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Combos

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Combos

By vglevelupOwner

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Turns vanilla Minecraft melee into more RPG-like combat: chain hits into a finisher, parry and counter, sneak past or silently take down enemies, and managing a stamina bar

Mod Loaders
Minecraft
26.2

About

Description

COMBO

The Better Combat Mod

Chain hits into a finisher, parry a swing to counter it, sneak past or silently take down a mob, and manage a stamina bar that gates how much of that you can do back to back.

In all honesty guys, I got really into Batman Arkham Origins over the past weeks and I wanted to make a mod that felt similar to it's combat a little bit. Though I don't think I should be trying to edit the way all mobs move either so this is as close as I can think of right now.

What it does

Combo & Finishers: Land three timely, sufficiently-charged melee hits in a row and the third lands as a finisher: bonus damage, extra knockback, and a stagger (Slowness + Weakness) on the target. Swords apply a bleed effect on a finisher, axes and maces get scaled-up knockback, and maces splash a chunk of flat damage to anything standing near the target.

Combo Finisher

Parry & Counter: Raise your shield at the right moment (not just "was already blocking") and a landed hit becomes a parry instead: it knocks the attacker back, staggers them, and arms your next landed hit to auto-upgrade into a finisher regardless of your current combo stage. Vanilla's own shield-raise windup is also scaled down, so a reactive block has a fair chance of actually landing in time.

Stealth & Backstab: Sneaking behind a target's facing and landing a hit deals bonus damage with its own sound cue, and a subtle vignette stays on screen the whole time you're sneaking, flashing red on a successful backstab. Sneaking also meaningfully lowers how easily mobs notice you.

Full Sneak Mode & Silent Takedown: An optional, always-on-while-crouching upgrade to the stealth bonus above: detection drops drastically in every direction, not just a target's blind spot. While it's active, walking up directly behind an eligible target (any hostile mob, an Iron Golem, or a villager) and attacking lands a heavily bonus-damage hit.

Stamina & Dodge: A stamina bar backs all of the above: sprinting and blocking drain it gradually (and get force-cut once it's empty), Full Sneak Mode's detection bonus drains it while active and simply stops working once it's gone, and a parry, a landed finisher, or a silent takedown each take a bigger one-time spike out of it as the cost of pulling one off. A dedicated dodge key spends a flat chunk of stamina for a directional dash, in whatever direction you're currently moving, or backward if you're standing still, with a brief window of total damage immunity.

Configuration

Every number above is pretty much fully customizable.

Platform

Built on Architectury for both Fabric and NeoForge

COMBO

The Better Combat Mod

Chain hits into a finisher, parry a swing to counter it, sneak past or silently take down a mob, and manage a stamina bar that gates how much of that you can do back to back.

In all honesty guys, I got really into Batman Arkham Origins over the past weeks and I wanted to make a mod that felt similar to it's combat a little bit. Though I don't think I should be trying to edit the way all mobs move either so this is as close as I can think of right now.

What it does

Combo & Finishers: Land three timely, sufficiently-charged melee hits in a row and the third lands as a finisher: bonus damage, extra knockback, and a stagger (Slowness + Weakness) on the target. Swords apply a bleed effect on a finisher, axes and maces get scaled-up knockback, and maces splash a chunk of flat damage to anything standing near the target.

Combo Finisher

Parry & Counter: Raise your shield at the right moment (not just "was already blocking") and a landed hit becomes a parry instead: it knocks the attacker back, staggers them, and arms your next landed hit to auto-upgrade into a finisher regardless of your current combo stage. Vanilla's own shield-raise windup is also scaled down, so a reactive block has a fair chance of actually landing in time.

Stealth & Backstab: Sneaking behind a target's facing and landing a hit deals bonus damage with its own sound cue, and a subtle vignette stays on screen the whole time you're sneaking, flashing red on a successful backstab. Sneaking also meaningfully lowers how easily mobs notice you.

Full Sneak Mode & Silent Takedown: An optional, always-on-while-crouching upgrade to the stealth bonus above: detection drops drastically in every direction, not just a target's blind spot. While it's active, walking up directly behind an eligible target (any hostile mob, an Iron Golem, or a villager) and attacking lands a heavily bonus-damage hit.

Stamina & Dodge: A stamina bar backs all of the above: sprinting and blocking drain it gradually (and get force-cut once it's empty), Full Sneak Mode's detection bonus drains it while active and simply stops working once it's gone, and a parry, a landed finisher, or a silent takedown each take a bigger one-time spike out of it as the cost of pulling one off. A dedicated dodge key spends a flat chunk of stamina for a directional dash, in whatever direction you're currently moving, or backward if you're standing still, with a brief window of total damage immunity.

Configuration

Every number above is pretty much fully customizable.

Platform

Built on Architectury for both Fabric and NeoForge