Heavy Melee: Difference between revisions

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A Heavy Melee costs no [[stamina]].
A Heavy Melee costs no [[stamina]].


Heavy Melee's 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>
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>


===== Wind up =====
===== Wind up =====
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===== Lunge =====
===== Lunge =====


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 <weapon> Weapon item {{ItemIcon|Melee Charge}} ''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}} ''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.