A PARRY NEEDS TIMING Current checkpoint: guard-parry-and-crouch-punches-2026-10-12 Actual deployed build 20261012-defense1 00:00:00.000 — Private Practice test. Scripted timing; real outcomes. 00:00:02.800 — Ren parries Priya’s flame. The returned shot hits Priya. 00:00:06.233 — An early held parry misses. Ren takes damage. 00:00:08.800 — Holding parry does not repeat the successful window. 00:00:11.367 — 4× replay: parry contact reverses the flame. 00:00:15.700 — Original designs and artwork by Keyeske Yamada 00:00:19.700 — Game made completely in Codex GPT 6.1 SOL 00:00:23.700 — Music scores by Codex, remixed in Suno Production notes: Fresh actual deployed HTTPS gameplay, build 20261012-defense1. Private Practice sessions are reset between demonstrations. Practice starts with full meter; health and meter refill are disabled through the actual training API. Timing-sensitive contacts replace only the normal loop's two semantic input objects; dt, combat results, health, Guard and effects are never fabricated. The crouched punches use native browser keyboard events. All replays and 4× slow motion use recorded source frames; no interpolated poses. All ordinary sequences and the live-motion credit tail play at real time. The credit tail is reused across these five films. Raw browser capture is silent. Existing authorized Codex score remixed in Suno is added; no game-SFX, microphone or physical-listening claim. Controller reads are disabled only in the isolated recording context. Visitor-statistics and service writes were blocked; human tabs and tracker reports were untouched. Limits: - Only this controlled successful flame contact and one mistimed contact are shown. - Scripted timing demonstrates implemented outcomes, not human timing difficulty or game-wide balance.