Testing the keys that actually decide a match
Gaming asks one specific thing of a keyboard that typing never does: hold several keys down, in the same small region of the board, for seconds at a time. Two movement keys for a diagonal, a modifier to sprint or crouch, an action key, sometimes a fourth for an ability. That is exactly the pattern a keyboard matrix struggles with, which is why the failure people notice in games is a key going dead mid-fight rather than a key that never works at all.
So the useful test is not tapping every key in turn. It is holding the combinations your game actually uses and watching whether the count holds. Work through the sequences below with the health summary and the shortcut log visible — a combination that drops a key will show up as one of the four WASD badges going dark while your finger is still on it.
Being straight about the limits of a browser test, because this page could easily overclaim: this measures which keys register and how many at once. It cannot measure your keyboard's polling rate or its input latency. Browser key events arrive on the page's main thread after the operating system has processed them, and event timestamps are deliberately coarsened for security reasons, so any latency figure a web page reports about hardware would be fiction. Anyone claiming to verify 1000 Hz polling in a browser is guessing. What this test does measure is real, and it is the part that actually loses fights.
Two companion tests go deeper on the specifics. The ghosting test isolates which combinations break, and the rollover test gives you the single number to compare boards with. If a key is registering twice per press and costing you rounds, that is chatter rather than rollover, and the double typing test measures it.