# Tali mouth-anchored sound pressure — v9.0

Tali's forward special (Ctrl+Enter held together,150MP) now uses her existing open-mouth pictures144/145. The cast has12 preparation ticks,66 active ticks and8 recovery ticks, with stable center(36,79). It emits four expanding elliptical sound fronts from the lips at source(54,32). Their shared geometry grows at12px/tick to430px, with10 ticks between emissions; fading translucent violet/white strokes are generated anew every frame. No moving wave bitmap or detached projectile is used for this move. Other attacks, including the gavel, remain unchanged.

The former moving wind opoints were removed from the cast. A native character interaction supplies60 damage and24px/tick knockback, narrowed to the actual visible sound fronts and a42px fighting lane. Each enemy can be hit once per cast. Native armor, guard, invulnerability, teams, kill/damage accounting and bounds still resolve the hit. Per-cast hit/voice state clears after recovery or interruption. Existing shout audio follows the wave emissions without a new external asset. At most eight visible shouts share a1600-command arc budget. The guide labels the new move and corrects its simultaneous-input metadata.

Validation:16 dedicated native sound tests cover cost/recast/recovery, damage and displacement both ways, propagation delay, friendly/back/lane protection, multiple enemies, guard/armor/invulnerability, absence of legacy wind objects, interruption, animated translucent geometry and an eight-shout draw budget. All52 attack/control tests,53 lifecycle/eight-actor stress cases,19 menu/defeat cases,33 Stage progression cases and14 all-frame actor-draw cases passed.24 native animation captures and two physical-key trace captures were rendered offline; the preview animation is assembled from those native commands. Native251-bitmap/2854-frame resources decoded successfully.

The13-fighter roster and hidden fusion retain the v8.9 connected-head/anatomy fixes and all opponent/text variants. All bitmaps, original engine/base scripts, other gameplay modules, original keys, display fitting and upstream archives remain unchanged. No browser UI automation, real-display FPS measurement or public deployment was performed. Prior copyright attribution and licensing/distribution-rights conditions remain.
