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Deadlock Animation Canceling: Heavy Melee Cancels, Hidden Melee and Buffering

How animation canceling works in Deadlock. Covers heavy melee cancels and which items do them, the punch extension, hidden melees for every hero that has one, dash cancels, and why melee pauses your reload.

Animation canceling means cutting an action’s wind-up or recovery short, or hiding it behind another animation. Deadlock has fewer cancels than a fighting game, but the ones it has decide melee trades, make parries harder to land, and let strong players reposition when they look committed.

This page assumes you know the basics of melee and parry.

First, the heavy melee timeline

Every cancel on this page plays with the heavy melee, so know its phases:

PhaseWhat happens
Wind-up0.36 seconds. No hitbox yet, and you’re fully vulnerable. This is what enemies try to parry.
LungeYou travel forward about half a dash (Melee Charge adds 50% distance). Turning is slowed.
RecoveryThe punch finishes. Heavy melee then has a 1 second cooldown, or 1.3 seconds if it missed.

Heavy melee cancel

Start a heavy melee, then use a cancel while you’re still lunging. The punch ends early and you keep the momentum of the lunge.

There are two kinds:

  • True cancel: you’re free to act straight away. Only certain active items do this, plus one ability.
  • False cancel: the punch is canceled, but you’re left briefly unable to act. Good for baiting, not for movement.

Items that give a true cancel

ItemCategoryCost
FleetfootWeapon1,600
Restorative LocketVitality1,600
Fury TranceVitality3,200
ColossusVitality6,400
UnstoppableVitality6,400
Vampiric BurstVitality6,400

Abilities that cancel a heavy melee

HeroAbilityType
KelvinFrozen ShelterTrue (the only ability that is)
KelvinIce PathFalse
DynamoSingularityFalse
IvyStone FormFalse

What it’s good for

  1. Baiting parries. The enemy sees a heavy melee coming and parries. You cancel, their parry whiffs and goes on its 4.5 second cooldown, and now your next heavy melee is safe. More on this in parry timing and mind games.
  2. Repositioning. Lunge toward cover or around a corner, then cancel and keep moving.
  3. Movement. Cancel at the end of the lunge, when you’re moving fastest, then go straight into slide bunnyhops. Valve cut how much speed this keeps on April 17, 2025, so it’s a small boost now, not a launch. Melee Charge’s extra lunge distance raises the speed you keep.

Punch extension

During a true heavy melee cancel, keep holding melee. A second punch starts immediately, and the two look like one long punch that covers about double the distance. It also skips the recovery, so you can turn again in tight spaces.

It doubles as a bait: an enemy who thinks your punch is ending will often drop their guard just as the second one arrives.

Hidden melee

Some abilities play an animation that takes priority over the heavy melee. Start a heavy melee during one of them and the punch’s wind-up is hidden (fully covered) or obscured (partly visible), which makes it much harder to parry.

One common misconception: the sound and the glow around the fist are still visible to enemies. Hidden melee removes the body animation, not every tell, so good players can still react to the audio.

HeroAbilityHow to do it
BebopExploding UppercutBuffer heavy melee as you use it. The punch is much shorter.
Grey TalonCharged ShotBuffer heavy melee as you fire.
HollidayBounce PadBuffer it as you land on the pad. Only while stomping, once per pad.
KelvinIce PathHeavy melee, then cast.
KelvinFrozen ShelterHeavy melee while casting, or cast then melee.
LashGrappleWorks for about 3 seconds after the grapple.
LashFlog, Ground StrikeCast, then buffer heavy melee.
MinaNox NostraHidden for the whole ultimate.
Mo & KrillSand BlastHeavy melee after throwing it.
SevenLightning Ball, Static ChargeCast, then buffer heavy melee. A three-tick window, so it’s hard.
ShivKilling BlowBuffer heavy melee after the cast.
SilverBoot KickHeavy melee after the cast.
VictorShocking ReanimationHeavy melee just before it.
ViscousPuddle PunchObscured, not hidden. Melee while the fist is rising. The easiest timing on this list.
VyperScrewjab Dagger, Petrifying BolaCast, then buffer heavy melee.
YamatoShadow TransformationBuffer heavy melee after casting.

Dash cancels

  • Short dash crouch cancel: tap crouch during a dash to cut it short. A precise step for last hits in lane. See movement tech.
  • Dash jump cancel: dash, and while the dash jump window is open, cast an ability instead of jumping. The cast cuts the dash off and you can follow with a normal jump, travelling further than the dash alone. Results vary a lot by hero:
    • Holliday’s Bounce Pad gives a big speed boost.
    • Vindicta has to finish Assassinate and unscope before jumping.
    • Casts like Lady Geist’s Malice, Shiv’s Serrated Knives and Sinclair’s Vexing Bolt delay the jump, which makes it much harder.
  • Mantle glide cancels the slow end of a mantle. See movement tech.

Melee pauses your reload

Melee doesn’t cancel a reload, and it doesn’t skip one either. It pauses it:

  • A light melee freezes the reload timer the moment you swing. (Billy is the exception.)
  • A heavy melee freezes it once the lunge begins.

The reload carries on when the melee ends. So if you start reloading and then melee, your gun is ready later, not sooner. Finish the reload first, or melee while you still have bullets in the magazine.

Buffering: inputs the game holds for you

Several actions accept an input slightly early and fire it at the first possible moment:

  • Hold jump near a ledge and you’ll mantle automatically.
  • Hold jump just before landing to buffer a raw bunnyhop when you’re out of stamina.
  • Hold crouch in the air for a slide that starts the moment you land (slide storage).
  • Press heavy melee during an ability to queue it, which is how hidden melees work.

Buffering is forgiving, so lean on it. It’s the difference between inputs that land on the right frame every time and inputs that land only when you’re concentrating.

Frequently asked questions

What is a heavy melee cancel in Deadlock?

Using an active item or certain abilities while your heavy melee is lunging. It ends the punch's recovery early and keeps the lunge's momentum. Items such as Fleetfoot and Restorative Locket give a full cancel; abilities like Dynamo's Singularity cancel the punch but leave you briefly unable to act.

Which items can cancel a heavy melee?

Fleetfoot, Restorative Locket, Fury Trance, Colossus, Unstoppable and Vampiric Burst. Kelvin's Frozen Shelter is the only ability that gives the same full cancel.

What is a hidden melee?

A heavy melee started during an ability whose animation plays over the punch, so the enemy can't see the wind-up. They can still hear the swing and see the glow around the fist.

Does melee cancel reloading in Deadlock?

It pauses it. A light melee freezes your reload timer straight away and a heavy melee freezes it once the lunge starts. The reload carries on afterwards, so meleeing mid-reload delays it rather than skipping it.

Numbers on this page are checked against the game and the community-run Deadlock Wiki. Spotted something a patch changed? Tell us in #site-feedback on our Discord.