| Ranked Score: | 799,233 | |
| Play Count: | 54 | |
| Play Time: | 0h | |
| Max Combo: | 154x | |
| Total Hits: | 12,916 | |
| Hits x Play: | 239 | |
| Replays Watched: | 0 |
SS
1
S
1
every game modifier, map style
History
About
Welcome to xayanide's Userpage
waiting for approach circles to shrink (non-hidden) // waiting for hitcircles to fade out (hidden)Username pronounciations: cyanide, psy-yeah-nyd, sa-ya-nyd, sai-ya-nyd, zy-uh-nyd, zay-uh-nyd
Pins
My unfinished mixed osu! standard skin | Temporarily available replays Mouse/KB: K1K2,M1/K2,M2/K1 clears, fails | osu! Top Mouse Player List | osu! Top Tablet Player List | My default avatar GIF | My banner | My Mutualify (Use it!) | My keyboard lol | If you aim with mouse on osu!std, please stay with mouse.
Status Summary
2026-01-01 - I still play. Everyone is way too good in this game including you.
2026-04-02
the usual way I obtain newly ranked beatmaps, otherwise I just play my existing beatmaps or download one if a reference on the internet inclined me to do so:
1. join a random multiplayer lobby / join a multiplayer lobby with mutuals
2. auto host rotation, when there's a new beatmap I download and keep them, play them once with no mod or with mods. ideally pass/clear it on that first attempt
3. the next day or within the same week I usually explore on the editor or play each of the new beatmaps' lower difficulties because I might be missing out on interesting rhythms or top difficulty if it wasn't picked from the lobby
4. either keep doing that or go back to step 1 whenever I want
2026-04-02
the usual way I obtain newly ranked beatmaps, otherwise I just play my existing beatmaps or download one if a reference on the internet inclined me to do so:
1. join a random multiplayer lobby / join a multiplayer lobby with mutuals
2. auto host rotation, when there's a new beatmap I download and keep them, play them once with no mod or with mods. ideally pass/clear it on that first attempt
3. the next day or within the same week I usually explore on the editor or play each of the new beatmaps' lower difficulties because I might be missing out on interesting rhythms or top difficulty if it wasn't picked from the lobby
4. either keep doing that or go back to step 1 whenever I want
v
Player Information
Playstyle
MainMouse
Mouse/KB: Full-Alternate K1/K2
Partial (See "Perceived Playstyles" for more information.)
Mouse/KB: Full-Alternate M1/K2
Mouse/KB: Full-Alternate M2/K1
Perceived PlaystylesMain | Mouse/KB: K1/K2Mouse/KB: K1/K2
2017-01-28 - Mouse/KB: K1/K2 start. Main
This playstyle will forever be embedded into me.Partial | Mouse/KB: M1/K2 // M2/K1 (haga1115 style)Mouse/KB: M1/K2 // M2/K1
2017-02-01 - Mouse/KB: M1/K2 // M2/K1 start. Partial
Playstyle Goals
- To reach a point as a minimum threshold where most beatmaps that haga1115 applies Double Time modifier to are at least "playable" for me, not necessarily clearable, but readable and mechanically accessible enough that I can meaningfully attempt them (this is an endless goal)
- Have infinite fun and replayability in the game (this goal cannot be completed and it's always ongoing, it's so much more fun full alting with 4 keys instead of 2)
- Ability to switch between Mouse/KB: K1/K2 and Mouse/KB: M1/K2 // M2/K1 playstyles with little to no compromise in reading, mechanical ability and skills overall
- Ability to switch between Mouse/KB: K1/K2 and Mouse/KB: M1/K2 // M2/K1 playstyle mid map seemlessly
---Playstyle Interaction Notes
Playing Mouse/KB: M1/K2 // M2/K1 reinforces discipline, finger control, mouse grip stability and habits that directly benefit my Mouse/KB: K1/K2 playstyle. However, regularly playing Mouse/KB: K1/K2 does not transfer back into improving Mouse/KB: M1/K2 // M2/K1.
Therefore, Mouse/KB: M1/K2 // M2/K1 is valuable as supplementary training, but must be practiced independently if I want to progress in it.
Even though I always treat Mouse/KB: K1/K2 playstyle as my main and superior playstyle, the scores I set with Mouse/KB: M1/K2 // M2/K1 are the ones I personally value the most because they're much more mechanically and mentally demanding to do. Even if some of the Mouse/KB: M1/K2 // M2/K1 plays are set on the lower end, that still makes those plays feel far more meaningful for me.
Mouse/KB: M1/K2 // M2/K1 playstyle is more prone to galloping on long bursts or streams, especially when missing a few fundamentals:
1. Finger control – if your mouse finger can't keep up evenly with your keyboard finger, one tap will always be rushed or delayed.
2. Mouse grip stability – since your mouse hand has to aim and click, any tension or movement can throw off timing.
3. Stamina and endurance – longer bursts exaggerate the imbalance between your hands, making uneven rhythm more obvious. I can tell that I am galloping due to stamina depletion and correct myself accordingly.
---
A work in progress. Currently teaching myself and learning this playstyle by watching replays set by haga1115, jpjtyld, PinkNightmares, and other M1/K2 or M2/K1 players who full alt or single tap such as 120-cell, I hardly ever play with this playstyle. Therefore, progression is slow, but will probably be noticeable for myself someday.
I practice with this playstyle on the side at a slow pace. I haven't achieved anything notable yet over the years of learning thgis. For an indicator, I haven't achieved 200 pp with haga's playstyle ( not anymore, see scores/5306243058 ), but I am capable of sub to 100 pps now and prioritizing tapping discipline. This playstyle affects my aiming hand becaus e it splits the tapping load between both hands, affecting my aim hand. This involes my in-game resolution, mouse DPI, osu! sensitivity and Windows Sensitivity, 1080p, 800 DPI, 1.0x and 6/11. Players with higher DPI or sensitivity generally worry less about this, as they move their aiming hand less. For example, haga1115 barely moves his mouse and shows minimal to no shake when clicking at low bpm, high bpm and even spaced and widescreen patterns. He has refined the M1/K2 playstyle to its full potential.Modular M1/K2 // M2/K1 - How I play
I most often use SpunOut game modifier (or another score multiplier reducing game modifier) as a label or marker on Mouse/KB: M1/K2 // M2/K1 plays so I can easily distinguish them from Mouse/KB: K1/K2 plays and avoid potentially overwriting my Mouse/KB: K1/K2 scores. Mouse/KB: K1/K2 is my main and will always be treated as superior even if somehow ever my Mouse/KB: M1/K2 // M2/K1 outperforms it. If that happens, I'll reverse which playstyle gets the score multiplier reducing game modifier, depending on which one performs better.
When about to play on a beatmap with
- No personal scores yet, and a Mouse/KB: M1/K2 // M2/K1 run can outperform what would likely be my Mouse/KB: K1/K2 performance (based on my personal score ceiling), then the Mouse/KB: M1/K2 // M2/K1 play will not use a score multiplier reducing game modifier. That game modifier will instead be reserved for future Mouse/KB: K1/K2 runs on that beatmap.
- An existing Mouse/KB: K1/K2 score that has reached its personal score ceiling then future Mouse/KB: M1/K2 // M2/K1 runs will always have a score multiplier reducing game modifier regardless if it can outperform it.
On some lower end scores' replays, you'll often see me frequently switching or alternating between M1/K2 and M2/K1 as I play the map, this is to train both my right index finger and middle finger of my aiming hand. It's an inefficient variant that involves alternating between M1/K2 and M2/K1 during the map as well as avoiding to get key locked (from both the game and mechanically) while at the same time fully alternating between the mouse click and the keyboard press.
In simpler words, basically I have two tapping systems.
- Full-Alternate M1/K2
- Full-Alternate M2/K1
Fully alternating on either, and I actively switch between those two systems, that's what makes it modular. I switch depending on the section or feel of the map, that means I have access to 4-keys on osu! standard.Key Locking
As explained in 120-cell's 4-Key Guide:
https://docs.google.com/document/d/18KJq4GJl6j6qENWOiNAZArVJevnEkSxsoea8uQLECSgSome of my Mouse/KB: M1/K2 // M2/K1 plays with downloadable replays at the time of writing them120-cell wrote:
In osu!, K1 and M1 cannot be pressed at the same time. If you press K1 before lifting M1 or vice versa, the key will not register. The same is true for K2 and M2. This is known as key locking, and it makes lifting your fingers properly an essential part of learning 4-key. It also makes quadruple tapping and mashing unviable.
Took the links away from now because of the character limit.Mouse: M1/M2Mouse: M1/M2
2017-01-28 - Mouse: M1/M2 start.
2017-01-28 - Switched to Mouse/KB: K1/K2. Farewell.
It was not long for sure, but at least I have completed the tutorial & have set some of my first beginner scores with this playstyle. I think the successor for this will be the Mouse/KB: M1/K2 // M2/K1
Farewell.Tablet/KB: K1/K2Tablet: K1/K2
2020-12-23T02:07:00Z - Tablet/KB: K1/K2 start.
2020-12-24T03:34:00Z - What if I main Mouse/KB: K1/K2 and at the same time continue learning with Tablet/KB: K1/K2.
2021-01-30 - No longer playing with Tablet/KB: K1/K2. Good bye.
*thoroughly puts tablet back in its unscathed box, puts the box in a shelf*
*firmly embraces mouse with two arms*
Notable plays with tablet:
267 PP -> scores/osu/3428692044
250 PP -> scores/osu/3430013957
135 PP -> scores/osu/3437262149
I got hyped for my tablet's arrival.
I immediately tried it on the game after it arrived. After a month, I found out that it wasn't as interesting as I had initially expected it to be delightful but, I got disappointment in return.
Digital arts is what mainly intrigued me to buy a tablet.
I wanted to learn drawing. Not to use it for this game.Touchscreen: M1Touchscreen: M1
2017-04-09T21:43:00Z - Touchscreen: M1 start.
All scores set with this playstyle are in osu!droid.
I have never set any score with this playstyle in Bancho.
DPIMouse pad
<=2017-01-28T12:43:59Z - <=800
2024-03-08 - 1000
2025-04-20 - 800
Polling Rate
<=2017-01-28T12:43:59Z - 125Hz
2021-11-08 - 1000HzSensor Type
<=2017-01-28T12:43:59Z - Optical
Switches
<=2017-01-28T12:43:59Z - Unknown Generic
2021-11-08 - Omron D2FC-F-7N 20M
2024-07-23 - Kailh 80M GM 8.0 (I soldered them to my mouse.)
Skates
<=2017-01-28T12:43:59Z - Generic Stock
2021-11-08 - Branded Stock
2024-07 - None - (What a pain together with an aluminum mouse pad.)
2025-05-23 - Jade Dot
Windows
Sensitivity
<=2017-01-28T12:43:59Z - 6/11 or 10/20
Enhance Pointer Precision
<=2017-01-28T12:43:59Z - On
2017 - Off
osu!
Sensitivity
2017 - 1.0x
Raw Input
2017 - On
<=2021 - Off
Area
<=2017-01-28T12:43:59Z - ???
2018 - 33x24 mm (Theoretical)
2024-05-30 - 46x34 mm (Theoretical)
Source
Surface MaterialKeyboard
<=2017-01-28T12:43:59Z - Cloth pad
2021-11-10 - Aluminum pad
??? - Cloth pad
2024-04-22 - Aluminum pad
2024-06-03 - Cloth pad
2024-??-?? - Aluminum pad
2025-07-07 - Cloth pad
SwitchesAudio
<=2017-01-28T12:43:59Z - Rubber Dome
2024-06-22 - BSun Brown (Switched back to Membrane on 2024-09 because my newly bought mechanical started chattering, what a joke. Membrane better and built different)
2024-09 - Rubber Dome
Polling Rate
<=2017-01-28T12:43:59Z - 125HzWired
Yes
Keycaps
??? - (Membrane) Laser Engraved A-Shaped & Rounded Edge
2024-06-22 - (Mechanical) ABS Two Color Injected
2024-09 - (Membrane) Laser Engraved A-Shaped & Rounded Edge
Chord Splitting
<=2017-01-28T12:43:59Z - No
2024-06-22 - Yes
2024-09 - No
Layout
QWERTY
Size
<=2017-01-28T12:43:59Z - 100%
2024-06-22 - 60%
2024-09 - 100%
Device TypeDisplay
<=2017-01-28T12:43:59Z - Wired Speakers
<=2017-01-28T12:43:59Z - Wired Headphones
<=2017-01-28T12:43:59Z - Wired EarphonesWindows Speakers Volume Level
67
Windows Speakers Spatial Sound
Off
Windows Speakers Enhancements
Disable all sound effects: Yes
Windows Speakers Default Format
16 bit, 48000 Hz
osu! Master Volume Level
100
osu! Effects Volume Level
(Depends on audio peripheral) 30~60
osu! Music Volume Level
(Depends on audio peripheral) 15~50
Size, Panel Type, In-game Resolution, Refresh RateTapstyle
<=2017-01-28T12:43:59Z - 17" TFT-LCD 1280x1024 60Hz
2018 - 17" LCD 1440x900 60Hz (I hate this resolution.)
2018 - 17" LCD 800x600 60Hz
2018 - 15" TFT-LCD 1024x768 60Hz
2024-03-08 - 17" TFT-LCD 1280x1024 60Hz
2024-05-30 - 23.8" IPS 1920x1080 100Hz
MainHandedness
Full-Alternate K1/K2
Partial
Full-Alternate M1/K2
Full-Alternate M2/K1
Rightosu! skin
I've been using my own mixed osu! skin as my main since 2017. I am planning to release it soon once I found all sources of all the elements that I had used.Other Useless Measurements
2025-05-11T12:04:00Z - I reduced the amount of assets I don't own. It's not done yet but it is now available! Check it out at https://github.com/xayanide/xayanide-mixed-osu-skin
easy mod discord servers portal
(◕‿◕✿)Discord servers that are centered around osu!standard's Easy Mod.
Arranged by server creation date. The list is kept up to date by Peridot in the EZ Mod discord server.
You may choose to join among those Easy Mod discord servers, or you could join all of them.
About Me
about xayanide
How I ended up playing osu!
Fin
osu!supporter tag
Gifts Received
Only once was enough, thank you.
No more osu!supporter tag needed. Not necessary, but if for some reason you want to support me in another way, you can tip
@ Ko-Fi
@ Paypal
Any amount which I would happily appreciate a lot the same way as gifted osu!supporter tags.
If you really insist on gifting me an osu!supporter tag specifically, consider gifting it to someone else who needs it more.
Gifts Given
my thoughts about osu! bounties and osu! bounty hunters
my thoughts and tier list about osu! game modes standard, taiko, ctb, mania (warning: informal, rough and unpolished write-up)
tips I often give to beginners that ask and pm me
i don't like the failing mechanic imo
proficiencies mini chart
◐ ○ ○ ○ ○ | flow aim
◐ ○ ○ ○ ○ | aim control
● ● ● ○ ○ | accuracy (acc)
● ◐ ○ ○ ○ | aim rhythm sense
● ● ○ ○ ○ | tap rhythm sense
◐ ○ ○ ○ ○ | reading (non-hidden)
◐ ○ ○ ○ ○ | reading (hidden)
○ ○ ○ ○ ○ | reading/rhythm sense/mental/cognitive resilience & endurance (frequent retries on the same map for long periods)
● ● ● ● ○ | reading/rhythm sense/mental/cognitive resilience & endurance (different maps for long periods)
● ● ● ● ◐ | spinning (with vibro technique)
● ● ◐ ○ ○ | spinning (without vibro technique)
◐ ○ ○ ○ ○ | alternate (alt)
● ● ○ ○ ○ | finger control
● ● ○ ○ ○ | precision
● ● ○ ○ ○ | tech
● ● ○ ○ ○ | streams
● ● ◐ ○ ○ | speed
● ● ○ ○ ○ | stamina
● ○ ○ ○ ○ | NM
◐ ○ ○ ○ ○ | HD
● ○ ○ ○ ○ | EZ
◐ ○ ○ ○ ○ | HDEZ
● ○ ○ ○ ○ | HR
◐ ○ ○ ○ ○ | HDHR
● ○ ○ ○ ○ | DT
◐ ○ ○ ○ ○ | HDDT
● ○ ○ ○ ○ | DTHR
◐ ○ ○ ○ ○ | HDDTHR
● ○ ○ ○ ○ | EZDT
◐ ○ ○ ○ ○ | HDEZDT
● ○ ○ ○ ○ | HT
◐ ○ ○ ○ ○ | HDHT
● ○ ○ ○ ○ | HRHT
◐ ○ ○ ○ ○ | HDHTHR
● ○ ○ ○ ○ | FL (Memory)
◐ ○ ○ ○ ○ | FL (Sightread)
Original chart idea by Wispy.
my thoughts on how osu! lazer's ScoreV2 will affect how I play in the future
About xayanide
2017, I won't mention names, but this goes back to when I was part of a Discord server run by a friend. My friend's server had a small group of people tied together through things like SocialBlade, you know, YouTube stats, channel tracking, that kind of stuff. One of those people was a Malaysian guy. I don't know him at all personally, but he was part of his extended circle.Goals
Back then, I was still pretty young and naive. I had a tendency to be loud, overly enthusiastic, or just plain awkward, which probably came off as annoying or childish. The way I talked, acted, and carried myself didn't really sit well with him (the Malaysian guy). Eventually, he ended up leaving my friend's discord server, likely because he found my overall behavior unpleasant.
But before he left, I remember seeing him post in the general chat, complaining about this rhythm game he was playing, osu!. That was my first time hearing about it. I got curious and looked the game up. My first thought was something like, "This could be my next rhythm game."
At the time, Piano Tiles 2 was my main game, but it was starting to fall apart. They removed Facebook integration, all player progress got wiped, and eventually the game vanished from the Play Store entirely. So I was naturally looking for a new rhythm game to get into.
I gave osu! a try the same day I saw that post. Ironically, the Malaysian guy kept insisting that I should not play the game. He was pretty vocal about it. But I went ahead anyway, completely on my own decision. So in a weird way, he influenced me despite trying to push me away from it.
Later on, I also checked out his YouTube channel which was linked on his Discord profile and saw some of his osu! gameplay videos. I left a few comments on them, ones I now find cringey, looking back. I eventually deleted them a few weeks, months after it was posted. I wouldn't be surprised if those comments just added to his annoyance with me.
So yeah, that's how I got into osu! standard. Not because someone invited me or recommended it, but because I saw someone venting about it, and got curious. Funny enough, the person who tried to discourage me ended up being the accidental reason I started playing.
None. All the goals I had in mind have already been achieved long ago for osu! standard. Now I just play, be happy and continue enjoying the game as is.How I play
I don't keep track of stats nor aiming/keeping track for any kind of completion. I play as much as I can to submit scores I like whether it be scores on the lower end or on the higher end, I don't have any other intent.I sentences
I've never been associated with communities focused on farming various stats like scores, medals, beatmap leaderboard top 50 placements, beatmap country leaderboard #1s, SS ranks, beatmap leaderboard #1s, or sniping/targeting of any kind. While I am technically a member of the osu! medal hunters and osu!alternative discord servers, both of which are known for tracking stats and medal hunting, I rarely interact with their members and don't actively use any of the bots or tools they provide. I only linked my account there, and since I'm mostly inactive in those servers, I don't consider myself affiliated with them in any meaningful way. It's another way of fun in the game, you can join osu!alternative discord here! https://discord.com/invite/VZWRZZXcW4
My disassociation with them doesn't mean I think farming is bad, I actually support and like what they do. Farming, competitive sniping and etc. takes real dedication, and I respect the effort those various farmers (if they proudly consider themselves as one) put into achieving their scores and reaching those massive numbers.
I often have Discord closed when playing osu!. I rarely to don't interact with communities while playing and I don't actively share anywhere my scores or recents regardless of performance. My favorite osu! related discord bots that I often use are BathBot (Made by Badewanne3. BathBot is better than owo in my opinion.), YunaBot and owo. Being able to get score links or score ids on score messages is a big plus for BathBot.
I always prefer not to have an osu!supporter tag. By not having an osu!supporter tag, I intentionally removed access to perks like these to name a few:
- Friend leaderboards
- Country leaderboards
- Global leaderboards for every combination of game modifiers
Since I have zero visibility on these leaderboards means there is zero chance that I am silently or actively competing / quietly sniping other players in my country, mutuals, friends when playing and submitting scores. Even during the few times I was gifted osu!supporter in the past, I never used it to compete or snipe anyone. I've always preferred not to look at leaderboards for that purpose. Occasionally, I might check if certain mod combos have scores submitted, but that's out of curiosity, I enjoyed some of the scores and the the available replays on those funny leaderboards while my osu! supporter lasted.
I most often times get attached to the beatmaps I play and replay, to the point I also get attached to their music too, looking them up on platforms outside osu! and its other sources.
I never and never will change a beatmap's local offset unless there is a really good reason provided. I adjust and play for whatever timing the mapper has set to their beatmap, badly mapped or badly timed or not.
I never and never will change my gamma for the purpose of reading high or low approach rates during any sessions because I feel like it would make me dependent on it once I try it, idk, I like keeping the game experience unaltered from its default state most of the time, in this case the the gamma is a situational and temporary tweak so the idea is for my eyes to adapt to only one visual baseline and not multiple situational ones, if I never change it, my skill and consistency is based only on the original state and not the tweaked state that gives an edge. I have nothing against those that do adjust their gamma, I find them awesome for setting various kinds of cool plays.
I like spamming the spacebar at the start and end of a beatmap. I have a harmless habit of mouse clicking at the start, during breaks or after I finish the beatmap and not press the ESC button for when the beatmap finishes. You'd typically see zeroes (0) on my M1 and M2 keys on the key overlay from my replays because of osu! still recording mouse keys right when a beatmap starts, during breaks or after the beatmap even if "Disable mouse buttons in play mode" is enabled, it only disables mouse buttons for when hit objects appear, I actually like it that way, to be honest. I click after I finish a beatmap as an alternative to simulate that ESC pressing everytime you finish a beatmap to speed up to the score results screen. I no longer press ESC, I learned this the hard way when I got to the end of a beatmap assuming the map is finished, there are no more objects to interact but osu! didn't consider it as finished yet due to some extra length or tail of the song, the prior habit muscle memory of ESC pressing kicked in, immediately pressed ESC multiple times, mouse clicked and pressed retry or back to the song select and I didn't even notice I retried or went back to song select due to this quick sequence I did until I realized I never got to the score results screen and that play never got submitted on my locals nor online, I replayed it again and submitted it this time, just without pressing ESC, just mouse clicks, will never let that happen again.
I am not interested in being well known :>. Please don't exaggerate or overly praise me (i.e, glazing) in front of other players, friendly in-game recognition is fine and please don't post about my osu! scores in ways that increase my visibility because I prefer to stay under the radar, quiet appreciation over loud attention. The point is to limit extra attention, not avoiding visibility entirely.
It's okay if you see me as a certain type of player based from how I play, how I performed, my scores, my top pp plays, the beatmaps I play and the beatmaps I make, whatever that may be. I'm just here to play and enjoy the game as an independent player, but I do like joining casual, friendly multiplayer lobbies and maybe play with my mutuals or crossing paths with some cool players along the way.
I know the vibro spinning technique pretty well with mouse (460~470+ RPM counterclockwise inwards) (there are a few that know I can) and have been doing it quietly on the side and to a lesser extent with pen but I find the application of the technique visually and mechanically inelegant but still cool during replays and handcams (from what I've seen how spinner players do it), especially when it ends up submitted on any of my high scores that contain spinners. Because of that, I spin counterclockwise inwards as fast as I can normally without the technique usually around 225~410 RPM. I only apply the vibro spinning technique on lower-end, forgettable scores in either singleplayer or multiplayer, usually with the osu! stable mods ScoreV2 and any of the mods that lowers score multiplier, as well as for funsies doing it on maps with no spinners at all during breaks or gaps in rhythm. I am basically sticking to what I believe is a more pure execution, even if it means giving up slight scoring edges.
I can't possibly recall and name every player I like especially the notable ones but here are a few that come to mind immediately, I like Ekoro, -GN, Aery, 8 [, 120-cell, zonelouise, PinkNightmares, Rizer, sriracha rice and I am a big fan of haga1115's scores, plays, and him as a player on osu!standard mode. I watch some of his streams anonymously, I am currently teaching myself and learning his full alt click x with mouse playstyle, some day I can freely switch between that and my main playstyle, maining them both. He's pretty restrictive with his stream chat rules, especially strictly JP only chat (using translators to chat are not allowed), so all I could do is watch his streams or his replays.
I admire these players strictly for what they do in-game, their scores, styles, and gameplay. I don't follow or concern myself with who they are outside the game, unless they intentionally make that part of their presence. If they choose to share aspects of themselves publicly and show good qualities, I can respect that too, but my admiration remains grounded in who they are as players.
I barely chat, may vary depending on who I talk with.
I am not interested in:
- taking part of any profile picture, banner collaborations etc. (I don't know what else to call them).
- participating on officially managed tourneys
I mainly don't do content creation. But when I do, I only share them with very specific "select" audience.
comments/49910
"Respect to each player for their individual accomplishments." - SapphireGhost
https://twitter.com/cupcakelogic/status/913087152195387392
"No need be best, only good and kind."
Mutuals
I usually don't accept mutuals coming from people that:
- I haven't met in multiplayer.
- I haven't talked with at least once in the past.
- I haven't talked with from other platforms.
I immediately unmutual or decline mutuals if:
- I found out that they're not a good person.
- I found out that they cheat in this game unless they've reformed.
- (Edge case) I forgot this particular user and unfollowed them. Please don't hesitate to ask back for it if that's the case.
I am unlikely to request for a mutual.
osu!report — circle clicking shenanigans
Total reported osu!standard players: 4
Total resolved osu!standard reports: 4
Anonymously, I rarely report in r/osureport.
Fin 
osu!supporter tag
osu!supporter tag
Only once was enough, thank you.
No more osu!supporter tag needed. Not necessary, but if for some reason you want to support me in another way, you can tip
@ Ko-Fi
@ Paypal
Any amount which I would happily appreciate a lot the same way as gifted osu!supporter tags.
If you really insist on gifting me an osu!supporter tag specifically, consider gifting it to someone else who needs it more.

Gifts Given
my thoughts about osu! bounties and osu! bounty hunters
I acknowledge the incredible feats bounty hunters have achieved, y'all impressive and it takes skill and time to achieve those. That said, bounties are ruining the rarity and permanence of specific historial states and statuses of beatmaps or scores that would've been otherwise achieved through natural means. This feels like forcing change that should've happened naturally, through voluntary, intrinsic discovery and skill progression, not bribery and transactions. Fuck bounties and bounty hunters.
my thoughts and tier list about osu! game modes standard, taiko, ctb, mania (warning: informal, rough and unpolished write-up)
what I think about osu! game modes and my own personal ranking for them
first of all, how I approached and formed my opinions on these game modes are not from "fun factor" or "difficulty" but from mechanical structure and rhythm expression, i like that type of shi, that's what I find "fun" from these rhythm games.
aspire, 2B, loved and unranked related beatmaps where it involves pressing more fingers at the same time than the usual amount are irrelevant here and don't count in these thought processes. only beatmaps that follow the beatmap ranking criteria.
second, I will define some common terminologies you would often encounter below in this context:
Non-chord-based - A type of rhythm game where the player can hit only one note at a time.
Dyad-based - A type of rhythm game where the player can hit only up to two notes at once.
Chord-based - A type of rhythm game where the player can hit only up to three or more notes at once.
1. osu! mania
the most complex out of the rest since this game mode can be dyad-based to chord-based. in taps, the minimum and maximum number of fingers may be needed is the key count or key mode being played. gameplay is monotonous and linear, you're given a vertical playfield to read, and you tap to execute what appears in correct sequence, that's it, so if you get bored quickly from repetitive looking gameplay even with different beatmaps and modifiers this game mode offers, this game mode may not be for you. you read notes vertically. benefits drastically from a high refresh rate monitor and a high end keyboard with n-key rollover and no chord splitting, the notes scroll downwards by default or scroll upwards across your screen, it covers half your screen usually, you need that good monitor and good keyboard, screen tearing may hold back your potential. the amount of keys you use are the same as the key modes you're playing. if the map requires it, you may eventually have to press all of the keys at the same time. mappers now have a wide variety of rhythms from a song to express in mania. this game mode is rhythmically the richest, a raw rhythm game mode, you read, you tap.
2. osu! standard
the default game mode. non-chord-based. in taps, the minimum number of fingers needed is 1, while the practical maximum is 4, though the game is designed for 2. gameplay is dynamic because even though its maps are a fixed script like the other game modes, try watching auto play osu standard, its cursor moves at a constant speed, there is no variation whatsoever, however, the act of a human playing it introduces natural variation, human play cannot be perfect even if the score results in a "perfect", the cursor doesn't move at a constant speed, but humans constantly try their best to keep up trying to do it correctly and perfectly but there's no such human play as perfect as auto mod, so not just on the tapping anymore but also aim, that's what makes it dynamic, and it is also spatial because the playfield effectively covers your entire screen, many situations can occur such as note placements and patterns etc.. it is still non-chord-based, that means it follows a single rhythmic line. having to aim circles on top of that gives life to the tapping since aim is only one way too, aim can't move in multiple directions at the same time obviously. aim can be expressed in a similar way to tapping but through different patterns, you read notes from potentially your entire screen limited by the playfield, and is more mentally demanding as a result from different patterns and approach rates the player may encounter. spinners are mostly useless rhythmically so i don't have further say on that, honestly osu! standard would've been placed 2nd to the last if i was more harsh on osu! standard's spinners. you're given 4 different keys to tap one note at a time, to clarify that's 2 keys and 2 mouse buttons (or stylus equivalents) all mapped to the same function, there is key locking in place for those keys if you plan to use all of them (not anymore on lazer). mappers can only express one rhythmic line at a time as a result of the game mode being non-chord-based, so you would often see them choose one rhythm at a time from a song, then switch to another, or just stick to one to the rest of the map. only greatly benefits from a high refresh rate monitor and drastically benefits from a high end keyboard with no chord splitting and with n-key rollover, at a minimum, in osu! standard, the potential the player can have with a low refresh rate monitor is much higher than all other game modes, approach circles only move inwards or fade with hidden, these objects move so unless you only play with big fat circle size 0 I'd say standard don't fully utilize or benefit from a high refresh rate monitor because the area of moving objects it covers on your screen is not that much. if you're willing to buy a high end monitor or a high end keyboard, you should be trying the other game modes since taiko, mania and ctb benefit most from it.
3. osu! taiko
dyad-based minus the aim. in taps, the minimum number of fingers needed is 2, and the maximum is 4. gameplay is monotonous and linear, you're given a horizontal playfield to read, and you tap to execute what appears in correct sequence, that's it, so if you get bored quickly from repetitive looking gameplay even with different beatmaps and modifiers this game mode offers, this game mode may not be for you. you read notes horizontally. benefits drastically from a high refresh rate monitor and a high end keyboard with n-key rollover and no chord splitting, the notes moves across your screen horizontally, screen tearing may hold back your potential. resembles playing drums. you're given 4 keys in the game to tap mostly one note but up to two notes at the same time, overall my opinion on this is very similar to osu! standard, just no aim. this is a raw rhythm game mode, you read, you tap.
4. osu! catch the beat
non-chord-based. in taps, the minimum number of fingers needed is 2, and the maximum is 3. you're no longer directly tapping to the beat because you now have to move and accurately position a character holding a basket to catch fruits that fall down one at a time. benefits drastically from a high refresh rate monitor and just greatly from a high end keyboard with n-key rollover. gameplay is monotonous and linear, you're given a vertical playfield to read, and you tap to execute what appears in correct sequence, that's it, so if you get bored quickly from repetitive looking gameplay with from different beatmaps and modifiers this game mode offers, this game mode may not be for you. you're given only 2 keys left and right, the third key being left shift for the character to dash, this gives the gameplay a situational feel. this may be the hardest game mode rhythmically but also the least expressive in rhythm of all of the game modes, it still does express rhythm, just through movement, you need spatial sync. just a heads up, if you're a rhythm purist, do not ever touch this game mode. man, if there is a change of mechanics or a modifier where you could only position that character by moving your mouse horizontally like on those arkanoid games instead of pressing left and right button, it would make catch more like a 1D aiming rhythm game, could've been better but i still wouldn't ever place this higher than all other game modes.
tips I often give to beginners that ask and pm me
Health, Efficiency
have a good mindset. i don't care what kind of mindset you use or have, just don't let it turn negative.
stretch before every new session. if you're already warmed up and you haven't stretched yet, you no longer have to stretch.
warm up before every new session. lessens the risk of injuries.
keep your nails trimmed to a reasonable length, it can help. unreasonably long nails can mess with your tapping or grip on your aiming peripheral and the way your hands rest on your peripherals.
it's often better to play in a comfortably warm environment rather than a cold one.
watch your posture and desk ergonomics regularly.
don't forget to hydrate yourself.
during night sessions, avoid playing on a room with the lights turned off with only your monitor as the light source because this can lead to increased eye fatigue. instead, use ambient lighting or maintain good overall room lighting to reduce the contrast between your screen and surroundings, this helps your eyes stay comfortable without having them constantly readjusting to the monitor's brightness changing due to on-screen content. preferably, the light should not face or directly hit the monitor to avoid glare or reflections, even if your monitor has an anti-glare coating. position the light behind the monitor, out of direct view and away from overhead placement. alternatively, you can keep your current setup but use a lower brightness bulb that is just bright enough to illuminate the room without causing visible glare on the screen.
stay relaxed and loose just enough to be able control. do not tense up or minimize tension while playing, this goes for both your tapping and aim, and other areas of your body because tension may seem to give you more control but in the long run it reduces stamina, consistency, speed and even control itself and increases the risk of injuries. do not escalate your tension to "pain", if you feel the slightest of pain, you stop whatever you're doing, ignore what others say that "no pain, no gain" kind of mentality, because the feeling of pain means you're doing something wrong and you're actively hurting your body especially your "hands", "fingers", your hands and fingers are invaluable not just for osu! but for everything. what you should be feeling is "burn", particularly around your forewarms, a burning sensation, some fatigue and soreness afterwards like you would when and after working out, never pain.
in osu! standard, I always teach and recommend beginners to always learn full alternating first, full alternating is a good habit because it helps them to start and end patterns with either finger, and lessens the amount of maps you may be unable to play because of tapping. however, there's no harm in learning single tapping, single tapping can give you more precision, if you learn single tapping first then you're bound to encounter and learn alternating along the way anyways, you cannot avoid alternating, you will eventually do it or have to do it at some point unless you're an absolute outlier.General
always blame yourself, not the beatmap, when playing any playable beatmap with no issues.
you almost never ever have to change a beatmap's local offset as a beginner unless you have a very good reason why. adjust your own sense of timing to match the beatmap and how it was timed and made, don't adjust the beatmap's timing to your sense of timing because you're basically fixing the map to fit for your mistakes. for some personal experience, I have NEVER changed a beatmap's local offset since the day I started, I adjust how I play for the beatmap no matter how it was timed or improperly made it is by its mapper.
when you're a beginner, develop your fundamentals and build foundation first before diving into different difficulty-increasing and difficulty-reducing game modifiers and their combinations.
non-hidden and hidden modded plays involve different types of reading, and are trained separately, it's up to you if you want to keep sticking to one or both.
when tapping, in the context of improvement, do not mash. do not double tap unless the beatmap requires it. exert force that is just enough to register the key press such as keeping your fingers close to the keycaps and not lifting your fingers off the keycaps often when you're about tap because lifting your fingers creates extra travel distance before the next keypress, less movement = less energy used, it is a more efficient technique and for stamina as well and lessens the likelyhood of injuries. however you may exert more force than needed if you want to accentuate your taps for lower bpms, old map style rhythm or certain hits, for low bpms you're sometimes bound to lift your fingers for accentuation because it's harder to feel the rhythm or timing on low bpms if you're barely moving your fingers.
when aiming, think of your eyes and mind as a guide for the cursor when moving towards the a hit object, it doesn't matter how your cursor looks like getting to the hit object, your hands must be able to translate and execute whatever pattern you've read and interpreted into clean movement. with that in mind, you need good reading, develop good habits with your own way of reading, as loose reading will always result in inaccurate or shallow aim, your tapping may get affected, but this is not always the case especially when it is deliberately and intentionally done. deliberately snapping to each note is often energy inefficient, unnecessary and often times involve tension, you can snap but you don't have to, unless you really want to emphasize or accentuate it.
when training tapping, I recommend playing any kind of modern beatmapset on a "Hard" difficulty, because it lowers the chances of aim related mistakes or aim mishaps to get in the way of your tapping and gives full emphasis to tapping, think of most common Hard diffs as Insanes with close spacing and simpler rhythms, when you do mess up with tapping, you immediately know it's your tapping.
on triplet or burst heavy maps, treat any kind of sliders before or after them as recovery points. let them be your breathing room between them.
on longer bursts or streams, when you're a beginner you're more likely to gallop if you still lack finger control or stamina. the weaker finger usually lags or rushes, creating an uneven short-long rhythm. keep your hands relaxed and aim for consistent and even spacing between taps, then use sliders as a chance to reset your rhythm before the next stream.
in the context of osu!, galloping on streams means your keypress rhythm isn't perfectly even. instead of tapping 1-2-1-2 steadily, you unconsciously introduce a short-long pattern, kind of like a horse gallop.
for example:
even stream: tap-tap-tap-tap (all equal spacing. correct)
galloped stream: ta-tap... ta-tap... (one fast, one slow, repeating. incorrect)
galloping is a mistake when the beatmap wants even tapping like 1/4, 1/2s, but some beatmaps really do call for it, like 1/3 uneven doubles. in those uneven doubles and similar cases you gallop on purpose and in control, following the rhythm of the song instead of letting uneven tapping slip in by accident. if you fail to do some of them while playing, try your best to correct yourself during that same run when you encounter them again.
when training aim, any beatmapset really. Easy to Insanes and above, like they all target and involve different kinds of aim and aim skill branches which I don't wanna cover. populate your muscle memory with patterns as well as reading, you should be able to hit them assuming you are mechanically capable to hit them.
i don't like the failing mechanic imo
tbh, I sometimes don't like the failing mechanic for absolutely no reason, I've read other players ' thoughts and suggestions from old forum posts where they'd like the HP and failing mechanic to be removed completely but their ideas don't always click for the majority and for me as well, so I came up with an idea of my own based from those. currently, F only appears if you outright fail (don't finish the map) and you cannot submit local or online scores when your HP gets to zero on osu! due to the failing mechanic.
what if we remove the failing mechanic in osu!, deprecating NoFail mod. players cannot fail by default but the HP mechanic remains.
once a player reaches 0 HP at any point of their run, their score's grade always gets overriden with F rank which denotes it's a failed run. when they play it all the way and not exit mid-way, the score gets submitted.
as for the leaderboards, any scores with an F grade will always fall under below grades Silver SS, Gold SS, Silver S, Gold S, A, B, C or D no matter the score count and the F graded scores are sorted only among themselves, beneath the "true passes".
as for the pass medals, to earn a "pass medal" (or for your run to count as a successful pass), your final grade must be anything except an F because F grade means you've failed at some point on the run which should be possible programmatically. any F grades award zero pp because you know, it's a failed run.
I believe this is balanced design change and encourages learning from full playthroughs even if HP drops and you no longer have to manually save a failed run's replay, this could add another system or compatibility complexity (e.g. existing NF scores), and also weakens the meaning of the existing F rank but if you do find further flaws on my idea, feel free to PM me!
proficiencies mini chart
Personal ratings for myself (funsies)
◐ ○ ○ ○ ○ | aimSkillset
◐ ○ ○ ○ ○ | flow aim
◐ ○ ○ ○ ○ | aim control
● ● ● ○ ○ | accuracy (acc)
● ◐ ○ ○ ○ | aim rhythm sense
● ● ○ ○ ○ | tap rhythm sense
◐ ○ ○ ○ ○ | reading (non-hidden)
◐ ○ ○ ○ ○ | reading (hidden)
○ ○ ○ ○ ○ | reading/rhythm sense/mental/cognitive resilience & endurance (frequent retries on the same map for long periods)
● ● ● ● ○ | reading/rhythm sense/mental/cognitive resilience & endurance (different maps for long periods)
● ● ● ● ◐ | spinning (with vibro technique)
● ● ◐ ○ ○ | spinning (without vibro technique)
◐ ○ ○ ○ ○ | alternate (alt)
● ● ○ ○ ○ | finger control
● ● ○ ○ ○ | precision
● ● ○ ○ ○ | tech
● ● ○ ○ ○ | streams
● ● ◐ ○ ○ | speed
● ● ○ ○ ○ | stamina
Game Modifier (Mod)
◐ ○ ○ ○ ○ | HD
● ○ ○ ○ ○ | EZ
◐ ○ ○ ○ ○ | HDEZ
● ○ ○ ○ ○ | HR
◐ ○ ○ ○ ○ | HDHR
● ○ ○ ○ ○ | DT
◐ ○ ○ ○ ○ | HDDT
● ○ ○ ○ ○ | DTHR
◐ ○ ○ ○ ○ | HDDTHR
● ○ ○ ○ ○ | EZDT
◐ ○ ○ ○ ○ | HDEZDT
● ○ ○ ○ ○ | HT
◐ ○ ○ ○ ○ | HDHT
● ○ ○ ○ ○ | HRHT
◐ ○ ○ ○ ○ | HDHTHR
● ○ ○ ○ ○ | FL (Memory)
◐ ○ ○ ○ ○ | FL (Sightread)
Original chart idea by Wispy.
my thoughts on how osu! lazer's ScoreV2 will affect how I play in the future
in terms of gameplay and scores, it does not affect me at all, i will still approach and play the game the same way, nothing changes for me. I've always been trying to play as if I had ScoreV2 mod on all the time on osu!stable and ever since I started that's always been my default thinking. it'll be for sure an extra challenge for SS players who sometimes neglect the accuracy aspect of slider heads during their SS runs in osu!stable. now players have to treat accing slider heads, give them the same attention the same way as individual circles are but i'm pretty sure they'll get used to it quickly. and those aiming for scores such as an SS will take a little more attempts than usual. i have seen lots of classic SS scores' replays on osu!stable including mine that aren't an actually an SS on osu!lazer due to some 100s or 50s on slider heads as I look at their hit error bar when they're about to hit sliders, when it comes to lazer scores it's not just about slider heads, it's a different system, so we'll just focus on slider heads since that's the most noticeable change on gameplay.
Extra ??? Shitpost
"Low UR ≠ High Accuracy and High Accuracy ≠ Low UR"
"I like you, the map you made, and the song you chose, but misapplying hitsound volumes to really quiet levels a lot is evil, and before you say skill issue... Misapplying hitsound volumes on a rhythm game where click feedback is important?! Evilly evil..."
"I have never touched or changed a beatmap's local offset."
"Just when you thought it had finished, a giant spiral appeared, wanting to get spun. I admire you, and what you've made, but a spinner on a dead air, is iniquitous..."
"Played every playground right, until it all went down just because of that rough slide, a definite skill issue..."
"I spun her really hard, but something else unexpectedly popped up after finishing it. Undoubtedly, a skill issue..."
"Real anti-rhythm players never change their local beatmap offset."
"Only real nightcore players play Nightcore mod with the metronome sound still intact in their osu!skin."
Having a score with a low UR (unstable rate) means you're tapping with very consistent timing, like a metronome. But it doesn't guarantee you're perfectly aligned with the beatmap's timing and placement of beatsnapped notes, that's what accuracy shows.
You could hit every note slightly early and inaccurate but do it consistently. Low UR.
Or hit most notes close within the 300 judgement, but with a few random early/late hits but still within the 300 judgement scattered all over the place on the hit error bar, resulting in high accuracy, but a slightly higher and inferior UR. There's more in between these two, but the main idea is there.
You could hit every note slightly early and inaccurate but do it consistently. Low UR.
Or hit most notes close within the 300 judgement, but with a few random early/late hits but still within the 300 judgement scattered all over the place on the hit error bar, resulting in high accuracy, but a slightly higher and inferior UR. There's more in between these two, but the main idea is there.
"I like you, the map you made, and the song you chose, but misapplying hitsound volumes to really quiet levels a lot is evil, and before you say skill issue... Misapplying hitsound volumes on a rhythm game where click feedback is important?! Evilly evil..."
Consistently misapplied low hitsound volumes on maps are annoying, they are supposed to be audible to the player.
"I have never touched or changed a beatmap's local offset."
I haven't and never will. I play at whatever timing the mapper has set to their beatmap, badly timed or not.
"Just when you thought it had finished, a giant spiral appeared, wanting to get spun. I admire you, and what you've made, but a spinner on a dead air, is iniquitous..."
"Played every playground right, until it all went down just because of that rough slide, a definite skill issue..."
"I spun her really hard, but something else unexpectedly popped up after finishing it. Undoubtedly, a skill issue..."
"Real anti-rhythm players never change their local beatmap offset."
Sometimes, players change their local beatmap offset to intentionally get low accuracy.
However, players that never change their local beatmap offset with the anti-rhythm playstyle are the real deal.
However, players that never change their local beatmap offset with the anti-rhythm playstyle are the real deal.
"Only real nightcore players play Nightcore mod with the metronome sound still intact in their osu!skin."
1. https://www.youtube.com/watch?v=TZTSYC_9j5U
This userpage gets modified at any point in time.@Riyoe wrote:
pp inflation is real but also atp i can't tell how hard anything ivaxa plays is anymore
2. Unknown origin@spelpotatis7240 wrote:
Yeah that's really the problem, people claiming stuff as overweight/underweight when they're far from being capable of understanding precisely how hard something really is. 5 digits (inclduding me) don't know the exponential increase in difficulty as you increase bpm past a certain point, or how much more spacing and pattern complexity matters the higher the bpm is, our knowledge of how stuff scales on NM or 7 stars is only applicable to a certain extent, especially when you realize that for people like ivaxa you're suddenly using a completely different technique when you get into a certain bpm range
3. Discord@??? (Anonymous 1) wrote:
Spinners are the most degenerate thing I have ever witnessed in a so-called "rhythm" game. I'm not exaggerating when I say they literally ruin osu. Imagine if Guitar Hero had you randomly grab the guitar by the neck and start shaking it around as fast as possible before you start playing chords again. Yeah, it would be fucking stupid. Now imagine that there's an obstacle in osu where you need to shake your mouse faster than humanly possible just to get a clear and then click on the next circle within fractions of a second. That would also be fucking stupid. But that's where we end up when a shitty DS game gets ported to a completely different platform with no alterations to make it actually playable. The fucking theme song even says "click the circles.... to the beat" not "click the circles after having a seizure and not knowing where your mouse cursor is." Oh, or I could turn on autospin and lose 10% of my pp to fix a glaring design flaw in the game. I will never play a beatmap with a spinner in it ever unless the devs stop idolizing the "perfect Japanese game design" and remove spinners entirely.
4. Discord@xayanide wrote:
imagine for osu!catch the beat, instead of catching the fruits with left and right arrow keys, you catch the fruits with your aim in horizontal directions only. kind of like those arkanoid games where you constantly have to receive or catch the ball you shot, of course the shift key for dashing remains as is.
@xayanide wrote:
i would like osu!taiko to be just like osu!standard. have you tried imagining the osu!standard beatmap editor's hit objects timeline as the actual literal playfield? yes, there will be no aim, just only tapping plus the osu!standard mechanics. oh plz.



























































































































































































































































































































































