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Unstable Rate is the number that tells you how consistent your tapping really is. Here is what UR means, what counts as a good UR at every level, and the concrete ways to bring yours down.
By OSUMAUK Staff
Your accuracy tells you how many notes you hit. Your Unstable Rate - UR - tells you how consistently you hit them. It is the single best number for measuring your tapping and timing, and unlike accuracy it does not hide behind generous hit windows. Two players can both sit at 98% on the same map and have wildly different UR, and the one with the lower number is the one whose timing is actually solid.
Every time you hit a note, osu! records how many milliseconds early or late you were compared to the perfect moment. UR is the standard deviation of all those hit errors, multiplied by 10. In plain terms, it is a measure of how spread out your timing is. Tight, repeatable timing gives a low number; timing that jumps between early and late gives a high one.
UR = standard_deviation(hit_errors_in_ms) × 10UR is spread, not offset. You can be consistently 8 ms late and still post a low UR - that is an offset problem, fixed by tuning your audio offset, not a consistency problem. UR only punishes inconsistency, not a steady bias.
There is no single good number, because UR scales with the map. Fast streams and high-BPM tapping naturally push it up, while slow, spaced maps let anyone post a low one. As a rough guide on demanding maps at 1x speed:
| UR | What it means |
|---|---|
| 200+ | Very inconsistent - timing is all over the place. Normal for newer players or maps well above your level. |
| 130–200 | Developing. You pass, but your tapping is still loose. Most mid-level players sit here. |
| 90–130 | Solid. Consistent enough to hold high accuracy on maps you are comfortable with. |
| 60–90 | Strong. The range good players hit on demanding maps - tight, repeatable tapping. |
| Under 60 | Excellent - top-level consistency, usually on maps well within your control. |
Context beats the raw number. A 110 UR on a 220 BPM stream map is far more impressive than a 70 UR on a slow jump map. Compare your UR to itself over time on similar maps, not to someone else on a different one.
Double Time speeds the song up, so the raw UR osu! shows on a DT play is inflated relative to real time. Good analysis tools report a rate-adjusted UR that divides by the speed multiplier, so you can fairly compare a DT play to a nomod one. When you compare UR across mods, make sure you are comparing the same kind of number.
The fastest way to work on UR is to actually look at it. Drop any replay into the Replay Analyzer and it breaks down your exact hit-error spread, your early-versus-late bias, and the UR for that play - so you can tell whether the real problem is offset, a late-tapping habit, or genuine inconsistency, and fix the right thing.

"Accuracy tells you if you hit the note. UR tells you if you meant to. Chase the second one and the first follows.
Track your UR on a handful of maps you replay often. When the same map trends from 130 down to 90 over a few weeks, that is real, measurable improvement - the kind accuracy alone will not show you.