landing-lag
Landing lag
Choose: shared-lag | per-move-lag | cancel-on-land | none.
Landing lag is authored recovery on the combat/action clock. The move/state data decides how much lag applies; do not assume an empty hop is always shorter, or a connected aerial always longer.
Floor contact comes from the collision/movement owner. On the published landing tick, resolve the air→land transition, any legal landing-cancel edge and recovery state in a deterministic order. Coyote time affects jump eligibility and does not erase landing recovery unless the project explicitly links those mechanics.
Accept
Log the floor-contact tick, source airborne state, selected landing rule, first legal action tick and any cancel edge. Test whiff, hit, blocked aerial, empty jump, moving platform and same-tick contact/landing boundaries. Render FPS does not change the recovery count.