universaltech:heavymelee
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universaltech:heavymelee [2025/03/09 10:54] – added new videowrapper monster_domosed | universaltech:heavymelee [2025/07/06 07:39] (current) – Replaced mm icons with sm icons because sm icons are more consistent compsoter | ||
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====== Heavy Melee ====== | ====== Heavy Melee ====== | ||
- | < | + | |
+ | ---- | ||
+ | |||
+ | < | ||
{{tablelayout? | {{tablelayout? | ||
- | ^ <wrap centeralign> | + | |
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ Tech Type | + | ^ <wrap centeralign> |
- | ^ Difficulty | + | ^ Tech Type | Universal |
- | ^ Character Dependent | + | ^ Difficulty |
- | ^ To Use | + | ^ Stamina |
+ | ^ Character Dependent | ||
+ | ^ Inputs | ||
</ | </ | ||
- | 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**. | + | 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(( | ||
+ | '' | ||
+ | )). A Heavy Melee costs no stamina. | ||
- | ==== General Information ==== | + | Heavy Melee's are available both on the ground and in the air. There are three phases to a Heavy Melee: |
- | * **Heavy Melee** is available both on the ground and in the air. | + | Another way to think about is like a standard move in a standard fighting game. A standard button has startup, active, and recovery |
- | * **Heavy Melee** takes no bars of [[universaltech: | + | )) |
- | * There are three phases to a **Heavy Melee**: windup, lunge, and recovery. | + | |
- | ==== Phases | + | ===== Windup ===== |
- | * **Windup Phase**: | + | |
- | * If you are on the ground, the windup phase stops you at '' | + | |
- | * 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' | + | |
- | * 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 ==== | + | Upon initiating a Heavy Melee, you enter the first phase: __windup__. During windup, you pull back and " |
- | * A full **Heavy Melee** takes '' | + | |
- | * The **windup | + | |
- | * The **lunge phase** takes '' | + | |
- | * The **recovery phase** takes '' | + | |
- | ==== Heavy Melee Distance ==== | + | 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. |
- | Certain items have the **+Heavy Melee Distance** statistic, which changes | + | |
- | * A base grounded **Heavy Melee** travels | + | The windup phase takes '' |
- | * You can extend | + | |
+ | ===== 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. | ||
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+ | <WRAP classes #main width right third : | ||
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+ | <block classes #clip left width : | ||
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+ | {{:: | ||
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+ | </ | ||
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+ | While in lunge phase, you have unrestricted turning. This allows you to fake out opponents or take very sharp turns. | ||
+ | |||
+ | 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: | ||
+ | |||
+ | | ||
+ | * The game checks in a conical frustum (which is '' | ||
+ | * If an enemies hurtbox is in both, they are hit and damaged. | ||
+ | |||
+ | While in the air, you are able to change your direction by ~5° upwards or downwards. | ||
+ | |||
+ | The damage | ||
+ | Heavy Melee damage scales with < | ||
+ | )) | ||
+ | |||
+ | The lunge phase takes a maximum of '' | ||
+ | |||
+ | ===== Recovery ===== | ||
+ | |||
+ | 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? | ||
- | | Price (Souls) | ||
- | | ::: | ::: | ::: | ::: | ::: | Ground | ||
- | | Base Stats |||| 238.50 | ||
- | | 1,250 | < | ||
- | ==== Direction and Damage ==== | + | Certain items have the //+Heavy Melee Distance// statistic, which changes |
- | * The direction in which you **Heavy Melee** can be changed in the lunge by moving the camera. Turning is completely unrestricted; | + | |
- | * In the air, you can further change | + | {{tablelayout? |
- | * The damage that a **Heavy Melee** deals is dependent on the character; all characters have a base **Heavy | + | |
- | * **<yamato_mm> [[charactertech: | + | |
- | * **< | + | |
- | * **Heavy Melee** damage can be increased by buying items that have the **+Melee Damage** stat. **Heavy Melee** damage also scales with Weapon | + | ^ Price (Souls) |
+ | | //Base Stats// | ||
+ | | ::: | ::: | ::: | ::: | 750 | 797 | | ||
+ | | 1,600 | < | ||
+ | | 3,200 | < | ||
- | ==== 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.1741517699.txt.gz · Last modified: 2025/03/22 10:03 (external edit)