Combat

Jurassic Blocky's has a simple, but some what unique combat system. Like with any combat game, left clicks are your primary attacks that form a "combo". A combo, in JB terms anyway, is a set of attacks that follow up on each other to form a "sequence" of attacks. Usually these combos in total can deal significant damage. An example of this combo can be seen in Giganotosaurus. Giganotosaurus combo follows a LC1 -> Heavy -> LC2 -> LC3 sequence. Of course, these combo sequences can be changed and used differently depending on the player and dinosaur. Some dinosaurs have basic combo sequences compared to others.
== Left Clicks ==
Like mentioned before, left clicks (Or LC's) are your playables primary attack. These attacks deal damage and possibly other effects depending on the playable. Some can apply bleed, and some can apply poison (see Passives to learn which do). Currently as of Janurary 19th, 2025, playables have 3 distinct left clicks that don't flow with each other. They are separated into 3 different attacks that can be used to create a combo sequence. 
With combat recode, LC's will flow more nicely between each attack. With this flow, players can more easily create a combo without the opponent escaping from it. With combat recode LC's, you will be stationary unless the attack moves you directly forward. 
Also with LC's in combat recode, upon being hit, you will be "flinched". When being flinched, you will not be able to move or attack until the player stops attacking you. 
== Heavies ==
Every dinosaur will receive a heavy. These heavy attacks will be attacks that directly ragdoll another player of the same tier or lower of your playable (see Playable List for more information). Heavies can be done by clicking F on keyboard. 
With every dinosaur receiving a heavy, all heavies will be unique and different from each other and how they work. Some will be simple grabbing bites, while others could be an AOE focused heavy that flings opponents in all directions. Heavies can be used both offensively and defensively in combat. Damage values for heavies will also range depending on the playable. 
== Active Abilities ==
Coming with combat recode, active abilities will be new attacks or effects that can aid you in battle. Much like with heavies, all playable's will receive two active abilities. Active abilities will generally have longer cooldown's depending on the ability compared to heavies. Some active abilities can have timers of up to a minute or more depending on the playable. With this, it is imperative that you time these active abilities out or counter an opponent with one.