landing-lag · diff

git:20260912.27be2f2 to git:20260913.43ccc40

8 added, 4 removed. Audit A to A.

---
name: landing-lag
- description: Touchdown frames after air attacks. Use for 落地硬直, 入地.
+ description: Use when airborne moves or traversal states need an explicit landing recovery, landing-cancel, or no-lag policy tied to the logical floor-contact event.
---
# Landing lag
- Ask first: shared lag, per-move lag, or cancel-on-land?
+ Choose: `shared-lag` | `per-move-lag` | `cancel-on-land` | `none`.
- Rules: landing lag is recover on the same clock (`hitstun-recover`). Air-to-land cancels are edges on `combo-design`. Soft land (empty hop) is shorter than an aerial that connected. Platform-jump coyote does not erase lag.
+ 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.
- Accept: a heavy aerial that lands is punishable if the column said so. Training shows land-lag frames.
+ 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.