Luschka - Kami no Kotoba by byfar
Featured in
OWC 2018
5.0★
5 votes
5 votes
4.5★
11 votes
11 votes
4.0★
33 votes
33 votes
3.5★
25 votes
25 votes
3.0★
23 votes
23 votes
2.5★
8 votes
8 votes
2.0★
7 votes
7 votes
1.5★
3 votes
3 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
1 vote
1 vote
Rating: 3.41 / 5.00 from 116 votes
Ranking: #64 for 2018, #1025 overall
Ranking: #64 for 2018, #1025 overall
| 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., aim staminaFeatures extended strenuous aim sections with little or no moments of rest. |
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This difficulty has been blacklisted from OMDB charts.
Ratings on this difficulty are private.
Ratings on this difficulty are private.
| geometricIncorporates geometric shapes within the map's visual design., 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., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., aim staminaFeatures extended strenuous aim sections with little or no moments of rest. |
|---|
5.0★
0 votes
0 votes
4.5★
5 votes
5 votes
4.0★
8 votes
8 votes
3.5★
15 votes
15 votes
3.0★
7 votes
7 votes
2.5★
6 votes
6 votes
2.0★
1 vote
1 vote
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: 3.37 / 5.00 from 43 votes
Ranking: #87 for 2018, #1324 overall
Ranking: #87 for 2018, #1324 overall
| simpleAccessible and straightforward map design., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. |
|---|
Featured in
USC 2019
5.0★
2 votes
2 votes
4.5★
7 votes
7 votes
4.0★
13 votes
13 votes
3.5★
8 votes
8 votes
3.0★
6 votes
6 votes
2.5★
3 votes
3 votes
2.0★
2 votes
2 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: 3.64 / 5.00 from 41 votes
Ranking: #47 for 2018, #739 overall
Ranking: #47 for 2018, #739 overall
| simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern. |
|---|
5.0★
0 votes
0 votes
4.5★
3 votes
3 votes
4.0★
4 votes
4 votes
3.5★
8 votes
8 votes
3.0★
0 votes
0 votes
2.5★
2 votes
2 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★
2 votes
2 votes
Rating: 3.38 / 5.00 from 19 votes
Ranking: #147 for 2018, #2201 overall
Ranking: #147 for 2018, #2201 overall
| simpleAccessible and straightforward map design., 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., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., 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★
3 votes
3 votes
3.0★
1 vote
1 vote
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★
1 vote
1 vote
5.0★
0 votes
0 votes
4.5★
1 vote
1 vote
4.0★
1 vote
1 vote
3.5★
1 vote
1 vote
3.0★
2 votes
2 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★
1 vote
1 vote
5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
1 vote
1 vote
3.5★
2 votes
2 votes
3.0★
1 vote
1 vote
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★
1 vote
1 vote
Rating: 2.60 / 5.00 from 5 votes
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Latest Ratings

Dear Rue
elvis aurafarming
jounzan you've done it again
kami no kotoba really is just the saitama 2000 of osu
the spacing in the top diff calm tf down arles
nahh rue diff is easily the best of the set
Might get flack for this but I think Rue's diff is the best of set
omdb top 50 reviewing journey - #49
this map just hits pretty hard imo. the way jounzan goes ham with the all-circle sections is really cool to me, and the entire map feels pretty well connected to the music.
It's a funny map but honestly it is just elvis doing random stuff. Elvis just also happens to be OP so his random stuff is epic
funny meme but honestly top 3 diffs all go hard
its alright but the memes r better than the map imo
Its kinda a meme now but the Jounzans diff is really something special
i bet jounzan made this map in minecraft
cookiezi dt fc!!!!
a strand type map for sure
This map is like death stranding
can’t believe they made a map dedicated to wafer
can't believe they ripped off whale watching's background
would rate 5 if we count the abyssal clip as part of the map
mid af