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hero:abrams [2025/06/09 01:16] – Added DCC clip compsoterhero:abrams [2025/07/12 23:32] (current) – Monospaced speed value compsoter
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 +/* !! These are the htmlmetatags for Discord */
 +/* !! Edit to page contents */
 +{{htmlmetatags>
 +metatag-keywords=(deadlock,movement,wiki,abram,abrams,charge) 
 + 
 +metatag-media-og:image=(icons:bull_card_psd.png)
 +metatag-media-og:image-type=(image/png)
 + 
 +metatag-og:title=(Abrams)
 +metatag-og:site_name=(Deadlock Movement Wiki)
 + 
 +metatag-og:locale=(en_GB)
 +metatag-og:locale:alternate=(ru)
 + 
 +metatag:color=(#ffefd7)
 +metatag-og:color=(#ffefd7)
 + 
 +metatag-og:description=(Charge Cancel, Charge Launch)
 +}}
 +
 ====== Abrams ====== ====== Abrams ======
  
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 //Shoulder Charge// is <abrams_mm> Abrams’ second ability. In it, he charges forward and tackles opponents in his path. During the charge, turning is restricted. Once he hits a wall, it will stun the opponent. You are able to cancel //Shoulder Charge// at any time during the charge. //Shoulder Charge// is <abrams_mm> Abrams’ second ability. In it, he charges forward and tackles opponents in his path. During the charge, turning is restricted. Once he hits a wall, it will stun the opponent. You are able to cancel //Shoulder Charge// at any time during the charge.
  
-When you charge forward with no opponents grabbed, your speed is set to 692 u/s (17.6 m/s). With opponents grabbed, speed instantly increases to 1107 u/s (28.1 m/s). Speed does not increase when strafing, unlike normal movement.+When you charge forward with no opponents grabbed, your speed is set to ''692'' u/s (''17.6'' m/s). With opponents grabbed, speed instantly increases to ''1107'' u/s (''28.1'' m/s). Speed does not increase when strafing, unlike normal movement.
  
 When cancelling //Shoulder Charge//, you are able to keep the momentum. When cancelling deliberately for speed and movement, it is called a **Charge Cancel**. When cancelling //Shoulder Charge//, you are able to keep the momentum. When cancelling deliberately for speed and movement, it is called a **Charge Cancel**.
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 To execute, use //Shoulder Charge//, cancel, then jump or slide afterwards to maintain speed. To execute, use //Shoulder Charge//, cancel, then jump or slide afterwards to maintain speed.
- 
-<WRAP box nobox> 
- 
-===== Dash Charge Cancel ===== 
- 
-<WRAP half right infobox> 
- 
-{{tablelayout?rowsHeaderSource=Auto}} 
- 
-^ <wrap centeralign> //**Dash Charge Cancel**// </wrap> |^ 
-^ <wrap centeralign>{{ ::charactertech:abramsdcc.mp4?500 }}</wrap> |^ 
-^ Tech Type  | Character Tech  | 
-^ Difficulty  | <color orange>Advanced</color> Hard  | 
-^ Character Dependent  | Yes  | 
-^ Inputs  | Dash → //Shoulder Charge// → Cancel → Jump | 
-^ Credit | Murphy, Iphonz| 
- 
-</WRAP> 
- 
-By [[universaltech:dashing|dashing]] then Charge Cancelling immediately after, you can execute **Dash Charge Cancel **(also known as **DCC**). Correct execution can result in large amounts of velocity. DCC's cost one bar of [[universaltech:stamina|stamina]] and //Shoulder Charge//. 
- 
-By dashing, using// Shoulder Charge// then cancelling, you can momentarily gain large amounts of speed, which then ends via the dash. By [[universaltech:jumping|jumping]] when on the ground, you can maintain this burst of speed into the air. If you are on a ledge, you do not need to jump. 
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-DCC's can be done in two different variants: __forwards__ and __backwards__. 
- 
-  * Forward DCC's are executed by dashing forwards then Charge Cancelling. Speed values range from ''1000'' u/s if done poorly to ''1450'' u/s if done optimally. This method is more reliable and consistent, but grants less speed (depending on the situation, this could be a good thing, since higher speeds result in less air control and harder Air Strafes.) 
-  * Backwards DCC's (or BDCC) are executed by dashing backwards then Charge Cancelling. This method is much faster, with speed values ranging from ''1500'' u/s if done poorly to ''2700'' u/s if done optimally. This method is much less reliable and consistent; while granting unparalleled speeds, optimal timing is much more strict and the direction that you launch off in can be slightly tilted through <abrams_mm> Abrams tuning around during //Shoulder Charge//. 
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-Speed is largely dependent on when you use Shoulder Charge during the dash; using it later seems to give more speed. 
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-DCC's are extremely useful in all aspects of the game, due to the large utility the speed gives you; DCC's are great as an escape tool and initiation tool. 
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-</WRAP> 
- 
  
 <WRAP box nobox> <WRAP box nobox>
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 ^ <wrap centeralign> //**Charged Launch**// </wrap> |^ ^ <wrap centeralign> //**Charged Launch**// </wrap> |^
-^ <wrap centeralign>{{ ::charactertech:chargedlaunch.mp4?500 }}</wrap> |^+^ <wrap centeralign>{{ ::charactertech:abramschargedlaunch.mp4?500 }}</wrap> |^
 ^ Tech Type  | Character Tech  | ^ Tech Type  | Character Tech  |
 ^ Difficulty  | <color orange>Advanced</color> Easy  | ^ Difficulty  | <color orange>Advanced</color> Easy  |
hero/abrams.1749431778.txt.gz · Last modified: 2025/06/09 01:16 by compsoter