sakuzyo - AXION by Flower
5.0★
3 votes
3 votes
4.5★
4 votes
4 votes
4.0★
13 votes
13 votes
3.5★
8 votes
8 votes
3.0★
10 votes
10 votes
2.5★
5 votes
5 votes
2.0★
3 votes
3 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.44 / 5.00 from 46 votes
Ranking: #70 for 2016, #1194 overall
Ranking: #70 for 2016, #1194 overall
| simpleAccessible and straightforward map design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. |
|---|
Featured in
CC 2022
5.0★
6 votes
6 votes
4.5★
3 votes
3 votes
4.0★
17 votes
17 votes
3.5★
6 votes
6 votes
3.0★
4 votes
4 votes
2.5★
9 votes
9 votes
2.0★
1 vote
1 vote
1.5★
1 vote
1 vote
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.56 / 5.00 from 47 votes
Ranking: #60 for 2016, #898 overall
Ranking: #60 for 2016, #898 overall
| gimmickFocused on a single unique design or gameplay idea., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., jump aimFocuses 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., high svFeatures prominent high slider velocity usage as a key part of map design. |
|---|
5.0★
1 vote
1 vote
4.5★
2 votes
2 votes
4.0★
18 votes
18 votes
3.5★
8 votes
8 votes
3.0★
7 votes
7 votes
2.5★
0 votes
0 votes
2.0★
2 votes
2 votes
1.5★
0 votes
0 votes
1.0★
1 vote
1 vote
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.53 / 5.00 from 39 votes
Ranking: #61 for 2016, #1016 overall
Ranking: #61 for 2016, #1016 overall
| techTests uncommon skills., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. |
|---|
Featured in
OHC 2016
5.0★
3 votes
3 votes
4.5★
9 votes
9 votes
4.0★
12 votes
12 votes
3.5★
8 votes
8 votes
3.0★
2 votes
2 votes
2.5★
2 votes
2 votes
2.0★
1 vote
1 vote
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.83 / 5.00 from 37 votes
Ranking: #37 for 2016, #522 overall
Ranking: #37 for 2016, #522 overall
| aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs. |
|---|
Featured in
UKCC12
5.0★
2 votes
2 votes
4.5★
1 vote
1 vote
4.0★
4 votes
4 votes
3.5★
4 votes
4 votes
3.0★
7 votes
7 votes
2.5★
1 vote
1 vote
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.44 / 5.00 from 19 votes
Ranking: #147 for 2016, #2590 overall
Ranking: #147 for 2016, #2590 overall
| flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. |
|---|
5.0★
2 votes
2 votes
4.5★
3 votes
3 votes
4.0★
5 votes
5 votes
3.5★
6 votes
6 votes
3.0★
5 votes
5 votes
2.5★
1 vote
1 vote
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.57 / 5.00 from 22 votes
Ranking: #102 for 2016, #1650 overall
Ranking: #102 for 2016, #1650 overall
| flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. |
|---|
5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
1 vote
1 vote
3.5★
1 vote
1 vote
3.0★
0 votes
0 votes
2.5★
1 vote
1 vote
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.23 / 5.00 from 3 votes
5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
1 vote
1 vote
3.5★
0 votes
0 votes
3.0★
0 votes
0 votes
2.5★
0 votes
0 votes
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 4.00 / 5.00 from 1 votes
5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
1 vote
1 vote
3.5★
0 votes
0 votes
3.0★
0 votes
0 votes
2.5★
0 votes
0 votes
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 4.00 / 5.00 from 1 votes
| contributors: shizume
Related beatmaps to BETA This is WIP if u wanna help or just play with the weights and settings, check out Labs.
Latest Ratings

Ahh i like to play this
hw diff 01:03:775 - to 01:13:618 - why does no one space out dobbles like dis
Coming back to this I love the rhythm choices Skystar uses during the earlier sections in the map
Skystar and LKs were cooking so hard
My fav diff here is probably either the Fanzhen one or the HW diff. Lots of hit or miss patterns in these diffs but overall its good imo
thank yuo for ur insights mister pen15
LKs' Another has some playful rhythm that doesn't feel harsh/unexpected in the playing experience due to slider leniency. This is a great compromise and approach to mapping lower spread difficulties.
And without slider leniency, this would be impossible. This map is why slider leniency needs to stay in the game, for the sake of diffs like this (i.e easier map of a intense song that still wants to have fun with the music)
jizzlord