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{{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, Dash Charge Cancel (DCC), Charge Launch)
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====== Abrams ======
{{ icons:bull_card_psd.png?100 }}
===== Charge Cancel =====
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^ //**Charge Cancel**// |^
^ {{ ::charactertech:abramschargecancel.mp4?500 }} |^
^ Tech Type | Character Tech |
^ Difficulty | Advanced Easy |
^ Character Dependent | Yes |
^ Inputs | Shoulder Charge → (Cancel) → (Jump/Slide) |
//Shoulder Charge// is 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 cancelling //Shoulder Charge//, you are able to keep the momentum. When cancelling deliberately for speed and movement, it is called a **Charge Cancel**.
When in the air, you are able to instantaneously change your direction by using //Shoulder Charge// in the desired direction. This can be used to redirect for [[universaltech:wall jumps]] and building traversal.
To maintain the maximum amount of speed from //Shoulder Charge// on the ground, charge, cancel then [[universaltech:jump]] or [[universaltech:slide]], depending on the situation. In the air, you do not have to input anything afterwards to maintain the momentum.
For a quick burst of speed, jump, //Shoulder Charge// then cancel.
You can cancel at any time during //Shoulder Charge// to maintain the maximum amount of speed; the entire duration of //Shoulder Charge// sets you at a fixed speed that doesn’t change.
Charge Cancelling can be used as a situational escape option when enemies are nearby, or when in combat. Since //Shoulder Charge// starts in the direction you are facing and doesn’t factor in your current velocity, you can Charge Cancel to suddenly change directions.
To execute, use //Shoulder Charge//, cancel, then jump or slide afterwards to maintain speed.
===== Dash Charge Cancel =====
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^ //**Dash Charge Cancel**// |^
^ {{ ::charactertech:abramsdcc.mp4?500 }} |^
^ Tech Type | Character Tech |
^ Difficulty | Advanced Hard |
^ Character Dependent | Yes |
^ Inputs | Dash → //Shoulder Charge// → Cancel → Jump |
^ Credit | Murphy, Iphonz|
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.
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 tuning around during //Shoulder Charge//.
Speed is largely dependent on when you use Shoulder Charge during the dash; using it later seems to give more speed.
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.
===== Charged Launch =====
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^ //**Charged Launch**// |^
^ {{ ::charactertech:chargedlaunch.mp4?500 }} |^
^ Tech Type | Character Tech |
^ Difficulty | Advanced Easy |
^ Character Dependent | Yes |
^ Inputs | //Shoulder Charge// → Aim at Launch Direction |
When using Abrams’ //Shoulder Charge// on a //Air Vent//, your charge overrides the Air Vent's horizontal velocity, instead taking you towards the direction you are charging.