Supidowagon-PerfectParry icon

PerfectParry

Configurable perfect parry window, in frames. Vanilla is 8; default here is 12.

Last updated an hour ago
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Categories Mods
Dependency string Supidowagon-PerfectParry-1.3.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

Perfect Parry

Sets how long the perfect-parry window lasts, in frames, and can optionally make an imperfect parry cost real health instead of internal injury.

Why the defaults are what they are

The point of this mod is to make Nine Sols parrying feel like Sekiro deflecting.

That is where the default of 12 frames comes from, rather than Nine Sols' stock 8 - a deflect window generous enough to reward reading an attack rather than memorising it.

The imperfect-parry damage option comes from the same intent. In Sekiro, a hit you block but do not deflect costs you real vitality; there is no grey bar you win back by swinging. Nine Sols instead hands you internal injury, which heals back on its own as you attack, so a sloppy parry barely costs anything. Turning ImperfectParryTakesRealDamage on closes that gap: a wide window to land the deflect, and a real price for missing it.

Both halves are optional and independent - widen the window without the damage, or the reverse.

Credit to nozwock, whose Perfect Parry mod this started from. The original made every parry in the window count as perfect by forcing IsAlwaysAccurate. This is a rewrite that leaves the game's own timing check in place and only moves the window, so spam penalties, the QTE tutorial and everything else still behave normally.

The window

PlayerParryState.Parried picks between a perfect and an imperfect parry with:

elapsed  = Time.time - <time the parry input was buffered>
accurate = IsAlwaysAccurate || Player.i.IsInQTETutorial || elapsed <= spamDatas[spamLevel]

spamDatas is { 0.1333f, 0.1f, 0f, 0f, 0f } - 8 frames at 60fps - and spamLevel climbs every time a parry whiffs, so mashing shrinks the window and then removes it entirely.

This mod rewrites spamDatas from a pristine per-instance baseline each time, so edits apply live and turning it off restores the stock numbers exactly. Entries that are stock 0 stay 0: the anti-mashing penalty is preserved whatever you set.

Imperfect parry damage

Off by default. Vanilla, an imperfect parry does this:

player.health.ReceiveRecoverableDamage(oriDamage * ChipDamageRatio.Value);

ReceiveRecoverableDamage feeds the recoverable pool - the grey stretch of the bar you win back by attacking. With ImperfectParryTakesRealDamage on, it goes through ReceiveDOT_Damage instead, which subtracts from real health. That is the game's own "lose health from something that is not a hit": it honours invincibility and applies the same global defense ratio, but raises no hurt state, knockback or invincibility frames. The parry still happens - it just costs health you have to heal rather than earn back.

This makes the game harder. It pairs well with a widened window: reward precision, punish sloppiness.

Note that the same TakeInternalInjury method is also called from the perfect parry path, where the Trade Power For Internal Injury jade deliberately charges you internal injury. That is left alone - only the imperfect-parry call is converted.

Configuration

BepInEx/config/supidowagon.PerfectParry.cfg, or F1 in-game with ConfigurationManager installed. Everything applies live.

Setting Default What it does
Enabled true Off restores the stock windows exactly, without removing the mod.
PerfectParryFrames 12 How long after pressing parry a hit still counts as perfect. Vanilla is 8. Fractions allowed. Below 8 is harder than stock.
FramesPerSecond 60 The unit for the setting above. The game's own check is time-based.
ImperfectParryTakesRealDamage false Take real health damage on an imperfect parry instead of internal injury.
ImperfectParryDamageScale 1 Multiplies that damage. 1 is the same number the game would have applied as internal injury.
IgnoreChipDamageRatio false Take the attack's full damage rather than the chip-damage slice of it.

Compatibility

Works alongside Any Direction Parry and Harness Force Jade - Harness Force triggers off the same accurate-parry branch, so widening the window widens what feeds it.

One thing to know about Counter Charge Tuner: the counter is entered out of the parry state, and PlayerParryState.OnStateUpdate polls Player.ParryCounterCheck every frame. Lowering MinHoldSeconds below the vanilla 0.33333 therefore shortens how long a held parry lasts before it converts into a counter charge. Tapping parry is unaffected.

Built with AI

Written with Anthropic's Claude (Claude Code, Opus 5) - the decompilation work, the C#, the tests and these docs. Design decisions and in-game testing are supidowagon's.

There is a behaviour test suite that runs the compiled DLL against a transcription of the game code it patches, and every patch is commented with the decompiled method it targets. Source and tests: https://github.com/supidowagon/parrymodifiers

Built against Nine Sols with BepInEx 5.4.23.5 and HarmonyX 2.9.