mechanic

Use when

Combat wants a low-skill-floor defense with a resource ceiling.

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

Tuning levers

LeverWhat it controlsSane default
Chip %Fraction of blocked damage that leaks through10–25% of raw
Guard meterStamina pool that blocking spends100, blocks ~5–7 heavy hits
Per-hit drainMeter cost per blocked hit (scale by attack weight)light 8 / heavy 30
Regen delay + ratePause before meter refills, then speed1.0 s delay, 20/s
Guard-break stunFrames you’re helpless when meter empties0.8–1.5 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 attackerOn for 1v1 depth, off for hordes
Startup framesDelay before guard is active2–4 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

Twist seams

How it wires to Hayao

Fails when…

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.