Fight Stick Input Display & SOCD Checker
Fighting game players need to know exactly what their stick is sending: whether a quarter-circle came out clean, whether a button press was dropped, and how a leverless controller handles opposite directions pressed together.
This page shows an input history like a game's training mode, and an SOCD check that tells you how your controller resolves left + right and up + down. That matters for tournament rules and for how your inputs behave in game.
Fight Stick & SOCD Input Display
Display fighting game inputs in numpad notation (e.g. 236+LP), check SOCD resolution and double presses.
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How to use it
- Connect your fight stick, hitbox or controller and press a button.
- Input display: perform motions and button presses. Each input appears in the history with how long it was held.
- SOCD check: switch to SOCD mode, then hold left and right together, then up and down together.
- Read how your controller resolved each pair.
What your results mean
SOCD (simultaneous opposite cardinal directions) results:
Pair pressed Result What it means
Left + Right Neutral Both cancel out. The most common tournament requirement.
Left + Right Last input wins The newer press takes over. Not allowed at many tournaments.
Up + Down Up Up takes priority. Common on hitbox-style controllers.
Up + Down Neutral Both cancel out
Reading the input history
You see Meaning
Each direction appears in order Your motion was clean
A direction is missing You went past it too quickly, or the stick's switch missed it
A button appears twice from one press Switch bounce, often from a worn button
Tournament rules on SOCD vary by event and game. Check the rules for the event you're entering.
Why fighting game players check inputs
Special moves depend on directions coming out in the right order and quickly enough. A worn microswitch or a sloppy motion can turn a fireball into a jump, and from the outside it's hard to tell which happened.
The input history shows exactly what the controller sent. If the motion is clean but the move still doesn't come out, the problem is timing; if a direction is missing, it's the stick or the technique.
Reading the input history
The input history lists each direction and button in the order they were pressed. Directions are usually written as numbers that match a number pad: 2 is down, 6 is forward, 3 is down-forward, and so on. A quarter-circle forward motion appears as 2, 3, 6.
Use the history to check that every step of a motion came out. If you see 2 then 6 without a 3 in between, the stick skipped the diagonal, which some games won't accept for that move.
Number Direction (facing right)
- ยท 8 ยท 9 Up-back ยท Up ยท Up-forward
- ยท 5 ยท 6 Back ยท Neutral ยท Forward
- ยท 2 ยท 3 Down-back ยท Down ยท Down-forward
Testing microswitches
Most fight sticks use microswitches under the lever and buttons. Each one should register every press, and only one press per press. Tap each direction and each button quickly several times and count the entries in the history.
A press that doesn't register means a weak switch. Two entries from one tap means the switch is bouncing. Both are common on worn sticks and are usually fixed by replacing the switch.
Gates and how they affect inputs
The gate around the bottom of the lever sets how it moves. Square gates make corners easy to find, which helps with charge characters. Octagonal gates make it easier to hit each of the eight directions precisely. Round gates allow smooth motions but make corners harder to find.
If you keep missing diagonals in the history, your gate may not suit your style. Many sticks let you swap gates without tools.
Leverless controllers and SOCD
Leverless controllers use buttons for directions instead of a lever. Pressing left and right together is called SOCD, and the controller has to decide what that means. Common options are neutral (cancel out), last input wins, or first input wins.
Some tournaments set rules for how SOCD must be handled. The input history shows what your controller sends when you press both directions together, so you can check it's set the way you expect.
Practising motions
Use the history while practising special moves. Do the motion slowly at first and check each direction appears in order. Then speed up and see which step starts to drop out.
Many players find that a motion that fails in a match works perfectly here. If so, the stick is fine and the problem is timing under pressure, which only practice fixes.
Using it on stream
The input display can be added to OBS as a browser source, so viewers can see your inputs while you play. That's popular for combo videos, tutorials and showing how a technique is done.
Keep the history short on stream so it's easy to read. A few lines are enough for viewers to follow what you're doing.
Checking buttons for double presses
Fighting games read inputs very quickly, so a button that registers twice from one press can trigger the wrong move. Press each button once at a time and watch the history for a double entry.
If a button double-presses, it's usually a worn switch. Some fight sticks let you swap buttons with no tools, and replacements are inexpensive.
Console and PC support
Fight sticks made for consoles often use the console's own connection method. On PC, most work over USB and show up here like a normal controller. Some console-only sticks need a mode switch or an adapter to work on PC.
If your stick doesn't appear here, try other connection modes on the stick, which are often set with a switch on the top panel.
Common motion inputs
Fighting games use a handful of standard motions. Knowing their number notation helps you read the input history and follow guides.
Motion Notation Description
Quarter-circle forward 236 Down, down-forward, forward
Quarter-circle back 214 Down, down-back, back
Dragon punch 623 Forward, down, down-forward
Half-circle forward 41236 Back to forward through down
Full circle 360 Full rotation of the stick
Replacing parts on a fight stick
Many fight sticks use standard arcade parts that can be swapped. Buttons usually snap in and out, and levers are held by a few screws. This makes it easy to replace worn parts or customise the feel.
Check your stick's model for compatible parts before buying replacements.
Practising execution
Use the history to practise difficult inputs, such as quick double motions or tight links. Watch for missed or extra inputs and practise until the history shows clean motions every time.
Lever types
Fight sticks use different lever styles. Japanese-style levers, with a ball top, are light and short-throw, which suits fast motions. American-style levers, often with a bat top, are stiffer and longer. Neither is better; it comes down to preference.
The input history shows how cleanly you're hitting each direction with your lever. If you're switching styles, use it to check your motions adjust.
Restrictor gates and engaging directions
The throw is how far the lever moves before a direction registers. A short throw means quicker inputs but more accidental ones. A long throw means more deliberate inputs. Some levers let you adjust the throw by changing the actuator or springs.
Use the history to check for accidental directions when you only meant to press a button. If you see unwanted inputs, a stiffer spring may help.
Using a gamepad for fighting games
Many fighting game players use a gamepad instead of a stick. The input display works the same way with a gamepad. The D-pad is usually best for motions, though some players use the stick.
If you're deciding between a gamepad and a stick, practising the same motions on both here can show which feels cleaner for you.
Common problems
Some sticks need firmer pressure into the corner. If it persists, the microswitch may be worn.
Your controller may resolve the directions before the browser sees them. The result shown is what games will see.
Frequently asked questions
What is SOCD?
Simultaneous opposite cardinal directions: what happens when left and right (or up and down) are pressed at the same time. It matters most on leverless controllers.
Is my leverless controller tournament legal?
Check the SOCD result against the event's rules. Many require left + right to be neutral.
Does this add input lag?
No. It only displays what your controller sends.
What does 236 mean?
Down, down-forward, forward: a quarter-circle forward motion.
Does a leverless controller show here?
Yes. It appears as a normal controller, with directions as buttons.
Why is my stick missing diagonals?
Check the motion in the history. A square gate or more practice usually helps.
Can I test arcade buttons here?
Yes. Every button press appears in the history.
Does this show input timing?
It shows the order of inputs. Exact frame timing depends on the game.
Why does a direction register twice?
A worn or bouncing microswitch. Replacing the switch usually fixes it.
Can I use the display on a Mac?
Yes. It runs in any modern browser that detects your stick.
Does the display add input lag in games?
No. It only reads inputs; it doesn't sit between your stick and the game.