universaltech:heavymelee
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revision | |||
universaltech:heavymelee [2025/04/17 10:14] – Line compsoter | universaltech:heavymelee [2025/06/09 01:28] (current) – Updated items that increase melee distance. Had to remove info that cannot be verified rn (need recompile of bunnyling map for distance values) compsoter | ||
---|---|---|---|
Line 18: | Line 18: | ||
====== Heavy Melee ====== | ====== Heavy Melee ====== | ||
+ | |||
---- | ---- | ||
+ | |||
<WRAP classes #main width right half infobox> | <WRAP classes #main width right half infobox> | ||
+ | |||
{{tablelayout? | {{tablelayout? | ||
- | ^ <wrap centeralign> | + | |
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ Tech Type | + | ^ <wrap centeralign> |
- | ^ Difficulty | + | ^ Tech Type | Universal |
- | ^ Stamina | + | ^ Difficulty |
- | ^ Character Dependent | + | ^ Stamina |
- | ^ Inputs | + | ^ Character Dependent |
+ | ^ Inputs | ||
</ | </ | ||
- | By pressing the melee key((by default, Q)), 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 0.9 seconds(('' | + | By pressing the melee key(( |
+ | by default, Q | ||
+ | )), 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 0.9 seconds(( | ||
+ | '' | ||
+ | )). A Heavy Melee costs no stamina. | ||
- | Heavy Melee' | + | Heavy Melee' |
+ | Another way to think about is like a standard move in a standard fighting game. A standard button has startup, active, and recovery frames | ||
+ | )) | ||
===== Windup ===== | ===== Windup ===== | ||
+ | |||
Upon initiating a Heavy Melee, you enter the first phase: __windup__. During windup, you pull back and " | Upon initiating a Heavy Melee, you enter the first phase: __windup__. During windup, you pull back and " | ||
- | 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. | + | 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 windup phase takes '' | The windup phase takes '' | ||
===== Lunge ===== | ===== Lunge ===== | ||
- | 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 '' | + | |
+ | 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 '' | ||
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. | ||
<WRAP classes #main width right third : | <WRAP classes #main width right third : | ||
- | <block classes #clip left width : | + | |
- | <wrap center lo> | + | <block classes #clip left width : |
+ | |||
+ | {{:: | ||
</ | </ | ||
+ | |||
</ | </ | ||
Line 55: | Line 72: | ||
At the end of the lunge phase is a "final hit". This hitbox is much larger and is able to be aimed in any direction. This final hitbox consists of two checks: | At the end of the lunge phase is a "final hit". This hitbox is much larger and is able to be aimed in any direction. This final hitbox consists of two checks: | ||
+ | |||
* The game checks in a 192 unit sphere around you to check for enemy players (includes Neutral creeps and minions). | * The game checks in a 192 unit sphere around you to check for enemy players (includes Neutral creeps and minions). | ||
* The game checks in a conical frustum (which is 200 units in length and 100 units in final radius) in front of your current position to check for enemy players. (includes Neutral creeps and minions) | * The game checks in a conical frustum (which is 200 units in length and 100 units in final radius) in front of your current position to check for enemy players. (includes Neutral creeps and minions) | ||
Line 61: | Line 79: | ||
While in the air, you are able to change your direction by ~5° upwards or downwards. | While in the air, you are able to change your direction by ~5° upwards or downwards. | ||
- | The damage that a Heavy Melee deals depends on the character; the normal damage amount is 116. < | + | The damage that a Heavy Melee deals depends on the character; the normal damage amount is 116. < |
+ | Heavy Melee damage scales with < | ||
+ | )) | ||
The lunge phase takes a maximum of '' | The lunge phase takes a maximum of '' | ||
===== Recovery ===== | ===== Recovery ===== | ||
- | After the lunge phase is the __recovery__ phase. In this phase, you no longer have any active hitboxes and stand still. All previous momentum is cancelled and you stop at a standstill, both on the ground and in the air. If you are in the air, all momentum (both the x-axis and the y-axis) is cancelled for a moment. | + | |
+ | After the lunge phase is the __recovery__ phase. In this phase, you no longer have any active hitboxes and stand still. All previous momentum is cancelled and you stop at a standstill, both on the ground and in the air. If you are in the air, all momentum (both the x-axis and the y-axis) is cancelled for a moment. | ||
The recovery phase takes '' | The recovery phase takes '' | ||
==== Items that increase Heavy Melee Distance ==== | ==== Items that increase Heavy Melee Distance ==== | ||
- | Certain items have the //+Heavy Melee Distance// statistic, which changes the distance that your Heavy Melee goes. A base grounded Heavy Melee travels '' | + | |
+ | Certain items have the //+Heavy Melee Distance// statistic, which changes the distance that your Heavy Melee goes. You can increase this by either buying | ||
{{tablelayout? | {{tablelayout? | ||
- | ^ Price (Souls) | ||
- | | //Base Stats// | ||
- | | ::: | ::: | ::: | ::: | ::: | 750 | 797.50 | ||
- | | 1,250 | < | ||
+ | ^ Price (Souls) | ||
+ | | //Base Stats// | ||
+ | | ::: | ::: | ::: | ::: | 750 | 797 | | ||
+ | | 1,600 | < | ||
+ | | 3,200 | < | ||
universaltech/heavymelee.txt · Last modified: 2025/06/09 01:28 by compsoter