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removed:universaltech:heavymeleecancel [2025/06/28 18:01] – moved to removed monster_domosedremoved:universaltech:heavymeleecancel [2025/08/21 10:15] (current) – (IGNORE) Changed mm to sm icon compsoter
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 ====== Heavy Melee Cancel ====== ====== Heavy Melee Cancel ======
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 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
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 Heavy Melee Cancel's can be split into two categories; //__true__// and //__false__// Heavy Melee Cancel's can be split into two categories; //__true__// and //__false__//
   * A __True__ Heavy Melee Cancel allows for full actionability afterwards. True Heavy Melee Cancels can only be executed with certain active items.   * A __True__ Heavy Melee Cancel allows for full actionability afterwards. True Heavy Melee Cancels can only be executed with certain active items.
-  * A __False__ Heavy Melee Cancel cancels the Heavy Melee, but doesn't allow for actionability afterwards. False Heavy Melee Cancels are executed with certain character abilities; these abilities put you into a special state that prevents normal actions (e.g. <kelvin_mm> Kelvin's //Ice Path//)((The one exception is <kelvin_mm> Kelvin's //Ice Dome//, which is a True Heavy Melee Cancel)).+  * A __False__ Heavy Melee Cancel cancels the Heavy Melee, but doesn't allow for actionability afterwards. False Heavy Melee Cancels are executed with certain character abilities; these abilities put you into a special state that prevents normal actions (e.g. <kelvin_sm> Kelvin's //Ice Path//)((The one exception is <kelvin_sm> Kelvin's //Ice Dome//, which is a True Heavy Melee Cancel)).
  
 True Heavy Melee Cancels are the only type that can be utilised for movement. To maximise the movement potential, cancel the Heavy Melee at the endpoint of the lunge phase (since that is when you are the fastest), then [[universaltech:slidebunnyhopping|Slide Bunnyhop]] afterwards. Heavy Melee Cancels maintain the momentum from the moment you activate the active item; this means you can turn freely during the lunge phase without affecting the speed afterwards. True Heavy Melee Cancels are the only type that can be utilised for movement. To maximise the movement potential, cancel the Heavy Melee at the endpoint of the lunge phase (since that is when you are the fastest), then [[universaltech:slidebunnyhopping|Slide Bunnyhop]] afterwards. Heavy Melee Cancels maintain the momentum from the moment you activate the active item; this means you can turn freely during the lunge phase without affecting the speed afterwards.
  
-The <weapon> <color #9E6203>Weapon</color> item //Melee Charge// (<soul>1,600) heavily impacts True Heavy Melee Cancels. Its stat of //+Heavy Melee Distance// increases the peak speed during the lunge phase, which can be preserved for even greater momentum. +The <weapon> <color #9E6203>Weapon</color> item <item_melee_charge> //Melee Charge// (<soul>1,600) heavily impacts True Heavy Melee Cancels. Its stat of //+Heavy Melee Distance// increases the peak speed during the lunge phase, which can be preserved for even greater momentum. 
  
 False Heavy Melee Cancels are much less useful; their main use is to parry bait opponents or for small positioning adjustments. False Heavy Melee Cancels are much less useful; their main use is to parry bait opponents or for small positioning adjustments.
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 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ Price (<soul> Souls)  ^ Type of Item                                ^ Item Name           ^ ^ Price (<soul> Souls)  ^ Type of Item                                ^ Item Name           ^
-| <soul>1,600           | <weapon> <color #9E6203>Weapon</color>      | //Fleetfoot//       | +| <soul>1,600           | <weapon> <color #9E6203>Weapon</color>      | <item_fleetfoot> //Fleetfoot//       | 
-| <soul>3,200           | <vitality> <color #7CB125>Vitality</color>  | //Fury Trance//     | +| <soul>3,200           | <vitality> <color #7CB125>Vitality</color> <item_fury_trance> //Fury Trance//     | 
-| <soul>6,400           | <vitality> <color #7CB125>Vitality</color>  | //Colossus//        | +| <soul>6,400           | <vitality> <color #7CB125>Vitality</color> <item_colossus> //Colossus//        | 
-| <soul>6,400           | <vitality> <color #7CB125>Vitality</color>  | //Unstoppable//     | +| <soul>6,400           | <vitality> <color #7CB125>Vitality</color> <item_unstoppable> //Unstoppable//     | 
-| <soul>6,400           | <weapon> <color #9E6203>Weapon</color>      | //Vampiric Burst//  |+| <soul>6,400           | <weapon> <color #9E6203>Weapon</color>      | <item_vampiric_burst> //Vampiric Burst//  |
  
 ===== Abilities that cancel Heavy Melee ===== ===== Abilities that cancel Heavy Melee =====
removed/universaltech/heavymeleecancel.1751133695.txt.gz · Last modified: 2025/06/28 18:01 by monster_domosed