# fists.re-entry · AIR JUGGLE · continuity audit (N2, 28 Oct)

Scrubbed every 0.1 s of scene time, 0.0 → 7.6, at EXTREME (sheet: /Volumes/Workspace/Scratch/n2/fists/aj/AJ_sheet02.jpg).
Also checked:
- full-size contact frames: AJ_full4.jpg, aj_f5–f12.jpg;
- LOW / VERY LOW: aj_g1a.jpg, aj_g0a.jpg;
- finals at all six levels: aj_fin1.jpg;
- payoffs at MEDIUM and VERY HIGH: aj_pay_g2_01.jpg, aj_pay_g4_01.jpg;
- the 18-map grid: AJ_map18c.jpg.

Victim: Nitha (green, chosen for contrast against Faris's blue). Props: Nitha's pistol only.

| time | Faris: hands | Nitha: hands | props | feet / environment | issue | fixed |
|---|---|---|---|---|---|---|
| 0.0–0.46 | fists up in guard; shuffles in | pistol in the front hand, held out; rear hand loose | pistol in her hand | both on the floor line; her run is planted strides | — | — |
| 0.50 | guard; head slipped back off the line | fires: the wrist kicks up on the recoil | muzzle flash + one tracer past his face | weight on his rear foot | the tracer used to rise at 60° (the gun aim did not follow the arm) | the gun is aimed at his head every frame (V.w from KD.aimDeg) |
| 0.62–0.86 | guard; ducks under the whip (knees, not the back) | pistol-whip across, over his head; carried round, off balance | pistol in her hand | his deep crouch; her front foot plants on the swing | — | — |
| 0.92–1.04 | lead fist dropped low by his knee; rear fist up at the chin | gun arm flung back behind her by the whip; the barrel trails; her front is open | pistol in her hand, pointing back | he stays crouched under her arm | the gun used to cover his head and the uppercut | the gun arm trails behind her; the barrel points back (aim lerps to 150°) |
| 1.08 | LEAD UPPERCUT: the front fist up the centre line into her chin (IK on contact) | the head snaps back | — | he rises onto his toes | the rear-hand uppercut hid behind her body | changed to a lead uppercut (the front arm is drawn in front) |
| 1.11 | follow-through high | both hands flail | THE PISTOL leaves her hand, tumbles, lands left of Faris and STAYS (lies flat) for the rest of the film | she leaves the floor | — | — |
| 1.1–1.84 | guard; three chasing strides | flailing | pistol on the floor | she rises and falls under gravity (apex 105) | — | — |
| 1.84 | front knee up under her hips (IK); guard hands | folded round the knee | — | his skip off the rear foot | the knee used to hit her back with her legs across his chest | the knee targets her hips; her spin reverses after it (head tips toward him, legs away) |
| 1.9–2.4 | guard; steps in, dips | flailing | — | she arcs to 89 and comes down | she sat close over his head | between blows he keeps 44 units short of her flight (the strike keys only close in) |
| 2.42 | rear ELBOW up into her chest | arms thrown up | — | on his toes | — | — |
| 2.96 / 3.20 | JAB (front fist) / CROSS (rear fist), each to her neck (IK) | arms thrown back | — | on his toes for the cross | — | — |
| 3.40–3.67 | full turn (his back to her for a beat), then the FRONT heel up into her body; arms out for balance | flailing | — | the standing foot planted | the back-kick variant read as a headbutt | changed to a turning kick of the front leg |
| 3.7–4.3 | guard; two strides; take-off; the flying knee (front knee) into her as she drops | tumbling | — | airborne ~37 units, lands bent-kneed at 4.6 | — | — |
| 4.3–5.0 | lands, sets under her, rises off the rear foot, the front leg straight up over his head | upside down at the apex (140), legs leaning AWAY from him | — | his hop held through the contact | her hips used to cover his head at 5.13 | her spin is solved past vertical (1.06π: legs away); his hip sits 30 behind her, held up through the contact |
| 5.10 | AXE KICK: the heel brought down onto her hips (IK from overhead) | upside down | — | 0.2× slow-mo + a 0.3 s crash framed on her and the floor | — | — |
| 5.15 | heel follows through | — | crater + crack + dust + chips on the floor (no shock ring) | her crown meets the real floor line | rings: KD.slam's shock ring and C2.snap's flash rings | own crater/crack/dust; a punch + speed lines instead of rings |
| 5.15+ (XT / VH / H / M) | lands beside her, absorbs | — | STYLE gore ladder: the head burst at the floor and the body free (ragdoll) with limbs by level; the pieces land and stay | pieces on the floor | — | — |
| 5.15+ (L) | same | flat on her back, arms flung out, then still; stars | dust | lies on the floor line | — | — |
| 5.15+ (VL) | same | sat down hard, propped on her hands, swaying; stars | dust | sits on the floor line | — | — |
| 5.6–7.6 | rolls his front shoulder, looks down, one step back | (soul rises at T+0.4, MEDIUM up) | pistol still where it landed (off frame right of the final) | — | — | — |

Global:
- HIT RINGS: none anywhere. The per-hit s.ring calls are gone; contacts use the STYLE melee layer (a ring-free flash, a small tear and a spurt at HIGH+).
- COUNTER: "N HIT(S)" at the left, 26 px, about 70% opacity, muted gold; it fades after the spike.
- MAPS: plays on 16 of 18 maps.
  - The Deep skips by design (deep: 'skip').
  - Rooftops skips on ROOM: it fits 300 units of SPACE but not the 298-unit room fit.
- Perf p95: 2.5 ms at XT, 1.4 ms at HIGH, 1.3 ms at VL.
- playall: 6 levels, 0 problems.
