Salsa by Kortiva®a timing game
Most dancers are off the beat and never find out.
Salsa is a timing problem before it is a steps problem. Train the ear that hears the 1, the 2, and the clave — then put your feet on it.
Musicality made easy

Drills that train your ear
Eight timing drills, each working one thing. Both On1 and On2 are covered — most apps pick one. Tap along and the app snaps your tap to the nearest beat, then tells you how far off you landed in milliseconds.
Feedback that names the number
Every tap is scored by how far off it landed, in milliseconds. Not “roughly right” — “60ms late on the 2.” The app also reports which count your tap landed nearest, so a tap on time for the wrong beat reads differently from one late for the right beat.
| Within | Verdict |
|---|---|
| ±40 ms | perfect |
| ±90 ms | good |
| beyond, before the beat | early |
| beyond, after the beat | late |
| half a beat or more | miss |
A calibration screen measures your device’s audio latency on first run, so what the app calls “on time” is actually on time on your phone.
A three-lesson path through the noise
Hear the count → Hear the clave → Prove it. The drills themselves are a flat set you can dip into in any order; the three-lesson path is what to do if you don’t know where to start.
Listen — build the groove yourself
Not a click track. Add instruments one at a time, mix them to taste, then drill against what you built. Clave, conga, cowbell, timbales, guiro, and more — each with its own on/off toggle and volume slider.
More voices as the app grows.
- Just the clave1 voice
- Clave and conga2 voices
- The whole bandeverything at once
Or build your own from scratch and hit Save this groove — it’s waiting the next time you open the app.
Set the tempo, work at the speed you can hold, then take the groove you built into a drill.
The moves, written down properly
Eighteen patterns, turns, and shines — what happens, on which count, and on which foot. Each one has an animated dancer you can slow to a quarter speed and view from four fixed angles (front, side, back, other side), with a frame-by-frame flipbook alongside if you’d rather read stills.
- Cross body lead
- New York walk
- Open break
- Copa
- Inside turn
- Outside turn
- Outside turn from the shoulder
- Pizza turn
- Fancy right
- Fancy left
- Suzy Q
- Suzy Q plus
- Suzy 7
- Cross Over
- Walk back
- Swing step
- Semi circle
- Half circle
A warm-up you’ll actually do
Twenty-four movements, 15 to 40 seconds each, running head to ankle in the order a dance class does them. One flow, same every time. It takes as long as it takes; you’re done when you’re done.
Two games for when you want to be tested
The part most likely to make you open the app twice.
The gauntlet
A timing run. Hit every count in a row and see how long you can hold on.
Catch the Count
All eight counts fall. Catch the ones that are yours. A lane game built on the On2 step.
The game is the drill. Four lines of legend, and by the time you’re surviving the higher tempos you’ve internalised the On2 basic without having to think it.
Five stages, tempo climbing 150 → 185 BPM.
- Find the pulse
- Catch the cun-cun
- Pick it up
- Tighten up
- Everything
The hardest stage, until you drop it.
One miss. That is the whole run.
Unscored. Tempo climbs as long as you hold it.
Nothing to sign up for
No account. No feed. No leaderboards. Nobody to compare yourself against.
No network. Literally.
Grep the whole app for fetch, axios, or XMLHttpRequest and you get nothing outside the tests. There is no backend, no analytics, and no telemetry.
The app cannot phone home because there is no code in it that can. Your practice stays on your phone.
Screenshots
Final art coming from the app. Slots below show the intended positions and captions.
The move illustrations are still being drawn and refined, and the app says so where they appear. The timing drills are the finished part.