Yorushika - Hachigatsu, Bou, Tsukiakari by Delis
Featured in
OWC 2019
5.0★
10 votes
10 votes
4.5★
30 votes
30 votes
4.0★
33 votes
33 votes
3.5★
15 votes
15 votes
3.0★
10 votes
10 votes
2.5★
5 votes
5 votes
2.0★
5 votes
5 votes
1.5★
0 votes
0 votes
1.0★
1 vote
1 vote
0.5★
2 votes
2 votes
0.0★
1 vote
1 vote
Rating: 3.85 / 5.00 from 112 votes
Ranking: #8 for 2019, #135 overall
Ranking: #8 for 2019, #135 overall
| collabA map with two or more associated mappers., 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., 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., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. |
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5.0★
4 votes
4 votes
4.5★
13 votes
13 votes
4.0★
12 votes
12 votes
3.5★
10 votes
10 votes
3.0★
5 votes
5 votes
2.5★
0 votes
0 votes
2.0★
0 votes
0 votes
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: 3.91 / 5.00 from 45 votes
Ranking: #25 for 2019, #321 overall
Ranking: #25 for 2019, #321 overall
| simpleAccessible and straightforward map design., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., 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. |
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5.0★
1 vote
1 vote
4.5★
5 votes
5 votes
4.0★
11 votes
11 votes
3.5★
0 votes
0 votes
3.0★
3 votes
3 votes
2.5★
0 votes
0 votes
2.0★
0 votes
0 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: 3.84 / 5.00 from 21 votes
Ranking: #89 for 2019, #1102 overall
Ranking: #89 for 2019, #1102 overall
| simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult. |
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5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
0 votes
0 votes
3.5★
0 votes
0 votes
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★
0 votes
0 votes
Rating: 3.00 / 5.00 from 2 votes
5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
0 votes
0 votes
3.5★
0 votes
0 votes
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★
0 votes
0 votes
Rating: 3.00 / 5.00 from 2 votes
| contributors: Fsjallink
Related beatmaps to BETA This is WIP if u wanna help or just play with the weights and settings, check out Labs.
Latest Ratings

99% of this is so fun and the other 1% hurts me
Piece of shitt set
5 stars
top diff is dumb as fuck
its p cool
not too sure about this one
Wish the ending wasn't just squares but the rest of the map goes so damn hard
my heart grew in size 3 times when i saw this map
this is why mappers deserve no rights
i wish this set had 5 difficullties
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wish this set had a collab extra difficulty though
maybe they shouldnt be low
ask any of your 2k pp friends to play it and you will probably understand what i mean
sounds like you're having a very specific yet common kind of issue
wish this set had an insane difficulty though
true
damn sharkie was off the xanny or somethin
https://fieryrage.s-ul.eu/zpVgFfCX throwback thursday to this comment though this is fire as fuck
I went through the entire iq bellcurve meme on this
dimwit -> topdiff better because high sr
midwit -> extra better because less inted/better song representation/better visuals/whatever
now -> topdiff better because these jumps are so fucking raw how did they do it man
i feel like 90% of jump maps (and 99% of pattern aim ones ESPECIALLY) are just plowing through one pattern after another but this map is absolutely not like that at all
circles rule
ok but why is the ending like that??
very true ↓
play insane diff dt