Heavy Melee: Difference between revisions

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{{MovementTabs|Heavy Melee|Heavy Melee Cancel, Heavy Melee Cancel Extension, Hidden Melee}}
{{MovementTabs|Heavy Melee|Overview, 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 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>.  
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 hit 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>Similar to a standard move in fighting games: 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: ''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>


===== Windup =====
===== Windup =====


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.
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.


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.
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.


The windup phase lasts <code>0.36</code> seconds.
The windup phase takes <code>0.36</code> seconds.


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


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.
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.


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.
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.


[[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.
While in lunge phase, turning is slightly restricted<ref><code>abilities.vdata</code>, <code>m_flHeavyMeleeMaxTurnRate</code>. Implemented in [[Update:July_29,_2025|29 July, 2025 Update]]</ref>, with the maximum turn being ~300 degrees. Even with the restriction, you can still fake out opponents and take very sharp turns.


At the end of lunge is the "final hit" with a larger hitbox, consisting of two checks:
At the end of the lunge phase is a "final hit". This hitbox is much larger and is able to be aimed in any direction. This final hitbox consists of two checks:


* A <code>192</code> unit sphere around you for enemy players (including neutral creeps and minions)
* The game checks in a <code>192</code> unit sphere around you to check for enemy players (includes 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)
* The game checks in a conical frustum (<code>200</code> units in length and <code>100</code> units in final radius) in front of your current position to check for enemy players (includes Neutral creeps and minions).
* If an enemies hurtbox is in both, they are hit and damaged.


Enemies within both regions are hit and damaged.
While in the air, you are able to change your direction by ~5° upwards or downwards.


In the air, you can adjust direction by ~5° up or down.
The damage that a Heavy Melee deals depends on the character; the normal damage amount 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. This damage can be increased by buying items that have the ''+Melee Damage'' stat or by buying items that increase Weapon Damage<ref>Melee attack damage benefits from 50% of all Weapon Damage buffs. </ref>


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 takes a maximum of <code>0.6</code> seconds.
 
The lunge phase lasts a maximum of <code>0.6</code> seconds.


===== Recovery =====
===== Recovery =====


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.
After the lunge phase is the ''recovery'' phase. In this phase, you no longer have any active hitboxes and stand still. All previous momentum is cancelled and you stop at a standstill, both on the ground and in the air. If you are in the air, all momentum (both the x-axis and the y-axis) is cancelled for a moment.


The recovery phase lasts <code>0.2833</code> seconds.
The recovery phase takes <code>0.2833</code> seconds.


==== Items that Increase Heavy Melee Distance ====
==== 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}}
[[Category:Movement]][[Category:Universal Tech]]