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osu!catch 1b2v61

osu!catch Interface 3l4a6y

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.

Gameplay 2o519

Song Selection 5a473c

To access the osu!catch game mode, press Ctrl + 3 at the same time.

Alternatively, click on the Mode button and select osu!catch.

Gameplay Basics 561f3u

Playfield 1u4440

osu!catch playfield difference between CS2 and CS7osu!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 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.

Fruits 6b2od

Fruitsosu!catch fruits

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.

Fruit trails 40l1n

Fruit trailsosu!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).

Bananas 2e6j5r

Bananasosu!catch bananas

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 6w51p

Hyperfruits, and catcher hyperdashing from collecting previous hyperfruitosu!catch hyperfruits

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.

Play Styles 19114p

Refer to Play Style page under osu!catch.

Controls 33l54

Options keyboard sectionOptions Input icon, Keyboard section

Catcher control 2699

  • By default, the left <- (L) and right -> (R) arrow keys to move the catcher.
  • Press and hold the 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).
    • Alternatively, press and hold the Left Click (D) button on the mouse to trigger the dash.

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 will be unrankable when Relax mod is enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control).

Scoring 10s40

Score in osu!catch is a weighted sum of multiple components of gameplay. It depends on the following:

  • Judgement only provides fixed score values for each caught hit object and does not depend on hit accuracy.
  • Combo is a score multiplier: clearing a hit object contributes more to the total score when combo is high and vice versa. In osu!catch, combo may be broken by missing a large fruit or a drop, which also decreases health.
  • Accuracy shows how many objects were caught in total. Small droplets decrease accuracy when missed, but do not break combo.

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.

Skinning 631o3y

Refer to Skinning page of osu!catch for full information.

Beatmapping 114b6b

osu! conversion notes 194u68

  • Horizontal-axis placement determines the falling point of the fruits(hit circle) or fruit trails(slider).
  • The appearance is based on the timing set to clear it, as usual.
  • Speed of fruit trail is similar to slider ball speed.
  • Spinner creates a banana rain.

Note: Hyperfruits are automatically generated.

Trivia 2z5p4g

Gameplay 3r4p3u

  • Auto will always collect all the bananas.
  • If Hit-error was enabled, it will always use Colour.
  • The catcher can be moved around during any break.
  • The catcher has a Miss animation, much like osu!taiko pippidon's Miss animation.
  • The first default catcher was a chibified version of Ryuuta Ippongi (from ouendan series) until 2014, which was replaced by current catcher and mascot, Yuzu.
  • When played by Auto, the player name will be salad!.

History 4k2f8

osu!catch logo in the Special ModesCatch the Beat logo in Special Mode