The official line is short: parry anything pink. Footage shows that the buttons change when you leave the ground.
Labels that are actually on screen
| Situation | Labels visible in footage |
|---|---|
| Ground fights | SHOOT, JUMP, DASH, EX, SWAP, LOCK |
| Plane fights | BOMB, SHRINK, PARRY, and in the balloon clip also SHOOT |
These are on-screen words. They do not assign keyboard keys, controller buttons, or a mobile layout. On-screen buttons do appear in recordings, which is consistent with touch play, without a promise that every phone layout matches. EX, SWAP, and LOCK are visible and unexplained. Do not invent a super cost for EX or a weapon tree for SWAP.
The Belfry rule
The Belfry I panel is the only place with a written parry instruction in the checked footage.
- The objective on screen is PROTECT THE BELL.
- Pink ghosts: jump, then jump again as you touch one. The panel says parrying is the only way to beat them. On that keyboard prompt, the second press is Space.
- Black spiky ghosts: dodge them. The panel says they cannot be parried.
Practice the second input at the moment you touch the pink ghost, not a jump from across the arena. Space is confirmed for that panel only. Other devices should follow their own prompts. Later belfry chapters exist in the index, and their rules were not checked the same way. The stage page for The Belfry keeps that limit visible.
Pink outside the belfry
Boss Burrows' mine-cart frame includes a pink projectile near the players. The clock-boss no-hit clip also shows a pink spiky object. Both fall under the official pink rule. A single frame still does not prove the path or that every projectile in those fights is pink. Black clouds around Nimbus Nell match the "do not parry black spikes" lesson more than they match the pink rule. The cloud fight is a plane stage, so use BOMB, SHRINK, and PARRY rather than the ground jump instruction.
What a parry is worth on the results card
Cleared fights show PARRY as a score out of 3, next to a SUPER METER out of 3. A no-hit tea-room card recorded 0 parries and still granted the no-hit HP bonus. A no-hit clock card recorded 1 parry. Parries and taking no damage are different tracks. The no-hit notes list the cards.
