Deadlock Movement Wiki

Formerly the Deadlock Movement Doc

User Tools

Site Tools


universaltech:heavymeleecancel

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
universaltech:heavymeleecancel [2025/03/30 07:53] – Major rewrite. Marked complete compsoteruniversaltech:heavymeleecancel [2025/03/30 15:19] (current) monster_domosed
Line 5: Line 5:
 ^ <wrap centeralign>{{ ::universaltech:fleetfootheavymeleecancel.mp4 }}</wrap>|| ^ <wrap centeralign>{{ ::universaltech:fleetfootheavymeleecancel.mp4 }}</wrap>||
 ^ Tech Type                                             | Universal       | ^ Tech Type                                             | Universal       |
-^ Difficulty                                            | Advanced Easy |+^ Difficulty                                            | <color orange>Advanced</color> Easy |
 ^ Character Dependent                                   | No((If using active items)), Yes((If using abilities))              | ^ Character Dependent                                   | No((If using active items)), Yes((If using abilities))              |
 ^ Inputs                                                | Heavy Melee, then use active item or ability during lunge phase     | ^ Inputs                                                | Heavy Melee, then use active item or ability during lunge phase     |
Line 18: Line 18:
   * 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).   * 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).
  
-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:bunnyhopping|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> Weapon item //Melee Charge// (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>1,250) 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. 
  
 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.
Line 29: Line 29:
  
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ Price (Souls)  ^ Type of Item         ^ Item Name           ^ +^ Price (<soul> Souls)  ^ Type of Item         ^ Item Name           ^ 
-| 1,250          | <weapon> Weapon      | //Fleetfoot//       | +<soul>1,250          | <weapon> <color #9E6203>Weapon</color>      | //Fleetfoot//       | 
-| 6,000          | <vitality> Vitality  | //Colossus//        | +<soul>6,000          | <vitality> <color #7CB125>Vitality</color>  | //Colossus//        | 
-| 6,000          | <vitality> Vitality  | //Unstoppable//     | +<soul>6,000          | <vitality> <color #7CB125>Vitality</color>  | //Unstoppable//     | 
-| 6,000          | <weapon> Weapon      | //Vampiric Burst//  |+<soul>6,000          | <weapon> <color #9E6203>Weapon</color>      | //Vampiric Burst//  |
  
 ===== Abilities that cancel Heavy Melee ===== ===== Abilities that cancel Heavy Melee =====
Line 39: Line 39:
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ Character         ^ Ability  ^ ^ Character         ^ Ability  ^
-| <dynamo_card> Dynamo  | Singularity +| <dynamo_card> [[hero:Dynamo]]  | Singularity 
-| <ivy_card> Ivy        | Stone Form   | +| <ivy_card>    [[hero:Ivy]]     | Stone Form   | 
-| <kelvin_card> Kelvin  | Ice Path     | +| <kelvin_card> [[hero:Kelvin]]  | Ice Path     | 
-| :::                   | Ice Dome     |+| :::                            | Ice Dome     |
  
universaltech/heavymeleecancel.1743321235.txt.gz · Last modified: 2025/03/30 07:53 by compsoter