docs/020_MasterArtBible/animation/02_Timing.md

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.

Open raw source