FAQ

How osu!scope works and what each skill means.

How it works
Scores and ratings
Playstyle archetypes

After analysis, each profile is assigned an archetype based on how skills are distributed relative to each other. The archetype is visible in the Insights tab.

All-Rounder

Every skill sits within a tight range with no exploitable gap. There is no map type that serves as a reliable counter and no obvious specialisation to read. A rare profile that is quietly dangerous on anything.

Suits

Any map type. Nothing stands out as a clear weakness.

Trade-off

May lack the raw peak that specialists have in their area of focus.

Triggered when

All skills are within ~1.4 points of each other, regardless of level.

Jumper

Cursor control and spacing reading define this profile. Flow aim, angular patterns and large jumps are handled with confidence.

Suits

Jump maps, flow aim maps, alternating patterns with wide spacing.

Trade-off

Dense rhythm and stream-heavy maps are usually the weak point.

Triggered when

Average of Jump + Aim is 0.8 or more points above the average of Stream + Burst + Speed.

Technical

Aim precision, tap timing and burst control are collectively the strongest skills. The combination that technical maps demand most.

Suits

Technical maps with irregular patterns, complex rhythms and mixed spacing.

Trade-off

Pure stream sections and long stamina maps are typically harder.

Triggered when

Average of Aim + Tap + Burst is 0.4 or more points above the average of Jump + Stream + Speed, with neither the rhythm nor aim group holding a 0.8+ lead over the other.

Streamer

Rhythm and speed skills lead the profile. Stream maps, burst patterns and high-BPM sections are the comfort zone, with aim-heavy maps being comparatively harder the stronger the lead.

Suits

Stream maps, tech maps, high-BPM burst patterns.

Trade-off

Wide-spaced jump maps and slow aim-heavy patterns are comparatively harder.

Triggered when

Average of Stream + Burst + Speed is 0.8 or more points above the average of Jump + Aim.

Hybrid

Both the rhythm and aim skill groups are at a high level simultaneously. A rare and dangerous profile that is genuinely competitive on stream-heavy maps and aim-heavy maps alike.

Suits

Any demanding map type. Both wide-spaced jumps and dense stream sections are handled with confidence.

Trade-off

May not reach the absolute peak of a full specialist on the hardest maps in either group.

Triggered when

Average of Stream + Burst + Speed is 3.5 or above AND average of Jump + Aim is 3.5 or above, with Stream at 4.0 or above and Jump at 4.0 or above, and neither group holding a 0.8+ lead over the other.

[Skill]-Focused

No clear group or cluster dominates. The highest individual skill defines the profile name. When that skill is far above the personal average the identity is clear; otherwise the profile is still finding its direction.

Suits

Maps that feature the dominant skill heavily.

Trade-off

The rest of the profile does not yet support a clear specialisation.

Triggered when

No group or cluster pattern applies. The highest individual skill names the archetype, with a stronger version requiring it to be more than 2 points above the personal average.

Skills
Jump
What it measures

Jumping between circles that are spread far apart on the screen.

How it's scored

Measures the average and peak cursor distance between consecutive hit objects, weighted by how well each was hit. Long, fast jumps with good accuracy score highest.

Stream
What it measures

Hitting long sequences of notes at high BPM with consistent timing.

How it's scored

Detects runs of closely-spaced notes above a BPM threshold and measures timing consistency across those runs. Longer streams at higher BPM with tighter hit windows score higher.

Burst
What it measures

Short, explosive clusters of fast notes, typically 5 to 15 hits.

How it's scored

Similar to Stream but focused on short high-BPM groups. The score rewards players who can execute quick bursts cleanly even if they cannot sustain long streams.

Aim
What it measures

Clicking circles close to their center, regardless of movement distance.

How it's scored

Looks at how far each click lands from the center of the hit object. Players who consistently hit the center of circles, even under pressure, score high in Aim.

Tap
What it measures

Pressing keys in sync with the beat. Overall timing accuracy.

How it's scored

Analyzes the offset between each key press and the expected beat time. A player who taps consistently on beat across all their replays scores well, even at varying BPMs.

Speed
What it measures

Playing comfortably at high BPM, across many different speed brackets.

How it's scored

Groups notes into BPM brackets and checks consistency within each. A player who performs well at 180, 200, and 220 BPM scores higher than one who is only comfortable at a single speed.

Stamina
What it measures

Maintaining performance throughout long maps without falling apart.

How it's scored

Divides each map into 30-second windows and tracks how accuracy and rhythm degrade over time. The stamina score reflects how long a player can sustain their peak performance before it drops off.