Damage
Weapon damage
0%
Hits
0
Type
Stab
Timing
Total 250 ms (as authored — the live duration comes from the measured animation clip).
Special rules
- Parry
- Burst Ability
- —
- Perfect Stagger Ms
- 800
- Post Window
- Block Modifier
- 0.95
- Block Stamina Multiplier
- 1
- Resource Drain Per Sec
- 0
- Stamina Drain Per Sec
- 5
- Type
- transition_to_guard
- Stagger Ms
- 400
Used by
1Combo Graphs · 1
Full catalogue record27 fields · straight from the content catalogue
- Animation
- —
- Category
- parry
- Charge
- —
- Costs
- Cooldown Ms
- —
- Hp
- —
- Loadout Resource
- —
- Stamina
- 0
- Damage
- Base Damage Percent
- 0
- Damage Type
- stab
- Hit Count
- 0
- Description
- Raise forearms to block incoming attacks. The first frames of the guard have a parry window — time it right for a perfect parry that fully negates damage and staggers the attacker.
- Effects
- —
- Extraction Damage Multiplier
- —
- Generates
- —
- Hitbox
- —
- I Frames
- —
- Id
- Forearm Guard
- Input
- Type
- guard
- Movement
- —
- Name
- Forearm Guard
- Parry Config
- Burst Ability
- —
- Perfect Stagger Ms
- 800
- Post Window
- Block Modifier
- 0.95
- Block Stamina Multiplier
- 1
- Resource Drain Per Sec
- 0
- Stamina Drain Per Sec
- 5
- Type
- transition_to_guard
- Stagger Ms
- 400
- Parryable
- —
- Resource
- —
- Self Buff
- —
- Sounds
- —
- Source
- —
- Status Effects
- none
- Tags
- defensive, guard, parry, block
- Timeline
- —
- Timing
- Active Ms
- 0
- Hitstop Ms
- 0
- Parry Window
- End Ms
- 250
- Perfect End Ms
- 125
- Start Ms
- 0
- Recovery Ms
- 250
- Startup Ms
- 0
- Total Duration Ms
- 250
- Visuals
- Animation
- Hit_Block__Block_Idle
- Clip Start Ms
- —
- Phase End
- —
- Phase End Release Ms
- —
- Phase Loop
- —
- Phase Loop Drain Per Sec
- —
- Phase Loop Drain Stat
- —
- Phase Loop Max Ms
- —
- Phase Loop Min Ms
- —
- Phase Loop Until
- —
- Root Motion
- —
- Weapon Class
- unarmed