action-feel
Installation
SKILL.md
Action feel
Choose the project column before tuning numbers. Studio labels are examples, not rules.
| Column | Buffer | Cancel | Hitstop | Turn |
|---|---|---|---|---|
| short-special | short attack buffer | on-hit into named specials | authored per contact | snap on startup if published |
| long-cancel | longer command buffer | named on-hit/jump/ranged edges | authored rhythm/weight | optional inertia carry |
| commit-whitelist | anti-misinput buffer | named follow-ups only | authored weight | limited during commitment |
| coyote-platformer | jump buffer + coyote | only published attack/jump edges | tiny or none | published air control |
Do not combine columns implicitly. Persist the selected values in project data.
Logical clock and phase order
Publish the logical tick rate; render FPS is never the combat clock. Engine adapters provide input, pose, contact-query and presentation hooks, but gameplay owns ordering.
A deterministic default phase is: