Arms are one of the main forms of combat in ULTRAKILL, introduced before even picking up a gun. Having 3 variants (as of now), Arms boast a lot of utility much like the weapons themselves.
The default key to switch to another arm is G.
Mechanics
The Feedbacker and Knuckleblaster arms share a global value, referred to as Cooldown. When this value is zero and the player is not already currently punching, the player is allowed to punch. This value decreases by 2 each second and is increased by the Exhaustion value after punching. The Exhaustion value increases when the player punches depending on the arm that was punched with. With the Feedbacker, the value will be multiplied by 0.2, added to 0.5, and then added to the exhaustion value. With the Knuckleblaster, the value will be multiplied by 0.3, added to 0.75, then added to the exhaustion value. Exhaustion decays over time at a rate of the Exhaustion value divided by two, added to 0.1, for any Exhaustion value. To find the graph of the Exhaustion decay over time, use the equation: y=((C+0.2)e-x/2)-0.2, where C is the starting exhaustion value.
FEEDBACKER
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Primary Fire
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Damage
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1
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Cooldown
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~0s (Exhaust)
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Alternate Fire
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Damage
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5
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Cooldown
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~0s (Exhaust)
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Damage Modifiers
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None
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Terminal Info
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Fast punch with decent damage.
Can parry most attacks, including shotgun shots and coins.
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Obtained in
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BY DEFAULT
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The Feedbacker is the first arm the player obtains, being equipped by default in the Tutorial section of 0-1: Into the Fire. It is a blue and black mechanical arm.
Mechanics
The default key to use the Feedbacker is F. When used, it will throw out a punch that deals 1 damage and has a small cooldown affected by arm exhaustion. By punching heavy enemies will award the player with the + DISRESPECT style bonus]. Killing any enemies by punching their weakpoint will award the player with the + CRITICAL PUNCH style bonus. Continuously punching will increase the cooldown it takes to punch again, preventing spamming punches.
Punching any projectile or enemy during specific attacks with precise timing will Parry that attack or projectile, dealing 5 base damage to enemies that are parried and sending projectiles hurling back to enemies causing the projectile to explode in a moderately large area and (usually) canceling their attack. Parries also fully heal the player up to their hard damage cap and refill all of their stamina.
Enemy projectiles have three mercy frames between hitting the player and the damage being applied, to make projectile parrying slightly more lenient. Up to two projectiles can be parried by a single punch, one that's inside the player (i.e., during the projectile's mercy frames) and one that's in front.
Usage
Parrying one of the Shotgun's projectiles with the Feedbacker will make it create an explosion on impact with a surface or an enemy that deals 3.5 damage and will award the player with the + PROJECTILE BOOST style bonus.
Punching one of the Sawblade Launcher's Sawblades will make it deal twice as much damage until it bounces or breaks.
Punching a Coin with the Feedbacker will make it ricochet to the closest enemy, dealing 2 base damage and awarding the player with the + FISTFUL OF DOLLAR style bonus. Further punches on the same coin will add an extra 1 damage to it, up to a cap of 5 damage when a coin is striking a surface and not an enemy.
Punching the Screwdriver Railcannon's screw while it's attached to an enemy will cause the player to perform a parry punch and hurl it towards where the player punched the screw, dealing 5 punch damage and 3 impact damage.
Killing Drones or the Mysterious Druid Knight (& Owl) with a punch will give the + HOMERUN style bonus.
Advanced Techniques
For Strays, Schisms and Soldiers, it is possible to perform both an enemy parry and a projectile parry at the same time and for Malicious Faces and Mindflayers, it is possible to parry two of their projectiles with a single punch. These give the player multiple + PARRY style bonuses but the timing window is very tight and damages the player unless they dash beforehand.
Firing a hitscan weapon (Preferably a Revolver) at the same time as parrying a projectile causes the parried projectile to continue traveling after hitting an enemy, causing multiple explosions.
Tactics
Since parrying is incredibly useful to raise your overall damage output as well as replenish your health and stamina in a pinch, it becomes very useful during high waves in the Cyber Grind, where you are often in intense situations with projectiles targeting you at all angles.
Swordsmachines are very vulnerable to parries due to their large parry window and the damage dealt from the parry itself, making it an easy target for both style and regeneration. However, the only downside is that it will briefly become Enraged. On the other hand, parries deal a sizeable amount of damage against The Corpse of King Minos and will give the + DOWN TO SIZE style bonus.
It is also a key part of the fight against Minos Prime and Sisyphus Prime, where it will be your primary source of healing due to how difficult it is to heal off of their blood. However, on higher difficulties, the Screwdriver Railcannon may be your best choice for healing instead.
List of Parriable Attacks
All Parriable Attacks
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Enemy
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Parried Actions
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Parry Type
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HUSKS
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Filth
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Lunging Bite
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MELEE
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Stray
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Hell Bullet Casting
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INTERRUPTION (Melee/Projectile)
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Hell Bullet
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PROJECTILE
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Schism
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Hell Bullet Casting
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INTERRUPTION (Melee/Projectile)
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Hell Bullet
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PROJECTILE
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Soldier
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Hell Bullet Casting
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INTERRUPTION (Melee/Projectile)
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Soldier Kick
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MELEE
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Hell Bullet Scatter
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PROJECTILE
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The Corpse of King Minos
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Fist Punch
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MELEE
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Open-Palm Punch
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Fist Slam
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Seeking Hell Bullet
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PROJECTILE
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Hell Bullet
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Sisyphean Insurrectionist
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Malicious Flail
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INTERRUPTION (Melee/Projectile)
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Ferryman
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Second Oar Attack
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MELEE
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Second Kick
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Stinger
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Explosive Overhead
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Backstep
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MACHINES
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Drone
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Hell Bullet
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PROJECTILE
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Kamikaze Dive
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Hell Bullet Casting
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INTERRUPTION (Melee/Projectile)
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Swordsmachine
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Three Slashes Combo
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MELEE
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Running Slash
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Roundabout Throw
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Straight Throw
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INTERRUPTION (Melee/Projectile)
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Shotgun Pellets
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PROJECTILE
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Mindflayer
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Whip
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MELEE
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Hell Seeker
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PROJECTILE
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Sentry
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Scope Shot
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INTERRUPTION (Melee/Coin)
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Gutterman
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Shield Bash
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MELEE
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Punch
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Guttertank
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Whiffed Punch
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MELEE
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V2 (Both Fights)
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Revolver Shot
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PROJECTILE
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Piercer Charge Shot
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Shotgun Pellets
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1000-THR "Earthmover"
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Giant Hellseeker (Brain)
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PROJECTILE
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Hellseeker (Security System)
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Mortar (Security System)
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DEMONS
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Malicious Face
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Hell Bullet Volley
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PROJECTILE
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Malicious Laser
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INTERRUPTION (Melee/Projectile/Coin)
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Cerberus
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Apple Throw
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PROJECTILE
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Mannequin
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Hellseeker
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PROJECTILE
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Slash
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MELEE
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Hideous Mass
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Hideous Mortar
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PROJECTILE
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Harpoon
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MELEE
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Leviathan
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Hell Bullet Barrage
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PROJECTILE
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Minotaur
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Bull Charge
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MELEE
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ANGELS
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Virtue
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Divine Light
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INTERRUPTION (Melee)
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Death Orb
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PROJECTILE
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Gabriel, Judge of Hell
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Spear Throw
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PROJECTILE
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Twin Axes
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Sword Toss
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Formation Swords (Higher Difficulties)
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Gabriel, Apostate of Hate
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Swift Strikes Finsiher
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MELEE
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Frontwards Charge
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Heavy Hits
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Formation Swords
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PROJECTILE
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Sword Toss
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???
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Very Cancerous Rodent
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Explosive Hell Bullet
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PROJECTILE
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Mysterious Druid Knight (& Owl)
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Hell Seeker Barrage (Fuller Auto)
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PROJECTILE
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Hell Bullet Barrage (Full Auto)
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Kamikaze Dive
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INTERRUPTION (Melee/Projectile)
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Flesh Prison
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Hell Seeker Twirl
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PROJECTILE
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Piercing Stare (Eye Minion)
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INTERRUPTION (Melee/Coin)
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Malicious Beam (Mini-MalFace)
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Flesh Panopticon
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Hell Mortar
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PROJECTILE
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PRIME SOULS
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Minos Prime
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Seeking Snake
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PROJECTILE
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Dropkick ("Judgement")
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MELEE
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Fist Slam ("Thy end is now")
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Sisyphus Prime
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Self-Destruct ("This will hurt")
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INTERRUPTION (Melee)
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Stardust Breaker ("DESTROY")
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MELEE
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Sumo Combo Finisher ("You can't escape")
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Sumo Clap ("BEGONE")
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Details
- The name of this arm is a reference to the album Boris at Last -Feedbacker- (Or simply "Feedbacker") released in 2003 by Japanese drone metal band Boris.
- When an enemy's health is multiplied with a Spawner Arm or other methods, instakill parry conditions still apply. For some enemies like Sentries, the parry damage is increased instead.
- Using the Weapon Wheel to slow down time can make parrying easier.
Media
KNUCKLEBLASTER
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Primary Fire
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Damage
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2.5
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Cooldown
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~0s (Exhaust)
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Alternate Fire
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Damage
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1
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Cooldown
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~2s
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Damage Modifiers
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None
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Terminal Info
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Slow punch with high damage and knockback.
Hold Punch to blast shells inside the knuckles, causing a shockwave that knocks surrounding enemies away.
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Obtained in
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1-4: CLAIR DE LUNE
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The Knuckleblaster is the second arm the player obtains, dropped by V2 after being defeated in 1-4: CLAIR DE LUNE. It is a red and gray mechanical arm, with two protrusions at the top and a fist with three clawed fingers.
The default key to use the Knuckleblaster is F. When used, it will throw out a punch that deals 2.5 damage, hefty knockback to enemies, and has a long cooldown affected by arm exhaustion.
Punching heavy enemies will award the player with the + DISRESPECT style bonus.
Killing any enemies by punching their weakpoint will award the player with the + CRITICAL PUNCH style bonus.
If its keybind is held down, the Knuckleblaster will blast a shockwave that deals 1 damage and can be used to launch enemies and deflect most projectiles.
Killing weak enemies with a direct Knuckleblaster punch makes them splatter, healing over 100 health.
Punching Sentries with the Knuckleblaster after they've burrowed into the ground and start charging their turret will force them out of the ground.
Punching light, normally-grounded enemies into the ground with the Knuckleblaster will instantly kill them and give the + SPLATTERED style bonus.
Punching V2 in 4-4: Clair de Soleil with the Knuckleblaster will enrage it.
Hitting a Gutterman with the Knuckleblaster will destroy its shield. This includes the shockwave.
Killing Drones, Virtues or the Mysterious Druid Knight (& Owl) with a punch will give the + HOMERUN style bonus.
Punching dying Mindflayers with the Knuckleblaster will launch it in the direction of the punch; hitting enemies in such a way will give the +STRIKE! style bonus.
WHIPLASH
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Primary Fire
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Damage
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0.2
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Cooldown
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~0s (Exhaust)
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Alternate Fire
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None
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Damage Modifiers
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None
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Terminal Info
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A winch with a spear. Hold to throw, release to pull. Can pull light enemies and items, will get pulled to heavy enemies and Hookpoints.
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Obtained in
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4-4: CLAIR DE SOLEIL
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The Whiplash is the third arm the player obtains, dropped by V2 after its death in 4-4: Clair de Soleil. It's a green, multi-jointed arm with a spear on the tip of the hand.
The default key to use the Whiplash is R. When used, it will throw out a hook that deals 0.2 damage and retracts after a short time. This hook will either snatch Light enemies and hurl them towards the player or pull the player towards Medium/Heavy enemies and Whiplash Hookpoints.
Holding down its keybind will make the hook travel for a longer amount of time before retracting, or will stop the player from grappling onto any enemies and Whiplash Hookpoints that it is attached onto.
The Whiplash can also snatch the Rocket Launcher's Rockets.
Punching with either the Feedbacker or the Knuckleblaster will cancel the Whiplash's grapple, though grappled enemies and players currently on a trajectory with a Medium/Heavy enemy or Whiplash Hookpoint will retain the Whiplash's momentum.
Stalkers will take no damage from the Whiplash's hook; however, they can still be grappled onto.
The Hideous Mass's and the Leviathan's armor will make the Whiplash's hook bounce away from it as if it were part of the environment.
Hitting Coins with the Whiplash's hook will reset their momentum and bounce them upwards.
Corpses of Malicious Face and Gutterman can be grappled onto with the Whiplash's hook.
Dying Mindflayers can be snatched, which will also slightly increase the time before a Mindflayer blows up.