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universaltech:heavymeleecancel [2025/03/01 11:09] – [Table] monster_domoseduniversaltech:heavymeleecancel [2025/03/30 15:19] (current) monster_domosed
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 ====== Heavy Melee Cancel ====== ====== Heavy Melee Cancel ======
 +<WRAP 40% right infobox>
 +{{tablelayout?rowsHeaderSource=Auto}}
 +^ <wrap centeralign> **//Heavy Melee Cancel//** </wrap>||
 +^ <wrap centeralign>{{ ::universaltech:fleetfootheavymeleecancel.mp4 }}</wrap>||
 +^ Tech Type                                             | Universal       |
 +^ Difficulty                                            | <color orange>Advanced</color> Easy |
 +^ Character Dependent                                   | No((If using active items)), Yes((If using abilities))              |
 +^ Inputs                                                | Heavy Melee, then use active item or ability during lunge phase     |
 +</WRAP>
  
-~~CLOSETOC~~+A **Heavy Melee Cancel**((AKA HMC, Melee Cancels)) allows you to cancel the recovery of a [[universaltech:heavymelee|Heavy Melee]] using certain active items or abilities. By activating certain items during the lunge phase of a Heavy Melee, you can maintain the lunge momentum for extended movement opportunities.
  
-<block classes #clip right width :language>{{ ::universaltech:fleetfootheavymeleecancel.mp4 |}} +To perform a Heavy Melee Cancel, either buy the active items that allow you to cancel Heavy Melee or play certain characters that have abilities that can cancel Heavy Melee. Start a Heavy Melee, and while you are lunging forwards, activate the active item.
-<wrap center lo>A short clip of Heavy Melee Cancel using Fleetfoot and then [[universaltech:slidebunnyhopping| Slide Bunnyhopping]]</wrap> +
-</block>+
  
-Also known as **“Melee Cancel”**, the **Heavy Melee Cancel** allows you to cancel the recovery of a **Heavy Melee** using certain active items or abilitiesBy activating the ability or item near the **end of the punch** (at the end of the lunge phase and near the start of recovery), you can **conserve the momentum** of the attack.+Heavy Melee Cancel's can be split into two categories; //__true__// and //__false__// 
 +  A __True__ Heavy Melee Cancel allows for full actionability afterwards. True Heavy Melee Cancels can only be executed with certain active items. 
 +  A __False__ Heavy Melee Cancel cancels the Heavy Melee, but doesn't allow for actionability afterwards. False Heavy Melee Cancels are executed with certain character abilities; these abilities put you into a special state that prevents normal actions (e.g. <kelvin_mm> Kelvin's Ice Path).
  
-==== How to Perform Heavy Melee Cancel ==== +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.
-  * **Start a Heavy Melee.** +
-  * **Near the end of the lunge phase (just before the recovery starts), activate an active item or ability.** +
-  * If executed correctly, the recovery is canceled, and you maintain momentum.+
  
-==== Optimizing the Heavy Melee Cancel ==== +The <weapon> <color #9E6203>Weapon</color> item //Melee Charge// (<soul>1,250) heavily impacts True Heavy Melee CancelsIts stat of //+Heavy Melee Distance// increases the peak speed during the lunge phasewhich can be preserved for even greater momentum
-  * To maximize momentumyou should be **in the air** or **sliding** after canceling. +
-  * Cancel **near the end of the lunge phase**, as that is when **Heavy Melee is at its fastest**. +
-  * **Sharp Turns:** The true power of Heavy Melee Cancel is its ability to make **extremely sharp turns**. +
-    * By **turning your camera** during the punch and cancelingyou can perform a **180° turn in midair** while keeping a large amount of speed. +
-  * **Parry Baiting:** This technique can also be used to bait an enemy into **wasting their parry**.+
  
-==== Items That Cancel Heavy Melee ====+False Heavy Melee Cancels are much less useful; their main use is to parry bait opponents or for small positioning adjustments.
  
-| **Price (<soul> Souls)** | **Type**    | **Item Name**       | +===== Items That cancel Heavy Melee =====
-| <soul> 1,250           | <weapon> Weapon     | //Fleetfoot//        | +
-| <soul> 6,000           | <vitality> Vitality   | //Colossus//         | +
-| <soul> 6,000           | <vitality> Vitality   | //Unstoppable//      | +
-| <soul> 6,000           | <weapon> Weapon     | //Vampiric Burst//   |+
  
-==== Melee Charge Effect on Heavy Melee Cancel ==== +Only four active items cancel a Heavy Melee; //Fleetfoot//, //Colossus//, //Unstoppable// and //Vampiric Burst//
-The **Weapon item Melee Charge** makes **Heavy Melee Cancels even faster** due to its **+Heavy Melee Distance** stat increasing peak speed. With Melee Charge equippedspeed can increase by ''~300 u/s''.+
  
-==== Characters That Can Heavy Melee Cancel Using Abilities ==== 
-Some characters can perform Heavy Melee Cancel using their abilities. However, they are **unable to act immediately afterward** due to the nature of their abilities. 
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-| **Character**         | **Ability**  | +^ Price (<soul> Souls)  ^ Type of Item         ^ Item Name           ^ 
-| <dynamo_cardDynamo  Singularity  +| <soul>1,250          <weapon> <color #9E6203>Weapon</color>      | //Fleetfoot//       
-| <ivy_cardIvy        Stone Form   +| <soul>6,000          <vitality> <color #7CB125>Vitality</color>  | //Colossus//        
-| <kelvin_cardKelvin  Ice Path     | +| <soul>6,000          | <vitality> <color #7CB125>Vitality</color>  | //Unstoppable//     | 
-:::                   Ice Dome     |+<soul>6,000          <weapon> <color #9E6203>Weapon</color>      | //Vampiric Burst//  |
  
-==== Execution Summary ==== +===== Abilities that cancel Heavy Melee ===== 
-  * **Hold Melee** → **As the recovery phase startsactivate an active item or ability.**+Some characters can perform Heavy Melee Cancel using their abilities. Howeverthey are unable to act immediately afterward due to the nature of their abilities. 
 +{{tablelayout?rowsHeaderSource=Auto}} 
 +^ Character         ^ Ability 
 +| <dynamo_card> [[hero:Dynamo]]  | Singularity 
 +| <ivy_card>    [[hero:Ivy]]     | Stone Form   | 
 +| <kelvin_card> [[hero:Kelvin]]  | Ice Path     | 
 +| :::                            | Ice Dome     |
  
-~~CLOSETOC~~ 
universaltech/heavymeleecancel.1740827399.txt.gz · Last modified: 2025/03/22 10:03 (external edit)