mechanic

Use when

You want a high-commitment area attack or a break-through-floor traversal beat.

What it is. The player halts, snaps downward, and hits the ground hard enough to matter — damage, a shockwave, a broken floor. The airtime before impact IS the wind-up; the impact IS the payoff.

Player fantasy / why it’s fun. You are heavy. You spend altitude and you buy consequence. It’s the one attack that reads as a decision — you left the ground, you can’t take it back, and the whole crowd below knows what’s coming.

The verb

Rise, commit, fall. The player trades mobility and horizontal control for a single concentrated hit at a point they aimed for on the way up.

How it feels / why it’s fun

Tuning levers

LeverWhat it controlsSane default
Charge modelFlat power, or scale with fall height / hold timeScale with height, capped at ~2×
Hover freezeBeat of hang-time before the drop (readability + intent)0.10–0.20 s
Fall speedHow fast the drop reads as heavy1.5–2× normal gravity
Recovery lagVulnerable frames after landing — the cost0.25–0.45 s
Shockwave radiusArea of the landing effect1.5–3× character width
Cancel windowCan the fall be aborted? (usually no)None — commitment is the point
Floor-breakDoes it destroy tiles / open traversal?Only on tagged tiles

Two levers carry the design: charge-by-height (the reward you earned in the air) and recovery lag (the price you pay for missing). Tune those against each other first; the rest is polish.

Slots into

Twist seams

How it wires to Hayao

Fails when…

See also

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