An overhaul of RedM’s buggy melee combat system, rebuilt into a cleaner, skill-based experience.
- Almost completely eliminates the spammy recursive block/counter loop glitch by using melee-action detection and tighter attack/block windows.
- Adds responsive timed counter and block prompts, including keyboard/controller-aware prompt icons and optional visual styles.
- Introduces a full Opening Attack system with timed opportunities for moves like Opening Punch, Eye Grab, Shin Kick, and Leg Kick.
- Adds a Sekiro-style stance meter that builds through defensive/offensive play, unlocks a Special Attack state at full meter, and can scale melee weapon damage.
- Adds a combat stamina meter that drains from configured melee actions, regenerates while idle, and can temporarily lock attacks when exhausted for anti-spam pacing.
- Includes optional low-stamina screen effects and clear Out of breath feedback to improve combat readability.
- Adds manual directional dodge control with stamina requirement, stamina drain, and timing windows for reliable evasive play.
- Improves multiplayer consistency with client state sync options for attack states and melee phase behavior.
- Supports weapon-gated melee logic, optional NPC interaction, and deep tuning across prompts, timings, meters, dodge, damage scaling, and behavior toggles.
For better visual fights from the outside looking at it in RP scenes and fight nights, also for deliberate, high-skill melee combat with a massive amount of configurable values.

