Timed parries: the contact and the miss
The 20261012-defense1 checkpoint gives a parry a short contact window and a vulnerable recovery. This focused film compares Ren returning Priya Menon’s flame-shaped Roundabout projectile with an early held attempt that misses. Both outcomes come from the real engine in a disclosed controlled Practice test.
Checkpoint 20261012-defense1 · Controlled Practice · Labeled replays · Captions included in the video · Download video · Download transcript
Jump to a chapter
A fresh press opens the window
A grounded fresh parry press has six active ticks followed by eighteen recovery ticks. Holding the button does not repeat the window, and a failed attempt does not turn into automatic block. A successful contact prevents that hit’s damage and chip and briefly freezes the action for eight ticks. Throws remain unparryable.
A return and a mistime
The filmed successful contact changes the moving shot’s owner and reverses its direction, allowing it to hit its original caster. The separate early held attempt reaches the shot after the active window and Ren takes normal damage. The projectile keeps its original visual identity as it changes ownership.
What was tested
Focused engine checks covered the sixth active tick and the first failed recovery tick, held inputs, crouched attempts, melee contact, moving projectiles, flame profiles, throws and pause/reset behavior. The public build’s keyboard parry edges and state HUD were verified separately. The timing in this film is deliberately scripted, so it does not measure how easy the move feels for a player.
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
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.