Hopping Chicken
Fast, erratic, and awkward to hit with a slow swing. Punishes wind-ups.
Its value as an enemy is tempo. Where the skeleton rewards patience and the right type, the chicken punishes committing to a charged attack in the open, because it simply is not where it was when you started.
It is the enemy that makes charge attacks a read rather than a burst. Holding the button builds a hit that is worth the wind-up only if the target is still there on release, and a hopping target is the cleanest way to teach that without a tutorial. Players who learn it start charging behind corners and releasing into a turn, which is a habit that carries into the rest of the demo.
Its stated weakness is piercing, which lines up with the same logic: the answer to a small fast target is a weapon that reaches, not one that commits. That is a design rhyme with the stamina page rather than a separate rule, and it is the reason this entry cross-references both.