Installs into .claude/skills of the current project.
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---
name: knockback-launch
description: Use when hits need authored pushback, launch arcs, gravity, airborne stun, or juggle trajectories after the applicable hitstop policy resolves.
---
# Knockback launch
This skill owns intended launch parameters, not body collision response.
Choose:
| Mode | Output |
|---|---|
| ground-push | planar initial velocity/impulse plus decay or stop rule |
| launch-arc | initial velocity/impulse, gravity and airborne state |
| custom-trajectory | explicitly authored curve/solver when the project requires it |
Publish whether launch begins immediately or after participant hitstop reaches the required state. Store vector/impulse, gravity, air-stun and any air-control rule in gameplay data, not animation clip length.
`knockback-body` owns wall/floor sweeps and stop/slide/splat response. `hitstun-recover` owns action lock/recovery. `combo-design` owns juggle-route budgets. Player and enemy may share a formula, but symmetry is a project choice rather than a universal rule.
## Accept
For each representative launch, log initial state, launch tick, velocity/impulse, gravity and expected contact window; replay it at different render rates. The measured arc is stable, and changing animation duration does not change physics. Collision penetration is validated separately by `knockback-body`.