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<!doctype html>
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<meta name="description" content="A complete GunZ input tuning method: understand each control, verify mouse movement, preserve typing consistency, then tune Rapid Trigger around clean movement.">
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<title>Rapid Trigger for GunZ — Complete Input Method</title>
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<span class="brand-copy"><strong>Rapid Trigger for GunZ</strong><span data-i18n="brandSub">Mouse · keyboard · movement</span></span>
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<a href="#method" data-i18n="navMethod">Method</a>
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<main id="main">
<aside class="chapter-rail" aria-label="Complete method chapters">
<div class="chapter-rail-head"><strong>RAPID TRIGGER<br>FOR GUNZ</strong><span data-i18n="buildTestRefine">Build · Test · Refine</span></div>
<p data-i18n="completeMethodLabel">Complete method</p>
<a href="#method"><span>00</span><b data-i18n="navMethod">Start here</b></a>
<a href="#definitions"><span>01</span><b data-i18n="navDefinitions">Definitions</b></a>
<a href="#environment"><span>02</span><b data-i18n="flow1">Environment</b></a>
<a href="#mouse"><span>03</span><b data-i18n="navMouse">Mouse baseline</b></a>
<a href="#typing"><span>04</span><b data-i18n="flow4">Typing baseline</b></a>
<a href="#keyboard"><span>05</span><b data-i18n="navKeyboard">Rapid Trigger</b></a>
<a href="#training"><span>06</span><b data-i18n="navTraining">Training test</b></a>
<a href="#validate"><span>07</span><b data-i18n="navValidate">PvP validation</b></a>
<a href="#troubleshoot"><span>08</span><b data-i18n="navTroubleshoot">Troubleshooting</b></a>
<a href="#save"><span>09</span><b data-i18n="navSave">Checkpoints</b></a>
<a href="#glossary"><span>10</span><b data-i18n="navGlossary">Glossary</b></a>
<a href="#evidence"><span>11</span><b data-i18n="navEvidence">Evidence</b></a>
<div class="chapter-rail-action"><a href="research-notebook.html" data-i18n="navNotebook">Research notebook</a></div>
</aside>
<div class="page-shell">
<section class="hero">
<div>
<span class="eyebrow" data-i18n="heroEye">Complete input method · Revision 2.2</span>
<h1 data-i18n-html="heroTitle">Tune the whole<br><span>input chain.</span></h1>
<p class="hero-lead" data-i18n="heroLead">A keyboard cannot prove that your movement is correct if the mouse cannot keep the opponent in view. Verify the mouse first, keep actuation comfortable for normal typing, then use Rapid Trigger only for the movement timing it actually controls.</p>
<div class="hero-actions">
<a class="button primary" href="#method" data-i18n="startMethod">Start the method</a>
<a class="button" href="#definitions" data-i18n="openDefinitions">Understand the controls</a>
<a class="button" href="research-notebook.html" data-i18n="readResearch">Read the reasoning</a>
</div>
</div>
<aside class="method-map" aria-label="Method order">
<div class="method-map-head" data-i18n="orderLabel">The order matters</div>
<div class="method-step"><span class="step-no">01</span><span><strong data-i18n="stepView">Lock the view</strong><small data-i18n="stepViewSub">Resolution, aspect ratio, FOV, camera</small></span><i class="signal"></i></div>
<div class="method-step"><span class="step-no">02</span><span><strong data-i18n="stepMouse">Verify the mouse</strong><small data-i18n="stepMouseSub">Daily DPI, tracking, cm/360</small></span><i class="signal"></i></div>
<div class="method-step"><span class="step-no">03</span><span><strong data-i18n="stepType">Protect typing</strong><small data-i18n="stepTypeSub">Comfortable fixed actuation</small></span><i class="signal"></i></div>
<div class="method-step"><span class="step-no">04</span><span><strong data-i18n="stepMove">Tune movement</strong><small data-i18n="stepMoveSub">RT D release, then RT A pace</small></span><i class="signal"></i></div>
<div class="method-step"><span class="step-no">05</span><span><strong data-i18n="stepFight">Validate in fights</strong><small data-i18n="stepFightSub">Movement pass, then aim pass</small></span><i class="signal"></i></div>
</aside>
</section>
<p class="principle-bar" data-i18n-html="principle"><strong>The purpose is an edge—not a “gaming-only” keyboard.</strong> The same board should stay dependable for typing, work, and GunZ.</p>
<section class="chapter" id="method">
<header class="chapter-header">
<span class="chapter-index" data-i18n="indexMethod">00 / METHOD</span>
<div><span class="kicker" data-i18n="methodKicker">One chain, one variable at a time</span><h2 data-i18n="methodTitle">What a correct result has to prove.</h2><p class="chapter-intro" data-i18n="methodIntro">A passing keyboard test is only one part of a passing input setup. The final result must survive typing, isolated movement, tracking, and real combat without one adjustment hiding a problem in another.</p></div>
</header>
<div class="content-narrow">
<section class="reader-bridge" aria-labelledby="readerBridgeTitle">
<span class="status-label" data-i18n="readerBridgeKicker">Read from where you are</span>
<h3 id="readerBridgeTitle" data-i18n="readerBridgeTitle">One method, four useful entry points.</h3>
<p class="muted" data-i18n="readerBridgeIntro">The order does not change by audience. What changes is the context you may need before the same test makes sense.</p>
<div class="reader-grid">
<article><b data-i18n="lensReader">First-time reader</b><p data-i18n="lensReaderP">Start with the order, not the numbers. Each section explains what a setting changes before it asks you to test it.</p></article>
<article><b data-i18n="lensNewPlayer">New GunZ player</b><p data-i18n="lensNewPlayerP">This guide does not teach every movement. Learn one sequence you can repeat, then use the method to remove input uncertainty around it.</p></article>
<article><b data-i18n="lensVeteran">Veteran GunZ player</b><p data-i18n="lensVeteranP">Keep the habits that already work. Change a value only when the same symptom repeats, and save checkpoints instead of copying my final numbers.</p></article>
<article><b data-i18n="lensKeyboard">Keyboard enthusiast</b><p data-i18n="lensKeyboardP">GunZ receives ordinary key ON and OFF states. The millimeter settings change when those states happen; they do not measure skill or server timing.</p></article>
</div>
</section>
<aside class="research-prompt">
<div><span class="status-label" data-i18n="whyThisOrder">Why this order?</span><p data-i18n="researchPrompt">If a step feels arbitrary, use the Research Notebook. It explains what each test isolates, why the mouse must be verified before the keyboard result is trusted, and which findings are personal rather than universal.</p></div>
<a class="button" href="research-notebook.html" data-i18n="openReasoning">Open the reasoning</a>
</aside>
<div class="flow-strip" aria-label="Full tuning flow">
<div class="flow-node"><b>01</b><span data-i18n="flow1">Environment</span><small data-i18n="flow1s">Make the test repeatable</small></div>
<div class="flow-node"><b>02</b><span data-i18n="flow2">DPI + view</span><small data-i18n="flow2s">Match what you actually use</small></div>
<div class="flow-node"><b>03</b><span data-i18n="flow3">Base sens</span><small data-i18n="flow3s">Track while standing still</small></div>
<div class="flow-node"><b>04</b><span data-i18n="flow4">Actuation</span><small data-i18n="flow4s">Keep normal typing fluent</small></div>
<div class="flow-node"><b>05</b><span data-i18n="flow5">Rapid Trigger</span><small data-i18n="flow5s">Make movement repeatable</small></div>
<div class="flow-node"><b>06</b><span data-i18n="flow6">PvP</span><small data-i18n="flow6s">Verify the pair together</small></div>
</div>
<div class="grid-3">
<article class="panel accent-top"><h3 data-i18n="proofMouse">The mouse proves coverage</h3><p class="muted" data-i18n="proofMouseP">Can you keep a fast opponent on screen and place the crosshair without repeated over- or undershoot?</p></article>
<article class="panel accent-top accent-violet"><h3 data-i18n="proofKeyboard">The keyboard proves execution</h3><p class="muted" data-i18n="proofKeyboardP">Can the movement sequence turn ON, release to OFF, and reactivate cleanly at your natural rhythm?</p></article>
<article class="panel accent-top accent-green"><h3 data-i18n="proofCombined">Combat proves the pair</h3><p class="muted" data-i18n="proofCombinedP">Can clean movement and verified tracking stay correct at the same time under pressure?</p></article>
</div>
<div class="evidence-key" aria-label="How claims are labeled">
<div><span class="badge method" data-i18n="claimUniversal">Universal concept</span><p data-i18n="claimUniversalP">Device or input behavior that does not depend on my personal values.</p></div>
<div><span class="badge current" data-i18n="claimGunz">GunZ application</span><p data-i18n="claimGunzP">How I apply or test that concept inside GunZ.</p></div>
<div><span class="badge personal" data-i18n="claimPersonal">Personal finding</span><p data-i18n="claimPersonalP">A result produced by my repeated testing—not a preset.</p></div>
<div><span class="badge history" data-i18n="claimHistory">Historical checkpoint</span><p data-i18n="claimHistoryP">An older result kept to explain the path and support rollback.</p></div>
</div>
</div>
</section>
<section class="chapter" id="definitions">
<header class="chapter-header"><span class="chapter-index" data-i18n="indexDefinitions">01 / DEFINE</span><div><span class="kicker" data-i18n="definitionsKicker">Know the event before changing the value</span><h2 data-i18n="definitionsTitle">Give every control one job.</h2><p class="chapter-intro" data-i18n="definitionsIntro">These settings describe different parts of one press cycle. Keeping them separate prevents an aiming problem, a release problem, and a reactivation problem from being tuned as though they were the same thing.</p></div></header>
<div class="content-narrow">
<div class="definition-grid">
<article class="definition-card is-actuation"><button class="term-link" type="button" data-term-target="term-actuation" data-i18n="actuation">Actuation</button><dl><div><dt data-i18n="whatItControls">What it controls</dt><dd data-i18n="actuationControls">The first ON while pressing from the released top.</dd></div><div><dt data-i18n="whyItMatters">Why it matters</dt><dd data-i18n="actuationWhy">It sets everyday typing sensitivity before Rapid Trigger is involved.</dd></div><div><dt data-i18n="changeWhen">Change it when</dt><dd data-i18n="actuationWhen">Typing is repeatedly too sensitive, hesitant, or inaccurate.</dd></div></dl></article>
<article class="definition-card is-rtd"><button class="term-link" type="button" data-term-target="term-rtd" data-i18n="rtdTitle">RT D · Deactivate</button><dl><div><dt data-i18n="whatItControls">What it controls</dt><dd data-i18n="rtdControls">The upward release distance before the active key reports OFF.</dd></div><div><dt data-i18n="whyItMatters">Why it matters</dt><dd data-i18n="rtdWhy">The previous press must turn OFF before a clean next press can exist.</dd></div><div><dt data-i18n="changeWhen">Change it when</dt><dd data-i18n="rtdWhen">The first action works but later releases repeatedly fail to clear.</dd></div></dl></article>
<article class="definition-card is-rta"><button class="term-link" type="button" data-term-target="term-rta" data-i18n="rtaTitle">RT A · Activate</button><dl><div><dt data-i18n="whatItControls">What it controls</dt><dd data-i18n="rtaControls">The downward distance after reversal before the next ON.</dd></div><div><dt data-i18n="whyItMatters">Why it matters</dt><dd data-i18n="rtaWhy">It changes how soon a released key can reactivate at your natural rhythm.</dd></div><div><dt data-i18n="changeWhen">Change it when</dt><dd data-i18n="rtaWhen">Movement is clean, releases pass, and the same pacing delay repeats.</dd></div></dl></article>
</div>
<div class="cycle" aria-label="Rapid Trigger input cycle">
<div class="cycle-step actuation"><b>01</b><strong data-i18n="cycle1">First ON</strong><small data-i18n="cycle1s">Fixed actuation from the released top.</small></div>
<div class="cycle-step"><b>02</b><strong data-i18n="cycle2">Continue down</strong><small data-i18n="cycle2s">The key stays ON toward bottom-out.</small></div>
<div class="cycle-step rt-d"><b>03 · RT D</b><strong data-i18n="cycle3">Release to OFF</strong><small data-i18n="cycle3s">Upward distance required before the key turns OFF.</small></div>
<div class="cycle-step"><b>04</b><strong data-i18n="cycle4">Reverse</strong><small data-i18n="cycle4s">Your finger stops rising and starts pressing again.</small></div>
<div class="cycle-step rt-a"><b>05 · RT A</b><strong data-i18n="cycle5">Next ON</strong><small data-i18n="cycle5s">Downward distance after reversal before reactivation.</small></div>
</div>
<div class="callout" data-i18n-html="definitionsRule"><strong>Read the cycle literally:</strong> RT D creates OFF. Reversal changes direction. RT A creates the next ON. Clearing RT D does not activate the key again by itself.</div>
<div class="inline-links"><a href="#cycle-tester" data-i18n="openCycleTester">Open the Rapid Trigger Cycle Tester ↓</a><a href="#glossary" data-i18n="openGlossary">Open the full glossary ↓</a></div>
</div>
</section>
<section class="chapter" id="environment">
<header class="chapter-header"><span class="chapter-index" data-i18n="indexLock">02 / LOCK</span><div><span class="kicker" data-i18n="envKicker">Before touching a value</span><h2 data-i18n="envTitle">Stabilize the test environment.</h2><p class="chapter-intro" data-i18n="envIntro">A sensitivity or Rapid Trigger result only means something when the surrounding conditions are recorded and held still.</p></div></header>
<div class="content-narrow grid-2">
<article class="panel"><h3 data-i18n="recordThese">Record these first</h3><ul class="check-list">
<li data-i18n="rec1">GunZ client/server and map</li><li data-i18n="rec2">Resolution and aspect ratio</li><li data-i18n="rec3">FOV and camera distance</li><li data-i18n="rec4">Crosshair and any on-screen dot</li><li data-i18n="rec5">Mouse DPI, polling rate, Windows pointer settings, and acceleration/raw-input state</li><li data-i18n="rec6">Keyboard mode, SOCD state, actuation, RT A, and RT D</li>
</ul></article>
<article class="panel accent-top accent-amber"><h3 data-i18n="resolutionTitle">Resolution changes perception, not hardware DPI</h3><p class="muted" data-i18n="resolutionP1">Your mouse DPI is set by the sensor or mouse software. Moving from a 16:9 desktop to a 4:3 or stretched GunZ image can still make horizontal motion look faster, narrower, or unfamiliar because the displayed geometry changed.</p><p class="muted" data-i18n="resolutionP2">Use the aspect ratio you actually play. A desktop icon-pointing drill can help you notice visual mismatch, but treat it as a perception check—not a DPI measurement. Confirm the final result inside GunZ.</p></article>
</div>
<div class="content-narrow term-note" data-i18n="envPlainTerms">Plain terms: FOV means field of view—how much of the game world fits in the view. Camera distance is how far the view sits behind the character. Polling rate is how often the mouse reports. Raw input means the game reads mouse movement without Windows pointer scaling.</div>
</section>
<section class="chapter" id="mouse">
<header class="chapter-header"><span class="chapter-index" data-i18n="indexMouse">03 / MOUSE</span><div><span class="kicker" data-i18n="mouseKicker">Build the aiming base first</span><h2 data-i18n="mouseTitle">Verify DPI and sensitivity before tuning movement.</h2><p class="chapter-intro" data-i18n="mouseIntro">Start with the DPI you already use every day. The goal is not a fashionable number—it is a stable physical reference you can reproduce.</p></div></header>
<div class="content-narrow">
<div class="term-note" data-i18n="mouseIsolation">Why stand still: it removes keyboard movement from the first aiming test. Tracking means following a moving player with the crosshair. Cm/360 is the physical mouse distance needed to turn the view one full rotation.</div>
<div class="grid-2">
<article class="panel"><h3 data-i18n="mouseProtocol">Mouse protocol</h3><ol class="number-list"><li data-i18n="mp1">Choose one familiar hardware DPI and disable accidental DPI switching.</li><li data-i18n="mp2">Load your real GunZ resolution, aspect ratio, FOV, and camera settings.</li><li data-i18n="mp3">Stand still. Track moving players with the mouse only; do not judge keyboard timing yet.</li><li data-i18n="mp4">Measure the result in cm/360 with Mouse-Sensitivity.com or a physical 360° test.</li><li data-i18n="mp5">Work in 0.1 cm steps. Lower cm/360 is faster; higher cm/360 is slower.</li><li data-i18n="mp6">Freeze the first value that repeatedly keeps targets in view without repeated over- or undershoot.</li></ol></article>
<article class="panel"><h3 data-i18n="whyCm">Why use cm/360</h3><p class="muted" data-i18n="whyCmP">A GunZ sensitivity number has no physical meaning by itself. The same +5 change produces a different effective change at 850 DPI than at 1800 DPI. Cm/360 turns the result into a physical distance you can compare deliberately.</p><div class="formula"><span data-i18n="formulaEdpi">eDPI = DPI × in-game sensitivity</span><br><span data-i18n="formulaNewSens">new sensitivity = eDPI ÷ new DPI</span></div><p class="muted" data-i18n="edpiLimit">Use eDPI only inside the same game and input pipeline. It is not a universal cross-game unit because games can use different yaw and FOV behavior.</p></article>
</div>
<div class="callout" data-i18n-html="incrementExample"><strong>Why fixed sensitivity steps can mislead:</strong> +5 sensitivity at 850 DPI changes eDPI by 4,250. The same +5 at 1,800 DPI changes it by 9,000—more than twice as much. A 0.1 cm/360 target expresses the physical change you actually meant.</div>
<article class="panel calculator" id="converter">
<div><span class="status-label" data-i18n="toolLabel">Same-game converter</span><h3 data-i18n="converterTitle">Keep the same eDPI when changing DPI</h3><p class="muted" data-i18n="converterIntro">Enter your current DPI and GunZ sensitivity, then the DPI you want to use.</p></div>
<div class="field-grid">
<div class="field"><label for="currentDpi" data-i18n="currentDpi">Current DPI</label><input id="currentDpi" type="number" min="1" step="1" value="850" inputmode="decimal"></div>
<div class="field"><label for="currentSens" data-i18n="currentSens">Current GunZ sensitivity</label><input id="currentSens" type="number" min="0" step="1" value="5250" inputmode="decimal"></div>
<div class="field"><label for="newDpi" data-i18n="newDpi">New DPI</label><input id="newDpi" type="number" min="1" step="1" value="1800" inputmode="decimal"></div>
</div>
<div class="result-box" aria-live="polite">
<div class="result-item"><span data-i18n="edpiResult">eDPI</span><output id="edpiOutput">4,462,500</output></div>
<div class="result-item"><span data-i18n="newSensResult">Equivalent sensitivity</span><output id="sensOutput">2,479.17 (≈ 2,479)</output></div>
</div>
<div class="inline-links"><a href="https://www.mouse-sensitivity.com/" target="_blank" rel="noopener" data-i18n="openMouseSensitivity">Open Mouse-Sensitivity.com ↗</a></div>
</article>
</div>
</section>
<section class="chapter" id="typing">
<header class="chapter-header"><span class="chapter-index" data-i18n="indexType">04 / TYPE</span><div><span class="kicker" data-i18n="typingKicker">The everyday baseline</span><h2 data-i18n="typingTitle">Find an actuation point you can still type on.</h2><p class="chapter-intro" data-i18n="typingIntro">Your Hall-effect keyboard is already a gaming peripheral. The useful advantage comes from tuning it without making normal work worse.</p></div></header>
<div class="content-narrow">
<div class="term-note" data-i18n="typingPlainTerms">Typing terms: WPM is words per minute; accuracy is how much you typed without correction. The passing value is not your fastest score—it is the shallowest actuation that keeps both near your normal range during repeated tests and real writing.</div>
<div class="grid-2">
<article class="panel accent-top accent-violet"><h3 data-i18n="typingTest">Typing test</h3><ol class="number-list"><li data-i18n="tt1">Turn Rapid Trigger off and use one fixed actuation value across the regular keys.</li><li data-i18n="tt2">Warm up, then run several familiar Monkeytype tests—not one lucky score.</li><li data-i18n="tt3">Watch both WPM and mistakes. Keep the shallowest value that preserves your normal fluency.</li><li data-i18n="tt4">Retest in real writing: email, chat, editing, and any work where corrections matter.</li><li data-i18n="tt5">Save this as the typing baseline before creating the GunZ profile.</li></ol></article>
<article class="panel"><span class="status-label" data-i18n="personalObservation">Personal observation</span><h3 data-i18n="interviewTitle">0.60 mm failed the real-world test</h3><p class="muted" data-i18n="interviewP">At 0.60 mm I made too many mistakes during an interview and could not type as fluently as usual. Returning the regular keys to 1.50 mm matched my work keyboard more closely and restored the consistency I needed.</p><div class="callout good" data-i18n-html="lesson"><strong>The lesson:</strong> a value that feels fast in GunZ can still be wrong for the keyboard as a whole. Actuation must pass normal typing before Rapid Trigger is allowed to compensate for movement.</div><div class="inline-links"><a href="https://monkeytype.com/" target="_blank" rel="noopener" data-i18n="openMonkeytype">Open Monkeytype ↗</a></div></article>
</div>
</div>
</section>
<section class="chapter" id="keyboard">
<header class="chapter-header"><span class="chapter-index" data-i18n="indexMove">05 / RAPID TRIGGER</span><div><span class="kicker" data-i18n="keyboardKicker">Rapid Trigger has two separate jobs</span><h2 data-i18n="keyboardTitle">Confirm the cycle before tuning movement.</h2><p class="chapter-intro" data-i18n="keyboardIntro">Actuation controls the first press from the top. Rapid Trigger Deactivate controls when the released key turns OFF. Rapid Trigger Activate controls how far you press back down after reversal before the next ON.</p></div></header>
<div class="content-narrow">
<div class="term-note" data-i18n="keyboardPlainTerms">Input states in plain language: ON means GunZ sees the key as pressed; OFF means GunZ sees it as released. Actuation controls the first ON. RT D creates the later OFF. After your finger reverses direction, RT A creates the next ON.</div>
<div class="grid-2">
<article class="panel accent-top accent-amber"><h3><button class="term-link" type="button" data-term-target="term-rtd" data-i18n="rtdTitle">RT D · Deactivate</button></h3><p class="muted" data-i18n="rtdP">This is release clearance. Lowering it means less upward lift is needed to turn the key OFF. Change it when the first action works but later releases repeatedly fail, tumble, or stay held. Too low can make the release feel nervous or uneven.</p></article>
<article class="panel accent-top"><h3><button class="term-link" type="button" data-term-target="term-rta" data-i18n="rtaTitle">RT A · Activate</button></h3><p class="muted" data-i18n="rtaP">This is reactivation distance after reversal. Lowering it makes the next ON happen sooner. Change it when the movement is already clean but repeatedly cannot keep pace. Too low can outrun your rhythm or create unwanted repeats.</p></article>
</div>
<article class="tester-panel" id="cycle-tester">
<header><div><span class="status-label" data-i18n="interactiveTool">Interactive tool · preserved from the original guide</span><h3 data-i18n="testerTitle">Rapid Trigger Cycle Tester</h3><p class="muted" data-i18n="testerIntro">Use the animated key path to separate first actuation, RT D release, reversal, and RT A reactivation before changing a live profile.</p></div><a class="button" href="assets/rapid-trigger-cycle-tester.html" target="_blank" rel="noopener" data-i18n="openTesterTab">Open tester in its own tab ↗</a></header>
<div class="tester-frame-wrap"><iframe class="tester-frame" src="assets/rapid-trigger-cycle-tester.html" title="Rapid Trigger Cycle Tester" loading="lazy"></iframe></div>
</article>
<article class="panel tester-guide"><h3 data-i18n="testerUseTitle">What the tester should prove</h3><ul class="check-list"><li data-i18n="testerUse1">Press through actuation and confirm the first ON.</li><li data-i18n="testerUse2">Release upward until RT D produces OFF.</li><li data-i18n="testerUse3">Reverse direction only after you can see the release event separately.</li><li data-i18n="testerUse4">Press downward through RT A and confirm the next ON.</li></ul><div class="callout warning" data-i18n-html="testerLimit"><strong>Use it as a model, not a measurement:</strong> the tester explains event order and available travel. Your finger rhythm and passing values still have to be verified through typing, training, and PvP.</div></article>
</div>
</section>
<section class="chapter" id="training">
<header class="chapter-header"><span class="chapter-index" data-i18n="indexTraining">06 / TRAIN</span><div><span class="kicker" data-i18n="trainingKicker">Isolate keyboard execution</span><h2 data-i18n="trainingTitle">Make one familiar movement repeatable by itself.</h2><p class="chapter-intro" data-i18n="trainingIntro">Training answers one narrow question: can the movement complete cleanly under controlled conditions? It does not prove that aim or opponent coverage is correct.</p></div></header>
<div class="content-narrow">
<div class="workflow-grid">
<article><span>01</span><h3 data-i18n="trainingSetup">Set up</h3><ul><li data-i18n="trainingSetup1">Use one move you already know.</li><li data-i18n="trainingSetup2">Choose level ground and warm up first.</li><li data-i18n="trainingSetup3">Freeze mouse, view, actuation, and RT D.</li></ul></article>
<article><span>02</span><h3 data-i18n="trainingTest">Test</h3><ul><li data-i18n="trainingTest1">Run chains of at least five for about 15 minutes.</li><li data-i18n="trainingTest2">Count dead dashes, tumbles, held inputs, and unwanted repeats.</li><li data-i18n="trainingTest3">Ignore one-off mistakes; look for one repeated symptom.</li></ul></article>
<article><span>03</span><h3 data-i18n="trainingDecision">Decide</h3><ul><li data-i18n="trainingDecision1">Lower RT A one small step only when clean movement is repeatedly behind.</li><li data-i18n="trainingDecision2">Change RT D only when later releases repeatedly fail.</li><li data-i18n="trainingDecision3">Save the first repeatable result before PvP.</li></ul></article>
</div>
<div class="callout good" data-i18n-html="trainingPass"><strong>Training pass:</strong> roughly 90–95% clean execution across a real session, without one repeated failure pattern. This proves keyboard execution only.</div>
</div>
</section>
<section class="chapter" id="validate">
<header class="chapter-header"><span class="chapter-index" data-i18n="indexFight">07 / FIGHT</span><div><span class="kicker" data-i18n="validateKicker">The combined test</span><h2 data-i18n="validateTitle">Validate movement and aim in separate passes.</h2><p class="chapter-intro" data-i18n="validateIntro">The keyboard should make movement reliable; the mouse should keep the fight visible and place the shot. Test both in combat, but never change both during the same comparison.</p></div></header>
<div class="content-narrow">
<div class="term-note" data-i18n="validationPlainTerms">For this method, clean movement means the intended GunZ sequence completes without repeated dead dashes, tumbles, held inputs, or accidental repeats. Aim placement means where the crosshair lands after the mouse follows that movement.</div>
<div class="split-test">
<article class="test-lane"><span class="lane-label" data-i18n="movementPass">Pass A · Movement</span><h3 data-i18n="movementQuestion">Does the move stay clean and keep pace?</h3><p class="muted" data-i18n="movementP">Freeze DPI, cm/360, view settings, actuation, and RT D. Fight familiar opponents. If the character repeatedly arrives behind even though the sequence is clean, adjust RT A one step.</p></article>
<article class="test-lane"><span class="lane-label" data-i18n="aimPass">Pass B · Aim</span><h3 data-i18n="aimQuestion">Can the mouse keep and place the target?</h3><p class="muted" data-i18n="aimP">Freeze the passing keyboard. Use a visible center dot if your client has no crosshair. If opponents repeatedly leave the screen or the crosshair lands short/long, adjust cm/360 by 0.1 cm and retest.</p></article>
</div>
<div class="callout good" data-i18n-html="combinedPass"><strong>Combined pass:</strong> movement stays executable, the opponent stays within controllable mouse coverage, and the crosshair does not show one repeated directional miss. Keep the pair unchanged before troubleshooting anything else.</div>
</div>
</section>
<section class="chapter" id="troubleshoot">
<header class="chapter-header"><span class="chapter-index" data-i18n="indexTroubleshoot">08 / DIAGNOSE</span><div><span class="kicker" data-i18n="troubleshootKicker">Follow the repeated symptom</span><h2 data-i18n="troubleshootTitle">Change the control that owns the failure.</h2><p class="chapter-intro" data-i18n="troubleshootIntro">One miss is noise. A repeated pattern is evidence. Keep every unrelated value fixed, change one control, and return to the last passing checkpoint when the result becomes unclear.</p></div></header>
<div class="content-narrow">
<div class="callout warning" data-i18n-html="directionRule"><strong>Direction rule:</strong> lower cm/360 makes the view faster; higher cm/360 makes it slower. Repeated undershoot or inability to keep up can justify a slightly lower cm/360. Repeated overshoot can justify a slightly higher cm/360.</div>
<div class="comparison">
<table>
<thead><tr><th data-i18n="symptom">Repeated symptom</th><th data-i18n="investigate">Investigate</th><th data-i18n="nextTest">Next controlled test</th><th data-i18n="keepFixed">Keep fixed</th></tr></thead>
<tbody>
<tr><td data-i18n="s1">Typing becomes error-prone</td><td><button class="term-link" type="button" data-term-target="term-actuation" data-i18n="actuation">Actuation</button></td><td data-i18n="s1t">Raise it and repeat normal typing tests</td><td data-i18n="s1f">Rapid Trigger off</td></tr>
<tr><td data-i18n="s2">First move works; later releases fail</td><td><button class="term-link" type="button" data-term-target="term-rtd">RT D</button></td><td data-i18n="s2t">Lower release distance carefully</td><td data-i18n="s2f">Actuation, RT A, mouse</td></tr>
<tr><td data-i18n="s3">Movement is clean but repeatedly behind</td><td><button class="term-link" type="button" data-term-target="term-rta">RT A</button></td><td data-i18n="s3t">Lower reactivation one step</td><td data-i18n="s3f">RT D, actuation, mouse</td></tr>
<tr><td data-i18n="s4">Movement is clean; target leaves the screen</td><td><button class="term-link" type="button" data-term-target="term-cm360" data-i18n="sensitivity">Sensitivity</button></td><td data-i18n="s4t">Lower cm/360 by 0.1 cm</td><td data-i18n="s4f">Complete keyboard profile</td></tr>
<tr><td data-i18n="s5">Crosshair repeatedly passes the target</td><td><button class="term-link" type="button" data-term-target="term-cm360" data-i18n="sensitivity">Sensitivity</button></td><td data-i18n="s5t">Raise cm/360 by 0.1 cm</td><td data-i18n="s5f">Complete keyboard profile</td></tr>
<tr><td data-i18n="s6">One miss, one tumble, unclear cause</td><td><button class="term-link" type="button" data-term-target="term-checkpoint" data-i18n="checkpoint">Checkpoint</button></td><td data-i18n="s6t">Do not tune yet; collect a repeated pattern</td><td data-i18n="s6f">Everything</td></tr>
</tbody>
</table>
</div>
</div>
</section>
<section class="chapter" id="save">
<header class="chapter-header"><span class="chapter-index" data-i18n="indexSave">09 / SAVE</span><div><span class="kicker" data-i18n="saveKicker">Keep a rollback point</span><h2 data-i18n="saveTitle">Save the result, then test it over time.</h2><p class="chapter-intro" data-i18n="saveIntro">A profile is proven by repeatability, not by one strong match. Keep the typing baseline untouched, duplicate a GunZ base, and save every passing stage.</p></div></header>
<div class="content-narrow">
<div class="record-grid">
<div class="record-item"><span data-i18n="recDpi">Daily DPI</span><strong>850</strong><small data-i18n="recDpiS">Historical working value; verify yours</small></div>
<div class="record-item"><span data-i18n="recCm">Current cm/360</span><strong>—</strong><small data-i18n="recCmS">Measure before finalizing</small></div>
<div class="record-item"><span data-i18n="recAct">Regular-key actuation</span><strong>1.50 mm</strong><small data-i18n="recActS">Typing-safe personal baseline</small></div>
<div class="record-item"><span>RT D</span><strong>0.35 mm</strong><small data-i18n="recRtdS">Known personal release checkpoint</small></div>
<div class="record-item"><span>RT A</span><strong>1.75 mm</strong><small data-i18n="recRtaS">Conservative start; retune in GunZ</small></div>
</div>
<div class="callout" data-i18n-html="recordNote"><strong>Current record, not a preset:</strong> 850 DPI and the keyboard values above are personal checkpoints from this research. The cm/360 field intentionally remains open until the mouse is re-measured through the new protocol. Copy the order of the method, not the numbers.</div>
<div class="inline-links"><a href="research-notebook.html" data-i18n="openNotebook">Open the full research notebook →</a><a href="#top" data-i18n="backTop">Back to top ↑</a></div>
</div>
</section>
<section class="chapter" id="glossary">
<header class="chapter-header"><span class="chapter-index" data-i18n="indexGlossary">10 / GLOSSARY</span><div><span class="kicker" data-i18n="glossaryKicker">Definitions once, in the order they are used</span><h2 data-i18n="guideGlossaryTitle">Translate the setting into the test.</h2><p class="chapter-intro" data-i18n="glossaryIntro">Every entry separates the hardware or guide term from the reason it matters in this method. Colored terms elsewhere open a short version without taking you out of the step.</p></div></header>
<div class="content-narrow glossary-grid">
<article class="panel"><h3 data-i18n="keyboardTerms">Keyboard terms</h3>
<details id="term-actuation"><summary data-i18n="actuation">Actuation</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gActWhat">The fixed position measured from the released top where the first downward press reports ON.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gActWhy">It controls the first press; RT A controls a later press after reversal.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gActUse">Keep the shallowest value that preserves normal typing fluency.</span></p></div></details>
<details id="term-rapid-trigger"><summary>Rapid Trigger</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gRtWhat">Movement-relative behavior that uses travel distance and direction to report OFF and ON again.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gRtWhy">A repeated press can register without returning to one fixed reset position.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gRtUse">Separate release clearance from reactivation pace and test one symptom at a time.</span></p></div></details>
<details id="term-rtd"><summary data-i18n="rtdTitle">RT D · Deactivate</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gRtdWhat">The upward distance an active key travels before it reports OFF.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gRtdWhy">A clean next ON requires the previous press to turn OFF first.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gRtdUse">Change it only when later releases repeatedly fail to clear.</span></p></div></details>
<details id="term-reversal"><summary data-i18n="reversal">Reversal</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gRevWhat">The point where upward release stops and downward pressing begins.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gRevWhy">RT A begins measuring the next downstroke from this change of direction.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gRevUse">Do not treat OFF and reversal as though they must happen at the same position.</span></p></div></details>
<details id="term-rta"><summary data-i18n="rtaTitle">RT A · Activate</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gRtaWhat">The downward distance required after reversal before the next ON.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gRtaWhy">It changes how much re-press travel is required in a repeated-input cycle.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gRtaUse">Lower it in small steps only when clean movement repeatedly falls behind.</span></p></div></details>
<details id="term-split"><summary data-i18n="splitSensitivity">Split Sensitivity</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gSplitWhat">A keyboard option that assigns separate downstroke and upstroke sensitivity values.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gSplitWhy">It lets RT A and RT D be tested independently.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gSplitUse">Match each vendor control by direction and event, not only by name.</span></p></div></details>
<details id="term-continuous"><summary data-i18n="continuousRt">Continuous Rapid Trigger</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gContinuousWhat">A mode that keeps Rapid Trigger active until the key is fully released.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gContinuousWhy">Changing the mode changes where movement-relative behavior remains available.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gContinuousUse">Record its state and keep it fixed during comparisons.</span></p></div></details>
<details id="term-socd"><summary>SOCD / Snappy Tappy</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gSocdWhat">A separate feature that decides how opposing directions are resolved.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gSocdWhy">It can change directional output without changing RT A or RT D.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gSocdUse">Record it and leave it unchanged while tuning Rapid Trigger.</span></p></div></details>
<details id="term-bottom"><summary data-i18n="totalTravel">Total travel and bottom-out</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gBottomWhat">The full physical key distance and its deepest position.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gBottomWhy">It sets the travel available for actuation, release, reversal, and re-press.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gBottomUse">Use the Cycle Tester to check travel capacity, not to predict finger rhythm.</span></p></div></details>
<details id="term-other-software"><summary data-i18n="otherSoftware">Equivalent controls on other keyboards</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gOtherWhat">Different Hall-effect software may use Trigger, Reset, Press, Release, Activate, or Deactivate.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gOtherWhy">Matching only a label can reverse the intended adjustment.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gOtherUse">Downward re-press maps to RT A; upward release maps to RT D.</span></p></div></details>
</article>
<article class="panel"><h3 data-i18n="mouseGuideTerms">Mouse and guide terms</h3>
<details id="term-dpi"><summary>DPI</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="glossaryDpi">The mouse sensor's count density. It is a hardware setting, not a measurement of how the game looks on screen.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gDpiWhy">It changes how many counts reach the game's sensitivity calculation.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gDpiUse">Start from the DPI you already use and prevent accidental switching.</span></p></div></details>
<details id="term-cm360"><summary>cm/360</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="glossaryCm">The physical mouse distance needed to rotate the in-game view one full turn. Lower cm/360 is faster; higher cm/360 is slower.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gCmWhy">It gives sensitivity a physical meaning that can be compared deliberately.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gCmUse">Adjust by 0.1 cm only after the repeated aim direction is clear.</span></p></div></details>
<details id="term-edpi"><summary>eDPI</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gEdpiWhat">DPI multiplied by in-game sensitivity.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gEdpiWhy">It transfers an equivalent sensitivity between DPIs inside the same game pipeline.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gEdpiUse">Use it for conversion; use cm/360 for physical verification.</span></p></div></details>
<details id="term-baseline"><summary data-i18n="baseline">Baseline</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gBaseWhat">A known starting or rollback setting before calibration.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gBaseWhy">It gives every change a clean comparison.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gBaseUse">Duplicate the base and never overwrite the last passing version.</span></p></div></details>
<details id="term-checkpoint"><summary data-i18n="checkpoint">Checkpoint</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="glossaryCheckpoint">A complete saved record of the settings and test conditions that passed. It is the rollback point before one value changes.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gCheckpointWhy">It keeps a worse result from erasing a proven one.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gCheckpointUse">Save after typing, mouse, training, and combined passes.</span></p></div></details>
<details id="term-training"><summary data-i18n="trainingCalibration">Training calibration</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gTrainingWhat">A controlled test of one familiar move on level ground.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gTrainingWhy">It proves keyboard execution without aim, pressure, or opponent positioning.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gTrainingUse">Save the first repeatable result before PvP.</span></p></div></details>
<details id="term-pvp"><summary data-i18n="pvpValidation">PvP validation</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gPvpWhat">Testing an already-clean movement against real players.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gPvpWhy">Opponent pace, pressure, position, tracking, and shots are missing from training.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gPvpUse">Run a movement pass and an aim pass without changing both systems together.</span></p></div></details>
<details id="term-movement-undershoot"><summary data-i18n="movementUndershoot">Movement undershoot</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gMoveUnderWhat">The character repeatedly arrives behind the opponent while mouse and view stay fixed.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gMoveUnderWhy">It separates movement pace from crosshair distance.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gMoveUnderUse">Investigate RT A only after movement is clean.</span></p></div></details>
<details id="term-aim-undershoot"><summary data-i18n="aimUndershoot">Aim undershoot</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gAimUnderWhat">Movement keeps up, but the crosshair repeatedly lands short.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gAimUnderWhy">It points to mouse distance rather than keyboard pacing.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gAimUnderUse">Freeze the passing keyboard and test cm/360 separately.</span></p></div></details>
<details id="term-dead-dash"><summary data-i18n="deadDash">Dead dash</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gDeadWhat">A dash you expected did not complete.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gDeadWhy">Repeated failures can show that a release or next ON did not occur.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gDeadUse">Treat one dead dash as noise; diagnose only a repeated pattern.</span></p></div></details>
<details id="term-ready"><summary data-i18n="readyBoundary">RT A-ready boundary</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="gReadyWhat">A travel-capacity reference showing where the selected RT A downstroke can still fit before bottom-out.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gReadyWhy">It prevents RT D OFF, reversal, and RT A reactivation from being treated as one event.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gReadyUse">Use it for travel math only; it does not measure your reversal or server timing.</span></p></div></details>
<details id="term-gunz-movement"><summary data-i18n="gunzMovement">GunZ movement sequence</summary><div class="definition-body"><p><strong data-i18n="glossaryWhat">What it is:</strong> <span data-i18n="glossaryMovement">A repeatable in-game action such as Flash Step, PPQ, or GDHS. The site uses these as tests; it does not teach the movement itself.</span></p><p><strong data-i18n="glossaryWhy">Why it matters:</strong> <span data-i18n="gMovementWhy">A known sequence lets you test input changes without learning a new move at the same time.</span></p><p><strong data-i18n="glossaryUse">Use here:</strong> <span data-i18n="gMovementUse">Choose one familiar sequence and keep it fixed during calibration.</span></p></div></details>
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<section class="chapter" id="evidence">
<header class="chapter-header"><span class="chapter-index" data-i18n="indexLimits">11 / EVIDENCE</span><div><span class="kicker" data-i18n="evidenceKicker">Evidence boundary</span><h2 data-i18n="evidenceTitle">Documented behavior meets personal testing.</h2><p class="chapter-intro" data-i18n="evidenceIntro">Manufacturer and platform documentation explain the controls and input path. The GunZ order, checkpoints, and results come from personal repeat testing and are not universal presets.</p></div></header>
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<article class="panel"><h3 data-i18n="primaryRefs">Primary references</h3><div class="inline-links"><a href="https://help.wooting.io/article/102-how-to-set-up-rapid-trigger" target="_blank" rel="noopener">Wooting · Rapid Trigger ↗</a><a href="https://wooting.io/wootility/changelogs/5.0.0" target="_blank" rel="noopener">Wootility controls ↗</a><a href="https://learn.microsoft.com/en-us/windows/win32/dxtecharts/taking-advantage-of-high-dpi-mouse-movement" target="_blank" rel="noopener">Microsoft · mouse input ↗</a><a href="https://www.gateron.com/products/gateron-magic-jade-switch" target="_blank" rel="noopener">Gateron · Jade HE ↗</a></div></article>
<article class="panel"><h3 data-i18n="claimsNot">What this method does not claim</h3><ul class="check-list"><li data-i18n="claim1">That one actuation, RT, DPI, sensitivity, or cm/360 is correct for everyone.</li><li data-i18n="claim2">That a preferred RT A measures a server’s input delay.</li><li data-i18n="claim3">That a desktop pointer drill proves in-game sensitivity.</li><li data-i18n="claim4">That lower values are automatically better.</li></ul></article>
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