Abrams Shoulder Charge Inconsistency and Interactions

xela727

New member
When charging an enemy as Abrams, there are three possible outcomes:

1. Enemy is pinned and stunned in front of you as expected

2. Abrams charges through the enemy and they are stunned
3. Enemy is pinned and stunned, but Abrams has gone through the enemy and now has to turn 180 degrees to face the enemy.

These inconsistencies (#2 and #3) account for 30~ of all charge interactions.

There are also inconsistencies with Shoulder charge and

1. Shiv slice and dice
2. Viscous ball
3. Infernus dash
4. Vindicta tether
 
There's actually quite a few interactions, some of which are intentional ability interactions and some of which seem to be genuine bugs.
There's a great diagnosis of enemies being left behind and stunned due to slight terrain elevation differences close to walls (aka curbs) here.

It's possible to leave an enemy behind by taking a trajectory in which they get caught on a surface while Abrams continues going, unfortunately I don't currently know of a clip or replay where this occurs.

There's also the possibility you execute a perfect Shoulder Charge and pass right through the enemy, as shown in a clip I posted here.

I agree with the first two being inconsistent; but never experienced any inconsistencies with the latter two.
1. Shiv's Slice and Dice: I've always thought Shiv was "ethereal" while blue during slice and dice. I decided to test this with Mirage's Tornado and got inconsistent results.
2. Viscous' Goo Ball: After some testing in the practice range I can't seem to figure out a consistent method for determining whether the Shoulder Charge will carry him, or leave me stunned. I suspect this may be due to whether Viscous' skeleton is "facing" you or not, which changes regularly as he rolls around and bounces off walls.
3. Infernus' Flame Dash: I've never experienced any unique interactions with this... He's fast and you will be on fire...
4. Vindicta's Stake: Prevents the enemy from moving outside its radius. If they're tethered you can pin them against the wall, assuming that wall is within said radius. If you carry an enemy to the end of the tether they will simply be left behind, a good example of which can be seen in a clip I posted here.

The one ability interaction I dislike and suspect may be a bug is with Mirage's Tornado. If an enemy is being held by a friendly Mirage's Tornado then Shoulder Charge will usually be unable to collide with said enemy, but sometimes will pull them behind you for a bit. A good example of it can be seen in this post.
 
I would like to direct anyone interested in this post to one covering the same topic which was posted earlier:

I'm more thoroughly documenting cases of missed Shoulder Charges there.
 
Viscous stuns you if you charge into him, but his attack has a cooldown between hits, so you want to charge into him during that cooldown.
There are also a bunch of issues with charge where if you charge say the side of the enemy, you can actually get separated from them if say they collide into a doorway on the left and you keep charging on the right. Very frustrating when it happens.

And yes there are tons of times where after charging Abrams is inside/behind the enemy instead of infront causing a lot of issues with trying to melee them after.

Infernus dash interaction is because Infernus ability prevents him from being affected by movement locking abilities, doubt it will be fixed in Abrams favour since its slightly intentional.

Abrams charge has a ton of issues with other character interactions. The ones I hate the most involve Bebop since theres so many issues like charging before/after his knockup punch, charging into/during Hook etc. So many issues.
 
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