Game feel, measured.
Coyote time, input buffers, hit-stop and jump arcs from famous games, in frames at 60 fps and milliseconds. Every value has its method, sources and confidence level.
- Celeste · Coyote time (jump grace after leaving a ledge)Coyote timehigh
- Celeste · Input buffer (jump/dash pressed before it is possible)Input buffermedium
- Celeste · Variable jump and gravityJump arc & gravityhigh
- Hollow Knight · Coyote time (ledge buffer)Coyote timemedium
- Hollow Knight · Input queues (jump, double jump, attack)Input buffermedium
- Hollow Knight · Hit-stop (FreezeMoment presets)Hit-stopmedium
- Street Fighter 6 · Hit-stop on standing normalsHit-stophigh
- Super Mario Bros. · Jump gravity: weak rising, strong fallingJump arc & gravitymedium
- Super Smash Bros. Ultimate · Hitlag (hit-stop) formulaHit-stophigh