ULTRAKILL

ULTRAKILL

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Oblong tips (Spoilers)
By Ribbons0121R121
Collection of random tips i see in no other guides at time of writing.
   
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Disclaimer
Embeds would not work so text heavy.
Im not any expert of the game, nor do i claim to be. I simply dont see these things litterally anywhere and i think players should know about them more.
So before you go into the comments talking about how i shouldnt be just handing out tips like everyones an idiot and that im some know it all or some ♥♥♥♥ like that, take it with some salt.
If you know these, good for you.
If you dont, here you go.
The actual "guide"
Alternates and their nonsense

The alternate weapons are VERY powerful upgrades to your arsenal, the slab in paticular being a budget railgun. But i rarely see the sawblade launcher in any vids besides blender traps in speedrun vids, and people like to use both alternates a lot it seems. This is more or less the definite pattern so far for having everything of both worlds(alternates and base):Alternate first slot and normal second.
Heres the reasons why:

-Revolver
The piercer base revolver has a higher firerate than the marksman in their BASE form, but alternates of each have the same fire rate.
-The piercer alternate hits like a truck and its charge shot being half the damage of a railgun and able to be fired twice before a railgun recharge is invaluable as it lets you keep your burst damage up.
-The pretty much second best from nuke for crowd control of fodder is the marksman base, the alternate simply is worse than the base marksman in sheer contrast to the direct upgrade that the piercer shares. The ability to very quickly dismiss a room of fodder with splitcoins is also very valuable. No the alternate marksman does not recharge coins any slower or faster than base.
-Coins and slab alt make a great combo, but a little more difficult to pull off with multiple coins if you miss, so be wary of that slow draw. If you need a fast quick head shot, the base marksman you have will keep you covered.
-Some might argue the base piercer alt is better than the slab because it splits and recharges faster. This is false, the sheer damage output of a shot hitting something 6 times(+more if coins) is simply outclassing it. And while it has an increased charge time, its next to nothing still, save for the actual recharge time and reload time of the thing. The single target potential and mini railgun nature of the slab simply outclasses the base piercers quick nature, especially for quick draw hitscan shots.

-Nailgun
-The sawblade launcher does inheret the silver nail bonus on the attractor variant for its saws, making them objectively better than the overheats saws. Silver saws without a magnet are also very good for enclosed chaotic fights as they seem to find a way to connect all 10 to something eventually.
-The overheat saw may seem like the best option of saws, but due to the way it bounces(perfectly horizontal or vertical at times) it becomes nigh useless against anything but stationary bosses or a very well placed trap. Ontop of that, the overheat nailgun itself is top tier in brrrrt for quick nailbombs and heat storage. In fact the overheat saw cannot heat storage due to only having one sink.
-The silver saws will instantly recharge your heat when heat storage swapping in one shot, allowing 10 at least consistent heat swaps with a burst damage of a nice and chaotic saw. Has the possibility to outdps shotgun swapping but untested so just a guess.
-Overall the best saws you can have are silver and the best nails you can have are overheats sheer amount. You get access to both the best saws and the best nail spitter that, reminder, set enemies on fire when using heat sinks giving both style bonus and a damage bonus.

I have very rarely seen this be talked about outside a discord server but it is very important if you want to optomize.

How to cope with whiplash

A lot of people were salty about the whiplash nerf but it really feels like a curveball mechanic now. The whiplash however just needs a bit more fanangling to be just as good as it was in a slightly different way.

-You can dash while whiplashing. Ive seen a lot of people go brain off when whiplashing and tanking projectiles, but with dashing you can litterally avoid getting hit while whipping to any heavy enemy. Very underused but makes it much more useful post nerf.
-You can cancel the whiplash with the Knuckleblaster and vise versa, making the KB a very good half to a 1 2 punch style of shredding cerbs and faces alike. More on that later.
-You can use the whip for midair hops using enemies and killing them from falling at the same time. Help getting back on the grind too.
-You can whiplash rockets to either ride on them, boost their speed, or explode them on yourself for insta rocket damage. No idea why you want the latter or could use it but it exists.

I still use it post nerf, very nice to get around very very quick. And by the time you perform a shredding combo on the enemy you whipped the hard damage is gone anyway.

The underapreciated KnuckleBlaster

Its a very good arm with a lot of potential with the only tips i see for it are "push stuff around and melt mindflayer", but theres a much wider range of uses, and even deals damage contrary to popular belief(2 damage, for reference whiplash is less than 0 damage).

-Synergieses with a lot of combos as either a finisher or to fill gaps(like gaps in shotgun swapping) to keep the dps constant. You can also cancel the cooldown with a whiplash regardless of how long, and the KB cancels the whips retract anim too. Do with that what you will.
-Pretty much a very quick key to wipe out a filth pack in one swoop without swapping weapons, allowing you to do it while multitasking fighting another enemy in battle. Sends other fodder flying to their death in the air.
-Can be used to soft parry all parryable projectiles and even your own non boostable ones. Soft parry is it redirects it like a parry but no bonus or heal and you dont get to choose the direction. Keeps both mindfayer swarm attacks and some red orbs off you.
-Can be used to soft boost, basically sending your own stuff flying. Includes core ejects, coins, rockets(slightly), nail magnets(slightly), screws(untested), and saws. And by flying i mean like 1 pixel on your screen near space flying. Makes orbital strike tech ez but requires firing right before the actual blast, which is delayed from the punch, making it more difficult to time than projectile boosting.
-The shockwave is huge. Covering all around you even when shooting straight up or forward. Combined with the ability to pulp fodder and able to go off independant of weapons allows you to keep yourself safe and even healed when comboing an enemy, leading to some accidental clearing the room of fodder like bugs to a bug lamp.

I know a lot of new players abuse it in the cybergrind when they first get it but its really overlooked.
I only know it can soft parry thanks to a now year old reddit post, probably 2 years even.

Priority change in chaotic messy encounters

Most of what you might die to aside from a boss is going to be overwhelmed in combat, and levels like ship of fools make encounters especially nasty from then on. I heard a lot of people have trouble with these arenas when i passed through most of them deathless when i first encountered them. I found a common difference between the way i tackle them and the way others do:Enemy priority.
Enemies can hit eachother with every kind of attack they do, all of them. And if any die to them, you get a bonus and style for it. This goes for EVERY enemy attack, even virtue beams. This is where enemies become better fodder clearers with less effort than a nuke.
-Virtue beams are wonderful burst damage in fights where you move a lot, and unless you play violent you can pretty much forget they exist until near the end of the fight if you move a lot. When the beam misses, enemies will avoid it but anything under the blast will be eviscerated. Smote even.
-Malicious faces are great walking whiplash points, taking them out is easy for a quick heal and a nice way to come down after blasting in the air. The maurice beam can also take out fodder hordes if it hits the floor or a wall, making it incredibly hillarious moment maker when you dash and see the style meter have a stroke.And you can use a chargeback from a way aways for a free malicious railgun beam as they are the same kind of damage and explosion, allowing a nuke.
screw you steam character limit
-Cerebus is a walking health pool. Very easy to combo shred him using shotgun swaps and the kb between shots, in seconds even. His balls miss like 90% of the time and make great explosions. Can also be used for a free explosive if you parry it somewhere else.
-Streetcleaners can deflect explosives like armor does with an animation that cancels their attack and 90% of the time sends it at their feet or into a wall next to a poor filth. Easy way to sling rockets around and bounce core ejects. I wonder if hitting them in the tank with a mal railcannon does anything special...
-Turrets may flinch when you stun them, but while locked down they make great rocket targets and just sit there and let you wail on them. Its harder to hit a stunned one than a stationary one with a hitscan gun so you should probably do it a few times before using the stun shot for the killing blow, as it counts with locational damage multipliers. They also make great chargeback smiters on heavy targets. You can also dodge their shots with a dash which you tend to do a lot anyways.
-Swordsmachines saws are massive sweeping damage dealers, and im sure you remember him slashing filth instantly in prelude yea? With him being so easy to dodge, its no wonder that he becomes a wonderful partner to wipe out background fodder while you shotgun shred something to the ground.
-Idols are annoying yes, but the KB blast and slams can kill them for an instant health refill and a nice boost. KB blast is, as established, huge. Meaning you can kill them from a good distance. Plus a protected enemy will be immune to enemy attacks and thus deal its own attacks to the enemy more.
-Hideous masses mortars are power. Very powerful. Thus only killing one in 6-1 is pretty beneficial as it will miss if you move and bombard the crowd following you. Think of it as free artillery support. Plus in that encounter they hit the ceiling harmlessly anyway.

Ignoring some of the bigger targets like this will whittle down their numbers in the chaos. Wail on a mindflayer as soon as you see it as normal, then go for a face or cerb, then deal with any virtues and whatever else is left. Rest is up to mid battle chaos opportunities. Thats just what i do anyway.

Boss cheese

Now ive seen a few strats posted elsewhere such as the boss cheese guide, but a few apply to other bosses as well.

-The most common kind of cheese is stand in a corner and shotgun swap with spamming feedbacker. It just works. In fact it works on the ferryman, gabe 2, every instance of a swordsmachine fight with walls(all so far), and probably more im forgetting.
-Not very well known but gabe 1 can be cheesed with just sliding in a circle and shooting coins. Not gonna work on his second encounter tho. Featured in the cheese guide but i told like 3 people about it just the other day who had no idea about it.
-V2 gets utterly BULLIED by coin punching. You can damage him with coin punching in his animation phases. In fact his first encounter can be skipped entirely by coin punching him while he bows. He dies before the fight begins and flees. In his second encounter he will skip to the second phase immediently when you do this, but less than total health and can be taken out ez.
-Masses can be just shredded by standing ontop of them and shotgun swapping. They seem unable to hit you like this and you get massive heals.
-The leviathans lunge attack leaves him very vulnerable. Placing rockets where he dashes will make him run into them face first if frozen. And you can point blank shotgun shoot him for overheal. Ive seen the rockets shown in speedrun and the overheal i only discovered myself and see it...nowhere.

I killed gabe 2 first try and found it easier than the first, because parry spam really is that powerful. These should help if you get stuck with it as i heard its hard for a lot. Its also incredibly glitchy so his attacks can sometimes get stuck in walls n such. Cheese it while you can before it gets patched at some point. His organ chair thingy makes a great cheese wall.
Sharpshooter/Cannonball Addendum
Cannonball

This new alternate rocket launcher may seem pretty memey honestly with initial damage potential, but it is literally v1 ballin
To put it simply, the way to get the most out of this weapon is to get the ball rolling(no pun intended) by punching it through enemies like a court full of hoops, just dont let it drop.
Doing so rewards you with damage that stacks quite quickly similar to coins, but as far as i know has no cap on it so might be a bit broken if you can handle the dribble skill level. Oh also it has infinite pierce if punched.

Otherwise can just be used to launch enemies in the air for a quick air rocket, because while you make the same shockwave you can do this without having to fire a rocket 2 centimetres from your face.

Sharpshooter

What an abomination it is, bullets loaded with coins and the power of the mal cannon. This behemoth of the cowboy gun can obliterate just about anything with ease and was so damn powerful it was nerfed before i ever got the chance to use it on day 1. With such a disgustingly powerful weapon does come a lot of new questions on what to use it for though, as despite the power the true power is pure situational and depends on the existence of walls or a ceiling.
To get the alt or not debate out the way its very dependent on what you use it for.
-If you want a good ranged parry and quick trickshots, use normal
-If you want silly cowboy gun, use alt

For the normal one it can be used effectively as a ranged parry and a soldier obliterator if playing on violent, because it makes red explosions. The three charges make more frequent use of this feature much more viable, but not really worth big iron potential. For that youll need the other version.

The alternate version, to put it lightly, puts the original slab to shame. And i love that thing, dont get me wrong, but this outperforms it by a mile. This is the TRUE big iron. For a reference of damage capacity, in a closed room it can instantly kill a virtue with one shot, or equal to electric railgun damage without a single coin. I cannot stress that enough, and to add insult to injury it recharges at just a half second over half railgun recharge time. It truly is the railgun but just better.

Plus you can also use the charging with dual wields to go full helicopter on either gun, because of course you can.

Oh and not sure if this will get patched but you can charge up a spin charge and store it by opening the pause menu and letting go of alt fire, then just press alt fire when you need to release it. Charges are not stored when swapping weapons.
Random/useless facts
-You can stack coins up beyond 4 using whiplash to refresh them. Simply look up and toss and whip. Repeat until god.
-Jump pads can affect projectiles, including yours. Rejoice 4-1 p-rankers, you can just shoot the pad with a shotgun boost and anything bouncing on it dies as it goes straight up.
-Rockets can be pulled by magnets, slightly they pull super well like auto aim, go nuts.
-You can collide with rockets, but you cannot collide with core ejects. Wacky.
-Bosses can fall in a few categories. Maurice style, Swordsmachine style, Or V2/gabe style. Maurice style ones are a simple armored boss that returns later as an enemy. Swordsmachine style have a moveset and mostly melee with combos. Currently only ferryman and swordsmachine. The rest are like gabe with tons of attacks and phases n all that, or an actual boss in laymans terms. These do not return as enemies.
-The cybergrind will accept patterns with no space for enemies to spawn, allowing some very silly grinding for points.
-Maurice will only use the beam when you are far away, but will keep using it when you approach, leaving them open for attack.
-The lore entry for the sentry talks about how other machines consider a full render to be a waste akin to voiceboxes. Thus we have a canonical explanation for the game looking like it came from the ps1.
-The druid knight is the only light boss, meaning you can fling his bony ass around.
-Only 3 characters in the game curse currently, and its always the word "♥♥♥♥".
-4-1 and 4-2 can be sequence broke to hell and back, you can even completely skip 4-1 with a rocket ride and take no damage.
-You can slam on rockets. Some tend to not know this because they assume, since the slam deals damage, it would break the rocket. But it doesnt.
-You can put a saw trap on a stalker and watch it run around helplessly trying to get in range of shredded enemies to sand them. Hillarious stuff.
-Cerebus projectiles have an arc.
-For some unholy reason, turrets and pepsiman have extremely high damage kicks.
-During gabes 3 part attacks, you can parry all of them.
-Violent has a pattern of making parries not absorb the damage you get from the attack, not sure if thats a bug. Makes parries require a dash most of the time.
-You can ride up a waterfall in 6-2 to skip all the platforming. All of it.
-In the pistol lore entry, it mentions shaving spots for showing a battleworn user of the gun. Underside on the bottom rail is a spot thats very worn, meaning someone left their beloved pistols lying around for no reason before the game began.
4 Comments
Sharkbilby 20 Oct, 2022 @ 8:43pm 
el wiwi :steamhappy:
Papa Duck 16 Oct, 2022 @ 5:49pm 
el wiwi (thank you for these tips)
Ribbons0121R121  [author] 15 Oct, 2022 @ 5:41pm 
el wiwi!
TheLemon27 15 Oct, 2022 @ 3:15pm 
el wiwi :lunar2020ratinablanket: