hyper-armor · diff

git:20260912.b952f26 to git:20260913.43ccc40

14 added, 14 removed. Audit A to A.

---
name: hyper-armor
- description: Which hits may be ignored. Ask none vs poise-bar vs armor-frames vs super-armor-once. Armor is data on the move. It does not pause the world clock.
+ description: Use when specific move windows should ignore or alter selected hit reactions without owning a persistent poise meter or globally pausing combat.
---
- # Hyper armor and poise
+ # Hyper armor
- Ask the column:
+ Persistent poise belongs to `poise-stagger`. This skill owns move-local armor.
- | Column | What breaks it |
+ | Column | Reaction rule |
|---|---|
- | none | every hit stuns |
- | poise-bar | meter; heavy chips faster |
- | armor-frames | only during published frames |
- | super-armor-once | one hit, then stun |
+ | none | no armor override |
+ | armor-frames | published logical interval ignores selected reactions |
+ | super-armor-once | one eligible contact consumes the armor |
+ | armor-count | authored number of eligible contacts before armor ends |
## Rules
- 1. Armor does not cancel hitstop on the attacker unless data says so.
- 2. Grabs / throws beat armor unless the column is grab-armor and that is published.
- 3. Two armored heavies on one enemy kit is a bug. See enemy-kit-balance.
- 4. Player armor on commit-whitelist great-swings is legal. It must show a pose.
- 5. Poise refill rate is data. Silent full refill mid-combo is a bug.
+ 1. Publish which reaction classes armor suppresses and which still apply: damage, hitstop, knockback, status, grabs/throws and guard effects are independent decisions.
+ 2. Grab/throw interaction is data, not a universal “throws always beat armor” rule.
+ 3. Armor interval/count is tied to the logical move state, not animation playback time.
+ 4. Consuming armor has a stable hit/contact identity so one overlap cannot consume multiple charges accidentally.
+ 5. Visual tells communicate armor but do not create immunity.
## Accept
- Player can name which swing they can trade with. A light poke does not bounce off a published unarmored recover.
+ Test one tick before/inside/after armor, every relevant attack class, multi-hit overlap and same-tick contacts. Confirm the published damage/hitstop/reaction split and armor-count consumption. A visually armored pose outside the logical interval receives normal reaction.