Deadlock Movement Wiki

Formerly the Deadlock Movement Doc

User Tools

Site Tools


universaltech:hiddenmelee

Differences

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

Link to this comparison view

Next revision
Previous revision
universaltech:hiddenmelee [2025/03/02 07:21] – created monster_domoseduniversaltech:hiddenmelee [2025/03/30 22:22] (current) compsoter
Line 1: Line 1:
 ====== Hidden Melee ====== ====== Hidden Melee ======
 +<WRAP 40% right infobox>
 +{{tablelayout?rowsHeaderSource=Auto}}
 +^ <wrap centeralign> **//Hidden Melee//** </wrap>||
 +^ <wrap centeralign>{{ ::universaltech:sevenlightningballhiddenmelee.mp4 }}</wrap>||
 +^ Tech Type                                             | Universal       |
 +^ Difficulty                                            | Basic Mechanics |
 +^ Character Dependent                                   | Yes              |
 +^ Inputs                                                | Use an ability then buffer a Heavy Melee     |
 +</WRAP>
  
-~~CLOSETOC~~ 
-<block classes #clip right width :language>{{ ::universaltech:sevenlightningballhiddenmelee.mp4 |}} 
-<wrap center lo>A short clip of Seven executing a Hidden Melee</wrap> 
-</block> 
  
-A **Hidden Melee** is a **[[universaltech:heavymelee|Heavy Melee]]** that is obscured using abilities. This technique hides the animation of a **Heavy Melee** by allowing other animations to take priority.+A **Hidden Melee** is a [[universaltech:heavymelee|Heavy Melee]] whose animations are hidden/obscured using abilities. Certain animations tied to abilities have a higher "priority" than the Heavy Melee animation, overriding it and therefore "hiding" the melee animation.
  
-==== Mechanics ==== +Hidden Melees makes parrying harder, since there is less visual tells on screenHowever, person can still parry based off the sound and flame effects around your fist.
-  * **Hidden Animations:** The Heavy Melee animation is hidden by another ability’s animation. +
-  * **Sound & Particles:** If Heavy Melee has no sound or particles, this is **client-sided only**. Your opponent will still hear and see the attack. +
-  * **Usage:** This technique makes it harder for opponents to parry and creates deceptive **close-quarters combat** scenarios.+
  
-==== Execution ==== +Hidden Melee only hides the animation with another animation; common misconception is that some Hidden Melees also obscures sound and particle effectsThese are __not__ Hidden Meleesthey are client-sided only and enemies can still hear the sound and particle effects.
-  * Execution varies between characters. +
-  * Some characters can **Hidden Melee throughout an ability’s entire duration**, while others can only do so during specific window. +
-  * Example<viscous_mm> **Viscous** can Hidden Melee during the entirety of **Puddle Punch**, while <seven_mm> **Seven** can only Hidden Melee when initially casting **Lightning Ball**.+
  
-==== Characters That Can Perform a Hidden Melee ====+Hidden Melees can be either hidden or obscured: 
 +  * When a Hidden Melee is hidden, the melee animation is fully hidden and no part of it can be seen. 
 +  * When a Hidden Melee is obscured, the melee animation can still be partially seen.
  
-| **Character** | **Ability**       | **Notes** | +The execution depends on the character and their abilities; they are typically performed by using an ability then buffering a Heavy Melee afterwards. The timing can vary; for example, <viscous_mm> Viscous' Hidden Melee can be executed quite easily, at any point during his animation. <seven_mm> Seven's Hidden Melee is a three tick window and is considerably harder. 
-| <bebop_card> **Bebop**   | Exploding Uppercut | Animation hidden. Buffer Heavy Melee when using Exploding Uppercut. Heavy Melee is much shorter. | + 
-| <grey-talon_card> **Grey Talon** | Charged Shot | Animation hidden. Buffer Heavy Melee when using Charged Shot. | +===== Characters That Can Perform a Hidden Melee ===== 
-| <holliday_card> **Holliday** | Bounce Pad | Animation hidden. Buffer when landing (only when stomping, can only occur once per pad). | +{{tablelayout?rowsHeaderSource=Auto}} 
-| <kelvin_card> **Kelvin** | Ice Path | Animation hidden. Heavy Melee, then cast Ice Path. | +Character                       ^ Ability             ^ Notes                                                                                             ^ 
- | Ice Dome | Animation hidden. Heavy Melee while casting Ice Dome or cast then Heavy Melee. | +| <bebop_card> Bebop              | Exploding Uppercut  | Animation hidden. Buffer Heavy Melee when using Exploding Uppercut. Heavy Melee is much shorter.  
-| <lash_card> **Lash** | Grapple | Animation hidden. Can Hidden Melee during Grapple for ~3 seconds after initial Grapple. | +| <grey-talon_card> Grey Talon    | Charged Shot        | Animation hidden. Buffer Heavy Melee when using Charged Shot.                                     
- | Flog | Animation hidden. Cast Flog and buffer Heavy Melee. | +| <holliday_card> Holliday        | Bounce Pad          | Animation hidden. Buffer when landing (only when stomping, can only occur once per pad).          
- | Ground Strike | Animation hidden. Cast Ground Strike and buffer Heavy Melee. | +| <kelvin_card> Kelvin            | Ice Path            | Animation hidden. Heavy Melee, then cast Ice Path.                                                
-| <mo-and-krill_card> **Mo & Krill** | Sand Blast | Animation hidden. After throwing Sand Blast, Heavy Melee. | +:::                             | Ice Dome            | Animation hidden. Heavy Melee while casting Ice Dome or cast then Heavy Melee.                    
-| <seven_card> **Seven** | Lightning Ball | Animation hidden. Cast Lightning Ball and buffer Heavy Melee. | +| <lash_card> Lash                | Grapple             | Animation hidden. Can Hidden Melee during Grapple for ~3 seconds after initial Grapple.           
- | Static Charge | Animation hidden. Cast Static Charge and buffer Heavy Melee. | +:::                             | Flog                | Animation hidden. Cast Flog and buffer Heavy Melee.                                               
-| <shiv_card> **Shiv** | Killing Blow | Animation hidden. Buffer Heavy Melee after casting Killing Blow. | +:::                             | Ground Strike       | Animation hidden. Cast Ground Strike and buffer Heavy Melee.                                      
-| <viscous_card> **Viscous** | Puddle Punch | Animation obscured. While Puddle Punch is emerging, Heavy Melee. | +| <mo-and-krill_card> Mo & Krill  | Sand Blast          | Animation hidden. After throwing Sand Blast, Heavy Melee.                                         
-| <vyper_card> **Vyper** | Screwjab | Animation hidden. Cast Screwjab and buffer Heavy Melee. | +| <seven_card> Seven              | Lightning Ball      | Animation hidden. Cast Lightning Ball and buffer Heavy Melee.                                     
- | Petrifying Bola | Animation hidden. Cast Petrifying Bola and buffer Heavy Melee. | +:::                             | Static Charge       | Animation hidden. Cast Static Charge and buffer Heavy Melee.                                      
-| <yamato_card> **Yamato** | Shadow Form | Animation hidden. Buffer Heavy Meleeafter casting Shadow Form |+| <shiv_card> Shiv                | Killing Blow        | Animation hidden. Buffer Heavy Melee after casting Killing Blow.                                  
 +| <viscous_card> Viscous          | Puddle Punch        | Animation obscured. While Puddle Punch is emerging, Heavy Melee.                                  
 +| <vyper_card> Vyper              | Screwjab            | Animation hidden. Cast Screwjab and buffer Heavy Melee.                                           
 +:::                             | Petrifying Bola     | Animation hidden. Cast Petrifying Bola and buffer Heavy Melee.                                    
 +| <yamato_card> Yamato            | Shadow Form         | Animation hidden. Buffer Heavy Melee after casting Shadow Form                                    |
universaltech/hiddenmelee.1740900117.txt.gz · Last modified: 2025/03/22 10:03 (external edit)