmap list, making scores achieved by anyone playing it count towards each player’s ranking. Getting their beatmaps ranked is a goal of every #Beatmapper.


Ranking—alternatively called "leaderboard"—is a list that sorts members of the #osu! community according to certain criteria. This can also refer to one's position in such a list.

#osu! currently has three Rankings:

  1. Player Rankings: the ranking most commonly referred to, this list sorts players depending on their #Ranked score. Ranked score is the sum of the highest scores that a player has achieved in every ranked #Beatmap they had played. Scores achieved from ranked beatmaps are taken into account. Only one score from each beatmapset (the highest) is taken into account, regardless of how many difficulty versions it has.
  2. Beatmapper Rankings: this list sorts everyone who has created at least one ranked beatmap, depending on the weighted average of all the ratings given to their beatmaps by other players, multiplied by a bonus modifier that increases the more ranked beatmaps they have.
  3. Moderator Rankings: this list sorts moderators depending on how many posts they have made in the beatmap sub-forums, i.e. how much beatmap modding they are doing.


Recalc is short for "Recalculate slider lengths". Recalc is a command under the Timing header of the editor screen.

Usage of this is suggested after a #BPM change is made, if the #Beatmap already has sliders. This command will automatically adjust the length of every slider in the #Beatmap to the new BPM. If used, it is important, especially if a large change in BPM has been made, to check every slider and adjust its length manually, where necessary.


Resnap is a pair of commands under the #Timing header of the editor screen. One of which applies to the entire #Beatmap and the other to the current #Timing section (if the beatmap has only one timing section, both commands are the same).

Usage is suggested when there has been a change in #Offset and/or BPM, after objects have been placed. This command will automatically reposition all objects on the timeline so that they fall on the closest #Beat division your Snap Divisor allows. If used, it is important, especially if a large change in BPM and/or offset has been made, to check every object and adjust its position on the timeline manually, where necessary.


RSI, short for Repetitive Strain Injury, is a type of injury that affects the musculoskeletal and nervous system of the body. It can be caused by repetitive tasks in awkward positions which may include playing #osu! for an extended amount of time.


Sample Set

A collection of sound effects that are heard during gameplay. People can use custom sample sets for their beatmaps. Apart from the default sound made when tapping a Hit Circle, the most well known elements in a sample set are the Whistle and the Finish. Other parts of a sample set include the Slider Tick sounds and the sound made when filling the Spinner Metre.


Main article: Skinning

A set of graphics and custom sample sets that can be chosen to replace the default ones used by osu! in order to customise one's playing experience. Most of what you see and hear in osu! can be skinned. There is a sub-forum dedicated to skins.


The loss of combo from not holding a slider long enough, going out of the slider circle or not hitting the beginning of the slider (but within the follow circle of the slider). This will give a score of 100 or 50 for the note, depending on how much slider ticks are missed. Unlike Missing, you can still achieve an "S" rank after sliderbreaking.

Song packs

Collections of ranked beatmaps that can be downloaded by file sharing services. Most song packs are sets of beatmaps that were ranked during the same time period, but in other packs contain songs of a similar style or theme. You can find song packs here.


"Spec" for short. To watch another playing a beatmap in real time (approx. 500 ms delay). To spectate, open Extended Chat mode and click on a grey user panel. You need to have a copy of the exact same beatmap the person you wish to spectate is playing.


One of three objects the player interacts with (the other two being the Hit Circle and the Slider) and probably the one seen least often. A Spinner is a circle that takes up the entire height of the play area and has a Spinner Metre on either side. A large circular outline similar to a Approach Circle appears on the Spinner’s border and gradually converges on its centre. The player should hold the mouse button down and spin in either a clockwise or anti-clockwise direction. As long as the mouse button is held down, the cursor is locked on the Spinner’s area, so the player need not worry about going outside it. The Spinner is cleared if all the levels of the Spinner Metre are filled before its Approach Circle reaches the centre. Depending on the difficulty settings of each beatmap, a different number of spins are required to fill each level of the Spinner Metre (worth 100 points). If the player fills the Spinner Metre before the Approach Circle reaches the Spinner’s centre, each additional spin before time runs out will award the player with 1000 bonus points (each receiving a bonus multiplier depending on the player’s current Combo). Spinning a Spinner provides a continuous minor boost to the Life Bar depending on the spinning speed.

Spinner Metre

A pair of bars on either side of a Spinner which typically gradually fill up with colour as the player spins the Spinner. In order to clear the spinner, all levels of the Spinner Metre should light up before the Approach Circle reaches the Spinner's centre. Each level that lights up on the Spinner Metre awards the player with 100 points (regardless of Combo).

Spinner Spam

To overuse Spinners in a beatmap. There are many kinds of Spinner Spam: Using very long Spinners (lasting more than 10 seconds or so), using a lot of very short Spinners (lasting less than 2 seconds or so) one after the other, or even worse, using a lot of regular sized or long Spinners one after the other. With the possible exception of some especially challenging beatmaps, Spinner Spam is to be avoided for the following reasons: i) A Spinner is by far the gameplay element that causes the player the most fatigue, since it requires rapid, repetitive, vigorous motion. A lot of Spinners or even a single long one can easily tire a player’s arm. ii) Due to the circular, often frantic motion required to clear it, after clearing a spinner the player’s cursor is often left at a random position in the screen, possibly far from an incoming Hit Circle or Slider. A multitude of Spinners will thus be particularly disorienting for most players.


Objects that overlap each other in the play field. Most common in Hit Circles, less common with Hit Circles and the edges of sliders to be avoided with any other combination of objects. Stacking Hit Circles, while a clear violation of Beat Spacing, is nevertheless permitted if the Hit Circles are very close to each other in the timeline (half a beat or usually even less).

Standard Submission

A way to submit a beatmap through the BSS system, making it available to the osu! community. Standard Submission is the one used when first uploading a beatmap, as well as when updating with changes such as object placement, tweaks in timing, custom colour schemes, new difficulty versions etc. Every Standard Submission of a beatmap after the first is faster because only the changes are uploaded.


i) A stage in a beatmap’s modding process where a moderator judges a beatmap to be on the right track but needing some improvements before he approves of it with a bubble. Examples include adjustments in timing, incorrect Beat Spacing in some areas, or creating additional difficulty versions. Beatmaps receiving a star are denoted by a star graphic next to their thread’s title. A star may be removed by another mod if he judges the beatmap to need a rather larger amount of improvements than expected.
ii) Can be used as a shortened form of difficulty stars.

Star Priority

i) Star Priority is a method of helping BNs find beatmaps worthy of bubbling and later ranking. The Star Priority of a beatmap is determined by how many mod posts that have gained kudosu in the beatmap's thread, the sum of kudosu stars the map set has received. A kudosu star can be given by any user to any map, though shooting a kudosu star comes at the price of one kudosu. The conversion rate was formerly three kudosu for one kudosu star that increased the Star Priority by two.

The higher the star priority, the higher the beatmap's thread appears in the Works in Progress or Pending subforum. At least 12 star priority is needed for a map to be bubbled or ranked.

ii) It is also a method in determining whether a Feature Request is wanted by the community. The higher the star priority, the faster it gets noticed. Users that have supporter status active when voting will shoot a pink star (Star-kudos.png) that increases Star Priority by 2 each, whilst a user without supporter will shoot a blue star (Star.gif) that is worth only 1 each. Users may be able to shoot multiple stars depending on how many votes they have left.


Main article: Storyboarding

A set of still images, animated images and sound effects that tells a story during a beatmap|beatmap’s course but especially before the beatmap’s beginning, during breaks and after the beatmap’s end. In the DS games, Storyboards concern one or more persons facing a difficult challenge or predicament which they then try to overcome whilst being cheered on by the player-controlled characters to the tune of a song. Therefore, a Storyboard can take various directions depending on the player’s performance. osu! storyboarding is supported through the use of a scripting language or the Storyboard Editor which can be accessed in Editor Mode under "Design". There is a sub-forum dedicated to Storyboards.

Storyboard Editor

Main article: Storyboard Editor

Can be found under "Design" in Editor mode. As the name implies, storyboards can be easily created and edited here.


A long series of objects, not necessarily belonging in a single Combo, which appear in rapid succession. Also see Deathstream.


Slider Velocity, the speed in which the slider moves at in relation to the BPM



Tag difficulties are difficulties that are designed for tag cooperation in multi-play mode. Since each player is responsible for one combo in one turn only, each combo can be separated extremely far, making it nearly impossible to play by a single player, and therefore it becomes a challenge for elite players in terms of precision of jumping. [Example]

TAG difficulties are usually named TAG in a beatmap set. TAG2 maps are meant for 2 players while TAG4 maps (the hardest) are meant for 4 players.

Note that tag difficulties are unrankable because they are far too hard to be ranked and are not designed for a single player.


A graphics tablet, an alternative input medium to the computer mouse. A tablet consists of a flat surface on which one can point and drag using an attached stylus. The image of the screen does not appear on the tablet, thus making it different in functionality from a Touch screen.


To press a button while the cursor is over a Hit Circle. Tapping Hit Circles at the right moment, as indicated by the beatmap’s music and the Approach Circle, is an essential part of osu! gameplay. There are many buttons one can use to tap: either mouse button, the z and x keys on the keyboard (see z/x), either button on a Touchpad, buttons on a Tablet’s pen, etc.

Test Build

A Build usually updated at least daily with up-to-date improvements in the osu! application. Its Updater is available to moderators and other willing beta testers upon request. All working changes in the Test Builds are eventually made available in a new version of the Public Build.

Test Mode

A feature at the beatmap editor to test a Beatmap (nothing submitted).

Time signature

A musical term indicating how many beats are in each measure and what note value constitutes a single beat. osu! offers two alternative time signatures, which can be selected from the Timing menu: 4/4, which is the one most commonly used, and 3/4, which is selected when the rhythm of the song is of, or similar to, a waltz.


Main article: Timing

Probably the most important requirement for a beatmap to get ranked, as well as the most difficult to accomplish. Timing a beatmap consists of determining the offset and then the BPM of the song it uses. On songs where the tempo changes, this needs to be done for every timing section. The timing process creates the timeline on which objects will be placed. Without perfect timing, or at least close enough that the human ear can't tell the difference, it is next to impossible to place objects to the rhythm of the music, which is the entire point of osu!

Timing section

A part of a song which follows a different rhythm than the parts preceding and following it. Many songs have a constant tempo and thus a single timing section, but for those which have more, the beatmapper needs to identify any areas where the song BPM and/ or time signature changes and find the timing for each one. Timing sections can also be used even if the rhythm of the song remains constant throughout the beatmap, for example in order to allow the beatmapper to assign different sample sets to different parts of the song. Those are called "inherited timing sections" and are identified by green lines.

Touch screen

One of the input mediums used by the Nintendo DS and the sole input medium for the DS games osu! is based on. Osu! supports Touch screen functionality, but the hardware required is generally expensive for the average player. A computer whose entire screen functions as a Touch screen is called a Tablet PC (Do not confuse with Tablet).


A substitute for the computer mouse found on laptop computers. A small rectangular area on which one can drag one’s finger to move the mouse cursor. Due to the way touchpads are designed, they do not work with a stylus or similar devices.


Universal Offset

The time delay between a) the object graphics and sample set sounds associated with them and b) the point of the song where they should be heard. Universal Offset applies to all songs used in osu! and its value differs according to each system's specifications. After being determined, it doesn't need to be modified again. Incorrectly set Universal Offset causes timing problems in every beatmap played or edited. If everything sounds off to you while playing a ranked beatmap, try checking your Universal Offset. Universal Offset is set from the Options Menu.


The osume.exe file, which, when run, will check whether there have been updates to the osu! build you are using and download and install any such updates. There are two Updaters - one for the Public Build and one for the Test Build.


A fast and easy-to-use uploading service coded by peppy. If you want to share a file with the osu! community, forget about depositing it on Rapidshare, Megaupload, ImageShack and the like - put it on upppy and everyone's happy! :) You can find it here.



A sound effect, part of a sample set, usually reserved for emphasizing and punctuating certain points in a song. Its default form and icon in the Editor is that of a blown whistle.


Acronym for Work In Progress, a beatmap that is, for one reason or another, deemed incomplete by its creator (e.g. incomplete difficulty versions, only one difficulty version, pending correction or suggestions on the timing etc.) WIPs can be submitted through the BSS to the Beatmap Help forum to get comments, feedback and help from mods and other users.



To use the z and x keyboard keys to tap in osu!. A very popular alternative to the left and right mouse buttons. During gameplay, while z is pressed, the left mouse button will not work and vice versa. The same applies to the x key and the right mouse button. This can be changed in the options menu.

Contents of
Getting Started Registration Installation Newbie's guide Game Interface Options Hit Objects
osu! Game Styles Basic explanation Multi-play
External ports » osu!stream osu!droid opsu! osu!wp T-Aiko Beats
External clients » osu!tourney osu!MapDownloader
World of osu!
Miscellaneous » Mascots osu!academy osu!talk
Beatmap Editor Compose / Design (Scripting) / Timing / Song Setup

Beatmapping Beat Snap Divisor / Distance Snap Custom Sample Overrides Kiai Time Mapping Techniques Skinning Skin.ini Storyboarding

Online Editing
and Ranking
Beatmap forum Submission Beatmap Approval (How to Get Your Map Ranked) Modding (Getting Your Map Modded) Music Theory Audio Editing Kudosu / Star Priority
People The Team Administrators/Global Moderation Team Quality Assurance Team Beatmap Nomination Group Language Moderators osu! Alumni Support Team Community Contributors List of notable people