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{{MovementTabs|Heavy Melee| | {{MovementTabs|Heavy Melee|Heavy Melee Cancel, Heavy Melee Cancel Extension, Hidden Melee}} | ||
{{TechCard | {{TechCard | ||
|name=Heavy Melee | |name=Heavy Melee | ||
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|inputs={{Tooltip|Hold Melee|By default,<code>Q</code>}} | |inputs={{Tooltip|Hold Melee|By default,<code>Q</code>}} | ||
}} | }} | ||
By pressing the melee key, you can execute a Light Melee. By holding the melee key, you can continue winding up your punch to execute a ''Heavy Melee''. A full Heavy Melee lasts for <code>1.25</code> seconds and has a cooldown of <code>1.0</code> seconds when | By pressing the melee key, you can execute a Light Melee. By holding the melee key, you can continue winding up your punch to execute a '''Heavy Melee'''. A full Heavy Melee lasts for <code>1.25</code> seconds and has a cooldown of <code>1.0</code> seconds when it hits and <code>1.3</code> seconds when missed<ref><code>abilities.data</code>, <code>EAttackType_Heavy</code>; <code>m_flCooldownOnHit</code>, <code>m_flCooldownOnMiss</code></ref>. | ||
A Heavy Melee costs no [[stamina]]. | A Heavy Melee costs no [[stamina]]. | ||
Heavy Melees are available both on the ground and in the air. There are three phases to a Heavy Melee: ''windup'', ''lunge'' and ''recovery''.<ref> | Heavy Melees are available both on the ground and in the air. There are three phases to a Heavy Melee: ''windup'', ''lunge'', and ''recovery''.<ref>Similar to a standard move in fighting games: startup, active, and recovery frames</ref> | ||
===== Windup ===== | ===== Windup ===== | ||
Upon initiating a Heavy Melee, you enter the | Upon initiating a Heavy Melee, you enter the ''windup'' phase. During windup, you pull back and "wind up" your punch. If initiated on the ground, you are instantly stopped while winding up. | ||
During this phase, you are fully vulnerable and do not yet have a hitbox. | During this phase, you are fully vulnerable and do not yet have a hitbox. Yellow and orange particle effects will be emitted from your fist, and a noticeable sound effect plays for all players. In the air, you continue at your current velocity but cannot move using standard movement keys. | ||
The windup phase | The windup phase lasts <code>0.36</code> seconds. | ||
===== Lunge ===== | ===== Lunge ===== | ||
After | After windup, you enter the ''lunge'' phase. During lunge, you start moving forward and can damage other players. Peak speed is <code>750</code> u/s on the ground and <code>797</code> u/s in the air. With the {{ItemIcon|Melee Charge}} Weapon item, peak speed increases to <code>1125</code> u/s on the ground and <code>1195</code> u/s while stationary in the air. With the upgrade {{ItemIcon|Crushing Fists}}, peak speed is <code>1200</code> u/s on the ground and <code>1275</code> u/s while stationary in the air. | ||
During this phase, you have a hitbox attached to | During this phase, you have a hitbox attached to your character. If any enemy player is hit (including neutral creeps), the remainder of the lunge is cancelled, the final hitbox does not appear, and you immediately enter the recovery phase. | ||
[[File:heavymeleedraw.png|200px|thumb|Visualisation of Heavy Melee using commands; the dense cluster is hitboxes while in the middle of lunge, the large cone and sphere are the final hitboxes.]] | [[File:heavymeleedraw.png|200px|thumb|Visualisation of Heavy Melee using commands; the dense cluster is hitboxes while in the middle of lunge, the large cone and sphere are the final hitboxes.]] | ||
Visualisation of Heavy Melee using commands; the dense cluster represents hitboxes in the middle of lunge, the large cone and sphere are the final hitboxes. | |||
Turning is slightly restricted during lunge (<code>m_flHeavyMeleeMaxTurnRate</code>) with a maximum of ~300°. Even with this restriction, sharp turns and feints are possible. | |||
At the end of | At the end of lunge is the "final hit" with a larger hitbox, consisting of two checks: | ||
* | * A <code>192</code> unit sphere around you for enemy players (including neutral creeps and minions) | ||
* | * A conical frustum <code>200</code> units long and <code>100</code> units radius in front of your position for enemy players (including neutral creeps and minions) | ||
Enemies within both regions are hit and damaged. | |||
In the air, you can adjust direction by ~5° up or down. | |||
The lunge phase | Damage depends on the character: normal damage is 116. {{HeroIcon|Ivy}} and {{HeroIcon|Yamato}} deal {{#invoke:HeroData|get_hero_var|Ivy|HeavyMeleeDamage}} and {{#invoke:HeroData|get_hero_var|Yamato|HeavyMeleeDamage}} melee damage, respectively, and {{HeroIcon|Paige}} deals {{#invoke:HeroData|get_hero_var|Paige|HeavyMeleeDamage}} with {{#invoke:HeroData|get_hero_scalar|Paige|Spirit|HeavyMeleeDamage}} Spirit scaling. Damage can be increased by items with ''+Melee Damage'' or items that increase Weapon Damage.<ref>Melee attack damage benefits from 50% of all Weapon Damage buffs. </ref> | ||
The lunge phase lasts a maximum of <code>0.6</code> seconds. | |||
===== Recovery ===== | ===== Recovery ===== | ||
After | After lunge, you enter the ''recovery'' phase. No active hitboxes remain, and all momentum is cancelled; the character comes to a standstill on the ground or in the air. Both x-axis and y-axis momentum are temporarily cancelled in the air. | ||
The recovery phase | The recovery phase lasts <code>0.2833</code> seconds. | ||
==== Items that | ==== Items that Increase Heavy Melee Distance ==== | ||
Items with the ''+Heavy Melee Distance'' statistic increase the distance of a Heavy Melee. Examples include: | Items with the ''+Heavy Melee Distance'' statistic increase the distance of a Heavy Melee. Examples include: | ||
{{Item stat table|Heavy Melee Distance}} | {{Item stat table|Heavy Melee Distance}} | ||