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Combo
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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
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Must be installed on both the client and the server.
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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.

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.
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Every number above is pretty much fully customizable.
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Built on Architectury for both Fabric and NeoForge
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