# Saint Seiya: Cosmos & Cloths
Wear the Cloth of your constellation, ignite your Cosmo and fight as a Saint of Athena. This mod brings the Saint Seiya universe to Minecraft with its **own melee combat system**: weighty strikes, well-timed guards and parries, launchers, aerial combos, and a Cosmo and stamina economy that makes every fight count.
> Requires **Fabric Loader** and **Fabric API** (Minecraft 1.21.11, Java 21).
> Recommended: **Better Combat** and **Player Animation Library** (strike and hit-reaction animations).
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## Combat with rhythm
Every click is a decision. Strikes have wind-up, contact and recovery, and the game marks each hit with a short hit-stop, a slight screen shake and a knockback that pushes the target away.
- **Strike chain:** jab, cross, kick and finisher. Each Cloth can have its own set.
- **Heavy strike:** sends the target flying, but punishes you if it misses or gets blocked.
- **Dash and sequence combos:** key sequences unlock launchers and aerial strikes.
- **Different timings for attacker and defender:** light strikes can be chained; heavy strikes open your guard.
**For you:** fighting stops being about clicking as fast as you can. You choose when to chain, when to launch and when to back off.
## Guard, parry and clash
- **Guard** reduces damage and costs posture. Break someone's posture and they're left open.
- **A well-timed parry** cancels the strike and rewards whoever read their opponent.
- **Clash:** when two strikes meet, both fighters are knocked back in a burst of sparks.
- A cooldown between attempts stops you from landing parries by pressing the key at a fixed rhythm.
**For you:** defending is a skill. Learn your opponent's rhythm and you turn the fight around; hold guard without thinking and you take damage.
## Aerial combos and ragdoll
- A launch that lifts the target more than 5 blocks opens an **aerial combo window**, with aerial punches and kicks that only come out during it.
- Launched fighters **tumble as they fall** and can recover before landing, with a dedicated key.
**For you:** opening with a launcher and following the target into the air is the highest-damage route. Getting launched is no longer a death sentence: if you know when to recover, you're back in the fight.
## Cosmo, stamina and attributes
- **Release Cosmos ratio:** choose how much Cosmo to invest in each strike, from 35% to 100% (up to 150% with the Seventh Sense), using the `]` and `[` keys. The value is shown next to the Cosmo bar.
- **Predictable cost:** each strike spends a fixed fraction of your Cosmo, not an amount that spirals out of control.
- **Attributes that matter:**
- **STR** multiplies damage and stamina cost, and grows your reserve.
- **SPD** speeds up strikes and movement.
- **DEX** speeds up stamina regeneration and grants a chance to dodge passively.
- **Fatigue:** below 40% stamina, your strikes become slower and weaker.
- **Against creatures,** invested Cosmo turns into extra damage.
**For you:** spend little and last, or go all in and hit hard? Strong fighters tire faster; agile fighters fight a different way. Stamina is the brake.
## Strike abilities
Special non-linear strikes, equipped in the ability slots (3 loadouts of 5 slots).
- **Cosmo-based** (like the heavy strike): work **without armor**.
- **Constellation-based:** powerful specials and actives that **require your constellation's Cloth to be worn**.
- **Pegasus examples:** get behind the target and punch, step back and throw a long-range punch, or leap and dive in with a kick. The kick on a target with no stamina launches it upward and opens the aerial combo.
- If the move can't happen (no target, no room), **nothing is spent**.
**For you:** your strikes are no longer one fixed sequence. You build your own fighting style and choose the moment for each ability.
## Escape, always available
Stuck in a stun, tumble or combo? **Escape** (Space, only while you're trapped) gets you out. It costs stamina, or Cosmo if you're short on stamina, has a long cooldown, and its cost doesn't depend on how strong the attacker is.
**For you:** a much weaker player is never trapped forever, and escape is a limited resource that also demands a decision.
## Fighters and training
- **Bronze, Silver and Gold fighters** guard, dodge, take hits, and use combos, including the aerial combo. They vary in strength and speed, and arenas range from 1v1 up to 10v10.
- **Training dummy** with four modes: punching bag, guard, counter and auto-attack, with a damage readout. Great for practicing combos, guarding and parrying.
## Ground impact marks
Throws and falls leave **debris and cracks** on the ground. It's purely visual: no block actually changes, and everything fades within a few seconds.
## Progression
In the skill galaxy, **Titan's Strength** nodes take STR from 0 to 100, and new nodes unlock each constellation's strike abilities.
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## Coming soon
- State-based combos (strikes that depend on the target being grounded, airborne or knocked down) and aerial rounds with diminishing damage.
- A slam with a circular shockwave on the ground.
- Seventh Sense: a temporary state with a Cosmo aura and special strikes per attribute.
- On-screen combat indicators (blocked, dodged, lucky) and a prompt when an aerial combo is available.
## Notes
- Combat is **server-authoritative**: the client only sends key presses, and the server decides everything.
- Everything is configurable through files (costs, windows, effect quality), and strike abilities are defined in data files.
- The mod is in active development; some systems are still being balanced.
## License
CC0-1.0.

