Archived decision board from HIGH WATER (2026). Picked: T0, T1, T2, T4, T5 with P2, T6, P1, P4, P5, P6 and flipbooks of all five routes. P3 left out; T3 “absolutely the vision”, but later. ← back to the archive
High Water · Depth board · Hitlag · for Jonas's picks

Mash floor,
skill ceiling

Keep mashing fun and add places where timing, variety and physics pay more. Nothing on this board takes a move away or makes a press worse. Three groups follow: timing, physics, and five combo routes storyboarded beat by beat. My picks are at the end.

"i am mostly kinda button mashing which tbf is fun"Jonas, day-2 playtest

00 · diagnosisWhy it mashes today

Read from player.gd on main. None of this is a bug; it's the floor we keep.

Any rhythm worksThe string continues on any press within COMBO_WINDOW 0.3 s, and the buffer holds presses for 0.15 s. Fast, slow and uneven all produce the same three hits.
Same press, same resultX X X is always jab, cross, drive. Nothing changes if you wait, hold a direction or press on the beat. The only branches are X X Y and holding for the charge.
Income ignores choiceBREACH and the rail capacitor fill per connected hit (rail 1/12 per strike). A mashed jab pays the same as a wall-splat relaunch.

The rule for everything below: the mashed version still works; the timed, varied or physical version pays more. DMC's style meter, Bayonetta's pause combos and Smash's stale-move negation all work this way. Sakurai frames it as risk and reward sitting close together.

01 · timing and depthReward skill, never punish the mash

Each card: what it is, the reference, our numbers (60 fps), the cost in hours, and whether mashing is still safe.

T1Pause combo: HOOK

3 hmash-safe1 new pose
What
X, X, then wait 12–30 f before the third X. Instead of the drive you get a HOOK: a sideways haymaker that sends the thug flat along the lane into the nearest wall or body.
Reference
Bayonetta's pause combos (a gap in the input picks a different branch); DMC's delayed Rebellion strings.
Numbers
Mashing (a gap under 12 f) still gives the drive. A gap of 12–30 f gives the HOOK, which is readable because the cross's follow-through holds. Past 30 f the string resets as now (COMBO_WINDOW becomes 0.5 s for the cross only). HOOK push (11, 1.5) with 110 ms of hitstop.

My call: yes. It adds a timing branch to the string you already use, and it feeds the wall splat (P2).

T2Just-frame drive

1.5 hmash-safe
What
Press the third X in the first 3 f after the cross's hitstop ends and the drive CRITs: ×1.3 damage, a red spark, the sound pitched up, and a small BREACH bump.
Reference
Tekken's just frames (the Electric Wind God Fist), Nero's Exceed in DMC; the chime is the reward.
Numbers
A 3 f window (50 ms). Mashers land it by accident now and then, which is a nice surprise rather than a flaw.

My call: later. It's cheap, but the payoff is cosmetic until players know the window exists. Pick it if T1 feels good.

T3Directional enders

4 hmash-safe2 new anims
What
On the third hit, back + X is a spin backfist that turns you and hits behind; up/down (depth) + X is a lane sweep that launches across the belt.
Reference
DMC's directional commands, SoR4's back attack.
Numbers
Stick direction read on the third press; neutral or forward is the drive, as now.

My call: not this week. The animation cost is highest here, and T1 gives the string its variety cheaper.

T4Fresh moves pay

1.5 hmash-safe: damage untouched
What
Moves earn BREACH and rail charge by variety. A move repeated in your last 6 earns less; one not used recently earns ×1.25. Damage never changes, so mashing still kills; variety fills the meters faster.
Reference
Smash's stale-move negation (a 9-move queue, 9 % off the latest, ×1.05 when fresh); DMC's style rank, which stalls on repeats.
Numbers
gain × max(0.4, 1 − 0.15 × repeats in last 6); fresh ×1.25. A small FRESH tick on the BREACH gauge makes it readable.

My call: yes, first. It's the cheapest real depth: it changes what players choose without taking anything away.

T5Wall and floor extensions

3 h (shared with P2)mash-safe
What
A thug hitting a wall that holds at ≥ 8 m/s splats: he sticks for 12 f (hitstop, dust, shake), then peels off toward you at 3 m/s up. Hit him in that window to juggle. Keep the existing one ground bounce per combo.
Reference
SoR4 (at most 3 wall bounces per combo; one OTG); Tekken's wall splat and screw once per combo.
Numbers
At most 3 splats per combo, then he just drops. Brick walls that break still let him plough through, as now.

My call: yes, as the physics pillar's centrepiece (see P2).

T6Perfect dodge

2 hmash-safe
What
A back dash or sidestep that starts within 6 f before an amber/red swing's active frame: blue flash, world at 0.5× for 0.3 s, and your next hit within 0.5 s is a crit that ignores armour.
Reference
Bayonetta's Witch Time; the tells already use the colour grammar (amber, red).
Numbers
A 6 f window (100 ms); it uses Juice.slowmo, which slows you too. That's the cheap variant, and the counter crit is the reward. A late dodge is still a normal dodge.

My call: yes. The new back dash is only defence today; this makes it a reason to read the tells.

T0Fix first: air apex sync

1 htuning, not a feature
What
The launched thug and the jump-cancel must peak together, at the same height. Air hits then stall both bodies by the same amount, so air strings stop whiffing.
Reference
The Sakurai and Smash research, §5, J1–J2; DMC's jump-cancel reset.
Numbers
Juggle gravity 25 m/s² (in), launcher push up about 10 m/s, and an equal stall of +3.5 m/s that shrinks 25 % per hit. Check the apex again after the double jump landed.

My call: do it regardless. Every air route below depends on it.

02 · physics emergenceLet the physics make the combo

Costed against the debris budget (150 live bodies; Wreck caps destruction per frame). "Bodies" is the worst case each adds.

P1Newton's cradle

1.5 h+0 bodies · contacts onlyextends R10
What
A thug hit by a flying body at ≥ 7 m/s doesn't just flinch: he tumbles on at 60 % of the speed and can hit the next one. Bowling lines of thugs becomes a plan.
Exists
Bodies already deal impact damage and ricochet (Captain America). New: pass the tumble on, with a chain depth cap of 3 and +1 f of hitstop per link.

My call: yes. Cheapest emergence there is: the bodies are already in the scene.

P2Wall splat, wall through

3 h+0 bodies (splat) · bricks already budgeted
What
The wall decides: a strong wall splats and returns the thug to you (T5); a brick wall breaks, he goes through, and the rubble keeps him airborne a beat.
Exists
Brick walls break and bodies plough through them. New: the splat state (12 f stick, peel-off), capped at 3 per combo.

My call: yes. It turns every room's walls into combo tools, and T1's HOOK aims at them.

P3Quake pop

2 hwakes ≤ 12 sleeping bodies per quake
What
A spike, dive or stomp landing near loose debris pops it up; popped debris hitting an airborne thug refreshes his juggle float.
Exists
The stomp already throws debris up. New: pops from spike and dive landings, and the debris-hit juggle refresh.
Perf
Awake bodies cost the solver. Cap at 12 pieces within 4 m, prefer small pieces, and skip it at the Web frame budget.

My call: later. Spectacular but costly, and it overlaps P1.

P4Blast juggle

1 h+0 bodies
What
Explosive barrels push mostly up (70 %) instead of out, so a blast is a group launcher you can follow up.
Exists
Barrels explode when thrown or hit hard. New: the push direction, plus the juggle state on everyone caught.

My call: cheap yes if there's time. It's a tuning change with a big payoff.

P5Environmental kills

2 hracks already bodies (≤ 9 per domino run)Drywall's lane
What
Toppling racks and falling slabs crush whoever is under them: a knockdown, damage by mass × speed, and an "ENVIRONMENTAL" tag on the KO feed. The core throw already exists (Big Rat through the core).
Exists
Racks domino, slabs drop, the core breaks. New: crush damage on thugs and a KO label.

My call: yes on F71 racks only, with Drywall; slabs next if cheap.

P6Skewer

1 h+0 bodies · existing ray
What
A rail shot through three or more airborne bodies is a SKEWER: +0.2 BREACH, a 200 ms slow-mo beat, and a refunded cell. Juggles and chain collisions line bodies up; the rail cashes them in.
Exists
The rail already pierces every thug in line. New: counting the airborne ones and the payoff.

My call: yes. It ties the physics pillar to the gun you pay for with combos.

03 · signature routesFive combos, beat by beat

Frames at 60 fps from the current constants. Green beats chain today; amber needs tuning; red needs a new link, with the option that adds it. Once you pick, Armature's tools/anim_study.tscn can render the routes as flipbooks.

■ exists■ tune■ new link

04 · my picksWhat I'd build, in order

  1. T0 apex sync (1 h). It's a fix, and routes 1, 3 and 5 need it.
  2. T4 fresh moves pay (1.5 h). Depth for the price of a multiplier; mashing keeps its damage.
  3. P1 Newton's cradle + P6 skewer (2.5 h). Physics becomes the combo, and the rail cashes it in. No new bodies.
  4. T1 HOOK + T5/P2 wall splat (6 h). One timing branch aimed at the walls: that's the signature. It also opens routes 1 and 5.
  5. T6 perfect dodge (2 h). It gives the new back dash a reason to exist.

About 13 h in total. Later: T2 just-frame (after T1 proves itself), P3 quake pop (perf), P4 blast juggle (1 h, whenever), P5 on F71 racks with Drywall. Not this week: T3 directional enders (animation cost).

0 picked