diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 7db14e3e77..9be61ba506 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -157,7 +157,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing // For hitobjects which continue in the direction of the slider, the player will normally follow through the slider, // such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider. // In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance. - MovementDistance = Math.Min(JumpDistance, tailJumpDistance); + // Additional distance is removed based on position of jump relative to slider follow circle radius. + // JumpDistance is 50 since follow radius = 1.4 * radius. tailJumpDistance is 120 since the full distance of radial leniency is still possible. + MovementDistance = Math.Max(0, Math.Min(JumpDistance - 50, tailJumpDistance - 120)); } else {