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

  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.
Installs
7
GitHub Stars
13
First Seen
Oct 13, 2026