parry-guard
Installation
SKILL.md
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
- Guard/parry windows use the same published logical clock as combat.
- Contact eligibility is evaluated at the contact tick before applying reaction effects; same-tick attack/defense transitions follow the project's declared priority rule.
- Chip, chip-kill, guard damage, guard break and stamina cost are explicit data or explicitly absent.
- Guard direction uses a published arc/facing rule. Do not universally make “back attacks” unblockable; the selected arc decides.
- A successful parry causes authored logical states/reactions, not only a flash or sound.
- Focus loss or device reset cannot leave a synthetic held-block input stuck.