User Tools

Site Tools


universaltech:heavymeleecancel

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
universaltech:heavymeleecancel [2025/03/30 15:19] monster_domoseduniversaltech:heavymeleecancel [2025/04/18 04:04] (current) monster_domosed
Line 1: Line 1:
 +{{htmlmetatags>
 +metatag-keywords=(deadlock,movement,wiki,heavymeleecancel,hmc,meleecancel,heavy melee cancel,melee cancel,mc) 
 +
 +metatag-media-og:image=(:logo.png)
 +metatag-media-og:image-type=(image/png)
 +
 +metatag-og:title=(Heavy Melee Cancel (HMC))
 +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=(A Heavy Melee Cancel (AKA HMC, Melee Cancels) allows you to cancel the recovery of a Heavy Melee using certain active items or abilities. By activating certain items during the lunge phase of a Heavy Melee, you can maintain the lunge momentum for extended movement opportunities. To perform a Heavy Melee Cancel, either buy the active items that allow you to cancel Heavy Melee or play certain characters that have abilities that can cancel Heavy Melee. Start a Heavy Melee, and while you are lunging forwards, activate the active item.)
 +}}
 +
 +<WRAP announcement grey infobox>
 +{{:patched.png?100 |Patched Icon|left}} 
 +**In [[https://forums.playdeadlock.com/threads/04-17-2025-update.61382/|04-17-2025 patch]] Heavy Melee Cancel momentum preservation has been substantially reduced, limiting its movement potential.** While the cancel still works mechanically, the distance and speed gained from the technique are now much lower than before.
 +</WRAP>
 +
 ====== Heavy Melee Cancel ====== ====== Heavy Melee Cancel ======
-<WRAP 40% right infobox>+---- 
 +<WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Heavy Melee Cancel//** </wrap>|| ^ <wrap centeralign> **//Heavy Melee Cancel//** </wrap>||
-^ <wrap centeralign>{{ ::universaltech:fleetfootheavymeleecancel.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::universaltech:heavymeleecancel.mp4?500 }}</wrap>||
 ^ Tech Type                                             | Universal       | ^ Tech Type                                             | Universal       |
 ^ Difficulty                                            | <color orange>Advanced</color> Easy | ^ Difficulty                                            | <color orange>Advanced</color> Easy |
Line 16: Line 40:
 Heavy Melee Cancel's can be split into two categories; //__true__// and //__false__// Heavy Melee Cancel's can be split into two categories; //__true__// and //__false__//
   * A __True__ Heavy Melee Cancel allows for full actionability afterwards. True Heavy Melee Cancels can only be executed with certain active items.   * A __True__ Heavy Melee Cancel allows for full actionability afterwards. True Heavy Melee Cancels can only be executed with certain active items.
-  * A __False__ Heavy Melee Cancel cancels the Heavy Melee, but doesn't allow for actionability afterwards. False Heavy Melee Cancels are executed with certain character abilities; these abilities put you into a special state that prevents normal actions (e.g. <kelvin_mm> Kelvin's Ice Path).+  * A __False__ Heavy Melee Cancel cancels the Heavy Melee, but doesn't allow for actionability afterwards. False Heavy Melee Cancels are executed with certain character abilities; these abilities put you into a special state that prevents normal actions (e.g. <kelvin_mm> Kelvin'//Ice Path//)((The one exception is <kelvin_mm> Kelvin's //Ice Dome//, which is a True Heavy Melee Cancel)).
  
 True Heavy Melee Cancels are the only type that can be utilised for movement. To maximise the movement potential, cancel the Heavy Melee at the endpoint of the lunge phase (since that is when you are the fastest), then [[universaltech:slidebunnyhopping|Slide Bunnyhop]] afterwards. Heavy Melee Cancels maintain the momentum from the moment you activate the active item; this means you can turn freely during the lunge phase without affecting the speed afterwards. True Heavy Melee Cancels are the only type that can be utilised for movement. To maximise the movement potential, cancel the Heavy Melee at the endpoint of the lunge phase (since that is when you are the fastest), then [[universaltech:slidebunnyhopping|Slide Bunnyhop]] afterwards. Heavy Melee Cancels maintain the momentum from the moment you activate the active item; this means you can turn freely during the lunge phase without affecting the speed afterwards.
Line 42: Line 66:
 | <ivy_card>    [[hero:Ivy]]     | Stone Form   | | <ivy_card>    [[hero:Ivy]]     | Stone Form   |
 | <kelvin_card> [[hero:Kelvin]]  | Ice Path     | | <kelvin_card> [[hero:Kelvin]]  | Ice Path     |
-| :::                            | Ice Dome     |+| :::                            | Ice Dome((True HMC))     |
  
universaltech/heavymeleecancel.1743347956.txt.gz · Last modified: 2025/03/30 15:19 by monster_domosed