Clashes

Clashes

in

The Clash System

To add a layer of defense beyond parrying, we implemented ClashBoxes.

  • The Mechanic: A “clash” occurs when two sword hitboxes intersect for a split second at the start of an attack.
  • The Result: Both players take knockback, and hitboxes are deactivated, effectively acting as a shield.
  • The Strategy: The player with “Right of Way” takes less knockback during a clash, allowing them to maintain their pressure.

Only swords can clash. Fists do not generate the sparks required to trigger a clash!

What a ClashBox Is

You can think of it as a collision “line” used to detect intersections.
It’s specifically designed to detect where clash lines overlap.
When clashbox lines intersect, both players receive knockback.

When Clashes Can Happen

The clashbox only appears briefly—at the start of active hitbox frames.
There’s only a slight moment where clashes are possible, meaning it isn’t a constant shield you can rely on.

Swords Only (Why No Fists)

Clashes are implemented for swords, not fists, because swords can visually/spark-effectably communicate the interaction in a believable way. The Shield Tradeoff

ClashBoxes function like a temporary shield against being hit—but:

clashes also cancel your attack
which means you trade offensive momentum for safety and reset opportunity.

Right of Way and Risk Decisions

The clash system reinforces fencing logic and Right of Way rules:

Less knockback applies to the player with priority.
More knockback applies to the one without it.

Since missing an attack causes loss of priority (per fencing rules), clashes add a strategic layer:

Do you gamble on clashing (and potentially cancel your offense),
or do you commit to parry timing,
or do you bait a whiff punish?

Visual Tech Note

Making clash effects was challenging—particles needed to look dynamic, spark-y, and readable:

glow
directional movement
pop/fade/swirl behavior
and controlled disappearance timing