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Mallard Guard - Immersive Parrying
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Mallard guard aims to provide a unique way to experience combat with reactive and immersive parrying. The mod is part of my immersive duckie series created to make a more memorable minecraft experience!
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Last updated: 27th of October, 2026 | Modpage is WIP
About
What's new?
> Version 1.56d
- Fixed particle limit clamping
- Restored default parry windows
- Fixed Shield Expansion compatibility regarding custom parry window
> Version 1.56c
- Fixed overlapping guarding FOV compensation
- Removed the previous late FOV compensation
- Changed tool and shield parry defaults
!!! WARNING !!!
This mod makes heavy use of flashing lights. Please be advised to play with caution.
Mallard Guard is a highly (extremely) customizeable parry mod inspired by various parry titles. It aims to redesign Minecraft's combat system with a focus on immersive and reactive feedback during combat interactions. I want to make sure it lives up to that and so I assure that the mod is being updated and constantly developed further.
For simplicities sake, the mod has one main control and it's the ability to enter the guarding stance as I call it. You trigger the state by pressing or holding the keybind which defaults to mouse right-click. In this state, you cycle between Perfect Parry → Regular Parry → Guarding Block, all of which are configurable in duration and useability.
It's no exaggeration to say most if not everything is configurable. The mod is still in its early stages and the level of customization I want to have is still undefineable, but I highly recommend you explore the configs!
While the mod runs without them, It is highly recommended to use it with the following:
- Better Combat - Explicit comatibility with attacks preventing parrying to make it seem like a punishment when you decide to attack rather than defend,
- Better Mob Combat - Reimagined - Fixes minecraft's stiff mob feeling, as well as great compatibility tuning regarding the experimental config Mob Guarding.
- Punchy - Editable parry poses and feedback through Punchy.
- Better Combat Punchy Fix - Fixes Punchy and Better Combat incompatibility.
- Fresh Animations: Player Extension - Not "made" compatible per se. Just makes third person combat more immersive as getting parried also triggers FA:PE's directional leaning.
Credits to all these wonderful mods that make the experience better!
Features
Parrying:
gif soon
Blocking:
gif soon
Shielding:
gif soon
Compatibility
Incompatible:
Incompatible:
- Epic Fight - Never tested, but I highly doubt my mechanics fit at all with Epic Fight. My mod was intended for Better Combat afterall.
- ImmediatelyFast - ImmediatelyFast breaks the various HUD elements that appear as effects on your screen. Turn off `hud_batching=true` to `false` to use.
Compatible:
Compatible:
- Punchy - Explicit customization editor through the configs so you can create custom poses or specific weapon assignments.
- EMF - Simple animation priority handling to avoid overlap. Tested with Fresh Animations: Player Extension
- Better Combat - Simple animation priority handling to avoid overlap. Tested with both Better Combat and Better Mob Combat.
- Simply Swords - Requires configuration of keybinds. Certain Mallard Guard configs can be tuned to better fit compatibility.
- Shield Expansion - Disables Shield Expansion's mechanics in favor of Mallard Guard while still attempting to give its unique shields their own individual behavior.
FAQ
FAQ:
Q: Modifiable attributes and datatypes?
A: Datadriven features are planned. For now, make do with raw configurations as it won't be for a while. I plan to finalize the features first before then.
Q: Fabric?
A: Soon!
Q: 1.20.1?
A: Not any time soon, but planned. Please don't spam questions about it. I personally don't want to and the only reason I'm even considering is due to demand. Don't make me change my mind.
Q: 26.X?
A: Planned. Will support this version and higher sometime after the Fabric port's release, as well as 1.21.11.
Q: AI?
A: Github copilot is used for code clean up where I overlook efficiency, dead code, or performance constraints. Gemini is used for tooltip descriptions and certain summaries, as well as keeping track of planned features or things that need fixing like a personal notepad. Assets like sound, icon, sprites, and a good portion of the code is mine. I assure that AI is limited to optimizing workflow.
Q: Sound design?
A: It's a crowbar hitting a metal rod. If that breaks your immersion to know, well.. o7
Q: Modpacks?
A: Feel free to use the mod in your modpacks but credit me and this page where possible if you do.
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