PROJECT MOMENTUM — Batman Combat, Spider-Man Swinging & inFAMOUS Powers!? (Patreon)
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HEYYY GUYYS / Buttery Bois!
Soooo… I decided to challenge myself and ADD my FAVOURITE systems from games like Arkham, Spider-Man & InFAMOUS within Minecraft.
Apparently picking ONE of those was too reasonable hah.
That's what I've been building with PROJECT MOMENTUM! A mod all about chaining fights, movement and powers together—whether you're throwing a zombie across a rooftop, swinging between buildings or turning yourself into a flying chunk of concrete.
There is a LOT packed into this thing already, so here's the full feature breakdown for the current v0.46.1 build!
👊 Batman / Arkham-Inspired Combat
Turn on Combat Mode and start flowing between enemies with a dedicated Freeflow combat system!
You can:
Chain punches and kicks between nearby enemies.
Use your movement direction to choose who gets hit next.
Build combos through successful attacks and counters.
Finish a five-hit basic string on the same target for stronger knockback.
Dodge incoming attacks or hold your guard.
Heavy-stun enemies and follow up with a beatdown.
Build your SPECIAL gauge for animated takedowns.
Spend a full SPECIAL gauge on a quick heal instead.
There are six paired takedown variations, different attack and counter animations, and combo advancements at 25, 50 and 100 hits.
Basically… the zombie that walked up expecting normal Minecraft combat is having a VERY different evening.
🥊 Take the Fight Into the Air
Charge an attack to launch an enemy, jump after them and continue fighting above the ground!
Air combat includes a four-hit follow-up string, a final knockback hit, redirect vaults and aerial crowd attacks against stunned enemies.
You can also hook yourself into an aimed dropkick. Walking over to someone before kicking them felt a little inefficient.
💢 Enemies Actually Fight Back
Mobs have readable attack warnings, recovery windows and coordinated crowd behaviour. Groups can circle, flank and pressure you while you decide whether to counter, dodge or commit to another hit.
Different enemies also have their own interactions:
Catch Skeleton arrows or deflect them back.
Counter a charging Creeper by kicking it away before it explodes.
Kick Slimes or use them for a mobility bounce.
Heavy-stun Endermen to create an opening against their teleporting evasions.
Yes, you can turn a Creeper into somebody ELSE'S problem. Briefly.
🎣 Fishing Rods Have Become a Problem
The combat hook can do a lot more than catch fish.
Tap for a Hook Strike, or hold for a move that changes with the situation:
Pull an enemy toward you while airborne.
Slam a launched enemy back down.
Disarm an armed mob.
Spin an enemy around yourself, hit other enemies with them and throw them away.
You can steer the final throw with your movement input, too.
Fishing has become a contact sport hah.
🌳 An Actual Arsenal Skill Tree
Press K to open the Arsenal tree and unlock three tool-based techniques, each with its own mastery upgrade:
Cinder Feint / Backdraft: a flint-and-steel flash that staggers enemies ahead.
Tidal Sweep / Undertow: a trident sweep that knocks enemies away or gathers them into a lifted position.
Anvil Breaker / Faultline: a mace slam that launches nearby enemies, with a larger upgraded impact.
Earn more points through combat defeats and choose your equipped technique. Your unlocks and progress save with your character.
🪓 Throw Your Weapons
Throw supported swords, tools, shears and arrows with Shift + Right Click!
Tools can rebound toward you after hitting an enemy, stick into walls on a clean impact or fall as recoverable items. First-person throws follow your aim, while third-person throws can acquire nearby hostile targets.
Shears have a returning throw that can cut traversal ropes. Arrows remain actual arrows—those aren't secretly boomerangs.
🕸️ Momentum-Based Swinging
Swing from real structures using a fishing rod or equipped grappling gear. Build speed through the arc, reel yourself upward and release into a jump before catching another surface.
The rope can wrap around supported corners and straighten again when the route clears. Your release carries momentum, and catching another rope redirects that movement into the next swing.
You can choose your hook side, steer through the swing and adjust how much guidance helps you.
And yes… the “it's just a rope” joke required a slightly unreasonable amount of maths xD
💨 Zips, Yanks, Dives & Midair Dodges
Traversal also includes:
Forward Super Yanks.
Sideways and backward air dodges.
Aimed zips toward walls and ledges.
Assisted climbs onto reachable rooftops.
Angled zip entries into wall runs.
Deliberate head-first dives.
Upward release flicks from a swing.
Cancelable surface zips when you change your mind.
There is also a limited Precision Focus mode that slows your own traversal while aiming, then resumes your stored momentum when released. It doesn't pause the whole server for your dramatic decision-making.
🧗 Walls Are Now Part of the Route
Carry one pickaxe to grip and slide down walls, or two for climbing and wall running.
Move sideways, descend, push away from a wall and carry speed into a horizontal wall run. Grappling bracelets provide their own wall movement without needing the pickaxes.
With cuffs equipped, you can also climb through fast alternating wrist pulls and flick over a clear roof edge.
Ceiling hangs let you pump a hanging swing, reel upward, lower yourself and detach into another move.
🧵 Build Your Own Traversal Lines
Connect valid surfaces with lines up to 128 blocks long!
Use leads, equipped cuffs or the tool-free option to create routes that other players can use too.
Depending on your gear, you can walk along the rope, hang beneath it, climb or slide downhill. Aim at a line to zip aboard, board a safe strand above you, or build a line directly from a wall grip.
You can cancel unfinished anchors, recover your nearby lines and cut ropes with shears.
🚀 Slingshots & Spring Jumps
Board a line, aim, hold Space and pull back into a charged slingshot. Release to launch along your chosen direction!
The rig uses a real rear anchor, and its launch can carry into your next swing.
Cuffs or a carried piston also unlock growing rope bounces and charged ground spring jumps.
Your inventory piston has officially found a new career.
🦾 Craftable Grappling Gear
There are three craftable pieces of gear to work toward:
Grappling Bracelets: wrist-fired hooks, swinging and climbing.
Chain Cuffs: the traversal gear with physical-looking chain tethers.
Power Cuffs: access to the elemental power selector.
Equip your cuffs in the offhand. With Power Cuffs equipped, press P to choose Chain, Smoke, Neon, Video or Concrete.
Each element also has different tap-F and hold-F techniques—eight elemental techniques across the four powers.
And this is where things get a LITTLE less normal…
🔥 Smoke Powers
Break apart into Smoke, dash through the world and reform on the other side of your movement!
Smoke includes:
Smoke dashes and repeated wall dashes.
Passage through supported thin obstacles such as fences, bars, doors and trapdoors.
Hovering, charged jumps and heat-assisted vertical launches.
Quick shots and charged Cinder Blasts.
Ash Bombs, heavy missiles and Comet Drops.
A full-gauge Orbital Drop.
A targeted Smoke rush that ends in a hand explosion.
A charged, expanding Smoke screen that stuns nearby visible enemies.
Larger attacks can ignite enemies and leave supported fires. You can then absorb that fire back into your Smoke reserve.
Very environmentally questionable. Very useful.
⚡ Neon Powers
Turn into a streak of light and race along the ground or up building faces!
Neon brings:
Accelerating light runs and wall traversal.
Charged running and wall jumps.
Airborne floating, steering and a boost.
Precision Neon bolts.
Wrist blades during melee attacks.
A targeted light rush.
A charged light vortex that pulls enemies inward, lifts them and throws them out.
The trails follow your movement through turns and linger behind you. Looking unnecessarily cool while travelling is part of the package.
🪽 Video Powers
Become digital matter with wing surges, controlled hovering and rapid pixel attacks!
Video includes:
Vertical takeoff and two wing surges per landing.
Gliding, banking and pull-ups that trade speed for height.
Wing-assisted climbs up real building faces.
A rapid Pixel Torrent you can fire while hovering.
A thrown holographic sword that teleports you beside its impact.
Up to three charged homing holographic swords.
The wings appear for surges and wall climbs, while normal hovering stays wingless.
🔵 Become Part of the Redstone Circuit
Video can interact with Minecraft's redstone!
Absorb energy from powered components, or spend your own energy to temporarily power a circuit. Affected powered dust turns blue, and connected lamps and other receivers respond to the signal.
Double-tap sneak while standing on redstone dust to enter the wire, travel through connected paths and choose directions at junctions. Jump to leave through a clear exit.
You've gone from building the wiring to BEING the wiring hah.
🪨 Concrete Powers
For anyone who thinks subtle movement is overrated…
Concrete includes:
An armoured Boulder Dash with contact damage.
Charged jumps that turn you into a rolling boulder.
An airborne boulder dash.
Wall braces, outward jumps and dash exits.
Heavy rock thrusters with two lifts per landing.
Shrapnel shots, charged heavy volleys and Concrete Barrage.
Ground Smash and its landing shockwave.
Seeking spikes that travel along suitable ground.
Charged stone traps that catch grounded enemies.
Concrete also provides damage protection while you have energy, with stronger protection during its armoured dash and boulder movement.
Sometimes the solution to a problem really IS throwing a larger rock at it.
🔋 Power Comes From the World Around You
The powers share an energy reserve, with passive recharge and different absorption sources:
Smoke: fire and suitable heat sources, including burning enemies.
Neon: glowstone, sea lanterns, end rods and lit redstone lamps.
Video: live redstone sources and powered components.
Concrete: exposed rock and supported masonry, including suitable slabs and stairs.
Loose fires are consumed when absorbed, burning enemies can be extinguished, and swapping powers doesn't give you a fresh full tank.
You're powerful. You still have to pay the electricity bill.
🏃 Parkour & Movement That Connects Together
Powered parkour adds ledge catches, sideways shimmies, transfers between reachable handholds, mantles, gap jumps and balancing on narrow supports.
Hold the sprint binding to engage the assistance, so an ordinary jump doesn't suddenly attach you to a wall.
Earned speed carries between supported movement transitions: falling into a dash, dashing into a hover, banking while firing and releasing back into freefall.
The character's chest, hips, arms and legs react to acceleration and braking too, giving movement some actual weight and follow-through.
👹 New Conduit Enemies
There are four dedicated Conduit enemy types to put the powers against:
Pawns: mobile ranged fighters that strafe, fire Concrete bursts and use cover.
Knights: heavier axe-wielding fighters with ranged shards, jumping reposition moves and warned ground slams.
Bishops: floating support enemies with breakable orbiting shields, a destructible platform and the ability to mend allies.
Armoured Creepers: tougher Creepers with a longer fuse and a MUCH bigger explosion.
Their stone defenses can be damaged, their shots can hit real cover, and coordinated attack openings give you opportunities to respond.
These are currently available through Creative spawn eggs and the Conduit test kit, so you can set up your own encounters.
🥷 Rival Fighters & Multiplayer Combat
Spawn a dedicated Rival Fighter with Easy, Medium or Hard behaviour. They can feint, guard, dodge and use their own light attacks, heavy attacks and combo sequences.
Player-versus-player combat also has timed defense, readable heavy windups and combo escape/separation rules, subject to the server's PvP settings.
Other players can see your combat and traversal animations, powers and effects, and use your shared traversal lines.
You can also spawn test waves of different mobs when you want to practice—or make an incredibly poor decision on purpose.
🎬 Custom Animations, Cameras & Effects
Combat and traversal have their own animations, including paired takedowns, wall poses, aerial strings, wrist pulls and powered movement.
There are rolling Smoke wakes, layered Neon ribbons, holographic blades, digital breakup effects and Concrete armour that follows the character's pose.
You can toggle the combat/traversal camera, adjust impact-camera strength and choose your swing guidance level.
The normal release's effects work without needing Photon or an unrelated shader pack.
🛠️ An In-Game Pose Workshop
Press F10 to open the Pose Workshop and adjust the animations yourself!
Select body parts or held-tool grips, then move, rotate or scale them with draggable controls or numeric values. Orbit the preview, check different tools, undo changes and save your adjustments.
There's also a pendulum preview for checking the body sway.
Because apparently making the mod wasn't enough… I put an editing workshop inside it too hah.
📖 A Move List That Remembers What You Need
Press F7 for the Field Manual!
Search for moves, read their controls and explanations, then pin individual reminders to your HUD. Your pins stay saved between sessions.
There are also combo and power displays, charge feedback, anchor markers, rebindable controls and a combat-mode toggle for returning to ordinary Minecraft controls.
For testing and creative setups, there are loadout kits, wave controls, skill respecs and an optional tool-free setting for the supported tool abilities. Elemental powers still need their Power Cuffs.
And yes—the search now accepts more than one letter, and carrying leads no longer blocks your weapon throws. Two particularly unhelpful showcase surprises have been dealt with hah.
📦 Current Build - Click to Download
Project Momentum v0.46.1 is for Minecraft Java 1.21.1 / NeoForge 21.1.248, using Java 21. Use the matching mod version on the client and server when playing multiplayer.
There are still things to polish, but there's already a ridiculous amount to mess around with.
Let me know what you try first—and if something breaks, tell me which move you were using and what happened. Especially if you discover a brand-new way to launch yourself into a building xD
Thank you for supporting the Buttery chaos, bois <3