DuelReflexYour Reflex Type

DuelReflex

A reaction test tells you one number. That number hides almost everything about how you actually react.

Two people can average the same and be nothing alike: one is quick and undisciplined, the other slower and impossible to fool. So this is a battery — each test puts the same question into a different situation, and the shape of your results, not the height of any one of them, is the answer.

Start with Showdown

The tests

None of these takes more than a minute or two. Some are a handful of attempts; the ones where a single attempt would tell you nothing — the colour test, the arrows — run longer on purpose. All of them work on a phone: wherever there are keys, there are targets to tap instead.

Your Reflex Type

Finish them all and your results resolve onto four axes. The relationship between your highest and your lowest — not your best score — decides which type you get.

Speed
How fast you go once the signal is unambiguous.
Control
Whether you can stop yourself when the signal says don't.
Choice
How fast you stay right when there is more than one answer.
Prediction
How well you model where something will be.

The types

  • The Gunslinger Fastest hand here. Also the twitchiest.
  • The Sniper Never early, never wrong.
  • The Goalkeeper You are already where it is going.
  • The Analyst Slow to move, impossible to confuse.
  • The Duelist Fast and disciplined. Rare combination.
  • The Sprinter One signal, one answer, gone.
  • The Watchmaker Precision over pace.
  • The Metronome No spikes, no holes.
See how far you are →

Duel anyone

Every Showdown run ends with a challenge link. Whoever opens it faces the identical sequence of waits in the identical order, so the only thing that differs is the hand. Without that, one player simply draws shorter delays and wins on luck.

The link carries the times inside the URL itself. There is no account, nothing to sign up for, and nothing about you is stored.

Where these come from

None of these were invented here. Each one is a paradigm somebody published, usually decades ago, stripped down to the part you can actually feel.

How it is measured

Timing comes from the browser's own event and frame timestamps, not from when our code happens to run. Absolute milliseconds still depend on your screen and input device, so treat these as comparisons under the same conditions, not laboratory measurements. Results are grouped by input device for that reason, and anything below the floor of human reaction is thrown out.

What we can and cannot measure →

What this is not

These are not clinical instruments. Nothing here screens for anything, and no score should be read as a sign of a condition — go/no-go tasks turn up in that setting often enough that it is worth saying plainly.

Free Fall borrows the home row because eight targets need eight places, not because anything here is scored on how many characters you can produce. And a good number is not a claim about how you will do at anything else. It is this test, under your conditions, today.