universaltech:heavymelee
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| universaltech:heavymelee [2025/03/21 21:43] – compsoter | universaltech:heavymelee [2025/03/21 23:59] (current) – compsoter | ||
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| - | 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. Heavy Melees cost no stamina. | + | 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. |
| - | Heavy Melee' | + | Heavy Melee' |
| ===== Windup ===== | ===== Windup ===== | ||
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| 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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| + | <WRAP classes #main width right third : | ||
| + | <block classes #clip left width : | ||
| + | <wrap center lo> | ||
| + | </ | ||
| + | </ | ||
| While in lunge phase, you have unrestricted turning. This allows you to fake out opponents or take very sharp turns. | While in lunge phase, you have unrestricted turning. This allows you to fake out opponents or take very sharp turns. | ||
| - | At the very end 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. | + | * The game checks in a 192 unit sphere around you to check for enemy players |
| - | * The game spawns | + | * The game checks in a conical frustum |
| - | * If an enemies hurtbox | + | * If an enemies hurtbox |
| 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. < |
| The lunge phase takes a maximum of '' | The lunge phase takes a maximum of '' | ||
universaltech/heavymelee.1742593401.txt.gz · Last modified: 2025/03/21 21:43 by compsoter