PerfectParry

v1.3.1·Updated 2026-08-08

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

About this mod Author’s original text

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 -

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 fe

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
PerfectParry-1.3.1.zip
File size
12.3 KiB
SHA-256
5f9c90495dde1a991149a04d5b592ee793bb5b9638d730c1206babf573fa8ca9
Stored at
2026-10-06 19:06