# VERIFY bouncer (VERIFY-R3, 28 Oct): 13 kills
Format: key | NAME | verdict | g5 F/W | g0 F/W | maps | face | reason (+ fix with film times)
Rule used (same as R1/R2 + COORD rulings): READY needs 0 fails in g5 and g0 plus no FAILCLASS. FIXABLE means the fails sit in 1-3 beats and each fix is small. REWORK means many spread fails, a mask/visor read, <=12 maps with no fallback, or a rejected look. L/VL finals with the victim alive are by design and are not penalised.
Shared notes:
- Every mid uses one template: the gun is held right, the bouncing ball is shot, a close-up with gag text, the ball works on the victim, then a burst. The read is clean and the XT finals are wide with pieces + soul. Most "own front arm across its head" FAILCLASS events here are flinch poses (hand to the head after the ball hits); the fix is a pose fix that keeps the front hand below chin height.
- The film kills (CHIN MUSIC, HIGHER, RALLY, THE TRAPPED ROUND, THE BREAK) all end on ~3-4 s of near-identical frames after the kill (the killer stands, the body lies). If that isn't the standard soul-rise outro, trim it.
- The killer barely moves in the film kills (stands and fires while the ball does the work). Acceptable for this weapon's idea, but it's the weakest choreography next to STYLE 3.

bouncer.chin-music | CHIN MUSIC | FIXABLE | 0/3 | 0/5 | 17/17 | 1 FAILCLASS (shape over head at trigger) | Motion clean, ball-to-chin "BOING" reads, XT ends in pieces, L dazed by design. Fix: remove the solid shape over the victim's head at 3.00-3.18 (43 %, 12 frames, at the trigger), and trim the static tail 7.7-11.6. Check the close-ups at 4.72/5.71: the victim looks stretched (very long limbs) vs the wide shots.
bouncer.higher | HIGHER | FIXABLE | 3/18 | 3/17 | 16/17 (no rooftops) | 1 FAILCLASS (band across head 42 frames) | KRUNCH head-crush payoff at 9.61 is good. Fix: smooth the victim arm seam at 3.80 (24 u), the victim whole-pose seams at 8.90 (24 u) and 9.30 (g0, 17 u), and the killer arm seam at 9.32 (24 u); remove the band across the victim's head at 3.00-3.68. The 3.9-8.5 ball-juggling build ("whee?") is long and gag-like; tighten it if possible.
bouncer.mid-hair-trigger | HAIR TRIGGER | FIXABLE | 0/23 | 0/9 | 17/17 | 4 FAILCLASS (flinch arm over head) | Motion clean, BANG close-up, burst at 5.69, wide XT final. Near READY. The only fix is a pose fix: keep the victim's flinch hand below the head at 3.67-4.17, 4.35-4.48, 4.67-4.77 and 4.95-5.17.
bouncer.mid-hot-potato | HOT POTATO | FIXABLE | 1/7 | 1/6 | 17/17 | none | "GOTCHA!" catch then burst; clean, wide finals. Fix: smooth the one victim arm seam at 3.47 (hand/elbow 17 u).
bouncer.mid-knee-jerk | KNEE JERK | FIXABLE | 9/41 | 2/7 | 17/17 | 1 FAILCLASS (line across head 4 frames) | The visual is fine (knee TAP close-up, hops, burst at 5.65). The fails are mostly g5-only and cluster in the knee beat 3.10-3.73 (victim knee/foot/elbow seams 13-16 u), so the leg-off path at gore 5 snaps. Fix: smooth that beat for g5 (and g0 3.10/3.63), and remove the line across the head at 2.98-3.03. Upgrade to REWORK if one pass doesn't clear the g5 fails.
bouncer.mid-listen | LISTEN | FIXABLE | 3/9 | 3/13 | 17/17 | none | Clean read and burst at 5.55. Fix: the victim whole pose snaps 25 u at 4.12, 4.33 and 4.52 (one repeating key, ~0.2 s apart); ease that loop.
bouncer.mid-off-beat | OFF BEAT | FIXABLE | 0/10 | 0/11 | 17/17 | 2 FAILCLASS (flinch arm over head) | Motion clean, BLAM close-up, big burst at 5.25, wide XT. Near READY. Only fix: keep the victim's hands below the head at 3.58-4.30 and 4.62-4.97.
bouncer.mid-spring | SPRING | FIXABLE | 6/21 | 1/6 | 17/17 | 2 FAILCLASS (band across head 45 frames, arm over head 72 frames) | Readable bounce gag ("pfft. dood.") with a head pop at XT. The fails are one cause: the victim's whole pose snaps on the bounce keys at 3.95 (34 u), 4.20 and 4.40 (21 u), and on to ~4.6. Fix: ease those keys, remove the band across the head at 2.98-3.72, and lower the arm 3.97-5.15. Upgrade to REWORK if the bounce loop can't be smoothed in one pass.
bouncer.mid-under-the-hat | UNDER THE HAT | READY | 0/2 | 0/3 | 17/17 | none (2 warns) | Clean motion, "GOT YOU!" close-up, head burst + soul in a wide XT final, L victim dazed (by design), gun held right, no face/bone/ring issues in the strip.
bouncer.pachinko | PACHINKO | REWORK | 5/61 | 5/64 | 17/17 | 1 FAILCLASS (shape across head 84 frames) | A 20 s gag: the victim leaves the map for a pachinko board of big grey circle pegs (5.7-13.2). The circles dominate the frame, the concept is a gag with no action from the killer, the fails are spread (6.62, 9.45, 10.97 with a 59 u jump), and a solid shape covers the victim's head 9.55-10.93.
bouncer.rally | RALLY | FIXABLE | 0/1 | 0/1 | 16/17 (no rooftops) | 2 FAILCLASS (shield over head 296 frames) | Motion clean; the ball rallies off the victim's riot shield (CLANG) until it gets through, then pieces at XT. Fix: carry the shield lower so it doesn't cover the head 3.35-8.27 (the FAILCLASS is the prop, not a face), remove the shape over the head at 3.00-3.15, and show where the shield comes from (it's in hand at 3.84 with no pickup/cast). Trim the static tail 10.4-13.5.
bouncer.the-break | THE BREAK | REWORK | 24/71 | 8/16 | 16/17 (no rooftops) | 1 FAILCLASS (arm over head 60 frames) | 24 fails, starting with a 49 u whole-pose jump at 4.00 on three bodies at once. Two extra fighters appear beside the victim (a pool "break" of 3 bodies) and stay tangled and overlapping 5.1-8.7. Extra bodies in a 1v1 film plus broken physics.
bouncer.the-trapped-round | THE TRAPPED ROUND | FIXABLE | 0/12 | 0/11 | 17/17 | 2 FAILCLASS (arm over head 215 frames) | Motion clean, the ball rattles in the victim's helmet ("boing") then a burst at 8.44, headless body at XT. Fix: the victim's hand sits on the head for 3.5 s (4.33-7.90); lower it. Check that the helmet with its white strap/ball doesn't read as a visor at 5.0-7.3. The 4.3-7.9 wait is static (both fighters stand); tighten it.

Counts: READY 1 | FIXABLE 10 | REWORK 2
