Block, Parry, and Dodge
Summary
Fields
- BlockHold for deflection
- ParryTimed guard damage/counter
- DodgeRequired for some attacks
Public demos describe a system where players can hold block to deflect many incoming attacks, while timed parries deplete enemy guard and open stronger counterattacks.

Some attacks require a specific response: previews describe attacks that should be parried and others that should be dodged at the last moment. This is why reading enemy cues matters more than mashing one defensive option.
The important guide distinction is accessibility versus mastery. Hold block appears to give a baseline survival tool, while timed parry and timed dodge convert defense into advantage. A good enemy page should therefore record not only “dangerous attacks,” but the correct defensive answer for each type of cue.
If the final game keeps these categories, boss pages should include separate rows for block-safe strings, parry-check attacks, dodge-only attacks, and recovery windows after Ghoststep or equivalent movement.