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.
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Build, test, and refine Hall-effect keyboard settings around movement you can consistently control.
The original setup taught me what each control changed. The current setup removes unnecessary actuation differences and gives each variable one job.
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.
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.
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.
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.
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.
The method is easier to follow when the first press, release, reversal, and next press are kept separate.
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.
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.
The base is a rollback point, not a server preset. Keep every surrounding variable stable before adjusting movement pacing.
Comfortable first press across the full keyboard.
Known conservative starting setting that I lower during calibration.
My currently proven release distance.
off; state recorded and held fixed.
This stage isolates execution and keyboard travel before opponent pacing is added.
Known GunZ Base.
The move worked cleanly in the controlled room.
Do not call it preferred until player pacing is tested.
Now pressure, positioning, faster opponents, and transitions into shots are part of the test. The controlled keyboard and view settings still stay fixed.
The movement worked in training.
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.
Rapid Trigger changes the movement input cycle. Mouse sensitivity changes how far the view and crosshair move for the same mouse motion.
Is the movement clean? Does it keep up? Are ON and OFF events completing reliably?
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.
Use a repeated symptom under controlled conditions. One bad dash or one missed shot is not enough evidence to change a profile.
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.
Treat it as : save and freeze the passing keyboard profile, then investigate sensitivity separately.
| Repeated symptom | Investigate | Next controlled test | Keep fixed |
|---|---|---|---|
| Resting fingers cause first presses. | Actuation | Raise actuation until the first press is deliberate. | RT A and RT D |
| Move is clean but too slow. | RT A | Lower RT A one small step. | Actuation, RT D, mouse/view |
| Move works in training but repeatedly lags behind PvP movement. | RT A | Lower 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 A | Restore or raise RT A one small step. | Everything else |
| First movement works, but later releases repeatedly fail or tumble. | RT D | After 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 D | Restore 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. | Sensitivity | Freeze the keyboard, then test sensitivity separately. | Keyboard, DPI, FOV, camera |
| The cause is unclear or the change performs worse. | Checkpoint | Return to the last passing value. | Stop changing variables |
Typing and GunZ Base are permanent references. Server profiles are repeatable personal results produced from that base.
| Profile | Status | Actuation (mm) | RT A (mm) | RT D (mm) | Sensitivity | What it means |
|---|---|---|---|---|---|---|
| Typing | Current base | 1.55 | Off | Off | — | Normal everyday profile. |
| GunZ Base | Current base | 1.55 | 1.75 | 0.35 | 2950 test baseline | Untouched rollback point duplicated for each server. |
| iGunz Corrected | Corrected checkpoint | 1.55 | 0.10 | 0.35 | 2650 | Movement was clean; aim placement still undershot. |
| iGunz Preferred | Personal result | 1.55 | 0.10 | 0.35 | 2950 | Keyboard stayed fixed while sensitivity corrected placement. |
| FXP GunZ Corrected | Corrected checkpoint | 1.55 | 0.95 | 0.35 | 2950 | Movement passed the controlled training test. |
| FXP GunZ Preferred | Personal result | 1.55 | 0.35 | 0.35 | 2950 | Movement also kept up during the tested fights. |
| FGunZ Preferred / Current | Personal result | 1.55 | 1.15 | 0.35 | 2950 | Saved FGunZ result after returning to GunZ Base and retuning RT A. |
Colored terms open the same definitions beside the guide. This section keeps the permanent quick reference.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Rapid Trigger changes required keyboard travel; it does not teach Flash Step, PPQ, GDHS, or another GunZ sequence.
Keyboard behavior, travel arithmetic, and my GunZ observations do not all carry the same type of proof.
| Evidence type | What it supports | What it does not establish |
|---|---|---|
| Wooting documentation | Rapid Trigger behavior, actuation, separate upstroke/downstroke sensitivity, and Continuous Rapid Trigger behavior. | My GunZ values or a universal GunZ preset. |
| Gateron specification and calibration | Published switch travel and my approximately 3.30 mm usable travel example. | That every Magnetic Jade calibrates to exactly 3.30 mm. |
| Travel arithmetic | Whether selected distances can physically fit inside the calibrated travel. | Where my finger actually reverses or whether GunZ accepts the move. |
| My repeated testing | The 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. |