Your ultimate is not a button. It is both your abilities at once
On a controller Rivals puts Ability 1 on LB, Ability 2 on
RB — and the ultimate on both together. So the two inputs you
use most cannot be pressed close together without firing a third thing that is neither of
them. That is not a slow combo when it happens; it is your ultimate, gone, mid-rotation.
Derived from the verified controller layout behind
/controls/marvel-rivals/, so if a patch moves the
ultimate onto its own button this page stops making the claim.
LBAbility 1
+
RBAbility 2
=
Ultimateneither of them
02 / Combo gap bench
How close do your two abilities land?
Press your two ability buttons in sequence the way a combo actually needs — first one, then
the other, as fast as you would in a fight. The page times the gap between them and shows it
against the window where a pad stops seeing two presses and starts seeing one chord.
LBAbility 1
RBAbility 2
Last attempt
———
Nothing recorded yet.
0 ms80 ms — chord window400 ms
Press your two ability buttons in sequence
Do it the way you would in a fight rather than carefully. Three attempts before there is anything to read.
Median gap—
Would have fused—
Near the line—
ControllerNot seen
What the window is and is not
The 80 ms line is this page’s, not the game’s. NetEase has not
published the window in which two presses fuse into a chord, and this page will not invent a
number. Anything within 40 ms of it is flagged, because a gap that close to
any plausible boundary is a coin toss — and the reading that does not depend on the
number at all is simply how tightly your own two presses cluster.
03 / Keyboard arm
On a desk this problem does not exist
On a keyboard the ultimate is Q — a key that means nothing else — so the two abilities can be pressed as fast as a hand can move them and nothing fuses. This is one of the few places in any game where a control problem exists on the controller and simply does not exist on the desk.
Controller
Ultimate is a chord of your two abilities. Every fast combo is a small bet.
Keyboard
Ultimate is Q, a key with no other job. The abilities can be pressed as fast as the hand moves.
What the desk does have
Not a chord, but its own kind of overload — inputs the verified entry marks as shared or
conditional. Unlike Overwatch, where a key gains meanings because you gave them to
it hero by hero, these arrive that way in the box.
Space
JumpFlight heroes hold Space to ascend.
F
Ability 3Not every hero has a third ability.
F (context)
Interact
Mouse 3
PingHold for the ping wheel.
A beat costs less than the ultimate
If the bench above shows attempts fusing, the fix is a deliberate pause between the two
abilities. It feels slower than it is — and it is unambiguously cheaper than losing an
ultimate you had been building for two minutes.
This is shipped, not chosen
Overwatch players create their own overloaded keys, one hero profile at a time, and can
undo it. This one arrives in the default layout on every hero, and the only thing you
control is the spacing of your own hand.
The honest case for a keyboard here
Most “switch input device” advice on this site comes with caveats. This one is
narrow and real: if you lose ultimates to accidental chords and cannot train the spacing
out, the desk removes the failure rather than reducing it.
04 / Two sensitivities
Your vertical is not your horizontal. What does that cost?
Rivals gives you a horizontal sensitivity and a vertical one, and every settings guide hands
out a pair — 180 and 130 is the usual advice — without saying what happens when they differ.
What happens is that the same hand movement covers a different angle depending on which way
you move it. Straight across and straight up are fine. Everything between them is not.
Copy the two numbers from Settings › Controls. Any pair works — the distortion depends on the ratio, not the size.
Dashed the circle your hand draws · solid what arrives on screen ·
the two rays where you aimed and where it lands, at your worst direction.
Type your two sensitivities
The distortion depends only on the ratio between them, so the numbers can be anything the game lets you set.
Vertical is—
Worst deviation—
Happens at—
Circle arrives—
If you want the two to agree
Why this is arithmetic rather than a guess
Nothing here needs to know how Rivals turns a sensitivity number into a turn rate. The two
numbers scale two axes, and the angle a movement produces follows from the ratio alone — which
is also why this page will not print a cm/360 figure: that would need the game's yaw constant,
and this site has not verified one. What is on the screen above is exact for any pair you type.
Where to go next
This page measures the gap between two presses. These measure the hardware sending them.
Why does my ultimate keep firing by accident in Marvel Rivals?+
Because on a controller the ultimate is not a button. The default layout puts Ability 1 on LB, Ability 2 on RB, and the ultimate on LB + RB together — so two ability presses that land close enough are delivered as one chord instead of two inputs. It is not a misclick and it is not your hero; it is the layout. The bench on this page times the gap between your own two presses and shows how many of them were close enough to fuse.
How do I use my ultimate on controller in Marvel Rivals?+
Press both bumpers at once — LB and RB on Xbox, L1 and R1 on PlayStation. That is also why the reverse happens: the same two buttons are your first two abilities individually, so the game is always deciding whether you meant two things or one.
How do I stop accidentally ulting?+
Put a deliberate beat between the two abilities. It feels slower than it is, and it is cheaper than losing an ultimate you spent two minutes building. If the bench here shows your presses fusing, that gap is the whole fix — nothing in the settings changes how the chord is read.
Is Marvel Rivals better on keyboard or controller?+
For this one specific problem, the keyboard removes it rather than reducing it: on PC the ultimate is Q, a key with no other job, so the two abilities can be pressed as fast as a hand moves and nothing fuses. That is a narrow claim and this page will not extend it — aim, movement and everything else are their own argument.
What are the default Marvel Rivals keybinds?+
Abilities on Left Shift, E and F, ultimate on Q, team-up on C, melee on V. Note that F is also the context interact key, and that heroes with flight or wall-crawling reuse Space and Shift — so some inputs change meaning depending on who you picked, shipped that way rather than because you configured it. Every verified binding is on /controls/marvel-rivals/.
Does this page know anything about specific heroes?+
No. This site has not verified hero kits and will not invent them, so nothing here depends on who you play. What is measured — the gap between two of your own button presses — is the same whoever is on screen.
Unofficial
Keymap Labs is not affiliated with, endorsed by or sponsored by NetEase Games or Marvel.
Marvel Rivals is a trademark of NetEase. Default bindings are read from the in-game settings
screen and dated above, and the chord on this page is derived from them rather than written by
hand. No hero data appears anywhere here — the measurement is the same whoever you play. The
bench reads your own controller through the browser and cannot see the game.
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.