Guard breaks and partial recovery
Guard now has a finite budget in the 20261012-defense1 checkpoint. This focused film follows Nia’s repeated heavy punches into Ren’s block, the depleted Guard gauge and its partial recovery. The ordinary sequence and labeled replays come from the same controlled Practice capture.
Checkpoint 20261012-defense1 · Controlled Practice · Labeled replays · Captions included in the video · Download video · Download transcript
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Blocking has a cost
Guard begins at 100. Each actual blocked contact drains an amount based on that move’s damage, chip and strength, limited to 8–35 points. Held block still works through blocked multi-hit pressure, so each connected blocked hit contributes to the gauge rather than silently bypassing it.
An opening, then recovery
Reaching zero starts a 42-tick break. The fighter cannot voluntarily guard, move or parry during that interval, while hit recoil, gravity and stage boundaries still apply. Later hits do not restart the break timer or erase their own hitstun. When the break expires, Guard restores to 40. Ordinary regeneration waits 90 quiet live ticks and then restores ten points per second; pauses and hitstop do not advance those clocks.
What was tested
Focused engine checks covered drain, break timing, later hit and knockdown behavior, walls, resets and paused clocks across both rulesets and all twenty characters. Actual browser checks verified the deployed game’s HUD and the defense update. The filmed pressure sequence illustrates one controlled situation, rather than a complete pressure or balance assessment.
The filmed setup
This is one of five focused films from the same deployed 20261012-defense1 checkpoint. Private Practice sessions start with full Super meter; health and meter refills are disabled through the existing training API. Timing-sensitive contacts use a disclosed scripted input driver in the ordinary real-time engine loop. It supplies player inputs without changing the clock, combat results, health, Guard or effects. The crouching-punch sample uses native browser keyboard events. Repeated footage and 4× slow inspection are labeled; the credit tail is reused across the five films. The soundtrack is the existing Codex score remixed in Suno, without captured game effects or microphone commentary.
Read the full video transcript
GUARD HAS A LIMIT Current checkpoint: guard-parry-and-crouch-punches-2026-10-12 Actual deployed build 20261012-defense1 00:00:00.000 — Private Practice test. Scripted pressure; real gameplay. 00:00:02.933 — Repeated heavy punches drain Ren’s Guard gauge. 00:00:08.767 — Guard breaks at zero, then restores to 40%. 00:00:10.767 — 4× replay: brief vulnerability, then partial Guard recovery. 00:00:15.567 — Original designs and artwork by Keyeske Yamada 00:00:19.567 — Game made completely in Codex GPT 6.1 SOL 00:00:23.567 — 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: - This is a controlled repeated-heavy-punch test, not a complete balance assessment. - Parry and Guard body poses reuse existing guard/crouch art; the contact cue is newly generated raster art.