Recovery is the post-action interval before a boss may choose or start another action. Kern's lane stops dealing damage at 1.74 seconds, but Kern stays locked until 4.58 seconds. Tavi spends part of that window approaching and lands one ordinary sword strike before the ready flash.

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Read the strike and clearFrom 0.48–1.28 s Kern previews a fixed lane, then makes it dangerous through 1.74 s. Tavi clears the full rectangle before activation; collision ends exactly when the green recovery ring appears.
Prove that the post-attack opening is reachable and useful A stone boss previews and performs one horizontal lane strike. A sword-bearing player clears the lane. When collision ends, a green dashed reach ring and shrinking recovery rune appear around the slumped boss. The player walks back into range and lands one sword hit before a red flash shows that the boss may act again. Boss Player

From 0.48–1.28 s Kern previews a fixed lane, then makes it dangerous through 1.74 s. Tavi clears the full rectangle before activation; collision ends exactly when the green recovery ring appears.

Implementation checklist

Define the recovery start, action lock, vulnerability policy, approach budget, useful response, and exact return-to-ready event from one state record.

Core checks

Three questions for the mechanic

  • When does recovery begin and end?

    Start recovery from an explicit state transition after the attack's last active instant, not from a guessed animation frame. Kern enters recovery at 1.74 s and exits at 4.58 s. During that interval the action selector, movement request, facing update, queued follow-up, and attack start remain blocked unless the move declares a specific cancel rule.

  • Can the intended response fit inside it?

    Budget from the player's post-avoidance position. Measure the time to recognize the cutoff, travel into the 118-unit sword range, start the established sword action, and produce contact. Tavi reaches the boss and connects at 3.48 s, leaving visible margin before the 4.58 s ready event. Test the slowest supported movement and attack startup.

  • What changes when recovery ends?

    Emit one return-to-ready event that restores legal decisions and removes the recovery signal. Decide separately whether Kern can take damage, be staggered, rotate, or be interrupted during the lock. The illustrated variant accepts one normal sword hit; recovery itself means inability to begin another action, not universal vulnerability.

Design mistakes

  • The opening exists on paper but not after avoidance

    A three-second lock is not useful if the successful escape leaves Tavi four seconds away. Measure from real response endpoints, include camera and input recognition, and validate contact rather than counting idle frames beside the boss.

  • The animation looks open while the state machine is ready

    If Kern can select or buffer the next attack before the slumped pose and recovery rune end, the visual promise is false. Drive pose, lock, countdown, hit acceptance, audio, and AI availability from the same deterministic timestamps.

Tuning

Tune the attack

  • Separate action lock from vulnerability

    Store canAct, canMove, canTurn, canBeDamaged, and canBeInterrupted as explicit policies. A boss may recover without being vulnerable, or expose a weak point while still rotating; one overloaded recovering flag hides those distinctions.

  • Spend the window on distance and startup

    Useful time is recovery duration minus recognition, approach, and response startup. Log each term in playtests. When arena scale or knockback changes, recompute the route instead of preserving a familiar duration that no longer supports the promised response.

  • Make the end as readable as the start

    Use a stable material, pose, sound, or rune that disappears at the ready event. The player should know when to stop extending a punish without memorizing an invisible timer. Do not let a blend finish early or late relative to AI availability.

  • Test queue and cancellation edges

    Assert behavior immediately before, at, and after both boundaries. Cover hit-stop, stagger, phase change, death, target loss, pause, slow motion, rollback, and a follow-up queued during recovery so no path silently shortens or extends the lock.

Arena

  • Runes cool before the stone moves again

    Kern's heavy sweep fractures the energy in its arm. A green ring opens when the dangerous seam goes dark, and the core rune contracts while the stone body remains planted. The red ready pulse returns only after the cracks seal, making the lock feel like a physical consequence rather than an arbitrary stun.

Player upgrades

  • Let Tavi earn one familiar sword action

    Tavi uses only ordinary movement and the established sword. The route from the safe position to contact consumes most of the window, so a faster build may earn extra attacks while the baseline build still gets one clear result. If no standard action can connect, the recovery is downtime rather than counterplay.

Do not confuse this with

  • Post-action commitment, not the damaging interval

    The active phase is when collision can apply the attack's effect. Follow-through is visible motion after that collision may already be gone. Recovery is the rules-level delay before the boss may act again. Stagger is a separate externally caused state, even when it uses a similar pose or creates a similar opening.

Bosses that use this mechanic

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