universaltech:heavymelee
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universaltech:heavymelee [2025/03/01 11:05] – monster_domosed | universaltech:heavymelee [2025/03/30 21:07] (current) – compsoter | ||
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====== Heavy Melee ====== | ====== Heavy Melee ====== | ||
+ | <WRAP classes #main width right 40% infobox> | ||
+ | {{tablelayout? | ||
+ | ^ <wrap centeralign> | ||
+ | ^ <wrap centeralign> | ||
+ | ^ Tech Type | Universal | ||
+ | ^ Difficulty | ||
+ | ^ Stamina | ||
+ | ^ Character Dependent | ||
+ | ^ To Use | Hold Melee (Q) | | ||
+ | </ | ||
- | ~~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(('' |
- | <block classes #clip right width : | + | Heavy Melee' |
- | <wrap center lo>A short clip of Heavy Melee, and its turning capabilities</ | + | |
+ | ===== Windup ===== | ||
+ | Upon initiating a Heavy Melee, you enter the first phase: __windup__. During windup, you pull back and " | ||
+ | |||
+ | 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 '' | ||
+ | |||
+ | ===== 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 '' | ||
+ | |||
+ | 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 : | ||
+ | <block classes #clip left width : | ||
+ | <wrap center lo>Visualisation | ||
</ | </ | ||
+ | </ | ||
- | 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 turning. This allows |
- | ==== 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 |
- | * **Heavy Melee** takes no bars of [[universaltech: | + | * 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 |
- | * There are three phases to a **Heavy Melee**: windup, lunge, and recovery. | + | * If an enemies hurtbox is in both, they are hit and damaged. |
- | ==== Phases ==== | + | While in the air, you are able to change your direction |
- | * **Windup Phase**: | + | |
- | * If you are on the ground, the windup phase stops you at '' | + | |
- | * If in the air, you will continue | + | |
- | * **Lunge Phase**: | + | |
- | * You will begin to move forwards in the character' | + | |
- | * In the lunge phase, you have a hitbox around and a little in front of your fist that deals a base damage of '' | + | |
- | * With the Weapon item **Melee Charge**, peak speed is '' | + | |
- | * **Heavy Melee** is fastest near the end of the lunge phase. | + | |
- | * **Recovery Phase**: | + | |
- | * You quickly decelerate down to '' | + | |
- | * 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. < |
- | * A full **Heavy Melee** takes '' | + | |
- | * The **windup phase** takes '' | + | |
- | * The **lunge phase** takes '' | + | |
- | * The **recovery phase** takes '' | + | |
- | ==== Heavy Melee Distance ==== | + | The lunge phase takes a maximum of '' |
- | Certain items have the **+Heavy Melee Distance** statistic, which changes the distance that your **Heavy Melee** goes. | + | |
- | * A base grounded **Heavy Melee** travels '' | + | ===== Recovery ===== |
- | * You can extend | + | After the lunge phase is the __recovery__ phase. In this phase, you 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 air. If you are in the air, all momentum (both the x-axis and the y-axis) is cancelled |
+ | |||
+ | The recovery phase takes '' | ||
==== Items that increase Heavy Melee Distance ==== | ==== Items that increase Heavy Melee Distance ==== | ||
- | {{tablelayout? | + | Certain items have the //+Heavy Melee Distance// statistic, which changes the distance that your Heavy Melee goes. A base grounded Heavy Melee travels '' |
- | | Price (Souls) | + | |
- | | ::: | ::: | ::: | ::: | ::: | Ground | + | |
- | | Base Stats |||| 238.50 | 746.67 | 796.00 | + | |
- | | 1,250 | < | + | |
- | ==== Direction and Damage ==== | + | {{tablelayout? |
- | * The direction in which you **Heavy Melee** can be changed in the lunge by moving the camera. Turning is completely unrestricted; | + | ^ Price (Souls) |
- | * 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 | + | | //Base Stats// |
- | | + | | ::: | ::: | ::: | ::: | ::: | 750 | 797.50 | |
- | * **< | + | | 1,250 | <weapon> Weapon |
- | * **<ivy_mm> [[charactertech: | + | |
- | * **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.1740827109.txt.gz · Last modified: 2025/03/22 10:03 (external edit)