Heavy Melee/Heavy Melee Cancel: Difference between revisions

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|inputs=[[Heavy Melee]], then use active item or ability during lunge phase
|inputs=[[Heavy Melee]], then use active item or ability during lunge phase
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A {{Tooltip|'''Heavy Melee Cancel'''|Also known as HMC, Melee Cancels}} allows you to cancel the recovery of a [[Heavy Melee]] using certain active items or abilities. By activating specific items during the lunge phase of a Heavy Melee, you can maintain lunge momentum for extended movement.
A {{Tooltip|'''Heavy Melee Cancel'''|Also known as HMC, Melee Cancels}} allows you to cancel the recovery of a [[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 purchase active items that allow cancellation or play characters with abilities that can cancel Heavy Melee. Start a Heavy Melee, and while lunging forward, activate the item or ability.
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 Cancels can be split into two categories: '''''True''''' and '''''False'''''   
Heavy Melee Cancels can be split into two categories: '''''True''''' and '''''False'''''   


* A '''''True''''' Heavy Melee Cancel allows full actionability afterward. These can only be executed with certain active items.
* 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 does not allow actionability afterward. These are executed with certain character abilities, putting you in a special state that prevents normal actions (e.g., {{HeroIcon|Kelvin}}'s {{AbilityIcon|Ice Path}}). The exception is {{HeroIcon|Kelvin}}'s {{AbilityIcon|Frozen Shelter}}, which is a True Heavy Melee Cancel.
* 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., {{HeroIcon|Kelvin}}'s {{AbilityIcon|Ice Path}}). The exception is {{HeroIcon|Kelvin}}'s {{AbilityIcon|Frozen Shelter}}, which is a True Heavy Melee Cancel.


True Heavy Melee Cancels are the only type suitable for movement. To maximize momentum, cancel at the endpoint of the lunge phase (when you are fastest), then perform a [[Slide Bunnyhopping|Slide Bunnyhop]]. Momentum is preserved from the moment the active item is activated, allowing free turning during the lunge without affecting speed afterward.
True Heavy Melee Cancels are the only type that can be utilised for movement. To maximise movement potential, cancel the Heavy Melee at the endpoint of the lunge phase (since that is when you are the fastest), then [[Slide 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 speed afterwards.


The {{ItemType|Weapon}} {{ItemIcon|Melee Charge}} significantly impacts True Heavy Melee Cancels. Its ''+Heavy Melee Distance'' stat increases peak lunge speed, preserving even greater momentum.
The {{ItemType|Weapon}} {{ItemIcon|Melee Charge}} 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 mainly useful for baiting opponents or minor positioning adjustments.
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 =====
===== Items That Cancel Heavy Melee =====
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| {{Souls|1,600}} || {{ItemType|Weapon}} || {{ItemIcon|Fleetfoot}}
| {{Souls|1,600}} || {{ItemType|Weapon}} || {{ItemIcon|Fleetfoot}}
|-
| {{Souls|1,600}} || {{ItemType|Armor}} || {{ItemIcon|Restorative Locket}}
|-
|-
| {{Souls|3,200}} || {{ItemType|Armor}} || {{ItemIcon|Fury Trance}}
| {{Souls|3,200}} || {{ItemType|Armor}} || {{ItemIcon|Fury Trance}}
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===== Abilities That Cancel Heavy Melee =====
===== Abilities That Cancel Heavy Melee =====


Some characters can perform Heavy Melee Cancel using abilities, but cannot act immediately afterward.
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.
 
{| class="wikitable"
{| class="wikitable"
! Character !! Ability
! Character !! Ability
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| {{AbilityIcon|Frozen Shelter}} <ref>True HMC</ref>
| {{AbilityIcon|Frozen Shelter}} <ref>True HMC</ref>
|}
|}
[[Category:Movement]][[Category:Universal Tech]]{{DISPLAYTITLE:Heavy Melee Cancel}}
[[Category:Universal Tech]]{{DISPLAYTITLE:Heavy Melee Cancel}}