Returning a fixed Super beam
Some projectiles move across the arena; Ren’s Super beam is a fixed span. This focused film from the 20261012-defense1 checkpoint shows Nia parrying that beam and Ren receiving the returned hits. A labeled slow replay makes the contact easier to inspect without changing the recorded outcome.
Checkpoint 20261012-defense1 · Controlled Practice · Labeled replays · Captions included in the video · Download video · Download transcript
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Returning a fixed span
A successful parry transfers the beam’s ownership, detaches its original anchoring and places its origin at the defender, facing back toward the caster. The beam remains stationary rather than becoming a traveling bolt. Its original remaining lifetime and multi-hit spacing continue, preventing the return from becoming a fresh unlimited attack.
Visual identity stays with the attack
The reflected attack retains the original caster’s visual profile, even though the defender now owns its collision and damage. A short reflection cooldown prevents an immediate same-frame return. Another reflection requires another successful timed parry; holding the button is insufficient.
What was tested
Focused engine checks covered moving and fixed returns, hit-target clearing, multi-hit spacing, finite lifetime, original visual profiles and repeated-contact timing. The filmed fixed-beam return supplies an actual Nia/Ren example from the deployed build. It does not stand in for a filmed demonstration of every character’s projectile.
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
RETURNING A FIXED BEAM Current checkpoint: guard-parry-and-crouch-punches-2026-10-12 Actual deployed build 20261012-defense1 00:00:00.000 — Private Practice test. Full meter; scripted contact. 00:00:03.633 — Ren’s portrait introduction precedes the actual beam. 00:00:07.267 — 4× replay: Nia parries; Ren takes the returned hits. 00:00:13.333 — Original designs and artwork by Keyeske Yamada 00:00:17.333 — Game made completely in Codex GPT 6.1 SOL 00:00:21.333 — 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: - The reflected beam keeps its fixed rendered form; ownership and hit direction change. - This is a controlled level-three Ren Super demonstration, not a claim that every attack can be parried. Throws cannot be parried.