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universaltech:heavymeleecancel

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universaltech:heavymeleecancel [2025/05/20 08:39] – [Table] acurrzuniversaltech:heavymeleecancel [2025/05/20 08:40] (current) acurrz
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 True Heavy Melee Cancels are the only type that can be utilised for movement. To maximise the movement potential, cancel the Heavy Melee at the endpoint of the lunge phase (since that is when you are the fastest), then [[universaltech:slidebunnyhopping|Slide Bunnyhop]] afterwards. Heavy Melee Cancels maintain the momentum from the moment you activate the active item; this means you can turn freely during the lunge phase without affecting the speed afterwards. True Heavy Melee Cancels are the only type that can be utilised for movement. To maximise the movement potential, cancel the Heavy Melee at the endpoint of the lunge phase (since that is when you are the fastest), then [[universaltech:slidebunnyhopping|Slide Bunnyhop]] afterwards. Heavy Melee Cancels maintain the momentum from the moment you activate the active item; this means you can turn freely during the lunge phase without affecting the speed afterwards.
  
-The <weapon> <color #9E6203>Weapon</color> item //Melee Charge// (<soul>1,250) heavily impacts True Heavy Melee Cancels. Its stat of //+Heavy Melee Distance// increases the peak speed during the lunge phase, which can be preserved for even greater momentum. +The <weapon> <color #9E6203>Weapon</color> item //Melee Charge// (<soul>1,600) heavily impacts True Heavy Melee Cancels. Its stat of //+Heavy Melee Distance// increases the peak speed during the lunge phase, which can be preserved for even greater momentum. 
  
 False Heavy Melee Cancels are much less useful; their main use is to parry bait opponents or for small positioning adjustments. False Heavy Melee Cancels are much less useful; their main use is to parry bait opponents or for small positioning adjustments.
universaltech/heavymeleecancel.txt · Last modified: 2025/05/20 08:40 by acurrz