Resonance Combat: Parries, Counters, and Sophia’s Blades

Read the attack color first
Begin each encounter by keeping the active attacker visible and identifying the attack type. A standard blow can be blocked, while a correctly timed parry creates the opening for a counter. Yellow attacks punish an ordinary block. Red attacks normally have to be dodged, apart from a later skill exception described in the supplied completion review.
- Regular blows can be blocked; a well-timed parry creates a counter opening.
- Yellow attacks must be perfectly parried or they break through the block.
- Red attacks are normally unblockable and must be dodged; the supplied review notes one later skill exception.
- Keep several attackers in view before committing to a long attack.
Turn defense into a critical strike
A parry or throwable can leave an enemy defenseless, setting up a charged critical strike. Bottles and other arena objects add stagger rather than raw invented damage values. The supplied review also states that killing an enemy restores one health point on Normal, linking recovery to controlled finishes when Sophia starts with only three health points.
- Parry or use a throwable to build an enemy’s stagger state.
- Once the enemy is defenseless, charge the critical strike.
- Use the kill to recover one health point when needed.
- Reposition before the next attacker closes the gap.
Use the arena, not only the blades
Use the arena to reduce pressure. Pull archers down with the grappling hook, kick standard soldiers from ledges, and position an enraged Brute so an unblockable swing can hit another enemy. Once charged, Focus performs a broad area strike around Sophia. These tools make groups manageable, but they do not remove the need to read simultaneous attacks.
- Pull archers from high ground with the grappling hook.
- Kick standard enemies over ledges; heavy enemies resist this approach.
- Let an enraged Brute’s red attack hit another soldier when the angle allows it.
- Build Focus, then use its sweeping area attack to make space in a crowd.
Health, pressure, and difficulty
Difficulty and accessibility settings can make the system substantially more forgiving, including an invulnerability option. The developers cite Ghost of Tsushima, Sekiro, and Sifu as inspirations, but that does not transfer those games’ frame data or timings. The evidence does not support a universal parry window or damage table for version 1.0.
The supplied post-completion review describes three health points on Normal and one point restored per kill. Difficulty options can reduce the pressure substantially, including an invulnerability option. Exact frame windows and damage values are not locked, so the useful rule is to identify the attack type and choose block, perfect parry, or dodge.
Where the system came from
Development material cites Ghost of Tsushima, Sekiro, and Sifu as inspirations. That comparison explains the emphasis on timing and counters, but it does not mean the controls, frame data, or difficulty are identical to any of those games.
Evidence limits
The supplied evidence does not provide frame timings, damage values, or difficulty-specific parry windows for version 1.0.
Sources
Evidence reviewed on August 28, 2026. Links open the source used for the claims above.