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How long is that in milliseconds?",[170,172,174,176],{"key":154,"text":171},"About 60 ms",{"key":157,"text":173},"About 100 ms",{"key":160,"text":175},"About 120 ms",{"key":163,"text":177},"About 90 ms","At 60 FPS each frame is 1000\u002F60 ms, so 6 frames = 6 × (1000\u002F60) = 100 ms exactly.",{"id":180,"topic":9,"difficulty":150,"body":181,"options":182,"correct_key":154,"explanation":191},"01a034ec-0eb1-7f0d-843c-52068ad78353","In a fighting\u002Faction game, what is the purpose of a brief 'hitstop' at the moment an attack connects?",[183,185,187,189],{"key":154,"text":184},"It momentarily pauses the simulation to sell the hit's weight",{"key":157,"text":186},"It compensates for network latency between two connected players",{"key":160,"text":188},"It masks a texture-streaming hitch by freezing the visible frame",{"key":163,"text":190},"It signals that the game's autosave has just completed","Hitstop is a short, deliberate freeze of the simulation right on impact, used to give the hit a sense of weight and force rather than to hide technical problems.",{"id":193,"topic":9,"difficulty":150,"body":194,"options":195,"correct_key":157,"explanation":204},"01a034ec-0eb2-7b75-ac61-5e7023b92320","An attack has startup, active, and recovery phases. Where does a 'cancel window' typically open so it can shorten an otherwise-committed action?",[196,198,200,202],{"key":154,"text":197},"Only during the startup phase, before the attack becomes active",{"key":157,"text":199},"Within the recovery phase, letting a new action interrupt the endlag early",{"key":160,"text":201},"Only after the entire recovery phase has fully finished on its own",{"key":163,"text":203},"Continuously across startup, active, and recovery with no restriction","A cancel window is normally placed inside recovery so the player can interrupt what would otherwise be committed endlag time by starting a new action early.",{"id":206,"topic":9,"difficulty":150,"body":207,"options":208,"correct_key":163,"explanation":217},"01a034ec-0eba-738d-b2e3-6f6129752138","What does a dodge\u002Froll's invincibility frame (i-frame) window actually do while it is active?",[209,211,213,215],{"key":154,"text":210},"It makes the character invisible to AI targeting logic",{"key":157,"text":212},"It ignores all player input for the duration of the roll",{"key":160,"text":214},"It doubles the damage the character deals during that time",{"key":163,"text":216},"The character overlaps the hit region and takes no damage","During an i-frame window the character can be inside an incoming attack's hit region and simply not take damage from it, as opposed to being untargetable or unable to act.",{"id":219,"topic":9,"difficulty":150,"body":220,"options":221,"correct_key":160,"explanation":230},"01a034ec-0ec7-7c73-aef3-7f15f4111ae8","What best describes a 'leniency' (acceptance) window around an ideal timing moment?",[222,224,226,228],{"key":154,"text":223},"The attempt is stored and automatically replayed once the ideal moment arrives",{"key":157,"text":225},"Only the very first input received counts, all later ones are discarded",{"key":160,"text":227},"An attempt slightly before or after the ideal moment still counts as successful",{"key":163,"text":229},"The input must be held continuously for the entire window to register","A leniency window is a small tolerance around the ideal instant: an attempt that lands a bit early or late is still judged successful, without needing frame-perfect exact timing. 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