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universaltech:heavymelee [2025/07/19 01:31] – Removed redundant header line compsoter | universaltech:heavymelee [2025/08/02 00:31] (current) – Implemented speed values in table (forgor) compsoter | ||
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By pressing the melee key(( | By pressing the melee key(( | ||
by default, Q | 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(( | + | )), 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 hit and 1.3 seconds |
'' | '' | ||
)). A Heavy Melee costs no stamina. | )). A Heavy Melee costs no stamina. | ||
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===== 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. | ||
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</ | </ | ||
- | While in lunge phase, | + | While in lunge phase, turning |
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: | ||
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| ::: | ::: | ::: | ::: | 750 | 797 | | | ::: | ::: | ::: | ::: | 750 | 797 | | ||
| 1,600 | < | | 1,600 | < | ||
- | | 3,200 | < | + | | 3,200 | < |