Combat Mechanics
Overview
RELL Seas features a grounded, skill-based combat system inspired by Devil May Cry's air-ladder combat. Every mechanic has counterplay - keyframe restrictions have been removed, parrying is responsive, and directional awareness is rewarded. Combat emphasizes timing, positioning, and knowing when to dash, block, parry, or evade.
Combat Basics
Core inputs and mechanics available to every class.

Attack (M1s)
Mouse Button 1 attacks can be performed up to 5 times, dealing damage to players who do not block, switch, or evade. After 5 attacks the player knocks the opponent away. While attacking, the player can alter the chain into an uppercut before the final M1. No keyframe restrictions - attack speed adapts naturally to the weapon or fighting style equipped.

Defend (Block / Parry)
Hold the block button to reduce incoming damage. Tap it at the precise moment before an attack lands to parry - deflecting the hit and creating a free combo opening. Parrying is made easier by a slight visible slowdown on the attacker just before impact. Blocks can be broken by block-breaking moves, including: the final M1 of a combo, Strong (Q Spec), Down Slam, and Grab Throw.

Strong (Q Spec / Heavy)
The player dashes forward and strikes. Strong is a block breaker - it will break a blocking opponent's guard. However, Strong slows down significantly as you approach the target, giving a prepared defender time to parry. If two players use Strong at the same camera angle simultaneously, they enter a clash. Horizontal when used on the ground; directional when used in the air (Jump + Heavy).

Down Slam
Performed in the air by attacking while moving backwards. Down Slam is a block breaker - it breaks blocking opponents on landing. Core part of air-ladder combo extensions.
Vertical Down Tilt
A downward tilt attack performed vertically. Added to the combat system and used primarily as an air-to-ground extender in aerial combo chains. Specific input details are pending.

Dash (Front / Back)
Dashes forward or backward. Front and back dashes share the same cooldown and do NOT grant i-frames - they are for positioning, not dodging. Use side dashes to avoid attacks.

Side Dash (Left / Right)
Dashes left or right. Left and right dashes share the same cooldown and DO grant i-frames (invincibility frames) - making them the primary dodge tool. Mastering side dashes is fundamental to surviving in PvP.

Evade
When the evade key (X by default) is pressed, the player exits a combo by gaining i-frames. The evade bar fills as you take damage - you must absorb hits to build it before you can use it.

Parry - RMB (Knockback)
Tap Right Mouse Button at the precise moment before an attack lands to deflect it. This always results in a knockback - the attacker is pushed away. It does NOT stun the attacker or give a guaranteed follow-up combo. Pure defensive reset.
Parry - Q Spec (Followup)
A secondary parry mechanic charged by dealing damage to opponents. When the Q Spec parry bar is full, timing a Q Spec counter deflects the attack and opens a guaranteed follow-up combo window. Rewards aggressive, damage-dealing play - you must earn this parry by landing hits first.

Quick Draw
A combat technique that involves switching between equipped weapons mid-combo. Allows seamless transitions - for example, opening with a gun shot then immediately following up with a melee ladder combo. The weapon switch is instant, extending combo potential across different weapon types.

Uptilt (Uppercut)
While mid-M1 chain, jump before the final M1 to lift the opponent into the air, beginning an aerial combo. This is the launch point for air-ladder combos.

Grab Throw
When an opponent is lifted into the air, use Heavy + M1 to grab and throw them. The throw is directional - you can aim the throw to send them into other nearby players, chaining damage. A block breaker on landing.
Geppo (Sky Walk)
Allows the player to jump in the air up to a maximum of 3 times. RELL Seas is not a jump-based game - Geppo jumps are intentionally limited to keep combat grounded. Geppo is camera-based: you control the direction of each mid-air jump based on your camera angle rather than being forced straight up. This enables aerial approaches, directional air combat, and kicking opponents upward or chasing them through the air. The Geppo Master fighting style increases the cap from 3 to 5 jumps.

Take-down (Stealth Kill)
Performed by crouching and approaching an unaware enemy from behind, then attacking. Instantly defeats standard enemies. Requires stealth - enemies must not be alerted to your presence.

Knocked (Downed State)
When HP reaches 0, the player enters a Knocked state rather than dying instantly. Enemies can finish (execute) a knocked player to kill them. After a set duration without a finisher, the player recovers.

Clashing
Occurs when two players use Strong at the same camera angle simultaneously. A clash UI appears - both players compete by pressing a button repeatedly to fill their bar and win the clash.

M1 Clashing
When a heavier weapon starts an M1 chain against another player simultaneously, the heavier weapon negates the incoming M1 damage and begins a combo.
Telegraphed Attacks
Visual signals warn you how to respond to incoming attacks.

Incoming blockable/parryable attack - hold block or tap to parry.

Incoming unblockable attack - must dodge with side dash or evade.
Flash Dash - Directional i-Frame Rule
Flash Dash is available to all classes as part of the base kit. The direction you dash determines whether you receive invincibility frames - mastering this is fundamental to RELL Seas PvP.
Applies equally on land and on moving ships - confirmed by RELL Seas developers.