universaltech:heavymelee
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universaltech:heavymelee [2025/03/21 23:59] – compsoter | universaltech:heavymelee [2025/03/30 21:07] (current) – compsoter | ||
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====== Heavy Melee ====== | ====== Heavy Melee ====== | ||
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{{tablelayout? | {{tablelayout? | ||
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- | 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 |
Heavy Melee' | Heavy Melee' | ||
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===== 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. | ||
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===== 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. A base grounded Heavy Melee travels '' |
{{tablelayout? | {{tablelayout? | ||
^ Price (Souls) | ^ Price (Souls) | ||
- | | //Base Stats// | + | | //Base Stats// |
- | | ::: | ::: | ::: | ::: | ::: | + | | ::: | ::: | ::: | ::: | ::: |
- | | 1,250 | < | + | | 1,250 | < |
universaltech/heavymelee.1742601558.txt.gz · Last modified: 2025/03/22 10:03 (external edit)