Notice: This article is an extension of the general ranking criteria.
This set of osu!catch ranking criteria lays out rules and guidelines that osu!catch-specific beatmaps must follow in order to progress through the beatmap ranking procedure.
Overall rules and guidelines apply to every kind of osu!catch difficulty. Rhythm-related rules and guidelines apply to approximately 180 BPM beatmaps with 4/4 time signatures. If your song is drastically faster or slower, some variables might be different, as detailed in Scaling BPM on the ranking criteria.
Your map must be possible to SS. This means it must be possible to catch absolutely all
fruits,
drops and
droplets.
Each beatmap must use at least two different custom combo colours unless the default skin is forced.
Do not use keysounds without hitnormal support. If sounds blend perfectly with the song, feedback for catching
fruits is minimal.
If the drain time of each difficulty is...
...lower than 2:30, the lowest difficulty cannot be harder than a Salad, or provide a proper spread containing at least 4 difficulties.
...between 2:30 and 3:15, the lowest difficulty cannot be harder than a Platter, or provide a proper spread containing at least 3 difficulties.
...between 3:15 and 4:00, the lowest difficulty cannot be harder than a Rain, or provide a proper spread containing at least 2 difficulties.
Break times may be combined with drain time to meet the above thresholds. For the highest difficulty, this is limited to at most 30 seconds of break time. This does not apply to difficulties with less than 30 seconds of drain time.
All fruits should represent a sound existing in the music. This is usually a distinct sound but can also represent a continuous sound with an indistinguishable start or end.
The last fruit of a slider should be snapped according to the song's beat structure. For example, if the song is using a straight beat, 1/4, 1/8, or 1/16 should be used. If the song is using a swing beat, 1/6 or 1/12 should be used.
Dashes and hyperdashes should not be used when the destination of the dash or hyperdash is located near the left or right border of the playfield. This creates an uncomfortable movement as the catcher is forcibly stopped upon reaching the border of the playfield (x:16 on the left and x:496 on the right).
Combos should not reach unreasonable lengths. This ensures the player's view is not obstructed by the
fruits stacked on the plate.
The slider tick rate should be set according to the song. For example, if your song contains a section that uses 1/3 rhythms only, tick rate 2 would not fit the entire beatmap.
Avoid using combo colours with ~50 luminosity or lower. Dark colours impact the readability of
fruits with low background dim.
Avoid using combo colours with ~220 luminosity or higher if Kiai time is used. Light colours create bright pulses during Kiai time, which can be unpleasant to the eyes.
Custom fruits must include all necessary elements and be coloured in a scale of grey colours. This is to ensure that your images are clearly defined and of acceptable quality. The needed elements can be found at
osu!catch skinning article. It is recommended that transparent elements are used for the overlays.
Skinned elements must be the same size as their default skin counterparts. This is so they represent the hitbox properly and don't alter gameplay.
Fruits must be 128x128 pixels.
Drops must be 82x103 pixels.
The
catcher must be 306x320 pixels.
Difficulty-specific rules and guidelines only apply to the difficulty level they are listed for and therefore do not apply to every osu!catch difficulty. Rhythm-related rules and guidelines apply to approximately 180 BPM beatmaps. If your song is drastically faster or slower, some variables might be different, as detailed in Scaling BPM on the ranking criteria.
Main article: Difficulty naming

Cup

Salad

Platter

Rain

Overdose
| Cup |
- |
- |
- |
- |
| Salad |
250 ms or higher |
125-249 ms |
- |
- |
| Platter |
125 ms or higher |
62-124 ms |
250 ms or higher |
125-249 ms |
| Rain |
125 ms or higher |
62-124 ms |
125 ms or higher |
62-124 ms |
| Overdose |
- |
- |
- |
- |
At least 250 ms must be left between fruits and the start and end of spinners.
Dashes must have at least a 125 ms gap between their two objects.
At least 250 ms must be left between fruits and the start and end of spinners.
Hyperdashes must have at least a 125 ms gap between their two objects.
Hyperdashes cannot be used on individual drops and/or slider repetitions. The accuracy and control required are unreasonable at this level and can create a situation where the player potentially fails to read the slider path.
Hyperdashes of a different beat snap must not be used between consecutive fruits. For example, a 1/2 hyperdash must not be followed by a 1/4 hyperdash.
Dashes must have at least a 62 ms gap between their two objects.
Dashes that are higher-snapped can be used up to two times between consecutive fruits, provided there isn't a direction change between them.
At least 125 ms must be left between fruits and the start of spinners.
Hyperdashes that are basic-snapped must not be used more than two times within a slider. The slider path must be simple and easy to follow.
At least 125 ms must be left between fruits and the start and end of spinners.