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Attack Tags

verified 2026-07-17 · MythFall systems

MythFall labels every enemy and boss move with a short set of tags - parryable, blockable, unblockable, block_breaker, gap_closer, super_armor and more - that tell you exactly how that hit interacts with your block, parry and posture bar before it lands.

Cross-referencing every documented enemy and boss moveset turns up 14 distinct move tags in active use, split into two groups: defensive-interaction tags that tell you what counters a move, and descriptive tags that classify its range and damage type. The extraction team's internal notes reference an 18-entry 'tags' table elsewhere in the client data, but that table is a separate engine registry of state-machine flags (things like parry, force_stagger, immortal) used for scripted events and debug tooling - it is not the same list as the move tags documented here, and this page does not force the two numbers to match.

The defensive-interaction tags are the ones that matter most in a fight. parryable (30 occurrences across documented movesets) can be timed-blocked with F for a full parry. blockable (2 occurrences, both explicitly annotated 'Blockable but NOT parryable' on DreadRoar and CorruptedBleat) can be blocked normally but never parried - a middle tier between parryable and unblockable. unblockable (5 occurrences) ignores your guard outright and must be dodged; several enemies even upgrade a move to unblockable specifically on their Elite variant (VenomSpit, CorruptedBleat), turning the same attack meaningfully more dangerous at higher difficulty. block_breaker (29 occurrences) shatters your posture bar in one hit regardless of how much you had left - matching the 100 posture damage per hit seen on moves like SyndicateAxe's HeavyAttack. super_armor (7 occurrences) means the attacker cannot be staggered or interrupted while the move plays, seen on charge attacks like LionMonarch's KingsPursuit and EarthquakeSlam.

The descriptive tags classify the hit itself: melee (57) and ranged (9) mark engagement range, projectile (7) flags a physical object in flight rather than an instant hitbox (dagger throws, fireballs - in principle dodgeable mid-flight), physical (63) is the default kinetic damage type versus the elemental damage-over-time tags burn (4, seen on SyndicateLeader's fire sword) and poison (3, seen on GreatSerpent's VenomSpit), aoe (10) hits an area instead of a single target, gap_closer (7) is a dash/lunge meant to close distance rather than punish, and movement (1, Varnas's Disengage) is a non-damaging reposition.

Tags stack on the same move to describe multi-phase attacks. LionMonarch's KingsPursuit carries block_breaker, parryable, gap_closer and super_armor simultaneously - the developer note spells out why: 'Gap closer phase has super_armor. Hit phase is parryable.' The dash-in cannot be interrupted, but once the follow-up hit lands, that specific beat can be parried. SyndicateLeader's CloseRangeCombo similarly chains parryable, block_breaker and burn: two parryable slashes into a block-breaking fire breath, with every hit applying burn regardless of tag.

Details

parryableCan be timed-blocked (hold F, release on impact) for a full parry that negates damage and lowers your posture
blockableCan be blocked normally but is explicitly not parryable - a middle tier seen on DreadRoar and CorruptedBleat
unblockableIgnores block entirely; must be dodged. Several moves upgrade to unblockable only on Elite spawns
block_breakerShatters your posture bar outright regardless of remaining posture; typically deals 100 posture damage
gap_closerA dash/lunge that closes distance; carries the lowest stagger-damage multiplier (0.5x) in the stagger system
super_armorThe attacker cannot be staggered or interrupted while the move plays
aoeHits an area rather than a single target
projectileTravels as a physical object (thrown weapon, fireball) rather than an instant hitbox
melee / rangedEngagement range of the hit - melee is by far the most common tag across all documented movesets
physicalDefault kinetic damage type, as opposed to the elemental DoT tags
burn / poisonApplies a damage-over-time effect; burn seen on SyndicateLeader's fire attacks, poison on GreatSerpent's venom
movementA non-damaging repositioning move, e.g. Varnas's Disengage

FAQ

How many attack tags does MythFall use?

14 confirmed in active use across every documented enemy and boss moveset. A separate 18-entry table exists in the client data, but it is an unrelated engine flag registry (parry, immortal, force_stagger and similar scripted-event flags), not a list of move tags - the two numbers should not be conflated.

What is the difference between blockable, parryable and unblockable?

Parryable is the best case - block timing negates the hit entirely and lowers your posture. Blockable can absorb the hit through a normal hold-block, but no parry window exists. Unblockable ignores guard completely and must be dodged, and several enemies escalate specific moves to unblockable only on their Elite spawn.

What does block_breaker actually do to you?

It empties your posture bar in a single hit - typically 100 posture damage, the full bar - putting you into the BlockBroken state (a full movement root) regardless of parrying or blocking discipline elsewhere in the fight.

Can a single move have multiple tags?

Yes - multi-phase attacks stack tags per phase. LionMonarch's KingsPursuit is block_breaker, parryable, gap_closer and super_armor at once: the super_armor dash-in cannot be interrupted, but the follow-up hit phase is parryable, per the move's own developer note.

Other systems

Source-checked

Compiled by cross-referencing move tags across every documented enemy and boss moveset (enemies.json / enemies-enriched.json). 14 tags confirmed in active use; the client's separate 18-entry state-flag table is a distinct engine registry and is called out explicitly rather than conflated with this list. updated · GuideDex staff. Report a correction.