Train for the level you actually want.
This platform is built to help you target a specific level of execution for each fighting game motion you practice.
A fireball, wave dash, and KBD are different skills. They should not share the same mastery path. Every motion has its own rank, its own XP, and its own pressure curve.
You earn 1 XP for every successful motion.
If you make a mistake after starting the motion, you lose XP.
As rank rises, mistakes cost more.
As your rank rises, the penalty rises with it. That is how the platform simulates real match pressure.
Beginner
0–199 XP (5 sub-ranks, 40 XP each)
Penalty: -7 XP
You are learning the motion.
This rank is about familiarity, rhythm, and understanding the sequence. Mistakes still matter, but they are easy to recover from. The goal is to build comfort and remove hesitation.
Iron
200–599 XP (5 sub-ranks, 80 XP each)
Penalty: -15 XP
You know the shape of the motion, but it is not stable yet.
Iron is where you start cleaning up obvious mistakes and building control. You are moving from “I can do it sometimes” to “I know what my hands are supposed to do.”
Bronze
600–1,199 XP (5 sub-ranks, 120 XP each)
Penalty: -30 XP
You have basic competency.
You are no longer guessing, but the motion is still too loose to trust under pressure. Bronze is about turning a recognizable input into a repeatable one.
Silver
1,200–1,999 XP (5 sub-ranks, 160 XP each)
Penalty: -55 XP
Your execution is becoming reliable.
Silver is where the motion starts to feel natural instead of forced. Mistakes should be getting less common, and the input should be becoming stable in training.
Gold
2,000–2,999 XP (5 sub-ranks, 200 XP each)
Penalty: -80 XP
Gold represents baseline competitive casual execution.
At this point, the motion should feel usable in real matches. In a real match, a misinput may not instantly lose the round, but it can absolutely cost you momentum, damage, positioning, or advantage.
Gold is where the trainer starts asking whether you can execute cleanly when the move actually matters.
Platinum
3,000–4,999 XP (5 sub-ranks, 400 XP each)
Penalty: -200 XP
Platinum represents a serious or dedicated casual player.
Now the app expects much cleaner control. A mistake at this level should feel more like giving up a major punish, not just making a small error. In fighting game terms, Platinum pressure is meant to feel like losing a large chunk of your life bar because of a misinput.
This is the point where the motion should start feeling dependable, not just usable.
Emerald
5,000–7,499 XP (5 sub-ranks, 500 XP each)
Penalty: -250 XP
Emerald is where consistency is expected, not optional.
You should be able to execute cleanly under pressure most of the time. Mistakes now carry a heavy cost and should feel like dropping a key punish in a close game.
Emerald is the bridge between dependable execution and elite execution.
Diamond
7,500–9,999 XP (5 sub-ranks, 500 XP each)
Penalty: -350 XP
Diamond is the sweaty rank.
This is elite consistency territory. A mistake here should feel like losing the final round of a match. At Diamond, the question is no longer whether you know the motion. The question is whether your execution can survive serious pressure.
Diamond is for players who want the motion to feel like a weapon, not a liability.
Master
10,000+ XP
Penalty: -800 XP
Master represents tournament-level execution.
The penalty jumps hard on purpose. A mistake at Master should feel catastrophic, like losing a tournament set because you failed to execute when it mattered most.
Master is not meant to be comfortable. It is meant to prove that your execution can survive the harshest pressure the system can create.
Master begins at 10,000 XP. That means the minimum path is 10,000 successful reps with no mistakes. Every mistake adds more work.
This platform is built to help you train for the execution standard you actually want. Choose your target. Then earn it.