Fighting games · stick, leverless, notation

Fight Stick Tester

Shows every arcade stick or hitbox input in numpad notation, with the frames held and the motions you performed.

Press anything on your fight stick, leverless controller or pad — or use the keyboard: WASD or the arrows, and U I O P / J K L ; for the eight buttons.
LP MP HP P×3 LK MK HK K×3 5
Numpad notation, facing right: 7 8 9 · 4 5 6 · 1 2 3
Input history

    Newest at the top. The number on the right is how many frames (1/60 s) each input was held.

    Motions recognised
    • Try a quarter circle forward: down, down-forward, forward — 236.

    Leverless? Check its SOCD mode

    A leverless controller can press left and right at once; its firmware decides what comes out. Tournaments require left + right = neutral, and up + down = up. Run each check with the controller you play on.

    Left + right
    1. Hold left.
    2. Keep holding it and press right too.
    3. With both held, tap any attack button.
    Up + down
    1. Hold down.
    2. Keep holding it and press up too.
    3. With both held, tap any attack button.

    A lever cannot press two opposite directions, so on an arcade stick these checks only show that it never does. For keyboards, the snap tap test checks the same thing key by key.

    Words on this page
    SOCD (Snap Tap)

    Simultaneous opposing cardinal directions: what a keyboard does when two opposite keys, such as A and D, are held at once. "Last input wins" releases the older key for you, which is what Snap Tap and similar modes are sold on.

    Quick answers before you test

    What is numpad notation?

    Directions as the keys of a number pad, seen facing right: 6 is forward, 4 back, 2 down, 5 neutral. A quarter circle forward is 236 and a dragon punch 623; a button follows, as in 236P.

    What is SOCD on a hitbox?

    Simultaneous opposite cardinal directions: left and right, or up and down, held at once. A lever cannot do it, a leverless controller can, so its firmware decides the result — and tournaments require left + right = neutral.

    Frame data for the moves?

    The Tekken 8 lab on this site lists every move’s startup and punishers; this page shows how many frames your own inputs take.

    Open the Tekken 8 lab →

    What the result actually measures

    An arcade stick reports its lever as a d-pad or a left stick and its buttons as a controller’s; a leverless controller does the same with a button for each direction. The page reads either, or the keyboard, every frame, and writes what it sees the way fighting games do: the direction in numpad notation and the buttons by the game’s names, with how many frames (sixtieths of a second) each input was held. It recognises the shared motions — quarter and half circles, dragon punch, double down — and counts the frames each one took from first step to last. For leverless controllers, two guided checks read what the firmware outputs when opposite directions are held together.

    Measurement boundary: The browser reads controllers once per displayed frame, so an input shorter than a frame can be missed and frame counts are accurate to one frame at 60 Hz (finer on a faster display). Motion leniency differs between games; the page counts frames rather than judging whether a particular game would accept the motion. It reads the result of SOCD cleaning, not the buttons underneath, which is exactly what a game sees.

    How to interpret the output

    Frames held

    How long each input stayed. A tap of one or two frames is a quick press; a charge character’s back charge needs a long row of 4.

    Motion frames

    How many frames a motion took from first to last step. A clean quarter circle takes 3–6 frames; a slow one can fall outside a game’s window.

    Left + right

    Neutral is the tournament rule. Last input wins makes some movement faster and is banned at most events; raw output leaves the game to guess.

    Up + down

    Up winning is the common rule; some rule sets allow neutral. Down winning is not allowed.

    Troubleshooting unexpected results

    The lever does nothing but the buttons work

    The stick is in a mode the page reads differently — left-stick or right-stick mode. Switch it to d-pad mode (DP) on the stick, or try the left-stick mode; the page reads both d-pad and left stick.

    A direction sticks or doubles

    Look at the history: a direction that appears and vanishes for one frame between two others is a microswitch bouncing or a worn gate. Cleaning or replacing the switch fixes it.

    My leverless controller shows both directions at once

    Its SOCD cleaning is off. Most leverless controllers set it with a button held while plugging in; look up your model’s mode combination and pick neutral for left + right.

    Frequently asked questions

    How do I test my fight stick online?

    Plug it in, open this page and press anything. Every button lights on the drawn panel, and the history shows each direction in numpad notation with the frames it was held.

    How do I check my hitbox SOCD?

    Run the left + right check: hold left, add right, then tap an attack button while both are held. The page reads what the controller output — neutral, last input wins, first input wins or both — and says whether it meets the tournament rule.

    What does 236P mean?

    Down, down-forward, forward, then punch — a quarter circle forward, written in numpad notation with the player facing right.

    Can I test a keyboard-mode leverless controller?

    Yes. Use WASD or the arrows for directions and U I O P / J K L ; for the eight buttons; the page reads the keyboard the same way.

    Is a lever or a leverless controller faster?

    Leverless directions are buttons, so a change of direction is a press, not a throw of the lever; under the neutral SOCD rule neither gains an unfair input. The frame counts here let you compare your own motions on both.