Arms

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ArmFeedbackerModel.png

Arms are one of the main forms of the combat in ULTRAKILL, introduced before even picking up a gun. Having 3 variants (as of now), Arms have 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 current 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 and then added to 0.5. With the Knuckleblaster, the value will be multiplied by 0.3 and added to 0.75. 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.

With this in mind, you can use the following system of equations to find the information related to the next punch:

<> , finding current exhaustion, where A is starting exhaustion. Use zero for first punch.

f(x)=0.75+0.3y1, where the y intercept finds starting exhaustion after you punch with kb. For Feedbacker, use f(x)=0.5+0.2y1

g(y)=f(0)/2, finding the time when Cooldown from the punch is zero, based on the graph of f's y-intercept and graphing it as a line of x

y2=((B+0.2)e-x/2)-0.2 finding the exhaustion decay of that punch, where B is f(0)

h(x)=0.75+0.3y2, finding the exhaustion of the next punch, which can be input into A in the first equation to find the information regarding the next punch. Keep in mind, you can't punch before h(g(y)), since that's when Cooldown reaches zero. For Feedbacker, use h(x)=0.5+0.3y2

FEEDBACKER
Feedbacker
Primary Fire
Damage 1
Cooldown ~0s (Exhaust)
Alternate Fire
Damage 5
Cooldown ~0s (Exhaust)
Damage Modifiers
None
Terminal Info
Fast punch with decent damage.

Can parry most attacks, including shotgun shots and coins.
Obtained in
BY DEFAULT
FEEDBACKER

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. Though 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) cancelling 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

  • Projectile Boosting

Parrying one of the Shotgun 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.

Tripleproboostdemo.gif



  • Sawblade Punching

Punching one of the Sawblade Launcher Sawblade Launcher's Sawblades will make it deal twice as much damage until it bounces or breaks.

SawpunchDemo.gif


  • Coin Juggling

Punching a Coin 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 coin is striking a surface and not an enemy.

CoinPunchDemo.gif


  • Screw Punching

Punching the Screwdriver Railcannon 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.

ScrewPunchDemo.gif


  • HOMERUNs

Killing Drones Drones or the Mysterious Druid Knight (& Owl) Mysterious Druid Knight (& Owl) with a punch will give the + HOMERUN style bonus.

HomerunDemo.gif

Advanced Techniques

  • Multiparrying

For Strays Strays, Schisms Schisms and Soldiers Soldiers, it is possible to perform both an enemy parry and a projectile parry at the same time and for Malicious Faces Malicious Faces and Mindflayers 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.

  • Self-Interception

Firing a hitscan weapon (Preferably a Revolver) at the same time as parrying a projectile causes the parried projectile to continue travelling after hitting an enemy, causing multiple explosions.

SelfInterceptionDemo.gif


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 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 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 Minos Prime and Sisyphus Prime 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 Screwdriver Railcannon may be your best choice for healing instead.

List of Parriable Attacks

All Parriable Attacks
Enemy Parried Actions Parry Type
HUSKS
Filth Filth Lunging Bite MELEE
Stray Stray Hell Bullet Casting INTERRUPTION (Melee/Projectile)
Hell Bullet PROJECTILE
Schism Schism Hell Bullet Casting INTERRUPTION (Melee/Projectile)
Hell Bullet PROJECTILE
Soldier Soldier Hell Bullet Casting INTERRUPTION (Melee/Projectile)
Soldier Kick MELEE
Hell Bullet Scatter PROJECTILE
The Corpse of King Minos The Corpse of King Minos Fist Punch MELEE
Open-Palm Punch
Fist Slam
Seeking Hell Bullet PROJECTILE
Hell Bullet
Sisyphean Insurrectionist Sisyphean Insurrectionist Malicious Flail INTERRUPTION (Melee/Projectile)
Ferryman Ferryman Second Oar Attack MELEE
Second Kick
Stinger
Explosive Overhead
Backstep
MACHINES
Drone Drone Hell Bullet PROJECTILE
Kamikaze Dive
Hell Bullet Casting INTERRUPTION (Melee/Projectile)
Swordsmachine Swordsmachine Three Slashes Combo MELEE
Running Slash
Roundabout Throw
Straight Throw INTERRUPTION (Melee/Projectile)
Shotgun Pellets PROJECTILE
Mindflayer Mindflayer Whip MELEE
Hell Seeker PROJECTILE
Sentry Sentry Scope Shot INTERRUPTION (Melee/Coin)
Gutterman Gutterman Shield Bash MELEE
Punch
Guttertank Guttertank Whiffed Punch MELEE
V2 V2 (Both Fights) Revolver Shot PROJECTILE
Piercer Charge Shot
Shotgun Pellets
1000-THR "Earthmover" 1000-THR "Earthmover" Giant Hellseeker (Brain) PROJECTILE
Hellseeker (Security System)
Mortar (Security System)
DEMONS
Malicious Face Malicious Face Hell Bullet Volley PROJECTILE
Malicious Laser INTERRUPTION (Melee/Projectile/Coin)
Cerberus Cerberus Apple Throw PROJECTILE
Mannequin Mannequin Hellseeker PROJECTILE
Slash MELEE
Hideous Mass Hideous Mass Hideous Mortar PROJECTILE
Harpoon MELEE
Leviathan Leviathan Hell Bullet Barrage PROJECTILE
Minotaur Minotaur Bull Charge MELEE
ANGELS
Virtue Virtue Divine Light INTERRUPTION (Melee)
Death Orb PROJECTILE
Gabriel, Judge of Hell Gabriel, Judge of Hell Spear Throw PROJECTILE
Twin Axes
Sword Toss
Formation Swords (Higher Difficulties)
Gabriel, Apostate of Hate Gabriel, Apostate of Hate Swift Strikes Finsiher MELEE
Frontwards Charge
Heavy Hits
Formation Swords PROJECTILE
Sword Toss
???
Very Cancerous Rodent Very Cancerous Rodent Explosive Hell Bullet PROJECTILE
Mysterious Druid Knight (& Owl) Mysterious Druid Knight (& Owl) Hell Seeker Barrage (Fuller Auto) PROJECTILE
Hell Bullet Barrage (Full Auto)
Kamikaze Dive INTERRUPTION (Melee/Projectile)
Flesh Prison Flesh Prison Hell Seeker Twirl PROJECTILE
Piercing Stare (Eye Minion) INTERRUPTION (Melee/Coin)
Malicious Beam (Mini-MalFace)
Flesh Panopticon Flesh Panopticon Hell Mortar PROJECTILE
PRIME SOULS
Minos Prime Minos Prime Seeking Snake PROJECTILE
Dropkick ("Judgement") MELEE
Fist Slam ("Thy end is now")
Sisyphus Prime Sisyphus Prime Self-Destruct ("This will hurt") INTERRUPTION (Melee)
Stardust Breaker ("DESTROY") MELEE
Sumo Combo Finisher ("You can't escape")
Sumo Clap ("BEGONE")

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 Spawner Arm or other methods, instakill parry conditions still apply. For some enemies like Sentries Sentries, the parry damage is increased instead.
  • Using the Weapon Wheel to slow down time can make parrying easier.

Media

KNUCKLEBLASTER
Knuckleblaster
Primary Fire
Damage 2.5
Cooldown ~0s (Exhaust)
Alternate Fire
Damage 1
Cooldown ~2s
Damage Modifiers
None
Terminal Info
Slow punch with high damage and knockback.

Hold Punch to blast shells inside the knuckles, causing a shockwave that knocks surrounding enemies away.
Obtained in
1-4: CLAIR DE LUNE
KNUCKLEBLASTER

The Knuckleblaster is the second arm the player obtains, dropped by V2 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 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, non flying enemies into the ground with the Knuckleblaster will instantly kill them and give the + SPLATTERED style bonus.
Punching V2 V2 in 4-4: Clair de Soleil with the Knuckleblaster will enrage it. Punching a Gutterman with a knuckleblaster will destroy its shield. Knuckleblaster's shockwave also works.

Killing Drones Drones, Virtues Virtues or the Mysterious Druid Knight (& Owl) Mysterious Druid Knight (& Owl) with a punch will give the + HOMERUN style bonus.
Punching dying Mindflayer Mindflayer with knuckleblaster will launch her in direction of the punch, killing enemies in such way will give +STRIKE! style bonus.

WHIPLASH
Whiplash
Primary Fire
Damage 0.2
Cooldown ~0s (Exhaust)
Alternate Fire
None
Damage Modifiers
None
Terminal Info
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.
Obtained in
4-4: CLAIR DE SOLEIL
WHIPLASH

The Whiplash is the third arm the player obtains, dropped by V2 V2 after its death in 4-4: Clair de Soleil. It's a green arm, 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 Rocket Launcher's Rockets.
Punching with either the Feedbacker or the Knuckleblaster will cancel the Whiplash's snatch or grapple, however snatched enemies and players who have grappled onto a Medium/Heavy enemy or Whiplash Hookpoint will retain the Whiplash's momentum.

Stalkers Stalkers will take no damage from the Whiplash's hook, however they can still be grappled onto.
The Hideous Mass Hideous Mass's and the Leviathan Leviathan's armour will make the Whiplash's hook bounce away from it.
Coins Coins will have their momentum reset and be bounced upwards when hit with the Whiplash's hook.
Corpses of Malicious Face Malicious Face and Gutterman Gutterman can be grappled onto with the Whiplash's hook.
Dying Mindflayer Mindflayer can be snatched, which will also slightly increase time before Mindflayer blows up.

References

Weapons
Variant 1 Variant 2 Variant 3 Variant 4
Arms Feedbacker Feedbacker Knuckleblaster Knuckleblaster Whiplash Whiplash FistIcon4.png ???
Slot 1 Standard Revolvers
Alternate Revolvers
Standard Piercer Standard Piercer
Alternate Piercer Alternate Piercer
Standard Marksman Standard Marksman
Alternate Marksman Alternate Marksman
Standard Sharpshooter Standard Sharpshooter
Alternate Sharpshooter Alternate Sharpshooter
Slot 2 Standard Shotguns
Alternate Shotguns
Standard Core Eject Standard Core Eject
Alternate Core Eject Alternate Core Eject
Standard Pump Charge Standard Pump Charge
Alternate Pump Charge Alternate Pump Charge
Standard Sawed-On Standard Sawed-On
Alternate Sawed-On Alternate Sawed-On
Slot 3 Standard Nailguns
Alternate Nailguns
Standard Attractor Standard Attractor
Alternate Attractor Alternate Attractor
Standard Overheat Standard Overheat
Alternate Overheat Alternate Overheat
Standard JumpStart Standard JumpStart
Alternate JumpStart Alternate JumpStart
Slot 4 Railcannons Electric Electric Screwdriver Screwdriver Malicious Malicious
Slot 5 Rocket Launchers Freezeframe Freezeframe S.R.S. Cannon S.R.S. Cannon Firestarter Firestarter
Slot 6 Spawner Arms Move Move Alter Alter Destroy Destroy Prop Prop
Miscellaneous Beamcutter Beamcutter
Washer Washer
Black Hole Cannon Black Hole Cannon
Vacuum Vacuum
Fishing Rod