Editing Heavy Melee

Jump to navigation Jump to search
Warning: You are not logged in. Once you make an edit, a temporary account will be created for you. Learn more. Log in or create an account to continue receiving notifications after this account expires, and to access other features.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision Your text
Line 13: Line 13:
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>Another way to think about it is like a standard move in a standard fighting game. A standard button has startup, active, and recovery frames</ref>
Heavy Melees are available both on the ground and in the air. There are three phases to a Heavy Melee: ''wind up'', ''lunge'' and ''recovery''.<ref>Another way to think about it is like a standard move in a standard fighting game. A standard button has startup, active, and recovery frames</ref>


===== Windup =====
===== Wind up =====


Upon initiating a Heavy Melee, you enter the first phase: ''windup''. During windup, you pull back and "windup" your punch. If you were on the ground upon initiation, you are instantly stopped while you windup.
Upon initiating a Heavy Melee, you enter the first phase: ''wind up''. During wind up, you pull back and "wind up" your punch. If you were on the ground upon initiation, you are instantly stopped while you wind up.


During this phase, you are fully vulnerable and do not yet have a hitbox. While in windup, yellow and orange particle effects will be emitted from your fist and a noticeable sound effect will be played for all players. If you are in the air, you will continue in your current velocity, and be locked out of moving using the standard movement keys.
During this phase, you are fully vulnerable and do not yet have a hitbox. While in wind up, yellow and orange particle effects will be emitted from your fist and a noticeable sound effect will be played for all players. If you are in the air, you will continue in your current velocity, and be locked out of moving using the standard movement keys.


The windup phase takes <code>0.36</code> seconds.
The wind up phase takes <code>0.36</code> seconds.


===== Lunge =====
===== Lunge =====


After the windup phase is the ''lunge'' phase. During the lunge phase, you start lunging forwards and are able to damage other players. The peak speed at which you lunge is <code>750</code> u/s on the ground and <code>797</code> u/s in the air. With the {{ItemType|Weapon}} {{ItemIcon|Melee Charge}}, the peak speed is <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}}, the peak speed is <code>1200</code> u/s on the ground and <code>1275</code> u/s while stationary in the air.
After the wind up phase is the ''lunge'' phase. During the lunge phase, you start lunging forwards and are able to damage other players. The peak speed at which you lunge is <code>750</code> u/s on the ground and <code>797</code> u/s in the air. With the {{ItemType|Weapon}} {{ItemIcon|Melee Charge}}, the peak speed is <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}}, the 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 you. While you are moving, a small spherical hitbox is attached to your player which can damage opponents. Since you have a melee hitbox applied on your character, you are susceptible to being parried. If any enemy player is hit (including neutral creeps), the rest of the lunge phase is cancelled, the final hitbox will not appear and you immediately enter the recovery phase.
During this phase, you have a hitbox attached to you. While you are moving, a small spherical hitbox is attached to your player which can damage opponents. Since you have a melee hitbox applied on your character, you are susceptible to being parried. If any enemy player is hit (including neutral creeps), the rest of the lunge phase is cancelled, the final hitbox will not appear and you immediately enter the recovery phase.
Please note that all contributions to The Deadlock Wiki are considered to be released under the Creative Commons Attribution-NonCommercial-ShareAlike (see Deadlock:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)