Light and heavy melee
A light melee gives a quick close-range hit; holding the input commits to a charging heavy attack. The useful choice depends on the opening available. A heavier hit is not automatically better when its preparation lets the enemy parry or step away.
Choose the hit you can deliver
Use a quick attack in a narrow window and a charged attack when control or positioning makes contact likely. Look beyond the first damage number: melee items can give different cooldowns or effect strength for light and heavy hits. Build the sequence around the version you will actually land.
Practise changing the rhythm
Approach a partner, vary the delay before attacking and sometimes stop without swinging. Then practise recognizing their commitment when defending. Repeating the same charged approach teaches the opponent exactly when to parry. Melee also pauses reloading, so account for the next weapon window.
Data and APIAPI
identity
- id
- mechanic_light_and_heavy_melee
- slug
- light-and-heavy-melee
- category
- combat
- flowStage
- fighting
- aliases
- melee, punch, heavy melee, light melee, charged melee, m1 melee, melee cancel, hmc, feint, мили, ближний бой, тяжёлый удар, лёгкий удар
- sourcePath
- manual:mechanics/light-and-heavy-melee
- updatedAt
- 2026-09-20T22:00:00.000Z