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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: '' | 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 ===== | ||
Upon initiating a Heavy Melee, you enter the first phase: '' | 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. While in | 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 | The windup phase takes <code>0.36</code> seconds. | ||
===== Lunge ===== | ===== Lunge ===== | ||
After the | 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 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. | ||