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universaltech:heavymelee [2025/03/01 08:29] – Fixed table monster_domoseduniversaltech:heavymelee [2025/03/30 21:07] (current) compsoter
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 ====== Heavy Melee ====== ====== Heavy Melee ======
 +<WRAP classes #main width right 40% infobox>
 +{{tablelayout?rowsHeaderSource=Auto}}
 +^ <wrap centeralign> **//Heavy Melee//** </wrap>||
 +^ <wrap centeralign>{{ ::universaltech:heavymelee.mp4 }}</wrap>||
 +^ Tech Type                                             | Universal       |
 +^ Difficulty                                            | Basic Mechanics |
 +^ Stamina                                               | 0               |
 +^ Character Dependent                                   | No              |
 +^ To Use                                                | Hold Melee (Q)  |
 +</WRAP>
  
-~~CLOSETOC~~+By pressing the melee key((by default, Q)), you can execute a Light Melee. By holding the melee key, you can continue winding up your punch to execute a **Heavy Melee**. A full Heavy Melee lasts for 1.25 seconds and has a cooldown of 0.9 seconds((''abilities.data'', ''EAttackType_Heavy''; ''m_flCooldownOnHit'', ''m_flCooldownOnMiss'')). A Heavy Melee costs no stamina.
  
-<block classes #clip right width :language>{{ ::universaltech:heavymelee.mp4 |}} +Heavy Melee's are available both on the ground and in the air. There are three phases to a Heavy Melee: __windup__, __lunge__ and __recovery__.((Another way to think about is like a standard move in a standard fighting game. A standard button has startup, active, and recovery frames)) 
-<wrap center lo>A short clip of Heavy Melee, and its turning capabilities::</wrap>+ 
 +===== Windup ===== 
 +Upon initiating a Heavy Melee, you enter the first phase: __windup__. During windup, you pull back and "windup" your punch. If you were on the ground upon initiation, you are instantly stopped while you windup. 
 + 
 +During this phase, you are fully vulnerable and do not yet have a hitbox. While in windup, yellow and orange particle effects will be emitted from your fist and a noticeable sound effect will be played for all players. If you are in the air, you will continue in your current velocity, and be locked out of moving using the standard movement keys.  
 + 
 +The windup phase takes ''0.36'' seconds. 
 + 
 +===== Lunge ===== 
 +After the windup phase is the __lunge__ phase. During the lunge phase, you start lunging forwards and are able to damage other players. The peak speed at which you lunge is ''750'' u/s on the ground and ''797'' u/s in the air. With the <weapon> Weapon item //Melee Charge//, the peak speed is ''1050'' u/s on the ground and ''1116'' u/s while in the air. 
 + 
 +During this phase, you have a hitbox attached to you. While you are moving, a small spherical hitbox is attached to your player which can damage opponents. Since you have a melee hitbox applied on your character, you are susceptible to being parried. If any enemy player is hit (including neutral creeps), the rest of the lunge phase is cancelled, the final hitbox will not appear and you immediately enter the recovery phase. 
 + 
 +<WRAP classes #main width right third :language> 
 +<block classes #clip left width :language>{{::universaltech:heavymeleedraw.png?300|Visualisation of Heavy Melee}} 
 +<wrap center lo>Visualisation of Heavy Melee using commands; the dense cluster is hitboxes while in the middle of lungethe large cone and sphere are the final hitboxes.</wrap>
 </block> </block>
 +</WRAP>
  
-By pressing the melee key (**by default, Q**), you can execute a **Light Melee**By holding the melee key, you can continue winding up your punch to execute a **Heavy Melee**.+While in lunge phase, you have unrestricted turningThis allows you to fake out opponents or take very sharp turns.
  
-==== General Information ==== +At the end of the lunge phase is a "final hit". This hitbox is much larger and is able to be aimed in any direction. This final hitbox consists of two checks: 
-  * **Heavy Melee** is available both on the ground and in the air+  * The game checks in a 192 unit sphere around you to check for enemy players (includes Neutral creeps and minions)
-  * **Heavy Melee** takes no bars of [[universaltech:stamina]] to execute+  * The game checks in a conical frustum (which is 200 units in length and 100 units in final radius) in front of your current position to check for enemy players(includes Neutral creeps and minions) 
-  * There are three phases to a **Heavy Melee**: windup, lunge, and recovery.+  * If an enemies hurtbox is in boththey are hit and damaged.
  
-==== Phases ==== +While in the air, you are able to change your direction by ~5° upwards or downwards.
-  * **Windup Phase**:  +
-    * If you are on the ground, the windup phase stops you at ''0 u/s'' while you wind up your punch.  +
-    * If in the air, you will continue to move at the same speed that you were at before. +
-  * **Lunge Phase**:  +
-    * You will begin to move forwards in the character's forward direction and accelerate to a peak of ''746.67 u/s'' on the ground and ''793.6 u/s'' in the air. +
-    * In the lunge phase, you have a hitbox around and a little in front of your fist that deals a base damage of ''125''+
-    * With the Weapon item **Melee Charge**, peak speed is ''1045 u/s'' on the ground and ''1116.27 u/s'' while in the air. +
-    * **Heavy Melee** is fastest near the end of the lunge phase. +
-  * **Recovery Phase**:  +
-    * You quickly decelerate down to ''0 u/s''.  +
-    * Most movement tech that involves **Heavy Melee** seeks to cancel the recovery phase, as this is what slows you down.+
  
-==== Timing ==== +The damage that a Heavy Melee deals depends on the character; the normal damage amount is 116<ivy_mm> Ivy and <yamato_mm> Yamato deal 99 and 128 melee damage respectivelyThis damage can be increased by buying items that have the //+Melee Damage// stat or by buying items that increase <weapon> Weapon Damage((Heavy Melee damage scales with <weapon> Weapon Damage))
-  * A full **Heavy Melee** takes ''1.25 seconds''. +
-  * The **windup phase** takes ''0.3667 seconds'' ''(22/60 ticks)''+
-  * The **lunge phase** takes ''0.6 seconds'' ''(36/60 ticks)''+
-  * The **recovery phase** takes ''0.2833 seconds'' ''(17/60 ticks)''.+
  
-==== Heavy Melee Distance ==== +The lunge phase takes a maximum of ''0.6'' seconds.
-Certain items have the **+Heavy Melee Distance** statistic, which changes the distance that your **Heavy Melee** goes.+
  
-  * A base grounded **Heavy Melee** travels ''238.5 units forward''. +===== Recovery ===== 
-  * You can extend the distance that a **Heavy Melee** goes by obtaining the Weapon item **Melee Charge**which extends the lunge by ''95.59 units'', for a total of ''334.09 units''.+After the lunge phase is the __recovery__ phase. In this phaseyou no longer have any active hitboxes and stand still. All previous momentum is cancelled and you stop at a standstill, both on the ground and in the airIf you are in the airall momentum (both the x-axis and the y-axis) is cancelled for a moment.  
 + 
 +The recovery phase takes ''0.2833'' seconds
  
 ==== Items that increase Heavy Melee Distance ==== ==== Items that increase Heavy Melee Distance ====
-{{tablelayout?rowsHeaderSource=Auto}} +Certain items have the //+Heavy Melee Distance// statistic, which changes the distance that your Heavy Melee goesA base grounded Heavy Melee travels ''241.62'' units forward; you can extend the distance by obtaining the <weapon> Weapon item //Melee Charge//, which extends the lunge by ''96.63'' units, for a total of ''338.25'' units.
-| Price (Souls)  |  Type of Item    |  Item Name        |  +Heavy Melee Distance   Distance Travelled on Ground (u)  |  Peak Speed (u/s)            || +
-| :::            | :::              | :::               | :::                     | :::                                | Ground             | Air      | +
-|  Base Stats                                                                  |||| 238.50                             | 746.67             | 796.00   | +
-| 1,250          | <weapon> Weapon  //Melee Charge//  | +40%                    | 334.09                             | 1045.32            | 1116.27  |+
  
-==== Direction and Damage ==== +{{tablelayout?rowsHeaderSource=Auto}} 
-  * The direction in which you **Heavy Melee** can be changed in the lunge by moving the camera. Turning is completely unrestricted; you can turn however much you want. This can be abused to carry over momentum or turn extremely tight corners. +^ Price (Souls)    ^ Type of Item     ^ Item Name         ^ +Heavy Melee Distance  ^ Distance Travelled on Ground (u ^ Peak Speed (u/s)            || 
-  * In the air, you can further change the direction you punch in by moving the camera downward. You are able to **Heavy Melee** slightly upwards (''~5°''). + //Base Stats//                                                               |||| 241.62                            | Ground            | Air      | 
-  * The damage that a **Heavy Melee** deals is dependent on the character; all characters have a base **Heavy Melee** damage of ''116'', except for: +:::                                                                           | :::              | :::               | :::                    | :::                               | 750               | 797.50   | 
-    * **<yamato_mm> [[charactertech:yamato|Yamato]]**Base **Heavy Melee** damage of ''128''+| 1,250            | <weaponWeapon  //Melee Charge//  | +45%                   | 338.25                            | 1050              | 1116.27  |
-    * **<ivy_mm[[charactertech:ivy|Ivy]]**: Base **Heavy Melee** damage of ''99''.+
  
-  * **Heavy Melee** damage can be increased by buying items that have the **+Melee Damage** stat. **Heavy Melee** damage also scales with Weapon damage. 
  
-==== Special Techniques ==== 
-  * You can cancel a **Heavy Melee** by mantling. 
-  * **Heavy Melee** can be used as a kind of pseudo-dash while climbing up walls, since it stops momentum in the lunge phase. 
  
universaltech/heavymelee.1740817797.txt.gz · Last modified: 2025/03/22 10:03 (external edit)