Parrying
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See also: Feedbacker, Shotgun
Parrying is a primary game mechanic in ULTRAKILL that allows the player to reflect or otherwise negate most enemy attacks such as projectiles with precise timing, with the benefit of restoring health and providing style as well as additional damage. The player can parry attacks with the following methods:
- Punching projectiles and other ranged attacks with the
Feedbacker with precise timing. Some enemies like
Swordsmachine and
Sisyphean Insurrectionist telegraph their ranged attacks with an 8-point yellow parry spark.
- Melee attacks or enemies in the process of charging some projectile attack can be parried with a point-blank shot with the
Feedbacker,
Shotgun or
Impact Hammer. - Slamming the
Minotaur during its charge attack.
Parrying certain melee attacks (such as the
Gutterman's punch) will cancel them, while parrying a projectile will most often redirect it towards where the player is aiming, with the exception of
Swordsmachines' thrown sword, and the
Hideous Masses' harpoon, which always are redirected back to their source.
Successfully parrying will cause the game to briefly freeze and flash the screen white, before healing the player fully with respect to the Hard Damage limit if applicable, and fully restoring Stamina. If the screen flash is distracting or otherwise undesired, it can be disabled by turning off Parry Flashes in the General settings tab.
Parry Sparks & Cues
When an enemy is about to perform an attack that can be parried, most times they will show a flash to indicate it. Yellow flashes indicate attacks that can be parried, while
Blue flashes indicate attacks that can't be parried. Melee attacks have a
4-point parry spark, while ranged attacks have an
8-point parry spark. An exception to this rule is
V2's Revolver Burst attack, which produces a 4-point parry spark despite being a ranged attack. These attacks also have sound cues which change depending on the type of attack. Not all attacks (such as the
Malicious Face's
Hell Orb barrages) have these indicators.
Gallery
Sounds
- The sound cue for an unparriable attack.
Images
| All Parriable Attacks | ||
|---|---|---|
| Enemy | Parried Actions | Parry Type |
| HUSKS | ||
| MELEE | ||
| INTERRUPTION (Melee/Projectile) | ||
| PROJECTILE | ||
| INTERRUPTION (Melee/Projectile) | ||
| PROJECTILE | ||
| INTERRUPTION (Melee/Projectile) | ||
| MELEE | ||
| PROJECTILE | ||
| MELEE | ||
| PROJECTILE | ||
| INTERRUPTION (Melee/Projectile) | ||
| MELEE | ||
| MACHINES | ||
| PROJECTILE | ||
| INTERRUPTION (Melee/Projectile) | ||
| MELEE | ||
| INTERRUPTION (Melee/Projectile) | ||
| PROJECTILE | ||
| MELEE | ||
| PROJECTILE | ||
| INTERRUPTION (Melee/Coin) | ||
| MELEE | ||
| MELEE | ||
| PROJECTILE | ||
| PROJECTILE | ||
| DEMONS | ||
| PROJECTILE | ||
| INTERRUPTION (Melee/Projectile/Coin) | ||
| PROJECTILE | ||
| PROJECTILE | ||
| MELEE | ||
| PROJECTILE | ||
| MELEE | ||
| PROJECTILE | ||
| MELEE | ||
| MELEE | ||
| ANGELS | ||
| INTERRUPTION (Melee) | ||
| PROJECTILE | ||
| PROJECTILE | ||
| MELEE | ||
| PROJECTILE | ||
| ??? | ||
| PROJECTILE | ||
| PROJECTILE | ||
| INTERRUPTION (Melee/Projectile) | ||
| PROJECTILE | ||
| INTERRUPTION (Melee/Coin) | ||
| PROJECTILE | ||
| PRIME SOULS | ||
| PROJECTILE | ||
| INTERRUPTION (Melee) | ||
| MELEE | ||
| INTERRUPTION (Melee) | ||
| MELEE | ||
| Game Mechanics | |||
|---|---|---|---|
| Player | |||
| Assists • Cheats (Debug Console) • Health (Hard Damage) • Movement • Parrying • Style • Weapons | |||
| World | |||
| Difficulties • Levels • Points • Ranking • Seasonal Events • Sound Effects • Soundtrack • Status Effects | |||
| Entities | |||
| Easter Eggs | |||