[COMING SOON]
Sol's Block & Parry
An attack is coming.
Raise your guard early and block the impact at the cost of stamina. Time it perfectly and the attack is stopped completely, leaving your opponent open. Let your Guard break, and you become the vulnerable one.
Sol's Block Parry brings deliberate, timing-focused defense. Instead of simply trading damage, combat now rewards positioning, stamina management, weapon choice, and precise blocking.
Guard and Directional Defense
Press and hold the Guard key to defend yourself.
Attacks from the front receive the strongest damage reduction. Attacks from behind, from the sides, or from an unclear direction can still be guarded, but provide less protection.
Blocking an attack consumes Guard stamina based on the damage prevented. Heavy attacks drain more stamina and trigger a stronger reaction.
A short delay after releasing Guard prevents rapid block-spamming and encourages more deliberate timing.
Perfect Block
The opening moments of Guard contain a brief Perfect Block window.
Successfully timing a Perfect Block can:
- Completely negate the incoming hit
- Stagger and knock back the attacker
- Interrupt supported continuous attacks and abilities
Perfect Blocks require a valid frontal attack. Environmental damage and configured unblockable damage sources bypass them.
Guard Stamina and Guard Break
Guard stamina determines how much pressure your defense can withstand.
If your stamina is completely depleted:
- Your Guard breaks
- You enter a temporary vulnerable state
- Guarding and other actions are briefly locked
- Your knockback resistance temporarily increases
- Guard remains unavailable until its cooldown and stamina requirements are met
Guard stamina begins recovering after you release Guard or suffer a Guard Break.
Permanent Guard Progression
Damage actually prevented through ordinary Guard contributes toward permanent Guard stamina progression.
The default progression begins at 20 Guard stamina and can eventually reach 200. Higher levels require more defended damage, making later upgrades more meaningful.
Built-in anti-farming rules limit progression from:
- Repeated attacks from the same enemy
- Alternate-player damage trading
- Allied or self-owned attacks
- Summoned or automated attackers
- Oversized modded attacks
- Creative and fake-player interactions
Perfect Blocks do not grant progression because they consume no Guard stamina.
Weapon-Specific Animations
Guarding uses authored first-person and third-person animations instead of one universal blocking pose.
Supported weapon families include:
- Unarmed
- Dagger
- Sword
- Axe
- Great Blade
- Staff
- Spear
- Blunt
- Claw / Gauntlet
- Dual Weapon
- Shield
- Weapon + Shield
Dual Weapons
Holding a weapon in both hands automatically selects the dedicated Dual Weapon animation set.
Both held items follow their respective animated hands and weapon anchors during Guard, impacts, Perfect Blocks, and Guard Breaks.
Shield Support
Shields are fully integrated into Sol's Block Parry.
- A shield used by itself selects the Shield animation family
- A weapon combined with a shield selects Weapon + Shield
- The shield can be held in either hand
- Vanilla and compatible modded shields are detected automatically
- Shield Guard consumes less stamina than Guarding without a shield
- Shields lose durability based on the damage they actually prevent
- Successful Perfect Blocks also consume shield durability
Normal right-click shield blocking is disabled by default. Shields instead defend through the Sol's Block Parry Guard key.
Server owners can restore normal vanilla and modded shield behavior through the configuration.
Modded Weapon and Shield Compatibility
The mod identifies equipment using:
- Vanilla item behavior
- Forge shield compatibility
- Attack attributes
- Item-use animations
- Registry and class-name signals
- Optional datapack tags
This allows many modded weapons and shields to work without individual hardcoded compatibility entries.
Pack developers can assign or correct unusual equipment using the provided Guard pose and sound-profile tags.
Recognized ranged equipment uses unarmed Guard animations and moves to a back-mounted position in third person. A ranged weapon combined with a shield uses the dedicated Weapon + Shield animations.
Combat HUD and Feedback
The Guard HUD provides clear information without covering the center of the screen.
It can display:
- Current and maximum Guard stamina
- Guard re-entry cooldown
- Guard Break and recovery status
- The active Perfect Block window
- Light Hit indicators
- Heavy Hit indicators
Rapid multi-hit attacks are combined into one restrained notification instead of repeatedly filling the screen.
Combat audio reacts to the guarding equipment and incoming attack. Successful Perfect Blocks also play a dedicated confirmation sound.
Server-Authoritative Combat
Guard timing, damage reduction, stamina consumption, progression, cooldowns, penalties, and Perfect Block results are controlled by the server.
This keeps multiplayer combat consistent and prevents the client from deciding whether an attack was successfully blocked.
Multiplayer servers and players must use matching versions of the mod.
Configuration
Server owners can configure:
- Frontal damage reduction
- Nonfrontal damage reduction
- Guard knockback reduction
- Starting Guard stamina
- Stamina regeneration
- Movement speed while Guarding
- Guard re-entry interval
- Perfect Block timing
- Perfect Block frontal angle
- PvE and PvP stagger duration
- Perfect Block knockback
- Projectile consumption
- Guard Break duration
- Guard Break cooldown
- Heavy-hit thresholds
- Progression pacing
- Anti-farming limits
- Shield stamina efficiency
- Normal shield-use behavior
- Unblockable damage sources
Players can configure:
- Guard stamina bar visibility
- HUD positioning
- Guard cooldown indicator
- Light and Heavy Hit indicators
- Perfect Block visual cues
- Perfect Block ready sound
- Third-person ranged-weapon placement
Credits
- Solmochi — Creator and developer
- tsukishimmi — Major contributor; animation work, creative assistance, quality-of-life improvements, and continued development support
- Senopaii — Tester
- Jae. — Tester
- lvikei — Tester
- keirabaya — Tester

