The Great skill check is 33 milliseconds wide. Your hand is wider.
Three per cent of a dial the needle crosses in 1.1 seconds. Two frames at 60 fps. Against a
window that narrow, a hand that is steadily 40 ms early misses every single one while feeling
perfectly on time — because a consistent error is invisible from the inside. That is not a
server problem and it is not practice. It is a number, and nobody has ever told you yours.
Press Space when the needle is in the white zone. The bench times your press
against the real clock, not against what your screen managed to draw.
Window33 ms
Your bias—
Your spread—
Great landed—
Nothing measured yet
Five presses is the fewest that can describe a habit rather than one attempt.
Nothing leaves this tab
Key events are timestamped by the browser and the arithmetic runs here. No timing, no result
and no identifier is sent anywhere.
01 / Two different problems
One of these is free to fix. The other is not.
01
Bias is a constant you can stop applying
If every press lands 40 ms early, you are not mistiming anything — you are timing something
else correctly. Knowing the number is the whole fix, and it takes one evening. The bench
above prints it with a sign: negative is early, positive is late.
02
Scatter is the part that takes practice
How far your presses vary around your own average. This is the one that sets your ceiling,
it is slow to move, and no setting touches it. It is also the only one worth spending
hours on — which is why it matters that you know which of the two you have.
03
Hit-or-miss cannot tell them apart
Every skill-check simulator online grades you pass or fail. Two players with the same score
can have opposite problems, needing opposite fixes, and the score says the same thing to
both. That is the gap this bench exists to fill.
Not a reaction test
You can see the needle coming, so nothing here is being reacted to. If you want the other
measurement — responding to something you could not predict — that is
the reaction time test, and it is a different skill.
02 / Every window in the game
Narrowest first, because those are the ones that hurt
The wiki publishes each zone as a share of the dial and each dial as a duration. Multiply the
two and you get the window in milliseconds — the form the number has to be in before you can
compare it with a hand. Read 12 September 2026 from the official Dead by Daylight Wiki skill check statistics table.
Great and Good windows in milliseconds, and the Great window counted in frames at two common refresh rates.
Check
Great
Good
At 60 fps
Repairing a generator The one you meet most. 8% chance per second while repairing.
33 ms
143 ms
2.0 frames
Repairing with a toolbox 40% chance per second — five times as often as bare hands.
33 ms
143 ms
2.0 frames
Healing someone else 15% per second, and a miss is loud enough to lose you both.
36 ms
180 ms
2.2 frames
Healing yourself with a med-kit 12.5% per second.
36 ms
180 ms
2.2 frames
Healing yourself with a perk 10.5% per second.
36 ms
180 ms
2.2 frames
Oppression Forced on you, no Good zone, on the shortest dial in the game.
50 ms
none
3.0 frames
Overcharge, tier III Forced, no Good zone, shortest dial. Failing costs 15%.
50 ms
none
3.0 frames
Deputy's Badge Forced, no Good zone.
50 ms
none
3.0 frames
Overcharge, tier II Forced, no Good zone. Failing costs 14%.
66 ms
none
4.0 frames
Decisive Strike One check, no Good zone, and the whole perk rests on it.
77 ms
none
4.6 frames
Installing a Brand New Part Guaranteed, once, no Good zone.
77 ms
none
4.6 frames
Overcharge, tier I Forced, no Good zone. Failing costs 13% progress.
84 ms
none
5.0 frames
Snapping Out of It The widest window in the game, and still only 144 ms.
144 ms
none
8.6 frames
The widest Great window in the game is 144 ms.
That is Snapping Out of It, which you meet only against one killer. Everything you do on a
normal match — repair, heal, get grabbed — is in the 33 to 77 ms range.
Nine of these have no Good zone at all, so the narrow window is the only window.
03 / What gets blamed
Four explanations, and what each one would have to be true for
“It’s the servers”
A skill check is judged where the interaction is simulated, so latency can matter. But
latency that varied enough to cost you Great checks would also be visible everywhere else
in the match, and it does not explain a miss that is consistent in one direction.
Test: are your misses all on the same side? Latency does not have a side.
“It’s my frame rate”
A 33 ms window is two frames at 60 fps and nearly five at 144. That is real, and it is why
the window feels different on different machines — but it changes what you can SEE, not
when you actually pressed. The bench above times the press itself.
Test: does your spread shrink when you look away and press on the sound?
“It’s input lag”
Any constant delay anywhere on the path — keyboard, USB, display, engine — arrives as a
constant late bias. Which is exactly the thing the bench measures and exactly the thing
that is free to correct, whether its cause is your hand or your hardware.
Test: your bias number. If it is constant, you can simply aim past it.
“I just need to practise”
True only if your bias is already small. Practising with a 40 ms bias trains you to repeat
it, because every attempt that felt right was one you got wrong. Find the bias first, then
spend the hours on the part hours can actually move.
Test: bias first, then scatter. Not the other way round.
04 / Method and limits
What is measured, what is quoted, and what is not the same as the game
Measured here
Your press is timed against the browser's own clock rather than against the frame that
happened to be on screen, so the reading is not limited by how often this page could draw.
Bias is a median and spread is the central 68% by position, because a trainer is the kind
of thing people run half-distracted and one stray press must not be allowed to describe a
hand.
Nothing is uploaded. The session lives in this tab.
Not the same as the game
This dial is drawn from the published zone widths and durations; it is not the game's own
code, and it cannot include whatever the engine, the server and your display add on top.
So the absolute numbers are a description of your hand on this page. The part that
transfers is the comparison — your bias against your scatter — because both halves travel
the same path here and there.
Windows are community-reported and move with patches. Check the date.
One thing the bench deliberately does not do: it will not tell you a hit rate for a real
match. Trigger chances, perks, add-ons and killer powers all change the window, and a
percentage that ignored them would be a confident number about a game this page has not
measured. What it gives you is your own timing, which is the input to every one of those.
05 / Questions
Dead by Daylight skill check questions
How wide is a Great skill check in Dead by Daylight?
On a generator repair it is 3% of a dial the needle crosses in 1.1 seconds, which is 33 milliseconds — two frames at 60 fps. The Good zone around it is 13%, or about 143 ms. Other interactions differ: healing is 3% of a 1.2 second dial, Decisive Strike is 7%, and Snapping Out of It is the widest in the game at 12%, which still only comes to 144 ms. The full table in milliseconds is on this page, converted from the zone lengths and durations the official wiki publishes.
Why do my skill checks miss when I press at the right time?
Most often because you are consistently early or late by more than the window is wide, and a consistent error feels correct from the inside — there is no wobble to notice. Forty milliseconds early on a 33 ms window misses every Great check while every attempt feels perfectly timed. The bench on this page prints that number with a sign, which is the one thing hit-or-miss trainers cannot tell you.
Is missing skill checks a server problem or input lag?
Both can contribute, and there is a quick way to tell which. Latency that varies would scatter your misses in both directions; a constant delay anywhere on the path — keyboard, USB, display, engine — arrives as a constant late bias instead. So look at whether your misses share a direction. If they do, the cause is a constant, and a constant is something you can aim past whether it lives in your hand or your hardware.
Does frame rate affect skill checks in Dead by Daylight?
It affects what you can see. A 33 ms window is two frames at 60 fps and nearly five at 144, so the same window genuinely offers more visual information on a faster display. It does not change when you actually pressed, which is why the bench on this page times the key event against the browser clock rather than against whichever frame happened to be drawn.
How do I practise skill checks properly?
Measure before you practise. If your bias is large, hours of practice teach you to repeat it, because every attempt that felt right was one you got wrong — correct the bias first and it costs you one evening. If your bias is already small, the misses are scatter, and that is the part worth the hours. The order matters more than the volume.
Is this the same as a reaction time test?
No, and the difference is the point. A reaction test measures responding to something you could not predict. A skill check is entirely predictable — you watch the needle approach — so nothing is being reacted to and what is being tested is anticipatory timing. They are different skills with different training. If you want the reaction measurement it is on /reaction-time-test/.
Which skill checks have no Good zone?
Decisive Strike, Brand New Part, Oppression, all three Overcharge tiers, Snapping Out of It and the Deputy’s Badge. On those the narrow Great window is the only window there is, which is why a bias that would merely cost you bonus progress on a generator loses the whole interaction here.
What are the default Dead by Daylight controls?
The full verified list for keyboard and controller, with the date each was checked, is on /controls/dead-by-daylight/. The skill check itself is the Secondary Action button — space on a keyboard by default.
Before your next match
Twenty presses. One number.
Your bias is the cheapest improvement available in this game and the only one nobody has
measured for you. Twenty presses on the dial above is enough to find it.
New: ask me anything about this siteWhich test to run, a game's default keybinds, what a result means.
KayeeKeymap Labs assistant
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.