universaltech:heavymelee
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universaltech:heavymelee [2025/03/21 22:38] – compsoter | 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 |
- | ^ Stamina | + | ^ Difficulty |
- | ^ Character Dependent | + | ^ Stamina |
- | ^ To Use | + | ^ 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**. A full Heavy Melee lasts for 1.25 seconds. A Heavy Melee costs no stamina. | + | 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 | ||
+ | '' | ||
+ | )). A Heavy Melee costs no stamina. | ||
- | Heavy Melee' | + | Heavy Melee' |
+ | Another way to think about is like a standard move in a standard fighting game. A standard button has startup, active, and recovery frames | ||
+ | )) | ||
===== Windup ===== | ===== Windup ===== | ||
+ | |||
Upon initiating a Heavy Melee, you enter the first phase: __windup__. During windup, you pull back and " | 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. | + | 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 '' | The windup phase takes '' | ||
===== Lunge ===== | ===== 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 '' | + | |
+ | 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. | 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 : | <WRAP classes #main width right third : | ||
- | <block classes #clip right width : | + | |
- | <wrap center lo> | + | <block classes #clip left width : |
+ | |||
+ | {{:: | ||
</ | </ | ||
+ | |||
</ | </ | ||
While in lunge phase, you have unrestricted turning. This allows you to fake out opponents or take very sharp turns. | While in lunge phase, you have unrestricted turning. This allows you to fake out opponents or take very sharp turns. | ||
- | At the very end 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: | + | 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 192 unit sphere around you to check for enemy players. | + | |
- | * The game spawns | + | * The game checks in a '' |
- | * If an enemies hurtbox | + | * The game checks in a conical frustum |
+ | * If an enemies hurtbox | ||
While in the air, you are able to change your direction by ~5° upwards or downwards. | While in the air, you are able to change your direction by ~5° upwards or downwards. | ||
- | 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 respectively. This damage can be increased by buying items that have the //+Melee Damage// stat or by buying items that increase < | + | The damage that a Heavy Melee deals depends on the character; the normal damage amount is 116. <ivy_sm> [[hero:ivy|Ivy]] and <yamato_sm> [[hero: |
+ | Heavy Melee damage scales with < | ||
+ | )) | ||
The lunge phase takes a maximum of '' | The lunge phase takes a maximum of '' | ||
===== Recovery ===== | ===== 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 on the x and y axis is cancelled. | + | |
+ | 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 | ||
The recovery phase takes '' | The recovery phase takes '' | ||
==== Items that increase Heavy Melee Distance ==== | ==== Items that increase Heavy Melee Distance ==== | ||
- | Certain items have the //+Heavy Melee Distance// statistic, which changes the distance that your Heavy Melee goes. A base grounded Heavy Melee travels '' | + | |
+ | Certain items have the //+Heavy Melee Distance// statistic, which changes the distance that your Heavy Melee goes. You can increase this by either buying | ||
{{tablelayout? | {{tablelayout? | ||
- | ^ Price (Souls) | ||
- | | //Base Stats// | ||
- | | ::: | ::: | ::: | ::: | ::: | 746.67 | ||
- | | 1,250 | < | ||
+ | ^ Price (Souls) | ||
+ | | //Base Stats// | ||
+ | | ::: | ::: | ::: | ::: | 750 | 797 | | ||
+ | | 1,600 | < | ||
+ | | 3,200 | < | ||
universaltech/heavymelee.1742596726.txt.gz · Last modified: 2025/03/22 10:03 (external edit)