Hall effect sticks
Gamepad GuliKit KK3 MAX
User rating

GuliKit KK3 MAX

Top contributors
John PunchScott CeratoViolet PrismriverLiberty Particuleosiixy nick
Test Status:Verified (16 June 2025)
LatScore : Wired C, Wireless E
Compatible: AndroidiOSLinuxSwitchWindows
Interfaces: CableDongleBluetooth
Price range: $59.99$79.99, find on: Amazon, Aliexpress, Hyperlink 2

GuliKit KK3 MAX Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
CableXInput
🔘5.40
🕹️33.9
992.06
🔘1.00
🕹️0.86
Win 11
10.0.26200
5.7
5.2.3.6
John Punch
🔘
Button LatencyP82
✓ Selected
2.6 ms
5.4 ms
7.96 ms
1 ms
992.06 Hz
#7275 • 2025-11-21
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
John Punch
Cable • XInput
5.7
🕹️
Stick LatencyP82
✓ Selected
32.21 ms
33.89 ms
36.55 ms
0.86 ms
992.06 Hz
#7276 • 2025-11-21
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
John Punch
Cable • XInput
5.7
2
DongleXInput
🔘18.3
🕹️49.8
249.19
🔘3.86
🕹️5.21
Win 11
10.0.26200
5.7
5.2.3.6
John Punch
🔘
Button LatencyP82
11.43 ms
18.3 ms
30.07 ms
3.86 ms
249.19 Hz (see 📊)
#7282 • 2025-11-21
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
5.7
Gulikit Hyperlink 2
🕹️
Stick LatencyP82
40.78 ms
49.79 ms
66.41 ms
5.21 ms
249.19 Hz (see 📊)
#7280 • 2025-11-21
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
5.7
Gulikit Hyperlink 2
📊
Polling Rate
2.89 ms
4.01 ms
19.04 ms
3.35 ms
249.19 Hz
176.55 Hz
#7281 • 2025-11-21
Polling v2.0.1.8
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
5.7
Gulikit Hyperlink 2
Note: This test are based on polling rate and do not represent actual input-lag.
3
CableSwitch
🔘18.3
🕹️48.0
124.95
🔘2.02
🕹️2.13
Win 11
10.0.26100
5.6
5.2.0.1
John Punch
🔘
Button LatencyP82
14.66 ms
18.26 ms
21.99 ms
2.02 ms
124.95 Hz
#5646 • 2025-06-16
Prometheus 82 v5.2.0.1
Win 11 Build 10.0.26100
John Punch
Cable • Switch
5.6
🕹️
Stick LatencyP82
44.26 ms
47.95 ms
51.71 ms
2.13 ms
124.95 Hz
#5647 • 2025-06-16
Prometheus 82 v5.2.0.1
Win 11 Build 10.0.26100
John Punch
Cable • Switch
5.6
4
BluetoothXInput
🔘18.3
🕹️51.3
265.18
🔘3.75
🕹️4.52
Win 11
10.0.26200
5.7
5.2.3.6
John Punch
🔘
Button LatencyP82
✓ Selected
11.06 ms
18.3 ms
29.16 ms
3.75 ms
265.18 Hz (see 📊)
#7273 • 2025-11-21
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
John Punch
Bluetooth • XInput
5.7
🕹️
Stick LatencyP82
✓ Selected
42.86 ms
51.26 ms
67.22 ms
4.52 ms
265.18 Hz (see 📊)
#7272 • 2025-11-21
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
John Punch
Bluetooth • XInput
5.7
📊
Polling Rate
3.09 ms
3.77 ms
18.8 ms
3.22 ms
265.18 Hz
184 Hz
#7271 • 2025-11-21
Polling v2.0.1.8
Win 11 Build 10.0.26200
John Punch
Bluetooth • XInput
5.7
Note: This test are based on polling rate and do not represent actual input-lag.
5
BluetoothSwitch
🔘32.8
🕹️63.7
104.01
🔘3.47
🕹️3.58
Win 11
10.0.26100
5.6
5.2.0.1
John Punch
🔘
Button LatencyP82
25.43 ms
32.75 ms
40.1 ms
3.47 ms
104.01 Hz
#5643 • 2025-06-16
Prometheus 82 v5.2.0.1
Win 11 Build 10.0.26100
John Punch
Bluetooth • Switch
5.6
🕹️
Stick LatencyP82
55.56 ms
63.68 ms
71.29 ms
3.58 ms
104.01 Hz
#5642 • 2025-06-16
Prometheus 82 v5.2.0.1
Win 11 Build 10.0.26100
John Punch
Bluetooth • Switch
5.6
6
DongleXInput
🔘35.4
🕹️53.1
884.46
🔘3.34
🕹️2.88
Win 11
10.0.26100
5.6
5.2.0.1
John Punch
🔘
Button LatencyP82
✓ Selected
29.17 ms
35.39 ms
42.07 ms
3.34 ms
884.46 Hz
#5645 • 2025-06-16
Prometheus 82 v5.2.0.1
Win 11 Build 10.0.26100
John Punch
Dongle • XInput
5.6
🕹️
Stick LatencyP82
✓ Selected
46.73 ms
53.05 ms
58.84 ms
2.88 ms
884.46 Hz
#5644 • 2025-06-16
Prometheus 82 v5.2.0.1
Win 11 Build 10.0.26100
John Punch
Dongle • XInput
5.6
More information

Latency

Our visualization focuses on Average Latency, presented as vertical bars to make comparing performance across different connection modes (Wired, Bluetooth, Dongle) instant and intuitive.

The chart differentiates between:

  • Button Latency: How quickly the game registers a physical button press.
  • Stick Latency: The delay in registering joystick movement (tested at 99% deflection).

Visualizing Stability (Jitter)

You may notice that the top portion of some bars is semi-transparent or "faded". This represents Jitter (instability):

  • Solid Bar: Represents the stable, consistent average latency.
  • Faded Top: Indicates the variance. A larger transparent area means higher jitter, implying the controller's response time fluctuates. A solid bar with little to no fading indicates a highly stable connection.

Deep Dive: Click the arrow to reveal Probability Distribution Charts. These show the exact breakdown of every input tested, displaying Probability (%) on the Y-axis and Latency (ms) on the X-axis.

Polling Rate vs. Latency

It is crucial to understand that Polling Rate and Latency are measured using two entirely different methodologies on our site:

  • Latency (ms) is measured by the Prometheus 82 hardware. It captures the physical movement of the stick or button via hardware interrupts with microsecond precision. This is the "real-world" delay.
  • Polling Rate (Hz) is measured via a Software Tool. It shows how often the OS receives reports from the USB stack.

Common Myth: A higher polling rate (like 8000 Hz) does not automatically guarantee lower latency if the controller's internal processing is slow. Conversely, a high polling rate on a chart might show fluctuations (e.g., 7800Hz instead of 8000Hz) due to OS jitter or CPU scheduling, which does not necessarily impact the hardware latency measured by the P82.

To test your own gamepad's polling rate, you can use our tool: Download Polling Rate Tester.

Testing Methods

Gamepadla ensures data integrity by combining three distinct testing methodologies:

  1. Prometheus 82 (P82): Our gold standard. A custom-built hardware device that physically actuates buttons and sticks. It uses high-speed hardware interrupts to capture events, making it independent of the controller's polling rate. It provides an error margin of only ±1ms for buttons and sticks. View on GitHub.

  2. GPDL Tester: An electrical monitoring tool for highly accurate button latency. While P82 simulates human-like mechanical movement, GPDL focuses on the electrical signal speed. View on GitHub.

  3. Software Polling Test: A pure software diagnostic to check communication frequency. We use this to verify if a controller actually reaches its advertised specs (e.g., 1000Hz or 8000Hz) at the OS level. Download Software.

Note: By comparing hardware-level latency (P82) with software-level reports (Polling Test), we can identify if a controller has "fake" high polling rates or poorly optimized firmware.

Stick test of GuliKit KK3 MAX

Stick test results for GuliKit KK3 MAX gamepad, by John Punch

Left Stick
Circle Error:0.0%
Asymmetry:13.6%
Center Error:2.8%
Resolution:11.0 bit2,000 steps
Right Stick
Circle Error:0.1%
Asymmetry:18.9%
Center Error:2.2%
Resolution:12.0 bit4,000 steps
OSWindows 10.0.26200
Sys. nameXbox 360 Controller
ModeXInput
ConnectionCable
Firmware5.7
Polling rate896.712 Hz
Tested onNovember 20, 2025, 11:02

Errors Panel

Cardinal Snappingnone
Inner Deadzonenone
Center Skipnone
Low Resolutionnone
Incomplete Rangenone

Inner Deadzone

The Inner Deadzone is the area around the center of the stick where small movements are not registered. This helps prevent stick drift or accidental inputs, but if the deadzone is too large, it can make aiming less precise, especially in games requiring fine control. We evaluate the Inner Deadzone based on how much you need to move the stick before it responds—the less movement required, the better.

The GuliKit KK3 MAX has no Inner Deadzone. The stick responds immediately to even the slightest movement, which is excellent for aiming accuracy and micro-control. This makes it a great choice for precision-heavy games like first-person shooters (e.g., Valorant or Apex Legends).

For comparison, many budget gamepads often have a moderate to large Inner Deadzone, while premium controllers typically aim for a slight or no deadzone for better precision.

Want to learn more? Check out our video explanation of how the Inner Deadzone works.

Outer Deadzone

The Outer Deadzone is the area near the edge of the stick’s range where further movement isn’t registered. This can make the stick feel less responsive at full tilt, affecting actions like quick turns or maximum speed in games. We evaluate the Outer Deadzone based on how much 'lost' range there is—the smaller the deadzone, the better, as it allows full use of the stick’s range for more precise control.

The GuliKit KK3 MAX has a moderate Outer Deadzone (0.8 mm). There’s a portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

For comparison, budget gamepads often have moderate to large Outer Deadzones, while premium controllers strive for minimal or no deadzone to maximize control.

Want to learn more? Check out our video explanation of how the Outer Deadzone works.

Stick Asymmetry

Stick Asymmetry measures the consistency of the joystick's response across different directions. Ideally, if you physically deflect the stick by 80% from the center, the software should report an 80% deflection regardless of the direction. A high asymmetry score indicates a problem where for the same physical movement, the reported coordinates are inconsistent—for example, 60% in one direction and 90% in another. This creates an uneven, often 'egg-shaped,' response zone, which negatively impacts aiming and control predictability.

For the GuliKit KK3 MAX, the Stick Asymmetry is 13.6% for the left stick and 18.9% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

Testing Methodology: It's crucial to note that this test is performed at partial stick deflection (~80%), using special physical limiters (clips). Testing at 100% deflection often hides asymmetries because the controller's output is clamped at the maximum value, artificially 'smoothing' the resulting shape. Our method reveals the true performance of the stick in the ranges most critical for gameplay. This precise approach was also utilized by Linus Tech Tips in their controller review.

For comparison, many budget gamepads show asymmetry levels above 30%, while high-end controllers typically stay below 10% for better uniformity.

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article. You can learn how to test joystick asymmetry yourself from this video.

Circle Error

Circle Error evaluates how closely the stick’s movement follows a perfect circle. A high Circle Error means the path is more square-like, which can cause inconsistent speeds when moving diagonally—your character might move faster or slower than expected. The lower the percentage, the better, as it ensures smooth, uniform movement in all directions.

For the GuliKit KK3 MAX, the Circle Error is 0.0% for the left stick and 0.1% for the right stick. This is an excellent result, providing smooth, natural diagonal movement similar to premium controllers.

For comparison, budget gamepads often have Circle Errors above 12%, resulting in 'square' feeling sticks, while high-quality ones aim for under 8% for better smoothness.

Want to learn more? Check out our video explanation of how Circle Error impacts performance.

Resolution (Stick Bitness)

Stick Bitness measures the precision of the joystick’s analog input, similar to bit depth in audio. Higher bitness means more distinct positions the stick can register, leading to smoother and more accurate control. Lower bitness can result in 'stepping' or less fluid movement, especially noticeable in slow, precise actions like aiming.

The GuliKit KK3 MAX has 11.0 bits (left) and 12.0 bits (right).

Note: Recorded with an older version before True Bitness.

This corresponds to a measured Step Resolution of 0.00100 on the left stick and 0.00050 on the right, with about 1,000 SFC on the left stick and 2,000 SFC on the right.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Center Error (Stick Centering)

Center Error (also referred to as Stick Centering) measures how accurately the joystick returns to its neutral (center) position after you release it. A low Center Error prevents stick drift—a common issue where your character or camera moves slightly in a game, even when you're not touching the stick. The lower the percentage, the better the centering, and the less likely you are to experience drift.

For the GuliKit KK3 MAX, the Center Error is 2.8% for the left joystick and 2.2% for the right stick. This is a moderate result. The centering is acceptable, but you might need a tiny deadzone in some sensitive games to avoid drift.

This test methodology intentionally employs a more rigorous approach by implementing small-angle deflection and release, which produces the most challenging conditions for stick re-centering. This technique differs from the conventional maximum-deflection method where the stick is pulled to its full range and released, as small-angle deflection better simulates the micro-adjustments typically executed during actual gameplay scenarios, providing more representative data on potential stick drift occurrence during normal use.

Want to learn more? Check out our video explanation of how Center Error works.

Cardinal Snapping

Cardinal Snapping (sometimes referred to as Axis Magnet) is a form of stick processing where the controller's output artificially 'snaps' or clings to the cardinal (horizontal and vertical) axes when the stick passes close to them. While this can make pure horizontal or vertical movements feel perfectly straight, it distorts the natural movement path and makes diagonal aiming or fine steering less predictable.

The GuliKit KK3 MAX shows no Cardinal Snapping. This means the stick does not artificially cling to the horizontal or vertical axes, preserving your real movement path for consistent aiming and natural analog control.

Want to learn more? Check out our video explanation of how Cardinal Snapping affects stick behavior.

Disclaimer

We tested the GuliKit KK3 MAX gamepad using a single unit, so keep in mind that other units of this model might perform slightly better or worse. In most cases, these differences are minor and shouldn’t affect your experience significantly. The results were obtained with the Stick Tracer program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 5.7) or connection type, can also influence the results. If you have this gamepad, we’d love for you to share your own test results! This will help us build a more comprehensive picture of the GuliKit KK3 MAX’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GuliKit KK3 MAX gamepad, by John Punch

Left Stick
Circle Error:0.0%
Asymmetry:14.2%
Center Error:2.6%
Resolution:11.0 bit2,000 steps
Right Stick
Circle Error:0.1%
Asymmetry:20.9%
Center Error:2.0%
Resolution:11.0 bit2,000 steps
OSWindows 10.0.26200
Sys. nameXbox 360 Controller
ModeXInput
ConnectionCable
Firmware5.7
Polling rate900.235 Hz
Tested onNovember 20, 2025, 11:54

Errors Panel

Cardinal Snappingnone
Inner Deadzonenone
Center Skipnone
Low Resolutionnone
Incomplete Rangenone

Inner Deadzone

The Inner Deadzone is the area around the center of the stick where small movements are not registered. This helps prevent stick drift or accidental inputs, but if the deadzone is too large, it can make aiming less precise, especially in games requiring fine control. We evaluate the Inner Deadzone based on how much you need to move the stick before it responds—the less movement required, the better.

The GuliKit KK3 MAX has no Inner Deadzone. The stick responds immediately to even the slightest movement, which is excellent for aiming accuracy and micro-control. This makes it a great choice for precision-heavy games like first-person shooters (e.g., Valorant or Apex Legends).

For comparison, many budget gamepads often have a moderate to large Inner Deadzone, while premium controllers typically aim for a slight or no deadzone for better precision.

Want to learn more? Check out our video explanation of how the Inner Deadzone works.

Outer Deadzone

The Outer Deadzone is the area near the edge of the stick’s range where further movement isn’t registered. This can make the stick feel less responsive at full tilt, affecting actions like quick turns or maximum speed in games. We evaluate the Outer Deadzone based on how much 'lost' range there is—the smaller the deadzone, the better, as it allows full use of the stick’s range for more precise control.

The GuliKit KK3 MAX has a moderate Outer Deadzone (0.8 mm). There’s a portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

For comparison, budget gamepads often have moderate to large Outer Deadzones, while premium controllers strive for minimal or no deadzone to maximize control.

Want to learn more? Check out our video explanation of how the Outer Deadzone works.

Stick Asymmetry

Stick Asymmetry measures the consistency of the joystick's response across different directions. Ideally, if you physically deflect the stick by 80% from the center, the software should report an 80% deflection regardless of the direction. A high asymmetry score indicates a problem where for the same physical movement, the reported coordinates are inconsistent—for example, 60% in one direction and 90% in another. This creates an uneven, often 'egg-shaped,' response zone, which negatively impacts aiming and control predictability.

For the GuliKit KK3 MAX, the Stick Asymmetry is 14.2% for the left stick and 20.9% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

Testing Methodology: It's crucial to note that this test is performed at partial stick deflection (~80%), using special physical limiters (clips). Testing at 100% deflection often hides asymmetries because the controller's output is clamped at the maximum value, artificially 'smoothing' the resulting shape. Our method reveals the true performance of the stick in the ranges most critical for gameplay. This precise approach was also utilized by Linus Tech Tips in their controller review.

For comparison, many budget gamepads show asymmetry levels above 30%, while high-end controllers typically stay below 10% for better uniformity.

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article. You can learn how to test joystick asymmetry yourself from this video.

Circle Error

Circle Error evaluates how closely the stick’s movement follows a perfect circle. A high Circle Error means the path is more square-like, which can cause inconsistent speeds when moving diagonally—your character might move faster or slower than expected. The lower the percentage, the better, as it ensures smooth, uniform movement in all directions.

For the GuliKit KK3 MAX, the Circle Error is 0.0% for the left stick and 0.1% for the right stick. This is an excellent result, providing smooth, natural diagonal movement similar to premium controllers.

For comparison, budget gamepads often have Circle Errors above 12%, resulting in 'square' feeling sticks, while high-quality ones aim for under 8% for better smoothness.

Want to learn more? Check out our video explanation of how Circle Error impacts performance.

Resolution (Stick Bitness)

Stick Bitness measures the precision of the joystick’s analog input, similar to bit depth in audio. Higher bitness means more distinct positions the stick can register, leading to smoother and more accurate control. Lower bitness can result in 'stepping' or less fluid movement, especially noticeable in slow, precise actions like aiming.

The GuliKit KK3 MAX has 11.0 bits on both sticks.

Note: Recorded with an older version before True Bitness.

This corresponds to a measured Step Resolution of 0.00100 on the left stick and 0.00100 on the right, with about 1,000 SFC on the left stick and 1,000 SFC on the right.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Center Error (Stick Centering)

Center Error (also referred to as Stick Centering) measures how accurately the joystick returns to its neutral (center) position after you release it. A low Center Error prevents stick drift—a common issue where your character or camera moves slightly in a game, even when you're not touching the stick. The lower the percentage, the better the centering, and the less likely you are to experience drift.

For the GuliKit KK3 MAX, the Center Error is 2.6% for the left joystick and 2% for the right stick. This is a moderate result. The centering is acceptable, but you might need a tiny deadzone in some sensitive games to avoid drift.

This test methodology intentionally employs a more rigorous approach by implementing small-angle deflection and release, which produces the most challenging conditions for stick re-centering. This technique differs from the conventional maximum-deflection method where the stick is pulled to its full range and released, as small-angle deflection better simulates the micro-adjustments typically executed during actual gameplay scenarios, providing more representative data on potential stick drift occurrence during normal use.

Want to learn more? Check out our video explanation of how Center Error works.

Cardinal Snapping

Cardinal Snapping (sometimes referred to as Axis Magnet) is a form of stick processing where the controller's output artificially 'snaps' or clings to the cardinal (horizontal and vertical) axes when the stick passes close to them. While this can make pure horizontal or vertical movements feel perfectly straight, it distorts the natural movement path and makes diagonal aiming or fine steering less predictable.

The GuliKit KK3 MAX shows no Cardinal Snapping. This means the stick does not artificially cling to the horizontal or vertical axes, preserving your real movement path for consistent aiming and natural analog control.

Want to learn more? Check out our video explanation of how Cardinal Snapping affects stick behavior.

Disclaimer

We tested the GuliKit KK3 MAX gamepad using a single unit, so keep in mind that other units of this model might perform slightly better or worse. In most cases, these differences are minor and shouldn’t affect your experience significantly. The results were obtained with the Stick Tracer program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 5.7) or connection type, can also influence the results. If you have this gamepad, we’d love for you to share your own test results! This will help us build a more comprehensive picture of the GuliKit KK3 MAX’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GuliKit KK3 MAX gamepad, by John Punch

Left Stick
Circle Error:0.2%
Asymmetry:15.0%
Center Error:4.4%
Resolution:11.0 bit2,000 steps
Right Stick
Circle Error:0.1%
Asymmetry:21.3%
Center Error:2.0%
Resolution:11.0 bit2,000 steps
OSWindows 10.0.26200
Sys. nameXbox 360 Controller
ModeXInput
ConnectionDongle
Firmware5.7
Polling rate1005.21 Hz
Tested onNovember 20, 2025, 11:25

Errors Panel

Cardinal Snappingnone
Inner Deadzonenone
Center Skipnone
Low Resolutionnone
Incomplete Rangenone

Inner Deadzone

The Inner Deadzone is the area around the center of the stick where small movements are not registered. This helps prevent stick drift or accidental inputs, but if the deadzone is too large, it can make aiming less precise, especially in games requiring fine control. We evaluate the Inner Deadzone based on how much you need to move the stick before it responds—the less movement required, the better.

The GuliKit KK3 MAX has no Inner Deadzone. The stick responds immediately to even the slightest movement, which is excellent for aiming accuracy and micro-control. This makes it a great choice for precision-heavy games like first-person shooters (e.g., Valorant or Apex Legends).

For comparison, many budget gamepads often have a moderate to large Inner Deadzone, while premium controllers typically aim for a slight or no deadzone for better precision.

Want to learn more? Check out our video explanation of how the Inner Deadzone works.

Outer Deadzone

The Outer Deadzone is the area near the edge of the stick’s range where further movement isn’t registered. This can make the stick feel less responsive at full tilt, affecting actions like quick turns or maximum speed in games. We evaluate the Outer Deadzone based on how much 'lost' range there is—the smaller the deadzone, the better, as it allows full use of the stick’s range for more precise control.

The GuliKit KK3 MAX has a moderate Outer Deadzone (0.8 mm). There’s a portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

For comparison, budget gamepads often have moderate to large Outer Deadzones, while premium controllers strive for minimal or no deadzone to maximize control.

Want to learn more? Check out our video explanation of how the Outer Deadzone works.

Stick Asymmetry

Stick Asymmetry measures the consistency of the joystick's response across different directions. Ideally, if you physically deflect the stick by 80% from the center, the software should report an 80% deflection regardless of the direction. A high asymmetry score indicates a problem where for the same physical movement, the reported coordinates are inconsistent—for example, 60% in one direction and 90% in another. This creates an uneven, often 'egg-shaped,' response zone, which negatively impacts aiming and control predictability.

For the GuliKit KK3 MAX, the Stick Asymmetry is 15.0% for the left stick and 21.3% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

Testing Methodology: It's crucial to note that this test is performed at partial stick deflection (~80%), using special physical limiters (clips). Testing at 100% deflection often hides asymmetries because the controller's output is clamped at the maximum value, artificially 'smoothing' the resulting shape. Our method reveals the true performance of the stick in the ranges most critical for gameplay. This precise approach was also utilized by Linus Tech Tips in their controller review.

For comparison, many budget gamepads show asymmetry levels above 30%, while high-end controllers typically stay below 10% for better uniformity.

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article. You can learn how to test joystick asymmetry yourself from this video.

Circle Error

Circle Error evaluates how closely the stick’s movement follows a perfect circle. A high Circle Error means the path is more square-like, which can cause inconsistent speeds when moving diagonally—your character might move faster or slower than expected. The lower the percentage, the better, as it ensures smooth, uniform movement in all directions.

For the GuliKit KK3 MAX, the Circle Error is 0.2% for the left stick and 0.1% for the right stick. This is an excellent result, providing smooth, natural diagonal movement similar to premium controllers.

For comparison, budget gamepads often have Circle Errors above 12%, resulting in 'square' feeling sticks, while high-quality ones aim for under 8% for better smoothness.

Want to learn more? Check out our video explanation of how Circle Error impacts performance.

Resolution (Stick Bitness)

Stick Bitness measures the precision of the joystick’s analog input, similar to bit depth in audio. Higher bitness means more distinct positions the stick can register, leading to smoother and more accurate control. Lower bitness can result in 'stepping' or less fluid movement, especially noticeable in slow, precise actions like aiming.

The GuliKit KK3 MAX has 11.0 bits on both sticks.

Note: Recorded with an older version before True Bitness.

This corresponds to a measured Step Resolution of 0.00100 on the left stick and 0.00100 on the right, with about 1,000 SFC on the left stick and 1,000 SFC on the right.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Center Error (Stick Centering)

Center Error (also referred to as Stick Centering) measures how accurately the joystick returns to its neutral (center) position after you release it. A low Center Error prevents stick drift—a common issue where your character or camera moves slightly in a game, even when you're not touching the stick. The lower the percentage, the better the centering, and the less likely you are to experience drift.

For the GuliKit KK3 MAX, the Center Error is 4.4% for the left joystick and 2% for the right stick. This is a poor result. High center error indicates that the sticks do not reliably return to neutral, which will likely cause stick drift unless a significant inner deadzone is applied.

This test methodology intentionally employs a more rigorous approach by implementing small-angle deflection and release, which produces the most challenging conditions for stick re-centering. This technique differs from the conventional maximum-deflection method where the stick is pulled to its full range and released, as small-angle deflection better simulates the micro-adjustments typically executed during actual gameplay scenarios, providing more representative data on potential stick drift occurrence during normal use.

Want to learn more? Check out our video explanation of how Center Error works.

Cardinal Snapping

Cardinal Snapping (sometimes referred to as Axis Magnet) is a form of stick processing where the controller's output artificially 'snaps' or clings to the cardinal (horizontal and vertical) axes when the stick passes close to them. While this can make pure horizontal or vertical movements feel perfectly straight, it distorts the natural movement path and makes diagonal aiming or fine steering less predictable.

The GuliKit KK3 MAX shows no Cardinal Snapping. This means the stick does not artificially cling to the horizontal or vertical axes, preserving your real movement path for consistent aiming and natural analog control.

Want to learn more? Check out our video explanation of how Cardinal Snapping affects stick behavior.

Disclaimer

We tested the GuliKit KK3 MAX gamepad using a single unit, so keep in mind that other units of this model might perform slightly better or worse. In most cases, these differences are minor and shouldn’t affect your experience significantly. The results were obtained with the Stick Tracer program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 5.7) or connection type, can also influence the results. If you have this gamepad, we’d love for you to share your own test results! This will help us build a more comprehensive picture of the GuliKit KK3 MAX’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GuliKit KK3 MAX gamepad, by John Punch

Left Stick
Circle Error:0.0%
Asymmetry:13.9%
Center Error:3.3%
Resolution:11.0 bit2,000 steps
Right Stick
Circle Error:0.0%
Asymmetry:20.5%
Center Error:2.1%
Resolution:11.0 bit2,000 steps
OSWindows 10.0.26200
Sys. nameXbox One S Controller
ModeXInput
ConnectionBluetooth
Firmware5.7
Polling rate191.61 Hz
Tested onNovember 20, 2025, 11:31

Errors Panel

Cardinal Snappingnone
Inner Deadzonenone
Center Skipnone
Low Resolutionnone
Incomplete Rangenone

Inner Deadzone

The Inner Deadzone is the area around the center of the stick where small movements are not registered. This helps prevent stick drift or accidental inputs, but if the deadzone is too large, it can make aiming less precise, especially in games requiring fine control. We evaluate the Inner Deadzone based on how much you need to move the stick before it responds—the less movement required, the better.

The GuliKit KK3 MAX has no Inner Deadzone. The stick responds immediately to even the slightest movement, which is excellent for aiming accuracy and micro-control. This makes it a great choice for precision-heavy games like first-person shooters (e.g., Valorant or Apex Legends).

For comparison, many budget gamepads often have a moderate to large Inner Deadzone, while premium controllers typically aim for a slight or no deadzone for better precision.

Want to learn more? Check out our video explanation of how the Inner Deadzone works.

Outer Deadzone

The Outer Deadzone is the area near the edge of the stick’s range where further movement isn’t registered. This can make the stick feel less responsive at full tilt, affecting actions like quick turns or maximum speed in games. We evaluate the Outer Deadzone based on how much 'lost' range there is—the smaller the deadzone, the better, as it allows full use of the stick’s range for more precise control.

The GuliKit KK3 MAX has a moderate Outer Deadzone (0.8 mm). There’s a portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

For comparison, budget gamepads often have moderate to large Outer Deadzones, while premium controllers strive for minimal or no deadzone to maximize control.

Want to learn more? Check out our video explanation of how the Outer Deadzone works.

Stick Asymmetry

Stick Asymmetry measures the consistency of the joystick's response across different directions. Ideally, if you physically deflect the stick by 80% from the center, the software should report an 80% deflection regardless of the direction. A high asymmetry score indicates a problem where for the same physical movement, the reported coordinates are inconsistent—for example, 60% in one direction and 90% in another. This creates an uneven, often 'egg-shaped,' response zone, which negatively impacts aiming and control predictability.

For the GuliKit KK3 MAX, the Stick Asymmetry is 13.9% for the left stick and 20.5% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

Testing Methodology: It's crucial to note that this test is performed at partial stick deflection (~80%), using special physical limiters (clips). Testing at 100% deflection often hides asymmetries because the controller's output is clamped at the maximum value, artificially 'smoothing' the resulting shape. Our method reveals the true performance of the stick in the ranges most critical for gameplay. This precise approach was also utilized by Linus Tech Tips in their controller review.

For comparison, many budget gamepads show asymmetry levels above 30%, while high-end controllers typically stay below 10% for better uniformity.

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article. You can learn how to test joystick asymmetry yourself from this video.

Circle Error

Circle Error evaluates how closely the stick’s movement follows a perfect circle. A high Circle Error means the path is more square-like, which can cause inconsistent speeds when moving diagonally—your character might move faster or slower than expected. The lower the percentage, the better, as it ensures smooth, uniform movement in all directions.

For the GuliKit KK3 MAX, the Circle Error is 0.0% for the left stick and 0.0% for the right stick. This is an excellent result, providing smooth, natural diagonal movement similar to premium controllers.

For comparison, budget gamepads often have Circle Errors above 12%, resulting in 'square' feeling sticks, while high-quality ones aim for under 8% for better smoothness.

Want to learn more? Check out our video explanation of how Circle Error impacts performance.

Resolution (Stick Bitness)

Stick Bitness measures the precision of the joystick’s analog input, similar to bit depth in audio. Higher bitness means more distinct positions the stick can register, leading to smoother and more accurate control. Lower bitness can result in 'stepping' or less fluid movement, especially noticeable in slow, precise actions like aiming.

The GuliKit KK3 MAX has 11.0 bits on both sticks.

Note: Recorded with an older version before True Bitness.

This corresponds to a measured Step Resolution of 0.00100 on the left stick and 0.00100 on the right, with about 1,000 SFC on the left stick and 1,000 SFC on the right.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Center Error (Stick Centering)

Center Error (also referred to as Stick Centering) measures how accurately the joystick returns to its neutral (center) position after you release it. A low Center Error prevents stick drift—a common issue where your character or camera moves slightly in a game, even when you're not touching the stick. The lower the percentage, the better the centering, and the less likely you are to experience drift.

For the GuliKit KK3 MAX, the Center Error is 3.3% for the left joystick and 2.1% for the right stick. This is a poor result. High center error indicates that the sticks do not reliably return to neutral, which will likely cause stick drift unless a significant inner deadzone is applied.

This test methodology intentionally employs a more rigorous approach by implementing small-angle deflection and release, which produces the most challenging conditions for stick re-centering. This technique differs from the conventional maximum-deflection method where the stick is pulled to its full range and released, as small-angle deflection better simulates the micro-adjustments typically executed during actual gameplay scenarios, providing more representative data on potential stick drift occurrence during normal use.

Want to learn more? Check out our video explanation of how Center Error works.

Cardinal Snapping

Cardinal Snapping (sometimes referred to as Axis Magnet) is a form of stick processing where the controller's output artificially 'snaps' or clings to the cardinal (horizontal and vertical) axes when the stick passes close to them. While this can make pure horizontal or vertical movements feel perfectly straight, it distorts the natural movement path and makes diagonal aiming or fine steering less predictable.

The GuliKit KK3 MAX shows no Cardinal Snapping. This means the stick does not artificially cling to the horizontal or vertical axes, preserving your real movement path for consistent aiming and natural analog control.

Want to learn more? Check out our video explanation of how Cardinal Snapping affects stick behavior.

Disclaimer

We tested the GuliKit KK3 MAX gamepad using a single unit, so keep in mind that other units of this model might perform slightly better or worse. In most cases, these differences are minor and shouldn’t affect your experience significantly. The results were obtained with the Stick Tracer program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 5.7) or connection type, can also influence the results. If you have this gamepad, we’d love for you to share your own test results! This will help us build a more comprehensive picture of the GuliKit KK3 MAX’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Linearity test for GuliKit KK3 MAX • Firmware 5.6 • Stick Analyzer 2.0.3.0Cable connection • Xinput mode • Manual Input. Uploaded, by John Punch

Input Type: Manual Input. The stick was moved by hand during the test, so the measurements may include minor variations caused by natural hand tremor.

Stick Motion Resolution Analysis

This test evaluates the analog stick's ability to register unique positions during a controlled, linear motion from the center to the edge of its range. The analysis was conducted using the Line program, ensuring precise measurement of the stick's resolution, linearity, and response characteristics.

Data Points

Data Points represents the total number of unique positions registered during the smooth movement of the stick from center to edge. This includes both the stable analog values and positions affected by signal processing or jitter. In this test, we recorded 1351 data points, which is an excellent result that indicates very precise stick movement registration. For a more accurate assessment of stick precision, it's important to also consider the Straight Points metric, which filters out noise and signal processing artifacts.

Straight Points

Straight Points represent the number of unique positions detected after filtering out tremor and signal processing artifacts during stick movement. This filtering process identifies points that follow a consistently increasing trajectory, showing the true analog values without noise. The test registered 1257 straight points. This is an excellent result, indicating very smooth and precise stick movement. This value highlights the stick's ability to provide stable and reliable position data during smooth motion.

Resolution

Resolution in this test refers to two complementary measurements:

Total Resolution: 1335 positions across the entire stick range. This number represents how many distinct positions the analog stick can detect from center to edge. This might result in somewhat stepped or less smooth movement

Step Resolution: 0.00075 per increment. This value represents the average size of each step between detected positions (smaller values indicate higher precision). It determines how smoothly the stick can transition between positions, which directly impacts precise aiming and subtle movements in games.

A high total resolution combined with a low step resolution provides the optimal experience for precise control in games requiring fine adjustments.

Tremor

Tremor percentage represents the amount of signal processing that occurs between raw stick movement and the final output. It is calculated as the percentage of data points that don't follow a consistently increasing trajectory. The test measured 7.0% tremor. This indicates very stable stick movement with minimal noise in signal processing. Different controllers have different signal processing characteristics, and lower tremor values typically indicate more direct translation of physical movement.

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 95.3% linearity. This indicates excellent stick linearity, providing consistent and predictable movement.

At the same time, a gamepad stick is not a perfectly linear mechanical system. The stick rotates around a pivot, the cap travels along an arc, and the sensor reads that rotational movement rather than a truly straight physical path. Because of this, a graph that bends slightly below the ideal straight line is often normal. In many cases, that lower arc-like bow reflects the real mechanics of the stick more faithfully than a response that was tuned mainly to look perfectly straight in this specific test.

What matters most is that the movement remains smooth, progressive, and predictable. A mild, even downward curve can be acceptable or even technically more natural, while sharp dips, waviness, uneven acceleration, or asymmetry still indicate worse response quality.

Test Duration

The time taken to complete the test was 3.45 seconds. This is an optimal test duration, providing reliable results. For the most accurate results, the stick movement should be smooth and controlled, typically taking between 5 and 8 seconds.

Reviews of GuliKit KK3 MAX

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GuliKit KK3 MAX specifications

Internal

Battery life hours
15
D-pad buttons type
Membrane
Main buttons type
Membrane
Sticks type
Hall

External

Audio port
No
Button layout
Xbox, Switch
Display
No
Joystick positioning
Asymmetric
Paddles
4
Rubber handles
No
Shoulder buttons
No
Stick tension
No
Trigger lock
Yes

Features

Gyroscope function
Yes
NFC support
Yes
Switch Wake Up
Yes
Trigger vibration
No
Triggers pressing
Analog

Connection

Charging dock
No
USB interface
Type-C

Software

Firmware support
Yes
Macros option
Yes
Mobile software
No
No Dead Zone
Yes
PC software
No

Platforms

Android
Yes
iOS
Yes
Linux
Yes
macOS
Yes
Nintendo Switch
Yes
Playstation 3
No
Playstation 5
No
Playstaton 4
No
Windows
Yes
Xbox One
No
Xbox Series
No
Results based on answers from 16 users. Specifications are verified by moderators and reflect actual device behavior. Found a mistake? Hover over the specification to report it.
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LatScore Comparison of GuliKit KK3 MAX

Users' opinion

Add your opinion
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Mine works great with the original firmware, so seeing this, I am afraid to update
7 votes
the feature chart is wrong about NFC if im not mistaken it still has it for amiibo support
4 votes
Suitable for cable play only
19 votes
The input lag of sticks is much higher than that of buttons.
15 votes
Do this test done at the latest firmware update? Need new graph from updated one!
15 votes
Latest firmware significantly improves dongle and BT latency.
6 votes
test the dongle using v.1.1 hyperlink update!
5 votes

User comments

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22 days ago

Getting the KK3 MAX set up can be a hassle, especially with that wired-only thing. They really need to step up their game for compatibility and let us customize controls better. It's frustrating when you can't tweak things like you want.

1
175 days ago

I'm surprised how a controller with such terrible latency could become so well-known. Luckily the developer has taken notice and their newer controllers are much better.

3
33 days ago

The GuliKit KK3 MAX has a 3.2ms delay for wired connections, which I find acceptable. The dongle has a 37.35ms delay and Bluetooth is at 27.75ms. I'm fine with a 0.037 second response time, as it's well below 0.1 seconds.

1
97 days ago

No wireless option? That's a weird limitation, especially considering it's a high-end product. Can't they at least offer a Bluetooth adapter for those who want the freedom to play without cables?

1
135 days ago

Does the KK3 MAX outperform the DualSense or DualSense Edge in terms of speed?

1
88 days ago

No

1
138 days ago

Triggers broke on mine after a few months, which isn't exactly what I'd call durable. I'm not sure if they've improved the hardware in the KK3 MAX, but I'd still consider buying another one if it's worth it.

2
83 days ago

Yes, the earlier models did have issues with the triggers and back buttons. Sales were paused to address these problems, but they have since released an improved version, so it could be worth considering another purchase.

2
178 days ago

came here to buy the GuliKit KK3 MAX and just saw the wired only thing, no freaking thanks. who's gonna buy a modern controller that can't even do wireless. what a joke.

1
289 days ago

controller acting weird after connecting to android

1