Heavy Melee

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Heavy Melee
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Tech Type: Universal Tech
Difficulty: Basic Mechanics
Character Dependent: No
Stamina: 0
Inputs: Hold Melee

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 1.25 seconds and has a cooldown of 1.0 seconds when it hits and 1.3 seconds when missed[1].

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.[2]

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.

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 lasts 0.36 seconds.

Lunge

After windup, you enter the lunge phase. During lunge, you start moving forward and can damage other players. Peak speed is 750 u/s on the ground and 797 u/s in the air. With the Melee Charge Weapon item, peak speed increases to 1125 u/s on the ground and 1195 u/s while stationary in the air. With the upgrade Crushing Fists, peak speed is 1200 u/s on the ground and 1275 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.

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 (m_flHeavyMeleeMaxTurnRate) with a maximum of ~300°. Even with this restriction, sharp turns and feints are possible.

At the end of lunge is the "final hit" with a larger hitbox, consisting of two checks:

  • A 192 unit sphere around you for enemy players (including neutral creeps and minions)
  • A conical frustum 200 units long and 100 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.

Damage depends on the character: normal damage is 116. Ivy and Yamato deal 116 and 128 melee damage, respectively, and Paige deals 120 with x0.3 Spirit scaling. Damage can be increased by items with +Melee Damage or items that increase Weapon Damage.[3]

The lunge phase lasts a maximum of 0.6 seconds.

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.

The recovery phase lasts 0.2833 seconds.

Items that Increase Heavy Melee Distance

Items with the +Heavy Melee Distance statistic increase the distance of a Heavy Melee. Examples include:

This is a dynamic list "Heavy Melee Distance". Edit contents.
NameSoulsCostCategoryStat change
Melee Charge1,600 Weapon+50% Heavy Melee Distance
Crushing Fists6,400 Weapon+60% Heavy Melee Distance
Runed GauntletsLegendary Weapon+150% Heavy Melee Distance
  1. abilities.data, EAttackType_Heavy; m_flCooldownOnHit, m_flCooldownOnMiss
  2. Similar to a standard move in fighting games: startup, active, and recovery frames
  3. Melee attack damage benefits from 50% of all Weapon Damage buffs.