parry-guard · git:20260913.43ccc40 · 2026-09-13 · sha256 39d1e01f5780e330
parry-guard git:20260913.43ccc40A
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--- name: parry-guard description: Use when blocking or parrying needs explicit input windows, guard arcs, chip/guard-break rules, and deterministic same-tick interaction with incoming attacks. --- # Parry and guard Choose the defense model: | Column | Input | |---|---| | hold-block | held state with published damage/reaction rules | | tap-parry | short authored success window | | both | held guard plus an explicit parry window | | none | no guard/parry mechanic | ## Rules 1. Guard/parry windows use the same published logical clock as combat. 2. Contact eligibility is evaluated at the contact tick before applying reaction effects; same-tick attack/defense transitions follow the project's declared priority rule. 3. Chip, chip-kill, guard damage, guard break and stamina cost are explicit data or explicitly absent. 4. Guard direction uses a published arc/facing rule. Do not universally make “back attacks” unblockable; the selected arc decides. 5. A successful parry causes authored logical states/reactions, not only a flash or sound. 6. Focus loss or device reset cannot leave a synthetic held-block input stuck. Invulnerability belongs to `dodge-iframe`; persistent poise belongs to `poise-stagger`. ## Accept Test contacts one tick before, at both parry boundaries and one tick after, including simultaneous attack/guard transitions and multiple attack classes. Reversing actor iteration order must not change the outcome. The debug view shows guard arc, window and resulting logical state without relying on juice.