CurseForge · Minecraft mod
Epic Fight Guard Fix
Mixin fixes for Epic Fight's shield/weapon guard system (base GuardSkill, Weapons of Miracles' Perfect Bulwark, and Epic Fight Nightfall's parry) plus unarmed combat and other core bugs.
Quick answer
Which Epic Fight Guard Fix release should I use?
Epic Fight Guard Fix guardfix-1.0.51.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Epic Fight Guard Fix required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Epic Fight Guard Fix guardfix-1.0.51.jar need?
guardfix-1.0.51.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Epic Fight Guard Fix without breaking your instance.
Built for Epic Fight Guard Fix guardfix-1.0.51.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use guardfix-1.0.51.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside guardfix-1.0.51.jar. It opens that exact file at the source.
About this project
What does Epic Fight Guard Fix add?
Guard Fix
Mixin-based bugfixes for Epic Fight and its ecosystem. Everything here was traced to a root cause by decompiling the actual mod jars before writing a fix — no guesswork, no config-based workarounds where a real fix was possible.
Troubleshooting
A weapon's own right-click skill stops responding after installing guardfix
Some weapons trigger their own skill (reload, charge, special attacks, etc.) on right-click — including weapons whose charge/hold detection reads Epic Fight's GUARD keybind directly instead of a dedicated key. guardfix forces Epic Fight's guard to be "available" for any weapon it recognizes, and when a weapon's own mechanic also relies on that same right-click/GUARD input, the two can end up fighting over it — Epic Fight's own USE/GUARD key-conflict resolution may cancel the weapon's action entirely, or the weapon's own charge state can get corrupted, even if you're not holding a shield.
If this happens to you:
- Find the weapon's item registry name (e.g.
wom:napoleon— usually visible via F3+H item tooltips, or the item's own mod page) - Add it to
weaponBlacklistinconfig/guardfix-common.toml - Restart or reload the config — that weapon now behaves exactly as vanilla Epic Fight/its addon intends, completely unaffected by guardfix
17 weapons are excluded by default as confirmed cases — wom:napoleon, wom:nova, all of Weapons of Miracles' Torment-family weapons (wom:tormented_mind, simplyswords:livyatan, simplyswords:hearthflame), and 11 other SimplySwords weapons found to share the same conflict-prone skill classes (full list in config/guardfix-common.toml). If you find another weapon with this issue, please report it (with the weapon's registry name) so it can be added by default too.
Pickaxes, shovels, and hoes (vanilla and modded) are excluded from all of this automatically — Epic Fight gives them a combat capability of their own, which used to make guardfix treat them as weapons and break chest/block interaction in battle mode. No config needed for this one.
Something else looks off, or an attack keeps coming out wrong (e.g. a dash attack from a standstill)?
If you can, enable debugLoggingEnabled in config/guardfix-common.toml, reproduce the issue, and attach guardfix-debug.log (found in the instance's root folder, not inside logs/) to your report — it's off by default to keep the log quiet during normal play, but turning it on costs nothing else and makes tracking down a new issue much faster.
What it fixes
Shield + one-handed weapon guarding Normally, holding a shield in your offhand alongside a one-handed weapon silently breaks Epic Fight's guard/parry — the skill request never even fires. This is fixed across all three guard-skill implementations this modpack ecosystem can end up running:
- Base Epic Fight
GuardSkill - Weapons of Miracles'
PerfectBulwarkSkill(soft dependency — only applies if Weapons of Miracles is installed) - Epic Fight Nightfall's
EFNParryingSkill(soft dependency — only applies if EFN is installed)
For the eligible combo (one-handed weapon + shield, main hand not empty/edible/two-handed), blocking works, the stamina cost is removed, and the accumulating block-penalty multiplier is reset instead of climbing indefinitely.
Shield durability Since guarding is now free and penalty-free, a shield used to be a completely free, infinite-use tank. Blocking now costs the shield 1–5 durability per hit (configurable, default 1), so tanking still has a real cost.
Two-handed weapons (opt-in combo, always-on baseline guard) Epic Fight treats a two-handed main-hand weapon as fully occupying both hands, so nothing in the offhand is normally usable — including a fix for a conflicting mod that was making Epic Fight's own combat logic act as if the offhand were empty the moment a two-handed weapon was equipped, even though the item was never actually removed. Turning on allowTwoHandedWeaponWithShield lets a shield specifically (not another weapon) keep working there too, unlocking the full shield-combo treatment above. Importantly, the two-handed weapon's own native guard/parry works normally regardless of this setting — merely having a shield in the offhand no longer disables the weapon's baseline block just because the combo bonus is turned off.
Well-timed parry bonus (off by default) EFN's perfect-timing parry window and Weapons of Miracles' Perfect Bulwark charge finisher both still fully block/negate the hit either way — this setting only controls the extra payoff (bonus knockback reduction, penalty reset, or the counter-attack finisher) on top of a normal block. Off by default so a shield can't be used to tank indefinitely for free; togglable via allowParryingBonus.
Passive shield buff Since the shield itself no longer actively blocks (your weapon's native parry handles that now), holding one grants a passive Resistance buff instead. Toggleable in config. Also fixed: random non-weapon items (scrolls, compasses, etc.) were incorrectly qualifying for this buff.
Bare-fist combat in Epic Fight battle mode Punching with an empty main hand silently did nothing — traced to a JVM class-init race that null-poisons the fist attack-animation list. Fixed at the root cause, with a force-play fallback as a second-layer safety net.
Skill gauge / icon display flicker (Epic Fight base-mod bug) The percentage/number shown on skill icons — charge gauges, resource meters, cooldown rings, including Torment's own charge display — could flicker rapidly and look "random" even though the underlying value was perfectly stable the whole time. Root cause: Epic Fight's own smooth-interpolation code for skill icon rendering never updated its "previous tick" reference, so the displayed number was recalculated from a stale (frozen at zero) baseline every tick instead of the real previous value. Patched at the source, so this fixes the flicker for any skill icon that uses this display path, not just Torment's.
Torment weapon early-release (opt-in) Weapons of Miracles removed Torment's "release right-click before the first charge tier plays a dash attack" behavior in version 2.0.171, quietly, as part of a stamina-cost rebalance never called out in WoM's own changelog. By default guardfix now matches WoM's current behavior (no animation on an early release). If you preferred the old feel, restoreTormentEarlyReleaseDash brings the dash back.
Attacks getting stuck as the dash attack Epic Fight picks the dash/running attack purely off isSprinting(), which some movement mods (auto-sprint, custom sprint keybinds, toggle-sprint desyncs) can leave stuck true even while standing completely still — every attack, including from a dead stop, then comes out as the dash attack, often with a visible FOV-zoom flicker. Now a dash attack also requires the player to have actually moved within the last few ticks (tracked server-side); a genuine running attack is unaffected. On by default via preventStuckDashAttack, with dashAttackMoveGraceTicks and dashAttackMinSpeed to tune the sensitivity if needed.
Tool interaction (pickaxe/shovel/hoe) Epic Fight gives every pickaxe, shovel, and hoe (vanilla and modded) a real combat capability so they can be swung in battle mode — guardfix was treating that as "this is a weapon" and forcing guard availability on for it, which made Epic Fight's own key-conflict resolution cancel legitimate block/chest interactions (right-clicking a chest while holding a pickaxe in combat mode could silently do nothing). These tools are now excluded from that guard-forcing entirely. Axes were deliberately left alone since some are legitimate combat weapons in this pack.
Misc.
- Food/bow/other non-weapon items no longer get blocked from use just because a shield is in the offhand
- A misbehaving
AnimationEventcallback from any third-party addon now logs and gets skipped instead of crashing the game
Requirements
- Minecraft 1.20.1, Forge 47+
- Epic Fight (required)
- Weapons of Miracles (optional — its Perfect Bulwark fixes and Torment fixes only apply if it's present)
- Epic Fight Nightfall (optional — its parry fixes only apply if it's present)
Config
config/guardfix-common.toml
passiveShieldBuffEnabled(defaulttrue) — turn the passive Resistance buff on/offshieldDamagePerBlock(default1, range 1–5) — durability damage to the shield per successful blockallowParryingBonus(defaultfalse) — allow the well-timed-parry bonus payoff (see above)allowTwoHandedWeaponWithShield(defaultfalse) — allow a shield in the offhand alongside a two-handed main-hand weapon, unlocking the full shield-combo treatment for itweaponBlacklist(17 weapons pre-listed) — item registry names fully excluded from guardfix's guard-forcing behavior entirely; see Troubleshooting aboverestoreTormentEarlyReleaseDash(defaultfalse) — bring back WoM Torment's pre-2.0.171 dash-on-early-release animationpreventStuckDashAttack(defaulttrue) — require genuine recent movement before allowing a dash attack (see "Attacks getting stuck as the dash attack" above)dashAttackMoveGraceTicks(default8) /dashAttackMinSpeed(default0.03) — sensitivity tuning for the above; ignored if it's offdebugLoggingEnabled(defaultfalse) — write diagnostic lines toguardfix-debug.log; turn on only when reporting an issue
Notes
Built for a specific modpack combination and tuned against decompiled behavior of the exact mod versions in use. If a guard-skill implementation from another addon isn't covered, please report it with your mod list.
Project description from CurseForge.
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Epic Fight Guard Fix by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Epic Fight Guard Fix versions and loaders
guardfix-1.0.51.jar
4 Sept 2026
guardfix-1.0.48.jar
28 Aug 2026
guardfix-1.0.44.jar
28 Aug 2026
guardfix-1.0.43.jar
24 Aug 2026
guardfix-1.0.41.jar
22 Aug 2026
guardfix-1.0.26.jar
22 Aug 2026
guardfix-1.0.25.jar
22 Aug 2026
guardfix-1.0.24.jar
22 Aug 2026
guardfix-1.0.20.jar
21 Aug 2026
guardfix-1.0.9.jar
16 Aug 2026
guardfix-1.0.8.jar
15 Aug 2026
Looking for an older file? The official CurseForge project page is in Resources.