The highest-order stage execution skill: one task flows into the next with no break, no shift in demeanor, no processing pause. The shooter maintains a single baseline posture and tempo throughout the stage -- transitions, movement, reloads, and target engagement all happen as one continuous, uninterrupted sequence. Flowing is what separates GM-class execution from A/M-class execution. It does not look fast to an observer, but it IS fast because nothing is wasted. Every fraction of a second between tasks is eliminated.
GM-level stage execution looks unhurried, smooth, and almost lazy. But the timer shows times that appear impossible given how relaxed the run looked. The speed does not come from any single action being faster -- it comes from the complete elimination of dead time between actions. Processing pauses (0.1-0.3s each), demeanor shifts (0.2-0.5s each), and settling pauses (0.3-0.5s each) add up to 3-8 seconds per stage at intermediate levels. Flowing eliminates ALL of them.