What it is. Hold a button to raise a guard that absorbs incoming hits, trading a resource — stamina, chip HP, or positioning — for safety. The defensive floor that anyone can reach.
Player fantasy / why it’s fun. You are the wall. The tension isn’t the block — it’s the meter draining while the enemy hammers, and the moment you must gamble on when to drop it and strike back.
The verb
Hold to raise guard; incoming attacks hit the guard instead of you, paying a cost each time. Release to act.
How it feels / why it’s fun
- Low floor, high ceiling. Blocking is one held button — trivial to reach, so a new player survives the first fight. Mastery lives in when to stop: guard-break punishes patience taken too far.
- Tempo, not spike. Block sets the rhythm of a fight — it slows the exchange, forces the attacker to commit, and buys thinking time. Compare
mechanic-parry, which sets spikes: a parry is a razor-thin window that flips momentum instantly. Block is the metronome; parry is the drum hit. A combat model that offers both gives players a defensive [[system-counter-systems|counter]] gradient from safe-and-slow to risky-and-explosive. - The meter is the drama. A full guard bar is confidence; a flickering one is panic. Draining it is the [[pattern-risk-reward|risk/reward]] pump — see
system-resource-loops.
Tuning levers
| Lever | What it controls | Sane default |
|---|---|---|
| Chip % | Fraction of blocked damage that leaks through | 10–25% of raw |
| Guard meter | Stamina pool that blocking spends | 100, blocks ~5–7 heavy hits |
| Per-hit drain | Meter cost per blocked hit (scale by attack weight) | light 8 / heavy 30 |
| Regen delay + rate | Pause before meter refills, then speed | 1.0 s delay, 20/s |
| Guard-break stun | Frames you’re helpless when meter empties | 0.8–1.5 s (one free heavy) |
| Chip-kill? | Can chip reduce you below 1 HP? | No (floor at 1) — chip-kills feel unfair |
| Directional? | Must guard face the attacker | On for 1v1 depth, off for hordes |
| Startup frames | Delay before guard is active | 2–4 frames (punishable if late) |
Cross the drain rate against enemy DPS so a held block is a losing trade over time — that pressure is what forces the release. If holding forever is safe, block becomes [[antipattern-boring-optimal|the boring optimal]].
Slots into
- Genres:
genre-soulslike(the canonical stamina-guard),genre-fighting-game(block-stun + guard meter + chip),genre-action-adventure,genre-metroidvania,genre-survival-horror(scarce guard = dread). - Anchors:
anchor-dark-souls(shield stamina, guard-break, poise),anchor-street-fighter(block-stun, chip damage, guard crush),anchor-hades(the Aspect-of-Aegis block-into-bash),anchor-cuphead(parry-only absence of block sharpens why block matters). - Systems:
system-combat-model,system-counter-systems,system-telegraphs(you must read the wind-up to block it),system-enemy-archetypes(guard-breakers exist to answer turtling),system-status-effects.
Twist seams
- Block but the damage is stored and released when you attack (mechanic-swap). Guard doesn’t spend the hit — it banks it. Your next strike deals the accumulated chip as bonus damage, so blocking becomes a loading gesture, not just survival. Turtling now sets up a payoff; see
mechanic-charge-attackandpattern-escalation-and-payoff. - Block but blocking recharges the enemy, not you (perspective). Every hit you absorb feeds their super meter or breaks your poise faster — so defense funds the offense you’re defending against. Patience is a slow-bleed trap that forces aggression; pairs with
system-difficulty-and-ddapressure andpattern-pacing-and-tension. - Block but it’s positional (mode-shift). Guard only covers one facing; hold it and you can’t turn, so blocking commits your orientation. Now defense is a spatial puzzle against flankers — leans toward
genre-tacticsandsystem-encounter-design.
How it wires to Hayao
- Model block as a pure state on the combat entity, not a view flag: a
guardingboolean plus a numeric guard meter that lives in simulation state and flows intoworld.hash(). Chip, drain, regen, and break are deterministic transitions on that state — the guard-break stun is just a timed status. Seesystem-combat-modelfor the state/resolution split. - Resolve hits in a stable, ordered pass so simultaneous attacks against a guard drain the meter identically every run. Route any variance (crit chip, break-chance) through a deterministic RNG, never wall-clock.
- For the input feel — hold-to-hold, buffered release, startup frames — prototype the timing in isolation before wiring it to a whole fight. Study the parry timing lab under
sandboxes/as the sibling reference for frame windows; block is the same clock with a wider mouth. - The guard flash, spark, and meter bar are cosmetic view — keep them out of the hash. Choreograph the impact (see
pattern-juice-choreography) so a blocked hit reads as blocked; prove the feel perpattern-readabilityand the verify half.
Fails when…
- Holding forever is free. No drain, no break, infinite chip-immunity → the fight stalls into a turtle. Block needs a ceiling. →
antipattern-boring-optimal. - Chip kills feel arbitrary. Dying through a “successful” block reads as an
antipattern-input-lieunless the chip-kill is loudly telegraphed and consistent. Floor at 1 HP by default. - Guard-break isn’t telegraphed. If the meter or the break has no [[system-telegraphs|tell]], the punish feels like [[antipattern-rng-frustration|randomness]], not a lesson.
- Block trivializes parry. If safe blocking is nearly as good as a risky parry, the parry is [[antipattern-fake-choice|dead weight]] — the whole point is that block is the safer, slower option and parry pays more.
- Startup is instant. Zero-frame guard means every reaction is free; the read stops mattering. Give block a punishable cost for lateness.
See also
mechanic-parry·mechanic-deflect·mechanic-dodge-roll— the defensive family; block is the tempo, parry/deflect the spike, dodge the reposition.system-combat-model·system-counter-systems·system-telegraphs— where block earns its depth.mechanic-charge-attack·pattern-risk-reward— the store-and-release seam.recipe-one-button-boss-rush— a place block-vs-punish carries a whole loop.