“Keep window” in Rivals usually means the time window allowed for a double-tap or quick-attack input to be recognized. In the current Rivals settings discussions, players mention it as part of Quick Attack Keeping / Quick Attack Keep Window , and one example shows it set around 0.4–0.45 seconds.

What it does

  • A larger keep window makes the game more forgiving if you press the follow-up input a bit late.
  • A smaller keep window makes the timing stricter, which can feel faster but less forgiving.
  • It matters most if you use settings like quick attack keeping or mobile/utility actions tied to quick attacks.

Simple example

If you quick attack and the game keeps your weapon equipped for a short moment, the keep window is the period where that “keep” behavior is accepted before it resets. That is why players often tune it alongside other movement and attack settings.

Practical tip

Most players testing competitive settings seem to use something around 0.4 seconds to 0.45 seconds , but the best value depends on your timing and input device.

TL;DR: Keep window is the timing buffer for keeping or chaining quick-attack behavior in Rivals, and it controls how strict or forgiving that input feels.