Mechanics: Difference between revisions

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Minor changes to formatting and additional clarification
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; Melee Attacks
; Melee Attacks


* Every hero may also attack in "[[Melee attack|melee]]" to strike at point-blank range with their fist, gun, or other object. Players may use either light or heavy melee attacks to either jab with small amounts of damage, or lunge with a heavy blow.
* Every hero may also perform a "[[Melee attack|melee]]" attack to strike at point-blank range with their fist, gun, ect. Players can perform either a light or heavy melee attack, light melee attacks dealing a faster but weaker amount of damage, while heavy melee attacks take longer, lunging forward with a heavy, more damaging blow.


; Parry
; Parry


* Parry (Default key: '''F''') is a defensive move that is available to every hero. After performing a parry, a hero briefly enters ''parry state'' in which they can fully absorb one melee attack, stunning the attacker, but cannot do anything else. A successful parry will not be able to activate again for 0.25 seconds, while an unsuccessful parry is on cooldown for 4.5 seconds.
* Parry (Default key: '''F''') is a defensive move that is available to every hero. After performing a parry, a hero briefly enters ''a parry state'' (lasts 1s, will parry for the first 0.75s) in which they can fully absorb one melee attack, stunning the attacker for 2.75s and preventing damage, but during which they cannot do anything else. A succcessful parry has a 0.3s inactionational period, after which any action (including another parry) can be performed, an unsuccessful parry has a cooldown of 4.5 seconds.


; Crouch
; Crouch
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; Heroes' Abilities
; Heroes' Abilities


* Every hero has 4 unique abilities what they can use after unlocking them by spending [[Level|'''ability unlocks''']][[File:Ability_unlock_icon.png|30px]]. Abilities are often used to deal [[Spirit Damage]], empower the player or allies, weaken enemies, or for traversal.
* Every hero has 4 unique abilities, which they can unlock for use by spending [[Level|'''ability unlocks''']][[File:Ability_unlock_icon.png|30px]]. Abilities are often used to deal [[Spirit Damage]], empower the player or allies, weaken enemies, or for traversal.


=== Movement ===
=== Movement ===
; Double jump
; Double jump


* Heroes can perform a ''double jump'' by jumping while in mid air, which cost 1 [[stamina]]. Heroes can perform a single ''double jump'' in the air.
* Heroes can perform a ''double jump'' by jumping while in mid air, which cost 1 [[stamina]]. Without items heroes can perform a single ''double jump'' in the air.


; Dash and Air Dash
; Dash and Air Dash
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* Pressing the dash button (Default key: '''Shift''') performs a quick evasive maneuver, which costs 1 [[stamina]]. It can be used to evade enemies' attacks, escaping fights or chasing enemies.
* Pressing the dash button (Default key: '''Shift''') performs a quick evasive maneuver, which costs 1 [[stamina]]. It can be used to evade enemies' attacks, escaping fights or chasing enemies.


* Pressing dash while in the air performs ''air dash'' which works exactly like regular dash, except in the air and has less slowdown at the end of the dash. Heroes can perform a single ''air dash'' while in the air.
* Pressing dash while in the air performs ''air dash'' which works exactly like regular dash, except in the air and has less slowdown at the end of the dash. Without items heroes can perform a single ''air dash'' while in the air.


; Slide
; Dash Jump


* Heroes can slide by holding crouch after dashing, preserving momentum and giving infinite ammo temporarily for the duration of the slide. This can increase the bullets shot before reloading when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]].
* A ''Dash jump'' is a fast long jump, which can be performed during a dash and costs 1 [[stamina]], for a total of 2 including the stamina spent ''dashing''. The timing of a ''dash jump'' is visualised by the crosshair turning blue while ''dashing'', while the crosshair is blue the player can press jump to ''dash jump''.


* Heroes can initiate slides without consuming [[stamina]] from dashing by crouching while moving down slopes or stairs, or crouching while moving at more than 10m/s. This allows chaining of movement abilities while preserving [[stamina]].
; Slide


; Dash Jump
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, ect.) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve your overall dps by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]].


* ''Dash jump'' is a fast long jump, which heroes can do by jumping right after Dash, which costs 2 [[stamina]]. The timing of a ''dash jump'' is visualised by the crosshair turning blue after ''dashing'', while the crosshair is blue the player can press jump to ''dash jump''.
* Heroes cannot jump during slides performed from a ground dash, all other slides (including from air-dashes/dash jumps) do not have this restriction.


; Fast descend
; Down Dash


* Heroes can quickly dash downwards while in mid air by pressing crouch button twice, spending 1 [[stamina]].
* Heroes can quickly dash downwards while in mid air by pressing crouch button twice, spending 1 [[stamina]].