Yes. In the pre-release combat system, you can interrupt many attacks with a parry and then continue your combo. You do not always have to finish the entire string before defending. This is a response to an incoming hit, not an automatic shield that protects every attack you perform.
Interrupt the combo at the incoming strike
- Start a short attack string while watching the enemy's movement.
- When a normal or blue-flash strike is about to connect, use a timed guard to attempt a parry.
- After a successful response, continue attacking if the enemy leaves an opening.
Preview controller layouts use L1 for guard and parry. Treat that as a demo layout until you check your own controls. Do not assume every animation has the same interruption window or that repeatedly pressing guard guarantees a parry.

A combat cue helps you choose a defensive response during your attack string.
Separate a parry from a block
A timed parry avoids the Sha-Chi cost associated with blocking. Holding guard instead of timing it can drain the resource you need to keep fighting. A late or missed response can also break the rhythm of your attack.
Red-flash attacks call for a dodge rather than a parry. Learn the cue before deciding how to interrupt your offense. Trying to finish one extra hit when a red strike is coming is a different mistake from mistiming an otherwise valid parry.
Keep pressure after defending
The combat system rewards combining defense with attacks. Waiting for parries alone is a slower way to work through enemy Sha-Chi than maintaining controlled offensive pressure. Use a short sequence you can recognize, respond to the counterattack, and resume only when it is safe. Exact timing and animation exceptions still need checking in the release build.
Sources and related reading
Last checked October 23, 2026. Preview observations remain subject to the release build.
Continue with Block vs Parry, Enemy Sha-Chi Breaks.
