mechanic

Use when

Action combat wants a reactive escape gated by commitment.

What it is. A short, committed lunge along the ground that grants invulnerability frames through the incoming hit, then locks you in a recovery you can’t cancel. The i-frame window is the reward; the recovery is the price.

Player fantasy / why it’s fun. You read the wind-up, roll into the blade, and the strike passes through you — mastery expressed as nerve. The pleasure is in the near-miss, not the retreat.

The verb

Tap a button → a fixed-length roll fires in the aim/stick direction, immune for part of its length, spendable only when stamina allows.

How it feels / why it’s fun

Tuning levers

LeverWhat it controlsSane default
I-frame windowWhich frames of the roll are immuneframes 5–15 of 30 (≈0.17–0.5s at 60fps)
Animation lengthTotal commitment / recovery tail30 frames; ~12-frame vulnerable tail
Roll distanceRepositioning vs pure evade2–3 body-widths
Stamina costRolls before exhaustion20–25% of bar; ~1.5s full regen
Cancel pointsCan attack/roll interrupt recovery?recovery locked; attack cancels only after tail
Directional lockSteer mid-roll or fixed vector?fixed at commit (readable, punishable)
Equip-load scalingWeight slows roll / shrinks windowoptional; the Souls “fat roll” knob

Read the levers as a pair: a long animation with a wide window is forgiving (Bloodborne); a short animation with a narrow window is exacting (Sekiro-adjacent). Move them together, never one in isolation. See system-difficulty-and-dda for scaling the window by tier instead of the enemy.

Slots into

Twist seams

How it wires to Hayao

Fails when…

See also

mechanic-dash · mechanic-parry · mechanic-deflect · mechanic-block · mechanic-lock-on · system-grace · system-combat-model · system-boss-design · system-telegraphs · pattern-fairness-and-trust · pattern-mastery-and-flow · anchor-hades · anchor-cuphead

This module rendersthe repo's markdowndirectly — edit it there, it changes here.