02 Timing
Timing controls game feel.
| Concept | Rule |
| --- | --- |
| Fast In | Actions can start quickly after anticipation. |
| Slow Out | Recoveries can ease out to sell weight. |
| Hold Frames | Important silhouettes need readable holds. |
| Impact Holds | Strong hits may freeze briefly. |
| Recovery | Recovery communicates punish window. |
| Combo Timing | Next attack window must be predictable. |
light attack: A I R R R
heavy attack: A A S I H R R
boss slam: A A A S I H H R R
Timing must support responsiveness before decoration.