Killing Floor 2

Killing Floor 2

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Versus Mode ZED Moveset and Controls Guide
By Nrub'yodryth
The game gives you very little basic information on how to actually play as the ZEDs in Versus mode, so here is the mechanical information you need to know to play at a level above just running towards enemies and pressing melee until they die. If you've seen another player do the Fleshpound's spin attack or accidentally performed it yourself and wondered how it's done, this will explain how it works.
   
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General ZED Information
Similar to using Berserker weapons, ZEDs will perform different melee attacks depending on whether they're standing still, walking, sprinting, jumping, and in what direction. This guide will document all of these.

Pressing the R key will perform a taunt animation. These are the ones AI ZEDs sometimes do to waste time during melee combat, not the ones they do after killing a player.

You deal damage to humans as a ZED when falling on and bouncing off of their heads. How much damage depends on how big the ZED is and how fast they're falling. A Patiarch falling onto someone from terminal velocity does about 50 damage.

On top of covering the vulnerable parts of your hitbox with the most protected parts, blocking gives extra resistance to ballistic and melee attacks. How much exactly depends on each ZED.

The console command "ChangeZedCamera 1" changes the camera to be over the left shoulder instead of the right. This is not marked as a cheat and can be used in a normal game. Using the value "0" instead changes it back. If you want a keybind to toggle between these, enter the following three lines into the console after changing "[KEY]" to the key you want bound:
  • setbind zedcamleft "changezedcamera 1 | setbind [KEY] zedcamright"
  • setbind zedcamright "changezedcamera 0 | setbind [KEY] zedcamleft"
  • setbind [KEY] "zedcamleft"

All health and damage values given below are "at least," not the numbers you'll actually be doing in a real game. In Versus mode, ZED health and damage is scaled based on the average level of the human team. The numbers here are the minimum amount possible--what you would have in a game with only level 0 players. In a game with only level 25 players, you'll be doing almost twice as much damage and have over twice as much health. Note that certain damages, such as the Husk's suicide explosion, are fixed and don't scale.
Patriarch
Rockets and melee attacks will destroy closed unwelded doors

Health: 1428-4998 (Depends on number of players)
  • Can heal after reaching 50% health
  • Automatically heals after reaching 25% health
  • Healing always restores you to full health regardless of current health

Cloaking
  • Cloak lasts for 60 seconds total before it runs out
  • Healing will fully replenish this timer
  • Melee attacks are different while cloaked

Shoulder bash
  • (Cloaked) LMB while invisible and stationary or walking
  • 17 damage
  • Cannot be parried

Minigun bash
  • (Cloaked) LMB while sprinting
  • 17 damage
  • Cannot be parried
  • Goes a little farther than the other bash

Claw swipes
  • LMB while stationary, walking forwards, or sprinting backwards (50% chance)
  • 40 damage (5 hits, 8 damage each)
  • Attack animation does not lock movement

Minigun sweep left
  • LMB while stationary, walking forwards, or sprinting backwards (50% chance)
  • 17 damage
  • Attack animation does not lock movement

Left kick
  • LMB while walking backwards
  • 17 damage
  • High knockback

Spin attack
  • LMB while walking sideways or sprinting right
  • 68 damage (4 hits, 17 damage each)
  • Cannot be parried
  • Unless they're blocked by a wall or something, the knockback will prevent a player from being hit by all hits

Minigun sweep right
  • LMB while in midair
  • 34 damage (2 hits, 17 damage each)

Lunging minigun sweep
  • LMB while sprinting forwards or left
  • 34 damage (2 hits, 17 damage each)
  • Has right and left variants, but do the same damage

Tentacle pull
  • 7 damage on grab
  • Can be quickly followed up by any melee attack

Minigun
  • 7 damage per shot, fires 16 rounds a second, so 112 damage per second if all shots land
  • Fires for up to about 4 seconds if you hold down RMB
  • When only one player is left alive, the Patriarch gains the ability to walk while shooting. Use this to chase runners.

Rockets
  • Each mortar or regular rocket launcher attack fires 3 separate rockets
  • Rockets from both attacks do the same amount of damage
  • 46 damage per rocket for 138 total if all 3 land direct hits, exponential splash damage falloff
  • Mortars have rather limited range and won't work at close-range or long-range
  • The Patriarch is not damaged at all by his own explosions, and so shooting rockets at your own feet can be effective in close-range combat
Fleshpound
Total health: 1938
Head health: 552

Rage
  • Rage animation can be begun while jumping and will preserve forward momentum
  • Ends 3 seconds after landing an attack on anything, even walls or other ZEDs
  • Will not end from standing around and waiting
  • Rage can actually be ended from an attack done before you raged if you rage within 3 seconds of hitting something. Maybe block for a few seconds first if you're about to rage while in combat.
  • While you are enraged, simply being next to a human gradually hurts them at a rate of 4 damage per second (does not count as landing an attack to end rage)

Alternating swings
  • LMB while stationary, walking forward or sideways, or sprinting
  • 26 damage (4 hits, 6 damage each)
  • LMB while sprinting forward usually performs this move but sometimes does a quicker version of it that instead does 21 damage (3 hits, 7 damage each)

Right kick
  • LMB while walking backwards
  • 21 damage
  • High knockback
  • Cannot be parried

Left lunge
  • RMB while stationary, walking forward or sideways, or sprinting right or backwards
  • (Enraged) RMB while walking sideways
  • 21 damage

Grind
  • RMB while walking backwards (Hold RMB to extend attack)
  • 10 damage per hit, can be extended up to 4 seconds, hits every 0.4 seconds, so 120 damage maximum
  • Has zero knockback, so the target will continue to take damage until they move away from you

Leaping overhead smash
  • RMB while sprinting forward or left
  • 24 damage (2 hits, 10 on first, 14 on second)
  • Cannot be parried

Midair overhead smash
  • (Enraged or un-enraged) LMB or RMB in midair
  • 29 damage (2 hits, 8 on first, 21 on second)
  • Cannot be parried
  • Same animation as the previous attack but starts half-way through since you're already in the air

Wide swings outwards
  • (Enraged) LMB while stationary, walking forwards or sideways, or sprinting forwards or sideways (50% chance)
  • 16 damage
  • Cannot be parried

Two swings
  • (Enraged) LMB while stationary, walking forwards or sideways, or sprinting forwards or sideways (50% chance)
  • 22 damage (2 hits, 11 damage each)
  • Cannot be parried

Spin attack
  • (Enraged) LMB while walking or sprinting backwards
  • 84 damage (4 hits, 21 damage each)
  • Has zero knockback, but the Fleshpound moves very far forward during the animation, and that makes it hard to land every hit instead. Still a very powerful attack nonetheless.

Grinder thrusts
  • (Enraged) RMB while stationary, walking forward, or sprinting forwards or sideways (50% chance)
  • 39 damage (2 hits, 16 on first, 23 on second)
  • Cannot be parried

Wide swings inwards
  • (Enraged) RMB while stationary, walking forward, or sprinting forwards or sideways (50% chance)
  • 23 damage
  • Cannot be parried
  • Hits targets twice if they're on your immediate right for some reason, but normally only hits once

Triple smash
  • (Enraged) RMB while walking or sprinting backwards
  • 41 damage (3 hits, 10 on first and second, 21 on third)
  • Cannot be parried
Scrake
Total health: 1360
Head health: 510

Rage
  • The Scrake will automatically enrage after dropping to 75%-90% health (depends on number of players)
  • It harder to notice when a player Scrake enrages since they can sprint (albeit not as fast) even before enraging, but you can tell they are enraged when they start waving their arm and chainsaw in the air during their sprint animation
  • While you are enraged, simply being next to a human gradually hurts them at a rate of 4 damage per second

Diagonal slashes
  • LMB while stationary, walking, or sprinting right or backwards
  • (Enraged) LMB while walking sideways or backwards or sprinting backwards
  • 20 damage (2 hits, 10 damage each)

Horizontal slashes
  • LMB while sprinting forward or left
  • 20 damage (2 hits, 10 damage each)

Single swing
  • RMB while stationary, walking forward or sideways, or sprinting right or backwards
  • (Enraged) RMB while walking sideways
  • 10 damage

180-degree spin
  • RMB while sprinting forward or left
  • 10 damage
  • Cannot be parried

Saw
  • RMB while walking backwards (Hold RMB to extend attack)
  • (Enraged) RMB while walking or sprinting backwards (Hold RMB to extend attack)
  • 4 damage per hit, can be extended up to 4 seconds, hits every 0.4 seconds, so 40 damage maximum
  • Knockback pulls targets slightly towards you instead of away

Jump attack
  • (Enranged or un-enraged) LMB or RMB in midair
  • 10 damage

Spin
  • V
  • (Enraged) V while walking sideways or backwards, sprinting backwards, or in midair
  • 20 damage (2 hits, 10 damage each)
  • Cannot be parried

Double spin
  • (Enraged) V while stationary, walking forwards, or sprinting forwards or sideways
  • 30 damage (3 hits, 10 damage each)
  • Cannot be parried

Enraged horizontal slashes
  • (Enraged) LMB while stationary, walking forward, or sprinting forward or sideways
  • 20 damage (2 hits, 10 damage each)
  • Has two slightly different animations, but they deal the same damage

Vertical slash, stab
  • (Enraged) RMB while stationary or walking forward
  • 20 damage (2 hits, 10 damage each)
  • Cannot be parried
  • Second hit has high knockback

Spin and slash
  • (Enraged) RMB while sprinting forwards or sideways
  • 30 damage (3 hits, 10 damage each)
Siren
Total health: 255
Head health: 131

Sonic scream
  • 36 damage (4 hits, 9 damage each, linear damage falloff, ignores armor)
  • Destroys unwelded closed doors
  • Scream can be begun while jumping and will preserve forward momentum

Vortex scream
  • Hold RMB to extend attack
  • 2 damage per hit, can be extended up to 5 seconds, hits every 1 second, so 10 damage maximum (ignores armor)
  • Completely incapacitates and pulls in target for duration of attack
  • Targets can be pulled off of the ground or a ledge and into the air

Bite
  • 18 damage (2 hits, 9 damage each)
  • Attack animation does not lock movement
Husk
All of the Husk's moves can be begun in midair to preserve your momentum. This is especially useful for the suicide attack.

Total health: 510
Head health: 170
Fuel tank health: 52 (Remember not to turn your back to enemies!)

Fireball cannon
  • Hold LMB to charge attack, increasing impact damage and blast radius
  • Maximum charge reached at 3 seconds, flames around cannon grow larger as it charges
  • Fireball explosion: 8-21 damage (minimum to maximum charge, linear damage falloff)
  • Ground fire: 16 damage (1 damage every 0.25 seconds for 4 seconds)
  • Burn damage: 1 damage per second (ends after 3 seconds of not touching the explosion or ground fire)
  • Destroys unwelded closed doors

Flamethrower
  • Stream: 6 damage per 0.5 seconds (linear damage falloff)
  • Ground fire and burn damage seem to sometimes do more damage than the fireball's fire, maybe depending on how the stream connects

Melee attack
  • 30 damage (3 hits, 10 damage each)
  • Attack animation does not lock movement

Suicide attack
  • 125 damage (exponential damage falloff)
  • Can be cancelled out of at any time by releasing the key
Stalker
Total health: 110
Head health: 85

Claw swipes
  • LMB while stationary or walking
  • 20 damage (2 hits, 10 damage each)
  • Attack animation does not lock movement

Cartwheel, kick
  • LMB while sprinting
  • 30 damage (3 hits, 10 damage each)

Cartwheel
  • RMB while stationary or walking
  • 20 damage (2 hits, 10 damage each)

Spinning aerial kicks
  • RMB while sprinting
  • 14 damage (2 hits, 7 damage each)

Jump attack
  • LMB or RMB in midair
  • 14 damage
Gorefast
Total health: 425
Head health: 85

Two slices
  • LMB while stationary, walking, or sprinting right or backwards
  • 14 damage (2 hits, 7 damage each)
  • Attack animation does not lock movement
  • Has two animations, but they deal the same damage

Lunge
  • LMB while sprinting forward or left
  • 6 or 9 damage depending on when exactly the blade connects

Overhead swing
  • RMB while stationary, walking, or sprinting right or backwards or LMB or RMB in midair
  • 9 damage

Three slices
  • RMB while sprinting forward or left
  • 6-29 damage (3 hits, 2 or 9 damage each depending on when exactly the blade connects)

Single spin
  • V while stationary, walking, or sprinting right or backwards
  • 6 damage

Double spin
  • V while sprinting forward or left
  • 18 damage (2 hits, 9 damage each)
Crawler
Total health: 378
Head health: 151

Pounce with claws
  • LMB while stationary, walking, or sprinting right or backwards
  • 20 damage (2 hits, 10 damage each)

Spinning aerial slashes
  • LMB while sprinting forward or left
  • 30 damage (3 hits, 10 damage each)

Pounce with spider legs
  • RMB while stationary, walking, or sprinting right or backwards
  • 10 damage

Pounce with claws and spider legs
  • RMB while sprinting forward or left
  • 20 damage (2 hits, 10 damage each)

Jump attack
  • LMB or RMB in midair
  • 22 damage (2 hits, 12 on first, 10 on second)
Bloat
Total health: 595
Head health: 297

Normal puke
  • LMB while stationary, walking forward or sideways, or sprinting right or backwards
  • Puke: 28 damage (2 hits, 14 damage each)
  • Poison: 11 damage (1 damage per second for 11 seconds)
  • Attack animation does not lock movement

Lunging puke
  • LMB while sprinting forward or left
  • Puke: 28 damage (2 hits, 14 damage each)
  • Poison: 11 damage (1 damage per second for 11 seconds)

Wide-range puke
  • LMB while walking backwards
  • Puke: 28 damage (2 hits, 14 damage each)
  • Poison: 11 damage (1 damage per second for 11 seconds)
  • Attack animation does not lock movement

Puke mine
  • 10 damage
  • Mines explode either upon contact with a human, taking 100 damage, attempting to place more than 24 mines, or after 5 minutes
  • Attack animation does not lock movement

Cleaver
  • V while stationary, walking, or sprinting right or backwards
  • 14 damage
  • Has right and left variants, but they deal the same damage

Body slam
  • V while sprinting forward or left
  • 8 damage
  • High knockback

Midair body slam
  • LMB or V in midair
  • 14 damage
  • High knockback
Slasher
The Slasher resists ZED time by 75%

Total heallth: 127
Head health: 72

Two swipes
  • LMB while stationary, walking, or sprinting right or backwards
  • 8 damage (2 hits, 4 damage each)
  • Attack animation does not lock movement

Five swipes
  • LMB while sprinting forward or left
  • 20 damage (5 hits, 4 damage each)

Cross slash
  • RMB while stationary, walking, or sprinting right or backwards
  • 25 damage

Lunging cross slash
  • RMB while sprinting forward or left
  • 15 damage

Midair cross slash
  • LMB or RMB in midair
  • 15 damage
Alpha Clot
Total health: 576
Head health: 139

Two swipes
  • LMB while stationary, walking, or sprinting right or backwards
  • 14 damage (2 hits, 7 damage each)
  • Attack animation does not lock movement

Advancing two swipes
  • LMB while sprinting forward or left (50% chance)
  • 16 damage (2 hits, 8 damage each)

Lunge
  • LMB while sprinting forward or left (50% chance)
  • 11 damage

Grab
  • Hold RMB to extend attack (Grab can last indefinitely and must last 3 seconds minimum before release)
  • Cycles through 3 different attack animations during a grab, does an averge of about 10 damage per second
  • Five-hit grab attack: 44 damage (16+4+4+4+4)
  • Four-hit grab attack: 39 damage (16+9+7+7)
  • Seven-hit grab attack: 57 damage (15+7+7+7+7+7+7)

Jump attack
  • LMB in midair
  • 11 damage

Rally
  • Duration: 10 seconds
  • 50% damage boost to self
  • 20% damage boost to other ZEDs
  • Allows AI ZEDs to sprint at any range
2 Comments
Bardys 26 Dec, 2017 @ 5:46pm 
Cannout believe I didn't stumble on this guide before. Just with quick look I learned a few things, definitely a good read to learn all those pesky things that the game will just not tell you about- thanks!
Kotory 18 Apr, 2017 @ 1:38pm 
Well done. I learned all these movements hard way. I wish we had some kind training map specifically for learning zed movements.