Version 1.3 · Updated August 2026
Public method · Current revision

Rapid Trigger
for GunZ.

Build, test, and refine Hall-effect keyboard settings around movement you can consistently control.

01 · FixChoose a controllable and keep it unchanged.
02 · ReleaseUse an distance you can clear consistently.
03 · PaceLower until the movement is clean and keeps up.
04 · AimFreeze the keyboard before testing sensitivity.
My current base: 1.55 mm actuation · RT A 1.75 mm · RT D 0.35 mm. These are my repeatable starting values—not universal recommendations.
My method in plain English: Training tells me whether the movement works. PvP tells me whether it keeps up. I keep actuation comfortable, use an RT D release I know I can clear, and lower RT A from a known starting point until the movement works by itself and keeps up against real players. Once the movement is clean, I stop changing the keyboard and use sensitivity to correct where my aim lands. I save every passing result so I can always return to the last setting that worked.
Page 02 · Method History

How the method changed.

The original setup taught me what each control changed. The current setup removes unnecessary actuation differences and gives each variable one job.

Original setup
Archived

0.20 mm WASD actuation

I used very low WASD actuation, separate actuation values for several action keys, and Snappy Tappy / SOCD on A and D. It worked, but the full profile had to be built around an extremely sensitive first press.

First RT baseline
Historical checkpoint

RT A 1.75 mm · RT D 0.65 mm

My normal typing actuation was 2.00 mm, but Wootility did not give me a 2.00 mm RT A option. With WASD still at 0.20 mm and RT D held at 0.65 mm, I started RT A at 1.95 mm and lowered it by 0.05 mm at a time: 1.95 → 1.90 → 1.85 → 1.80 → 1.75. I stopped at 1.75 when the release → reversal → second accepted press matched my double-tap pace consistently.

Old refinement
Historical checkpoints

1.00 / 0.65, then 0.35 / 0.25

RT A changed first when movement pacing felt behind. RT D changed later, only when the first movement worked but the later release became the limiting part of faster chains.

Actuation rework
Tested observation

3.30 − 1.75 = 1.55 mm

The 1.75 mm RT A was already a working downstroke I had found through the double-tap test. Comparing it with my ≈3.30 mm calibrated bottom gave 3.30 − 1.75 = 1.55 mm. I used 1.55 mm as a physical travel reference, then tested 1.55 mm separately with Rapid Trigger OFF. It also felt comfortable as fixed actuation, which is why it became my full-keyboard baseline. RT D stayed separate as the release-to-OFF checkpoint; I did not subtract RT D from RT A.

Current method
Current

One 1.55 mm actuation

Typing uses 1.55 mm with Rapid Trigger off. Gaming uses the same actuation with Rapid Trigger where needed. RT D supplies the known release; RT A handles server and movement pacing.

What changed: The 0.20 mm setup is the archived method. The working 1.75 mm RT A result exposed 1.55 mm as a physical travel reference. Testing 1.55 mm separately with Rapid Trigger OFF—and finding it comfortable—made it my current actuation baseline.
Show the archived 0.20 mm action-key values
WASD 0.20 mm · E/Gun 1 0.80 mm · R/Reload 0.50 mm · Shift/Block 2.60 mm · Space/Jump 0.60 mm · Snappy Tappy/SOCD enabled on A and D. These values explain the history; they are not part of the current base.
Page 03 · Keyboard & Rapid Trigger

Know which event you are changing.

The method is easier to follow when the first press, release, reversal, and next press are kept separate.

One complete Rapid Trigger cycle

1 · First ON controls the first press from the released top.
2 · Continue downThe key stays ON while it travels toward .
3 · Release is the upward travel required before OFF.
4 · Reverse is where upward motion stops and downward motion begins.
5 · Next ON is the downstroke required after reversal.
Important: RT D is the release-to-OFF checkpoint. Clearing RT D makes another Rapid Trigger activation possible, but it does not create the next ON by itself. After I reverse, RT A is still the downward travel required for that next ON. “RT A controls pace” and “RT D controls release clearance” are diagnostic shortcuts from my testing—not separate keyboard modes.

What lowering RT A changes

It reduces the downward travel needed after reversal before the next ON. If clean movement repeatedly arrives behind the fight, I lower RT A in small steps. If the movement becomes faster than I can control, I restore or raise RT A instead.

What lowering RT D changes

It reduces the upward travel needed before OFF. I test it only when the pace is already proven but later releases repeatedly fail to clear.

Page 04 · GunZ Base

Build one base you can explain.

The base is a rollback point, not a server preset. Keep every surrounding variable stable before adjusting movement pacing.

My current GunZ Base

1.55 mm

Comfortable first press across the full keyboard.

1.75 mm

Known conservative starting setting that I lower during calibration.

0.35 mm

My currently proven release distance.

Mode

off; state recorded and held fixed.

What 1.75 means in my current base: With Actuation at 1.55 mm, Continuous Rapid Trigger OFF, and my ≈3.30 mm exact-bottom example, 1.75 mm maps back to the 1.55 mm actuation boundary. I keep it as a familiar starting setting and lower from there; it is not proof that a 1.75 mm RT A reactivation happens on every repeat.
For another player: Find a comfortable actuation, a release you can clearly repeat, and a deliberate RT A starting point. Do not assume that 1.55 / 1.75 / 0.35 must be your result. On my earlier setup, Wootility showed 0.55 mm for Key Release / Deactivate when I enabled Split Sensitivity. I keep that as part of the testing history; my current proven RT D result is 0.35 mm.
Using another keyboard? Open and match each control by direction and function, not only by its name.

Keep these controlled

  • Keyboard: Actuation, RT D, Rapid Trigger mode, SOCD/Snappy Tappy state, and every non-test key.
  • Mouse and view: DPI, sensitivity, resolution, FOV, camera distance, and crosshair.
  • Movement: Use one familiar sequence, the same surface, and the same server while calibrating.
  • History: Duplicate the base and save every passing before changing another value.
Page 05 · Training Calibration

Training answers: Does the move work?

This stage isolates execution and keyboard travel before opponent pacing is added.

  1. Warm up first. Do not judge a profile while your normal movement still feels cold.
  2. Use one move you already know. Flash Step, PPQ, GDHS, or another familiar sequence should be repeatable before keyboard tuning begins.
  3. Use level ground. Superflip or Skillmap v1 removes slopes and ledges from the test.
  4. Run chains of at least five. Continue under the same conditions for about 15 minutes.
  5. Change one small step at a time only when one symptom repeats. and the rest of the setup remain fixed.
  6. Save the calibrated checkpoint. My personal pass target is roughly 95% clean sequences without repeated , tumbles, accidental repeats, or later-chain breaks.
: The move is clean, smooth, and repeatable by itself. This does not yet prove that its pacing will keep up with another player.

FXP example

Start

RT A 1.75 · RT D 0.35

Known GunZ Base.

Training result

RT A 0.95 · RT D 0.35

The move worked cleanly in the controlled room.

Next test

Take 0.95 into PvP

Do not call it preferred until player pacing is tested.

Page 06 · PvP Validation

PvP answers: Does the move keep up?

Now pressure, positioning, faster opponents, and transitions into shots are part of the test. The controlled keyboard and view settings still stay fixed.

  1. Use familiar PvP. Start with close-map 1v1s, then TDM, scrims, or Clan War. Familiar conditions make repeated pacing problems easier to recognize.
  2. Watch for repeated positional lag. My cue is consistently arriving behind the enemy’s movement by roughly one or two dashes—not one missed shot.
  3. Keep sensitivity, FOV, camera distance, SOCD state, actuation, and fixed. This keeps as the pacing variable being tested.
  4. If the same lag repeats, lower RT A one small step and retest. If movement becomes faster than needed, restore or raise RT A.
  5. Stop when the movement remains clean and keeps up. Save the result as a server checkpoint. A lower number is not automatically better.
Evidence limit: A different repeatable RT A on another server does not prove that server has a specific measurable input delay. It only documents the value that reproduced my intended pacing during that .

Why FXP had two valid checkpoints

Calibrated

0.95 / 0.35

The movement worked in training.

Preferred

0.35 / 0.35

The movement stopped repeatedly lagging behind the opponent during PvP.

Both checkpoints were useful because they answered different questions. Training proved execution. PvP tested pacing.

Page 07 · Aim vs Movement

Do not use keyboard speed to fix every miss.

Rapid Trigger changes the movement input cycle. Mouse sensitivity changes how far the view and crosshair move for the same mouse motion.

The separation rule

Keyboard test

Is the movement clean? Does it keep up? Are ON and OFF events completing reliably?

Aim test

After the keyboard passes, does the same mouse motion consistently land short of or past the target? This is , not automatic proof that RT A is wrong.

  1. Finish and save the keyboard . Do not alternate and sensitivity during the same comparison.
  2. Freeze the keyboard. Keep the proven actuation, RT A, RT D, and SOCD state.
  3. Then test sensitivity separately. If aim is consistently short or long while movement is already clean and keeping pace, sensitivity becomes the next variable.
My iGunz observation: Movement was clean at RT A 0.10 / RT D 0.35, but I still undershot at sensitivity 2650. Raising sensitivity to 2950 improved my placement while the keyboard stayed fixed. This supported separating the problems; it does not make 2950 universal.
Page 08 · Troubleshooting

Change the setting that matches the problem.

Use a repeated symptom under controlled conditions. One bad dash or one missed shot is not enough evidence to change a profile.

Movement pacing

The character arrives behind the opponent.

If the movement is clean but its repeated PvP pacing is behind while sensitivity and view settings stay fixed, treat it as and investigate RT A.

Aim placement

The movement keeps up, but the crosshair lands short.

Treat it as : save and freeze the passing keyboard profile, then investigate sensitivity separately.

Repeated symptomInvestigateNext controlled testKeep fixed
Resting fingers cause first presses.ActuationRaise actuation until the first press is deliberate.RT A and RT D
Move is clean but too slow.RT ALower RT A one small step.Actuation, RT D, mouse/view
Move works in training but repeatedly lags behind PvP movement.RT ALower RT A one small step and repeat the same PvP test.Actuation, RT D, sensitivity, FOV, camera
Movement is faster than needed or gets ahead of my controllable pace.RT ARestore or raise RT A one small step.Everything else
First movement works, but later releases repeatedly fail or tumble.RT DAfter RT A pacing is proven, lower RT D carefully and retest the same movement.Actuation and RT A
Releases become too sensitive or uneven.RT DRestore or raise RT D toward the last value that worked.Actuation and RT A
Movement is clean and keeps up, but aim repeatedly lands short or long.SensitivityFreeze the keyboard, then test sensitivity separately.Keyboard, DPI, FOV, camera
The cause is unclear or the change performs worse.CheckpointReturn to the last passing value.Stop changing variables
RT D is not my first pacing adjustment. I change it only when release clearance—not opponent pacing—is the repeated problem.
Why my three server results differ: I held actuation, RT D, sensitivity, FOV, camera distance, and the test movement steady, then tuned RT A around the pacing I could repeat on iGunz, FXP GunZ, and FGunZ. The full environment changed—client/server response, gun timing, opponent pace, pressure, and my learned timing—so my repeatable RT A did not finish at one number. These profiles document what I could reproduce; they do not measure or prove a server’s input delay.
Page 09 · Profiles & Checkpoints

Save the path without turning it into a preset.

Typing and GunZ Base are permanent references. Server profiles are repeatable personal results produced from that base.

ProfileStatusActuation (mm)RT A (mm)RT D (mm)SensitivityWhat it means
TypingCurrent base1.55OffOffNormal everyday profile.
GunZ BaseCurrent base1.551.750.352950 test baselineUntouched rollback point duplicated for each server.
iGunz CorrectedCorrected checkpoint1.550.100.352650Movement was clean; aim placement still undershot.
iGunz PreferredPersonal result1.550.100.352950Keyboard stayed fixed while sensitivity corrected placement.
FXP GunZ CorrectedCorrected checkpoint1.550.950.352950Movement passed the controlled training test.
FXP GunZ PreferredPersonal result1.550.350.352950Movement also kept up during the tested fights.
FGunZ Preferred / CurrentPersonal result1.551.150.352950Saved FGunZ result after returning to GunZ Base and retuning RT A.
Profile rule: Duplicate , tune one server, save each passing , and leave the base untouched. “Corrected” records the result of one test stage. “Preferred” is the later result I kept for normal use.
Show the archived 0.20 mm Rapid Trigger checkpoints
Baseline: RT A 1.75 / RT D 0.65. Post-Clan War: RT A 1.00 / RT D 0.65. Old preferred/high-pressure: RT A 0.35 / RT D 0.25. All three used 0.20 mm WASD actuation and belong to the retired version of the method.
Page 10 · Glossary & Resources

Definitions once. References afterward.

Colored terms open the same definitions beside the guide. This section keeps the permanent quick reference.

Keyboard terms

Actuation

What it is: The fixed position measured from the released top where the first downward press turns ON.

Why it matters: It controls the first press, while RT A controls a later press after reversal.

How I use it: I keep 1.55 mm actuation fixed so movement-pacing tests do not change the first-press distance.

Continuous Rapid Trigger

What it is: A Wooting mode that keeps Rapid Trigger active until the key is fully released. Standard Rapid Trigger ends when the key rises above the configured actuation point.

Why it matters: Changing the mode changes the part of the release where movement-relative behavior remains available.

How I use it: I keep Continuous Rapid Trigger off and do not change it during comparisons.

Other keyboard software

What it is: Other Hall-effect keyboards may use different names for the same direction-based controls.

Why it matters: Matching only the label can reverse the intended adjustment.

How I use it: I match the function: downward re-press or Trigger maps to RT A; upward release or Reset maps to RT D.

Rapid Trigger

What it is: Movement-relative keyboard behavior that uses travel distance and direction to report OFF and ON again.

Why it matters: A repeated press can be recognized without returning to one fixed mechanical reset point.

How I use it: I separate the release and re-press distances, then tune one repeated symptom at a time.

Reversal

What it is: The point where upward release stops and downward pressing begins.

Why it matters: RT A begins measuring the next downstroke from this change of direction.

How I use it: The key can turn OFF, continue releasing farther upward, and reverse later; OFF and reversal do not have to share one position.

RT A · Key Press / Activate

What it is: My shorthand for Wooting's downstroke sensitivity: the downward distance required after reversal before the next ON.

Why it matters: It changes how much re-press travel is needed in every repeated-input cycle.

How I use it: I lower RT A in small controlled steps when the same clean movement repeatedly falls behind the pace I need.

RT D · Key Release / Deactivate

What it is: My shorthand for Wooting's upstroke sensitivity: the upward distance an active key travels before it turns OFF.

Why it matters: The next ON cannot form a clean cycle until the previous press has turned OFF.

How I use it: I keep my proven 0.35 mm release fixed while tuning pace and revisit it only when later releases repeatedly fail.

SOCD / Snappy Tappy

What it is: A separate feature that decides how opposing directions are resolved.

Why it matters: It can change directional output without changing RT A or RT D.

How I use it: I record its state and keep it unchanged so a Rapid Trigger result is not mixed with another input rule.

Split Sensitivity

What it is: Wooting's option for assigning separate downstroke and upstroke sensitivity values.

Why it matters: It lets the next-press requirement and release requirement be tested independently.

How I use it: Key Press / Activate is RT A in this guide; Key Release / Deactivate is RT D.

Total travel and bottom-out

What it is: Total travel is the full physical distance from the released top to the deepest position. Bottom-out is that deepest position.

Why it matters: It sets the scale available for actuation, release, reversal, and re-press travel.

How I use it: The interactive graph uses my approximately 3.30 mm Jade travel example and recalculates its scale if Total travel changes.

Guide terms

Aim undershoot

What it is: Movement keeps up, but the crosshair repeatedly lands short of the intended target.

Why it matters: That separates an aiming-distance problem from a keyboard-pacing problem.

How I use it: I freeze the passing keyboard profile and test sensitivity by itself.

Baseline

What it is: A known starting or rollback setting I use before calibration.

Why it matters: It gives every later change a clean comparison without claiming that the selected RT A reactivates on every repeat.

How I use it: I duplicate GunZ Base, calibrate the movement, then validate it in PvP before I keep a server result.

Checkpoint

What it is: A saved value that passed its current test stage.

Why it matters: It preserves the path and lets me undo a change that performs worse.

How I use it: I label corrected, historical, and preferred results so none can be mistaken for my current base.

Dead dash

What it is: A dash I expected did not complete.

Why it matters: A repeated dead dash can show that the next ON did not occur in the movement I actually made.

How I use it: I first check whether the selected RT A downstroke fit after reversal, while remembering that one failed dash does not prove the cause.

GunZ Base

What it is: My untouched keyboard profile used as the permanent rollback point.

Why it matters: Every server comparison begins from the same actuation, RT A, and RT D values.

How I use it: I duplicate GunZ Base before tuning and never overwrite the original.

Movement undershoot

What it is: My character repeatedly arrives behind the opponent's movement while mouse sensitivity and view settings remain fixed.

Why it matters: The repeated mismatch points to movement pace before aim distance.

How I use it: I change RT A one small step at a time before changing sensitivity.

PvP validation

What it is: Testing an already-clean movement against real players.

Why it matters: Opponent pace, pressure, positioning, and transitions into shots are missing from the controlled room.

How I use it: I keep sensitivity and the proven release fixed, then confirm whether the movement still keeps up.

RT A-ready boundary

What it is: A guide-defined travel-capacity reference, not a Wootility control. It marks the deepest position where the full selected RT A downstroke can still fit before bottom-out, assuming the key has already turned OFF.

Why it matters: It helps me check physical travel without confusing RT D OFF, reversal, and RT A reactivation as the same event.

How I use it: I use it for travel math only. RT D must still be cleared first, my actual reversal can happen elsewhere, and the reference does not measure server timing.

Training calibration

What it is: A controlled test of a familiar move on level ground before an opponent is added.

Why it matters: It proves the movement itself can repeat without mixing in pressure, aim, or positioning.

How I use it: I hold surrounding variables constant and save the first repeatable keyboard result for PvP validation.

Page 11 · Evidence & Limits

Documented behavior meets personal testing.

Keyboard behavior, travel arithmetic, and my GunZ observations do not all carry the same type of proof.

Evidence typeWhat it supportsWhat it does not establish
Wooting documentationRapid Trigger behavior, actuation, separate upstroke/downstroke sensitivity, and Continuous Rapid Trigger behavior.My GunZ values or a universal GunZ preset.
Gateron specification and calibrationPublished switch travel and my approximately 3.30 mm usable travel example.That every Magnetic Jade calibrates to exactly 3.30 mm.
Travel arithmeticWhether selected distances can physically fit inside the calibrated travel.Where my finger actually reverses or whether GunZ accepts the move.
My repeated testingThe history, checkpoints, symptom order, server profiles, and sensitivity separation described here.A measured server delay, universal double-tap window, or values another player must copy.