Revengers Re punch mechanics form the core of offensive combat in the Roblox action experience Revengers://Re by knockout174. Landing basic punches chains standard attacks into ragdolling finishers, damages an opponent's limb health, and can trigger mid-fight duels when strikes collide simultaneously.

Punch Controls and Inputs

Basic strikes and combo modifiers can be executed across both PC and controller platforms. Every standard binding can also be customized on PC by navigating to Settings and selecting Keybinds.

ActionPC InputController InputMechanics
Normal Punch (M1)Left Mouse Button (LMB)RT / R2Advances the 4-hit combo chain. Hold to keep swinging automatically.
FeintRight Mouse Button (RMB)RB / R1Cancels a punch mid-swing, or aborts a winding heavy attack or ability.
Heavy PunchRY / TriangleGuard-breaking punch that ragdolls opponents. Operates on a 13-second cooldown.
Style / Spec AbilityEX / SquareExecutes your equipped combat style or primary specialization ability.
Ascended AbilityTD-pad RightExecutes the ascended style technique or secondary specialization ability.

Combo Structure and Clash Windows

The basic punch combo in Revengers://Re consists of exactly four strikes: three standard hits followed by a fourth finisher hit that flings the target backward.

  • Swing Cadence: Standard attacks feature a 0.65-second gap between swings by default. Equipped combat styles and higher character ranks can reduce this delay.
  • Combo Reset: If you stop attacking for 2.0 seconds while idle, the combo counter drops and restarts at the first hit.
  • Clash Mechanic: If two opposing players throw a punch at each other within a tight 0.12-second window, an attack clash triggers automatically. This starts an isolated 4.5-second duel between both combatants.
  • Feinting: Tapping RMB or R1 mid-swing cancels the current punch, allowing players to bait defensive reactions without committing to the full swing duration.

Limb Health and Punch Wear

Every character has separate limb health pools alongside their standard 100 hit points. Landing punches impacts not only base health, but also specifically degrades arm durability.

  • Durability Pool: Each limb possesses 90 hits of total health.
  • Damage Consumption: An ordinary punch chips away 1 hit from the limb pool. Heavy strikes and damaging abilities take off 2 hits.
  • Arm Breakdown: When an arm's health pool reaches 0, the limb breaks. A broken arm causes all swing speeds to slow down by one-fifth (20%), and that arm will flatly refuse to cast its associated abilities. Only one limb can be broken at any given time.
  • Natural Recovery: If a limb remains undamaged for 5 minutes, it naturally begins repairing at a rate of 1 hit per second. This passive healing only functions if the limb did not fully break.
  • Clinical Repair: Fully broken limbs persist through player deaths and server rejoins. A broken limb can only be repaired by visiting the Nurse at the clinic for a fee of ¥400. While carrying a broken limb, the Nurse is highlighted in green through walls.

Punch Modifiers: Weapons and Height Stats

Punch damage and physical melee reach can be altered through purchased black-market gear and character creation rolls.

Weapon Upgrades

Visiting Mr. Mystery lets players buy melee equipment using in-game Yen (drawn or holstered using C on PC or LB/L1 on controllers). Buying a new weapon replaces your existing one, and weapons drop upon death or server disconnection unless bound to matching combat styles:

  • Knuckles (¥1,000): Grants a permanent +10% damage bonus to standard M1 punches. Knuckles are retained across death only if paired with Shion's chair.
  • Bat (¥1,300): Replaces standard punches with 10 damage M1 hits and a 20 damage heavy swing on R. Swings take 1.0 second and sprinting is disabled while drawn.
  • Pipe (¥1,700): Matches the damage and speed profile of the bat. Retained across death if paired with Broken Chain Style or Kazutora's chair.

Height Reach vs. Speed Modifiers

Physical reach when throwing punches depends on the height archetype rolled during character customization:

  • Runt / Petite: +10% movement speed, standard reach.
  • Short: +6.7% movement speed, standard reach.
  • Below Average: +3.3% movement speed, standard reach.
  • Average: Baseline reach and baseline speed.
  • Above Average: +2% melee strike reach.
  • Tall: +4% melee strike reach.
  • Towering: +6% melee strike reach.
  • Giant: +8% melee strike reach.
  • Colossal: +10% melee strike reach.

Defensive Counters to Punches

Opponents have several active defensive options to avoid or punish predictable punch strings.

  1. Guard: Holding F (or LT/L2) raises a frontal block. Guarding slows movement and does not protect against attacks from behind. Heavy punches (R) completely break guard.
  2. Parry: Raising your guard within the first 0.2 seconds before an incoming punch lands triggers a parry. A successful parry negates all damage, stuns the attacking player for 1.0 second, and goes on a 3-second cooldown. Heavy attacks cannot be parried.
  3. Evade: Pressing Q (or B on controller) while an incoming punch or ability is flying toward you executes an evade dash.
  4. Burst: If caught inside an enemy punch combo or targeted by multiple enemies, the anti-team Burst meter fills. Receiving 6 hits within 8 seconds—or getting struck by 2 separate players within 4 seconds—fully charges the bar. Pressing X (or LB/L1) breaks stun, knocks all non-gang players within 14 studs backward, and triggers a 15-second cooldown.

Revengers Re Combat FAQ

How do you stop someone from parrying your punch combo?

Use a feint (RMB on PC, RB/R1 on controller) mid-swing to cancel your punch animation and bait out their guard, or throw a Heavy punch (R), which cannot be parried and breaks standard guards.

How much money do you earn for executing a downed opponent?

Knocking an opponent down and finishing them with an execution (B) awards the executioner ¥100 in cash, while placing a ¥200 bounty on that player's head.

Does leaving the game prevent someone from taking your money after a fight?

No. Disconnecting or leaving the server in the middle of active combat instantly penalizes your character by wiping one-quarter (25%) of your held Yen.