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HELLDIVERS™

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How to Melee Dodge (Video Guide) / 怎样近战闪避(Q转)(视频指南)
By Lein and 3 collaborators
In this video, I try to break down the melee dodge technique into comprehensible steps. The transcript can be found either here or in the video's description.

Happy New Year!

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在视频中,我把近战闪避的技巧分成几个容易理解的步骤。视频下方的文本也在视频中有出现。

新年快乐!
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Transcript
Melee Dodging

There are two main types
of melee animations:

idle melee

and running melee

Melee dodging is an unofficial name
used to refer to the simple act of
moving while in a running melee
animation.

Melee dodging with a bayonet
is useful since it allows you to
attack at the same time,

such as when dodging Hounds

or Illuminate orbs.

Without a bayonet, it can be useful
for quickly positioning snap shots

or repositioning between shots.

To perform a melee dodge,
do the following:

Melee Dodge

Run ➜ Melee ➜ Move (+ Aim)

The running melee animation only
lasts for a brief moment and differs
based on whether or not a bayonet
is equipped.

This is your window of opportunity
to move freely (or "melee dodge").

These gauges will show how long
each running melee animation lasts.

Bayonet | No bayonet

Due to its duration, many players find
it easier to practice with a bayonet.

Start by simply running, then add
each additional step gradually.

Run ➜ Melee ➜ Move (+ Aim)

Thanks for watching!
中文译文
近战动作主要有两种类型*:
1、原地近战
2、跑动近战

近战闪避(Q转)是一个非官方的名称

用于指代那些在近战动作中移动的简单动作

装备刺刀时的近战动作十分有用

因为它可以(在闪避的)同时进行攻击

比如说在躲避生化狗时

或者躲避光能者的脑残球

在没有刺刀的情况下,它可以用于快速调整瞄准方向进行射击

要进行近战闪避,就按照如下的方法来做:
冲刺→近战→闪避(以及瞄准)

跑动近战的动作只有短短的瞬间

并且根据装备刺刀与否有(持续时间上的)差别

但这是你不可多得的可以流畅地近战闪避的大好机会

这些(指视频中的)量表会展示每一个近战动作的持续时间

由于持续时间*的缘故,很多玩家发现在有刺刀的情况下更容易练习

由简单的跑动开始,然后循次渐进地添加下一个动作进去

冲刺→近战→移动(以及瞄准)

感谢观看!

(*类型:虽然指南中没有提到,但第一种原地近战的情况是你无论如何都要避免的:硬直大,不能位移。唯一的用处就是用于快速调整瞄准方向)
(*持续时间:指近战动作的时间,装有刺刀和没有刺刀近战动作持续时间不同)
31 Comments
ShelleyBelley Gaming Jan 8 @ 5:59pm 
This saved me a D15 mission, thank you
Lein  [author] Jul 21, 2024 @ 4:26am 
It's a good note to add regardless.
Daegon Jul 20, 2024 @ 7:42pm 
I see.. I figured it's essential because doing a melee attack will interrupt the sprint if it's configured to toggle instead of hold, at least with a keyboard/mouse setup. If set to hold, it doesn't get interrupted.
Lein  [author] Jul 20, 2024 @ 5:23am 
I use held, but's definitely not essential. Some of the best melee dodgers I've known use default controls. It's preference.

I'm not a keyboard player, so I don't have anything to say about that part.
Daegon Jul 20, 2024 @ 2:17am 
Setting sprint to be active while a key is held, rather than toggled , seems to be essential... but for some reason this is not mentioned anywhere.

Also the advice below by b0nes is good, because most keyboards will cause issues if you try to press several different keys that are close to each other simultaneously, such as W, A, and Q (default melee keybind). Using a custom bind on the keyboard, or on a mouse side button, is more practical.
Dux of Earl Oct 30, 2023 @ 8:51pm 
It would seem linear swipes may feel somewhat faster using WASD vs analog stick, depending on your keyboard type and command layout. Thanks again for literally Changing the Game.
gator Sep 7, 2023 @ 9:52pm 
lol only bad players use crutches
QuantizedAnson Feb 5, 2023 @ 8:07pm 
@[VIP] b0nes

If you played games like Warhammer Vermintide, Gundam Evolution, etc.
where Dodging is one of the major game mechanics,
It's actually best to have
Q as Melee
SPACE as Dodge
SHIFT as Sprint / Jump
b0nes Dec 9, 2022 @ 2:38pm 
Pro tip.

Use mkb.
Rebind melee to shift.
Rebind sprint to space.
Profit.
Lein  [author] Oct 3, 2021 @ 1:20pm 
Yep, I guess it must be. I've never played Ecco myself, so I can't confirm firsthand, but I always cite the music I use in the description. I just liked the song. :)

• "Ecco the Dolphin 'Broken Machine'" - Trace Dragon XVI K (OC ReMix)

I never expected this video to get this popular, so using music people wouldn't recognize wasn't too much of a concern for me at the time. haha