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removed:universaltech:heavymeleecancel

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removed:universaltech:heavymeleecancel [2025/07/19 01:32] – Removed redundant header line compsoterremoved:universaltech:heavymeleecancel [2025/08/21 10:15] (current) – (IGNORE) Changed mm to sm icon compsoter
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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.
removed/universaltech/heavymeleecancel.1752888732.txt.gz · Last modified: 2025/07/19 01:32 by compsoter