// LOADING OSUMAUK
// LOADING OSUMAUK
Red Don, blue Kat, big finisher notes, drumrolls, and dendens — the complete beginner breakdown of osu!taiko, the drum-based rhythm ruleset.
By OSUMAUK Staff
osu!taiko is the drum-based ruleset in osu!, modelled on Taiko no Tatsujin (the arcade drumming game) and its TaTaCon controller. Notes scroll horizontally across the screen from right to left toward a hit zone, and your job is to strike the correct part of the drum — centre or rim — exactly as each note arrives. It strips away the cursor and the playfield entirely and reduces rhythm gaming to its purest form: two sounds, perfect timing.
osu!standard demands aim — moving a cursor to click circles scattered across a 2D field. osu!taiko requires no aiming at all. Every note arrives in the same horizontal lane, so there is nothing to point at; you only choose which of two inputs to press and when. It is rhythm and pattern recognition with zero spatial element, which makes it approachable for newcomers and brutally demanding of timing and stamina at the top end.

Taiko has just two basic notes, distinguished by colour.
Reading a taiko chart is therefore a matter of translating a stream of red and blue circles into centre and rim hits, alternating hands so you can keep up at speed.
Occasionally a Don or Kat appears as a large circle. These are big notes, also called finishers. To earn the full doubled value you must hit both matching inputs at once — both centre keys for a big Don, both rim keys for a big Kat. A single correct hit still registers the note and gives the normal single-note score, so you are never punished for a one-handed hit; you simply miss the bonus.
Drumrolls are the taiko equivalent of sliders. They appear as long yellow bars, and you hammer the drum — repeatedly pressing the red (centre) keys — continuously from the start of the bar to its end. Every hit during the roll adds bonus points, so faster, alternating presses score more.
A denden, sometimes called a shaker or spinner, shows a counter you must drive down to zero before the note ends. You do this by alternating centre and rim hits — red, blue, red, blue, and so on. The starting colour does not matter; you can begin with either. The faster you alternate, the sooner the counter empties.
With the default Z, X, C, V binding — Z left rim, X left centre, C right centre, V right rim — the keys read as kat, don, don, kat (kddk). Two main families of playstyle have grown around this:
"Alternate your hands. Hitting two notes of the same colour in a row with the same hand is what kills your accuracy at speed.
This is where taiko's scoring quietly diverges from osu!standard. Taiko grades hits as GREAT (the 300), GOOD (the 100), or MISS. A GOOD is worth exactly half the score of a GREAT, and a MISS scores zero. There is no 50-tier hit — your accuracy is computed from the ratio of GREATs to GOODs to misses. A gold or silver SS denotes 100% accuracy (all GREATs); every grade from S down to D reflects how many GOODs and misses crept in.
The combo-based score multiplier in taiko is capped and contributes far less to your total than the multiplier in osu!standard. That means dropping combo hurts your score less here — but it also means raw accuracy and hitting GREATs is what really carries your performance.
osu!taiko is the easiest osu! ruleset to pick up and one of the hardest to master. Learn Don from Kat, keep your hands alternating, and chase those all-GREAT silver SS scores.