emojunky — character round 6: wind on the run, velocity on the fall, a rope that gets pulled, eight new styles

Every clip is real frames off a running instance, every second rendered frame at 60 Hz, played back at 30 fps and magnified 4x. The controller, the hitbox and every tuning number are identical in every cell, and each row is the same input script, so the clips of a row are the same motion and loop in step — what differs is only the drawing. The window is pinned to the character's feet, so the world streams past rather than the character across the frame. Everything here is build a4b2, juice full — the picks of 2026-09-17. Styles are tagged by author — core, o (mine), x (Astra's).

1 — the three fixes

Left is the code as it stood at the end of round 5, captured on this same build before any of this round was written; right is now.

beforeafter
naruto
run
the same with SHIFT
before naruto after naruto

The arms are pinned straight back, so nothing about them moved. Now each hand traces a thin vertical ellipse whose rate and size both grow with |vx| and whose two arms are a third of a cycle apart, plus a small backward droop with speed. At a standstill the pair is dead still.

flail
fall_land
walk off a 7-tile pit, land
before flail after flail

The cycle was the same whether the character was falling straight down or sideways at ten tiles a second. Now every target drifts opposite the frame's own forward velocity — arms hard, legs less — so at speed the whole flail happens behind the body, and the hands trail upward through a fast descent.

monkey
rope
throw a rope (E), climb it (W), back down (S)
before monkey after monkey

Every hand was placed relative to its SHOULDER, so the grip rode up with the body and nothing was ever planted: the character glided up the rope holding a picture of a grip. Now all four limbs keep a world-space grip on the rope until the body has risen to it, then swing and re-grab, and the hip is yanked up at each catch. Measured: the grip's world y is constant to 0.000 px between grabs and jumps 12.4 px at each one, six times a second.

2 — every rope style

Fifteen, on the owner's build. hands (1) and monkey (5) are converted to the grip rule; haul (8), sailor (9), sloth (10) and panicrope (11) are new and are built on it. The rest are unchanged and are here to compare against. Read the HANDS: on a style with the grip rule they stop dead on the rope and the body climbs to them; on the others they slide.

hands
1  hands core
inchworm
2  inchworm core
swing
3  swing core
vpull
4  vpull o
monkey
5  monkey o
swinggrab
6  swinggrab o
frantic
7  frantic o
haul
8  haul o
sailor
9  sailor o
sloth
10  sloth o
panicrope
11  panicrope o
lockstep
12  lockstep x
seatlock
13  seatlock x
armhaul
14  armhaul x
yoink
15  yoink x
pedal
16  pedal x
sidle
17  sidle x
inverted
18  inverted x
corkscrew
19  corkscrew x

3 — every crouch style

Fifteen. kneel (8), squat (9), lowsneak (10) and slink (11) are new: an all-fours scoot with the hands on their own stepping rule, a deep flat-footed waddle, the sneak taken properly low, and a cat under a fence. Solved heights while crouched, top of the skull above the feet: kneel 11.4, squat 12.8, lowsneak 12.3, slink 9.4 px — all inside the 1-tile corridor's 24 px.

crouch
1  crouch core
ball
2  ball core
lunge
3  lunge core
duck
4  duck o
crab
5  crab o
roll
6  roll o
sneak
7  sneak o
kneel
8  kneel o
squat
9  squat o
lowsneak
10  lowsneak o
slink
11  slink o
turtle
12  turtle x
scooter
13  scooter x
caterpillar
14  caterpillar x
peekaboo
15  peekaboo x
genuflect
16  genuflect x
bearcrawl
17  bearcrawl x
seatshuffle
18  seatshuffle x
crabwalk
19  crabwalk x