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Beatmap tags are keywords that can be added to beatmaps to make searching for them more convenient. There are two types of tags, each with their own purpose.
Mapper tags are tags that describe useful background information about a beatmap or a song, e.g. the name of the album or the medium for which the song was produced for. As the name suggests, these tags are added by the beatmap host during the ranking process.
When entering a beatmap's metadata in the song setup window, the beatmap host is able to add custom keywords to the Tags field by separating them with spaces. Keywords that consist of two or more words may be written with the spaces between them replaced with an underscore (_) to allow for a more efficient beatmap search.
These keywords can then be set as a filter in song select as well as the beatmap listing via full-text search.
Notice
This feature is not available in osu!(stable).
User tags are tags that describe specific characteristics of a beatmap, such as its patterns or required skill sets. After achieving at least a C grade on a beatmap, users are able to select and vote for user tags in the result screen in osu!(lazer). Upon receiving at least 5 upvotes, the respective user tag will be displayed in the beatmap information page.
To filter for beatmaps with certain user tags, click on the corresponding tag in the beatmap information page, or type in tag="{name}" in the beatmap listing where {name} is the name of any tag listed below.
The tables below list all user tags grouped by category as well as the game modes they are applicable in. Tags are currently sorted in the client alphabetically, but are planned to be manually sorted in the format below.
| skillset/jumps |
Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. |
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| skillset/streams |
Patterns requiring continuous note hits, typically more than 9 notes. |
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| skillset/alt |
Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. |
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| skillset/tech |
Tests uncommon skills. |
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| skillset/tech |
A map that frequently makes use of complex snaps. |
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| skillset/tech |
A map with the focus on lots of 1/4 sliders, hypersliders and stacks. |
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| skillset/precision |
Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. |
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| skillset/precision |
Colloquial term for maps which require fine, precise movement to catch fruits. Typically refers to maps with circle sizes above and including 6. |
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| skillset/reading |
Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. |
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| skillset/gimmick |
Distinct or obscure gameplay elements that cannot be categorised with common skillsets. |
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| skillset/speedjack |
Maps that feature shorter jack sequences, characterized by the faster timeframe between consecutive stacked notes. |
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| skillset/wristjack |
Fast and/or fairly dense chordjack maps, whose optimal playing technique involves the use of the player's wrist movements. |
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| jumps/sharp |
Patterns with heavy use of sharp angle movement. |
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| jumps/wide |
Patterns with heavy use of wide angle movement. |
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| jumps/linear |
Patterns that require the player to move continuously in a straight or nearly straight line. |
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| jumps/triangles |
Frequent use of triangular patterns. |
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| jumps/squares |
Frequent use of square patterns. |
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| jumps/stars |
Frequent use of star/pentagon patterns. |
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| jumps/back and forth |
Frequent use of back and forth patterns. |
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| jumps/freeform |
Frequent use of jumps without distinct patterning. |
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| jumps/cross-screen |
Frequent use of jumps with a lot of spacing, usually placed on opposite sides of the playfield. |
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| jumps/stamina |
Tests a player's ability to aim spaced jumps over long periods of time. |
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| streams/doubles |
Patterns requiring consecutively tapping 2 note groups. |
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| streams/quads |
Patterns requiring consecutively tapping 4 note groups. |
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| streams/bursts |
Patterns requiring consecutively tapping 5-9 note groups. |
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| streams/stamina |
Tests a player's ability to tap dense rhythms over long periods of time. |
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| streams/speed |
A map that requires constant tapping at high BPMs. |
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| streams/flow aim |
Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. |
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| streams/spaced streams |
Streams with large spacing, typically ones where the notes don't overlap. |
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| streams/cutstreams |
Streams in which the spacing of certain notes is much larger than the rest of the stream. |
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| tech/slider tech |
Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. |
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| tech/aim control |
Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. |
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| tech/finger control |
Uses complex applications of rhythms in order to test the player's tapping ability. |
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| tech/complex snap |
Maps that feature prominent usage of mixed or unusual snap divisors. |
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| tech/antiflow |
A map focused on strong direction or velocity changes that go against a player's natural movement pattern. |
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| tech/flow |
A map focused on natural and intuitive movement patterns. |
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| tech/hyperwalks |
A map which makes use of hyperdashes that require the player to walk, as otherwise, you will overshoot them. |
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| tech/jump |
A map that focuses on 1/2 constant dashes or hyperdashes. |
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| tech/technical hybrid |
Maps that feature the combination of both technical rice and Long Notes patterning. |
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| tech/wiggles |
A map with a focus on quick directional changes. |
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| reading/overlaps |
Contains patterns where overlapped objects make determining note order and/or timing difficult. |
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| reading/perfect stacks |
Features perfectly overlapped stacked notes using low stack leniency. |
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| reading/visually dense |
Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. |
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| gimmick/aspire |
Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. |
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| gimmick/tag |
Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. |
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| gimmick/2B |
Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. |
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| gimmick/memory |
A map designed around a memorization concept. |
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| gimmick/storyboard |
Includes a storyboard that changes how the map is played, usually by changing a map's visuals by using storyboard elements in place of showing the map's hit objects. |
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| gimmick/video |
Employs patterning that closely references the included background video. |
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| gimmick/playfield constraint |
Restricts object placement to a certain part of the playfield. |
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| gimmick/circle only |
Restricts object choice to circles only. |
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| gimmick/slider only |
Restricts object choice to sliders only. |
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| gimmick/ninja spinners |
Features spinners that are very short in duration. |
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| gimmick/barlines |
A map that makes use of barlines to enhance visuals or replace notes. |
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| gimmick/delay |
Maps that feature high snap streams based on the song's delayed sound effect. |
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| gimmick/dodge the beat |
A map where the player needs to avoid every object. |
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| gimmick/LN inverse |
Maps that feature long note holds that emphasize constant holds and releases in quick succession. Most distinct feature of Inverse is the "negative spaces" in the patterning. |
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| gimmick/long sliders |
A map that uses sliders for an extended period of time, having regular gameplay around catching juice drops and droplets instead of fruits. |
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| gimmick/mirrored |
A map that features patterns that are mirrored on an axes in quick successions. |
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| gimmick/no hyperdashes |
A map that does not use hyperdashes even if allowed for its respective difficulty. |
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| gimmick/reversed |
A map using reversed patterns in a regularly consecutive manner. |
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| gimmick/spinner-heavy |
A map that features heavy usage of spinners. |
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| gimmick/yellow notes |
A map featuring frequent use of extremely short sliders to simulate ghost notes. |
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| style/symmetrical |
Employs symmetry within the map design, often mirroring elements along the vertical centreline. |
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| style/distance snap |
Uses osu's in-built distance snap feature for most/all of the map. |
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| style/grid snap |
Objects are placed along a square grid, typically using osu!'s built-in grid snap feature. |
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| style/hexgrid |
Objects are placed along a hexagonal grid. |
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| style/geometric |
Incorporates geometric shapes within the map's visual design. |
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| style/clean |
Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. |
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| style/freeform |
An unrestrained and loose approach towards visual structure. |
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| style/messy |
Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. |
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| style/avant-garde |
Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. |
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| style/chordjack |
Maps that feature evenly spaced chords, with several consecutive notes stacked on the same columns. |
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| style/chordstream |
Maps that make use of streams with a mix of differently-sized chords. |
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| style/convert |
A map that imitates the converted maps from osu!. |
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| style/convert |
A map that imitates the converted maps from osu!, where the structure and distances are irregular. |
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| style/double bpm |
A map that plays at double the speed than what the BPM indicates. |
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| style/dump |
Maps that use groups of objects focusing more on the extension and intensity of the sounds, in contrast with using individual notes to follow each's sound timing accurately. |
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| style/finisher-heavy |
Features finishers used in an unconventional manner or in large amounts. |
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| style/generic hybrid |
Maps that feature the combination of both straightforward rice and Long Notes patterning. |
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| style/handstream |
Stream with a mix of 3-note sized chords. |
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| style/jumpstream |
Stream with a mix of 2-note sized chords. |
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| style/LN coordination |
Maps which require holding multiple long notes simultaneously while hitting other patterns. |
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| style/LN density |
Maps that feature dense long note streams without breaks. |
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| style/LN mixed |
Maps that make use of multiple long note patterning styles. |
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| style/LN release |
Maps that make use of different long note holds ending. |
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| style/longjack |
Maps that feature long chains of consecutive notes on the same column. |
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| style/mixed rice |
Maps that make use of multiple rice patterning styles. |
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| style/mono-heavy |
Features monos used in large amounts. |
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| style/N+1 |
A specific type of playstyle where the leftmost column is mapped independently from the rest of the columns, which otherwise form a standard playstyle. |
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| style/o2jam |
Map that mimics traditional mapping techniques usually found in O2jam charts. |
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| style/quadstream |
Stream with a mix of 4-note sized chords. |
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| style/taikosu |
A map designed with both osu! and osu!taiko in mind. |
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| style/tiebreaker |
Maps that contain most of the skill sets from different categories, and are usually longer than 5 minutes. |
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| style/tnt |
A map that imitates the mapping style in Taiko No Tatsujin. |
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| style/vocal |
Patterning that focuses mainly on vocals. |
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| expression/simple |
Accessible and straightforward map design. |
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| expression/difficulty spike |
Contains a sudden and significant increase in challenge within the map's gameplay. |
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| expression/high contrast |
Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. |
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| expression/progression |
Contains a gradual advancement in difficulty or concept across the map. |
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| expression/repetition |
Features the use of recognizable identical patterns or gameplay elements. |
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| expression/iNiS-style |
A style originating from the original DS games, recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid-snapped patterns. |
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| expression/old-style revival |
Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. |
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| expression/inspo |
Maps that draw inspiration directly from other maps/mappers. |
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| expression/improvisation |
Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. |
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| expression/improvisation |
A map that's based on full improvisation that works as additional layer to the song. |
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| expression/chaotic |
Unpredictable map design, often testing unusual skillsets. |
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| expression/playfield usage |
Includes deliberate use of the playfield within the map design. |
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| expression/conceptual |
Distinct map design choices that do not follow ordinary mapping conventions, typically to creatively express part of a song. |
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| sliders/low sv |
Features prominent low slider velocity usage as a key part of map design. |
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| sliders/high sv |
Features prominent high slider velocity usage as a key part of map design. |
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| sliders/complex sv |
Changes slider velocity by large amounts in order to test the player's reading and aim ability. |
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| sliders/complex sv |
Changes slider velocity by large amounts in order to test the player's reading ability. |
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| sliders/complex slidershapes |
Uses a large variety of slider designs. |
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The initial release of the user tags on 21 March 2025 was inspired from the
OMDB project which had the similar goal of providing a user-curated tag system for beatmaps. Originally developed by
apollodw, the project was retired on 1 March 2025
due to personal reasons.