====== Heavy Melee Cancel ======
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^ **//Heavy Melee Cancel//** ||
^ {{ ::universaltech:fleetfootheavymeleecancel.mp4 }}||
^ Tech Type | Universal |
^ Difficulty | Advanced Easy |
^ Character Dependent | No((If using active items)), Yes((If using abilities)) |
^ Inputs | Heavy Melee, then use active item or ability during lunge phase |
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.
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.
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'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: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 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.
False Heavy Melee Cancels are much less useful; their main use is to parry bait opponents or for small positioning adjustments.
===== Items That cancel Heavy Melee =====
Only four active items cancel a Heavy Melee; //Fleetfoot//, //Colossus//, //Unstoppable// and //Vampiric Burst//.
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^ Price ( Souls) ^ Type of Item ^ Item Name ^
| 1,250 | Weapon | //Fleetfoot// |
| 6,000 | Vitality | //Colossus// |
| 6,000 | Vitality | //Unstoppable// |
| 6,000 | Weapon | //Vampiric Burst// |
===== Abilities that cancel Heavy Melee =====
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.
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^ Character ^ Ability ^
| [[hero:Dynamo]] | Singularity |
| [[hero:Ivy]] | Stone Form |
| [[hero:Kelvin]] | Ice Path |
| ::: | Ice Dome |