Supic
New member
When using Heavy Melees, you can negate the bounce from Air Pads/Holliday's Bounce Pads by timing it correctly. To try putting it into words, Heavy Melees seem to move between about three phases, a wind up, a forward charge, and a stop. In-between the wind up and charge, it seems like all outside momentum is ignored, including that of Bounce Pads and Air Pads.
For Holliday, this means that if you jump and Heavy Melee with the right timing, you can turn a Bounce Pad into a mine by landing on it, giving the stomp effect at the end of the melee. The damage is only used once, but the visual/audio effects get spammed, causing lag.
First video shows the bug being replicated (Melee Charge is used to exaggerate the movement after landing). Second video shows the effect and lag with an active Bounce Pad. Third video shows that hitting the Bounce Pad during the wind up results in a short bounce before the charge overrides it (correct behavior, shows that the wind up itself isn't the cause).
For Holliday, this means that if you jump and Heavy Melee with the right timing, you can turn a Bounce Pad into a mine by landing on it, giving the stomp effect at the end of the melee. The damage is only used once, but the visual/audio effects get spammed, causing lag.
First video shows the bug being replicated (Melee Charge is used to exaggerate the movement after landing). Second video shows the effect and lag with an active Bounce Pad. Third video shows that hitting the Bounce Pad during the wind up results in a short bounce before the charge overrides it (correct behavior, shows that the wind up itself isn't the cause).