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Combat Punchy! Epic Fight x Punchy x Punchy!Moves
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Automatic combat and animation switching for Epic Fight, Punchy, and Punchy!Moves. Supports WOM; no Epic Tweaks required.
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⚔ COMBAT PUNCHY ⚔
Epic Fight combat. Punchy movement. Automatic switching.
Forge 1.20.1 · NeoForge 1.21.1 · Client-side

Combat Punchy connects Epic Fight, Punchy! and Punchy! Moves, coordinating combat poses, first-person animations and third-person camera behavior as you play.
Attack with a supported weapon or receive a hit to enter combat. Put your weapon away or take a breather to return to normal movement.
⚔️ Automatic combat mode
- Attack to enter combat: attacking with an eligible Epic Fight melee weapon activates combat on that input. Equipping a weapon alone leaves your mode unchanged.
- React when hit: hits from another entity or projectile can activate combat while you hold a tool, non-weapon item or nothing at all.
- Switch items to leave combat: selecting a tool, non-melee item or empty hand returns you to vanilla mode.
- Stay ready after a hit: hit-triggered combat allows your currently selected tool or empty hand to remain selected until timeout. Selecting another non-weapon still exits combat.
- Relax between fights: return to vanilla after 7 seconds without combat activity by default, even while holding a weapon.
- Keep fighting naturally: attacks, active combat skills, guarding and receiving hits refresh the timer.
- Keep normal block interactions: mining and chopping do not trigger combat by default.
✨ Animation handoffs
- Punchy! handles normal first-person movement, interactions and idle periods between combat actions.
- Epic Fight takes over during attacks, guarding, dodging and other combat poses.
- Punchy! Moves yields its body animations and camera controls during Epic Fight combat, then resumes afterward.
- Coordinates Moves’ inventory and Spatial GUI camera handoffs so its shoulder-camera offset does not take over during combat.
- Preserves native sheathed-katana and Ochs stances.
- Includes a short, configurable first-person release delay to reduce flickering between animation systems.
- Attaches Moves’ animated facial features to Epic Fight’s combat head pose.
- Retains your saved Punchy and Moves preferences.
🗡️ Weapon support
Recognizes eligible melee weapons through their Epic Fight weapon capabilities, including registered Weapons of Miracles weapons.
Pickaxes, shovels, hoes, fishing rods, ranged weapons and shields do not trigger attack-based melee activation. Axes with registered melee support remain eligible when attacking an entity or swinging into air.
Hit-triggered activation is separate and can still enter combat while you hold a non-weapon.
⚙️ Make it your own
Settings are available in config/combatpunchy-client.toml.
- Independently enable or disable attack-triggered and hit-triggered combat entry.
- Toggle item-switch exit, inactivity exit and starting in vanilla mode.
- Adjust the 7-second default timeout, or disable it.
- Toggle Punchy first-person, Moves body, camera and facial compatibility separately.
- Configure native stances, first-person transition timing and combat entry while targeting blocks.
- Use the master switch to disable automatic behavior and compatibility handoffs.

📦 Choose your edition
Minecraft 1.21.1 — NeoForge
- NeoForge: 21.1.262 or newer within 21.1.x
- Java: 21
- Epic Fight: 21.17.3.1
- Punchy! integration: 2.8g–3.1b
- Punchy! Moves integration: 1.0.3–1.0.7
Minecraft 1.20.1 — Forge
- Forge: 47.4.13 or newer within 47.x
- Java: 17
- Epic Fight: 20.14.17
- Punchy! integration: 3.1b
- Punchy! Moves integration: 1.0.5–1.0.7
Epic Fight is required. Punchy! and Punchy! Moves are optional integrations. Either animation bridge can be used independently, and automatic mode switching also works with Epic Fight alone.
Install the animation-mod builds matching your Minecraft version and loader.
Combat Punchy is client-side. Epic Fight’s own multiplayer requirements and server mode-switching rules still apply.
🔎 Compatibility notes
- Facial alignment: the correction for displaced or duplicated Moves facial features is included. Testing with the default skin showed aligned features during combat and hurt poses; broader skin and animation-pack coverage remains ongoing.
- Incoming hits: switching responds after the server reports damage. It cannot retroactively change the triggering hit’s damage or armor mitigation.
- Conflicting addons: do not combine Combat Punchy with Epic Tweaks, Epic Punchy or the older TNK Combat Mode.
Follow facial-rendering reports
Source code · Changelog · Report a bug
💬 Join the community
Join Towns & Kingdoms | Modding Hub for updates, discussion and support. Include your loader, mod versions, skin and animation packs when reporting a visual issue.
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