Movement

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Movement Statistics
Type Speed
(u/s)
Walking 16.5
Sliding 24
Dashing 49.5
Slamming 100
Whiplash Whiplash Reeling 60
Rocket Riding 65

Movement is a core mechanic of ULTRAKILL's gameplay which allows the player to freely move in space using various methods. Some other mechanics are associated with this system. The speed of everything in the game is calculated in the amount of Unity units, shortened to u, or u/s for the amount traveled in a single second.

Stamina

Stamina is a movement mechanic which affects the player’s ability to perform certain actions. The player has a maximum of 3 stamina, indicated by the player HUD.

Stamina is consumed when the player performs certain actions:

  • Dashing consumes 1 stamina.
  • Dash Jumping consumes 2 stamina. (1 when dash jumping with an enemy step)

If the player attempts to perform any of these actions without the minimum stamina necessary, they fail.

Stamina naturally recharges over time at a rate of 1.4/sec on Harmless difficulty, 1.05/sec on Lenient difficulty, and 0.7/sec on Standard difficulty and higher. Stamina cannot recharge while the player is sliding. Performing a parry on an enemy attack causes the player to instantly regain all stamina.

Water

Water is a part of the environment that changes certain interactions. Most notably, being fully submerged in water makes blood stay fresh for a longer period of time but heal noticeably less. The player and enemies move with less gravity, jumping higher and floating downward much more slowly. Water surfaces can also be skipped on, if the player started the slide on land. The Whiplash Whiplash does not build up Hard Damage when used underwater, and electricity from the Jumpstart Nailgun Jumpstart Nailgun or Electric Railcannon Electric Railcannon conducts between both enemies and the player, dealing 50 self-damage which is fully replaced with Hard Damage upon effect.

Movement Actions

Walking

Walking is the simplest form of movement in ULTRAKILL, controlled using the player's corresponding Forward, Left, Back and Right keys (set to W, A, S and D by default). Walking moves the player along floor surfaces at a constant rate of 16.5 u/s, and allows the ability to traverse slopes and small elevations. If a controller or other analog input is connected, the player can also use the left thumb stick to walk slowly as well.

Jumping

Jumping is an action that the player can perform at any time while grounded or against a wall. Jumping is performed using the player's corresponding key (Spacebar by default). Jumping propels the player into the air at a fixed, unchanging rate, and can be done in a certain directions using the movement keys. While in the air, the player gains a gradually rising style multiplier of up to x3.00. Jumping while reeling in the Whiplash Whiplash towards a hookpoint or an enemy that is heavy enough to make the player go towards them causes the Whiplash to detach, makes the player lose some speed, lose all of their vertical momentum, and jump slightly upwards.

Enemy Step

Jumping in mid-air near an enemy allows the player to jump off the enemy, a technique inherited from the Devil May Cry series called Enemy Step. Enemy Step can be performed in conjunction with other movement abilities such as Dash Jumps and Slam Bounces, and fully restores every movement resource that would otherwise require the player to touch the ground to replenish because of their independence from the player's health/stamina and enemy/environment conditions. This includes:

  • Consecutive wall jumps
  • Wall cling weight
  • Consecutive Player Rocket Player Rocket rides
  • Consecutive harmless rocket jumps
  • Consecutive Impact Hammer Impact Hammer terrain bounces

Wall Jump

Pressing jump in the air while close to a wall performs a Wall Jump, granting an immediate burst of diagonal momentum up and away from the surface that was jumped from. Wall jumps can be performed a maximum of three times in the air, after which further wall jump attempts will fail and do nothing. The player must return to the ground or perform an Enemy Step to replenish their wall jumps.

Wall Cling

Holding a movement direction in the direction of a wall while falling allows the player to Wall Cling, using friction to temporarily stall their descent. Continuous wall clinging causes the player's wall cling weight to increase over time, causing the player to fall faster and faster while pressing against walls until they eventually reach terminal fall velocity (100 u/s). Wall clinging's fall speed overrides the player's current fall speed upon initiating or reinitiating a wall cling, even if their accumulated wall cling weight causes them to fall faster than they were before touching the wall. Wall cling weight resets when the player touches the ground or performs an Enemy Step.

Dashing

Dashing is an action that performs a quick burst of speed in any given direction at the cost of 1 Stamina. Dashing is performed using its corresponding key (Left Shift by default). Performing a dash propels the player in a chosen direction using movement keys, or forward by default, at a rate of 49.5 u/s. While dashing, the player is briefly immune to almost all forms of damage, making it a powerful tool for evading attacks.

Collision with most enemies is ignored while dashing, allowing some attacks to be evaded by dashing into and past them. Dashing also completely resets player momentum when performed, making it useful for recovering from knockback and stalling freefalls.

Dash Jump

If a player dashes while grounded and jumps before the dash finishes traveling, they perform a Dash Jump at the cost of 2 Stamina. Dash Jumps fling the player forward at a very high speed, allowing for powerful burst movement that can be chained with other techniques to maintain and continue to build momentum.

Enemy Step Dash Jump

Dash Jumps can also be performed in conjunction with Enemy Step, enabling Dash Jumps to be performed midair. Enemy Step Dash Jumps can be executed out of both grounded and airborne dashes and cost only 1 Stamina. Using enemies that can be dashed through for Enemy Step Dash Jumps is ideal, as it reduces the chance that the momentum gained from the jump will be immediately negated by the player colliding with the enemy. Like normal Enemy Step, Enemy Step Dash Jumps replenish certain movement resources as though the player touched the ground.

Sliding

Sliding is an action that the player can perform at any time while grounded, by holding down the corresponding key (Left Control by default). Sliding causes the player to move low to the ground in any chosen direction at a rate of 24 u/s, with zero acceleration time before reaching max speed. While sliding, the player gains a gradually rising style multiplier of up to x3.00. Stamina regeneration pauses while sliding and does not resume until slide is released.

Continuous sliding does not allow very much movement control, but the slide can be canceled and restarted instantly for rapid and flexible directional changes. When mid-slide, the player can slightly influence their movement by holding left or right, which adds a velocity vector of 5 u/s directly to the side of the player's horizontal view direction, for a maximum slide speed of 29 u/s if the player's view is perfectly perpendicular to the slide's travel, a technique called Slideways. If the player had a speed faster than 24 u/s before initiating a slide, they keep their previous speed but progressively lose their momentum to friction until they reach a speed of 24 u/s again. The maximum sliding speed is 72 u/s, or 76 u/s with Slideways. Sliding off ledges or upwards off slopes allows the player to maintain a sliding state while airborne, keeping the reduced hurtbox size and maintaining slide momentum from the point the player left the ground. Sliding into liquid surfaces such as water or acid causes the player to skip along their surface, also maintaining their slide momentum.

Collision with most enemies is ignored while sliding, allowing the player to slide through crowds of grounded enemies without interruption. Certain attacks such as the Schism Schism's horizontal barrage, Swordsmachine Swordsmachine's spiral sword throw, and the Gutterman Gutterman's unshielded melee have enough vertical clearance for a player to slide under them unharmed.

Slide Jump

If a player slides and then immediately jumps, they perform a Slide Jump. Slide Jumps provide similar momentum to that of a normal slide, but with the ability to preserve momentum when chained directly after other movement such as Dash Jumps.

Slide Wall Jump

While sliding in the air against a wall, the player can jump to execute a Slide Wall Jump. This action consumes a wall jump and gives the player a smaller boost in elevation compared to normal wall jumps, but maintains the slide's speed and mirrors its direction rather than sending the player perpendicularly from the wall at a fixed speed.

Slamming

Slamming is an action which can be performed by using the Slide key while airborne (Left Control by default). Slamming causes the player to immediately and sharply begin falling straight down to the ground, at a rate of 100 u/s. Slamming gives the player little air control with only 0.48 u/s of horizontal velocity, but can be cancelled using a Dash, the Whiplash Whiplash, a wall jump (which will trigger Slam Storage) or with knockback. There is a short period immediately after a grounded jump where a slam input is not accepted, but slams are otherwise always actionable so long as the player is in midair, even while harpooned, dashing, rocket riding, or immediately after an Enemy Step.

Slamming can damage any enemy directly hit by the player during their fall, dealing 2 damage, or 4 damage to Malicious Face Malicious Faces and Stalker Stalkers. Slamming can be initiated in the middle of a Whiplash pull, but do not cause the player to fall until the pull ends or is canceled if pulling towards an enemy, allowing the player to slam on an enemy instantly upon reaching it.

Air Slam

Air Slams occur when a slam contacts an airborne enemy. Knockback-vulnerable enemies are launched with downward force, similar to what is possible with the Knuckleblaster Knuckleblaster melee and S.R.S. Cannon S.R.S. Cannon direct hits. Slamming for longer before hitting an enemy does not increase Air Slam's knockback velocity.

Enemies with reduced 50 u/s splatter velocity thresholds (Filth Filth, Stray Strays, Schism Schisms, and Soldier Soldiers) will die instantly upon landing if Air Slammed from any height, while knockback vulnerable enemies with increased 60 u/s splatter thresholds (Streetcleaner Streetcleaners, Stalker Stalkers, and Mannequin Mannequins) can be splattered from lower launch heights than usual. Knockback-vulnerable enemies that can't be splattered (Drone Drones, Virtue Virtues, and Sentries Sentries) will still be launched downward, which can be used to push them into hazards or manipulate their positions to set up multikills.

Power Slam

If the player holds down the Slam key for the duration of the slam instead of briefly pressing it, and continues to hold it for 0.1 seconds after touching the ground, they perform a Power Slam, causing a small shockwave where the player lands with a radius of 12 units, approximately the same size as a Core Eject Shotgun Core Eject Shotgun core snipe. The shockwave does not deal damage, but launches Light/Medium weight enemies into the air, their height being proportional to the time spent Power Slamming.

Slam Bounce

Jumping immediately upon or shortly after landing from a Slam initiates a Slam Bounce, causing the player to jump high into the air, ending slightly higher than the altitude from which they first slammed, with a minimum bounce height slightly higher than a normal jump when Slam Bouncing low to the ground. Slam Bounces can be chained to quickly increase height, or performed as soon as possible after a grounded jump to more comfortably clear horizontal threats such as enemy shockwaves or Cerberus Cerberus dashes, though the small delay after a jump before slamming can be inputted must be accounted for.

Enemy Step Slam Bounce

Slam Bounces can also be performed with Enemy Step by timing a jump or holding the jump input while slamming on an enemy, allowing for more height to be gained than Enemy Step on its own, though the bounce height does not scale with fall duration if the jump is held instead of timed. Enemy Step Slam Bounces can be performed even if the slam kills the enemy, and like normal Enemy Step, it replenishes movement resources that otherwise require the player to touch the ground to recover.

Whiplash

Main article: Whiplash Whiplash

The Whiplash, unlocked in 4-4: CLAIR DE SOLEIL, is an Arm variant primarily focused on movement. Upon pressing the Whiplash key, R by default, the arm outstretches a spear on a winch which can attach to enemies or Hookpoint Hookpoints, either pulling the player towards them, or, in the case of Light enemies, pulling them towards the player. In both cases, the rate of travel is a constant 60 u/s, which the player can dash during (though they remain fixed to the Whiplash) or cancel entirely via pressing the Whiplash key again, jumping, or using one of the other Arm variants. Cancellation of the Whiplash’s pull via use of the other Arms or pressing the Whiplash key retains all momentum, while jumping does not.

When using the Whiplash on a Green Hookpoint, the player travels directly to it and loses all momentum once it is reached unless the Whiplash is cancelled beforehand, similar to Medium and Heavy enemies. When using the Whiplash on a Blue Hookpoint, momentum is accelerated and preserved as the player flies through the Hookpoint. Yellow Hookpoints are not meant for direct movement capability and instead simply activate other objects.

Gasoline

Main article: Firestarter Rocket Launcher Firestarter Rocket Launcher

Standing on Gasoline and other low-friction surfaces such as ice, or inside the first dropdown tube in 3-2: IN THE FLESH, lets the player move without their momentum decreasing with friction at the cost of control. When on an inclined surface covered in gasoline, the player slides down the slope and rapidly gains speed. The acceleration and maximum speed depends on how steep the slope is.

Techniques

Diving

Diving is an action performed by pressing the slide key and the jump key simultaneously or in quick succession, or by sliding up a sloped floor. Diving puts the player in a sliding state while midair, allowing them to maintain their momentum.

Wall Sliding

Wall Sliding is a technique initiated by diving and then hitting a wall while in a midair slide state. This causes the player to slide slowly in an arc across the wall and maintain momentum, while retaining the ability to jump between walls and onto the ground. The momentum of a Wall Slide is determined by the angle in which the player makes contact with the wall, with it being higher the more parallel the player is to the wall.

Rocket Riding

Main article: Rocket Launcher Rocket Launcher

Rocket Riding is a technique which can be initiated by jumping or slamming onto a rocket shot by the player or an enemy, or by using the Whiplash Whiplash on a rocket while in a falling state. While on a rocket, the player moves at 65 u/s and can steer the rocket using movement keys. Steering is independent of where the player is looking, and is instead based on the direction the rocket is facing. Left and right movement keys correspond to their respective directions, but up and down movement keys are inverted while riding. Due to its ability to freeze rockets in place, the Freezeframe Rocket Launcher Freezeframe Rocket Launcher is an excellent tool for performing this technique.

After riding on a rocket for more than a few seconds, the rocket begins to sputter out and lose velocity. From this point, the player can jump onto another rocket to stay in the air. This can be done a maximum of three times with full fuel. Subsequent rockets have progressively less fuel. This state resets once the player touches the ground, and rockets can be ridden normally again. Under water, the rocket can be ridden without it losing fuel.

Explosive Boosting

Explosive Boosting is a general term to describe the act of using explosive tools, most often those of the player's own weapon arsenal, to move around at higher speeds. Explosive boosting provides a range of different speed boosts depending on the explosive used, often at the cost of great self-damage depending on whether the explosion used was a harmful one or not. Explosive weapons often used to perform these techniques include the Core Eject Shotgun Core Eject Shotgun, Pump Charge Shotgun Pump Charge Shotgun, Malicious Railcannon Malicious Railcannon, and Rocket Launcher Rocket Launcher.

Ultraboost

Performing a Core Nuke allows the player to gain a massive amount of distance at a high speed, at the cost of some health. The velocity gained and health lost is determined by the player's distance to the center of the explosion. This can be performed by firing a core from the Core Eject Shotgun Core Eject Shotgun and dashing forward at the same time, then turning rapidly to perform the nuke with the Malicious Railcannon Malicious Railcannon as the core is in front of the player.

Sharpshooter Revolver Flight

Humorously, charging the alternate fire of the Sharpshooter Revolver Sharpshooter Revolver (spinning the gun) under the effects of a Dual Wield Orb Dual Wield Orb allows the player to float and glide down from jumps. Holding four or more power-ups gives the player increasingly fast flight until the power-ups run out or until the alternate fire is released.

Advanced Techniques

Slam Storage

Slam Storage can be performed by sliding against a wall, slamming, and then quickly wall jumping off. This causes the slam momentum to be "stored," allowing the player to gain incredible vertical momentum if they jump immediately after landing on the ground. Rather than jumping, the player can also chain Slam Storage into a slide jump for great horizontal momentum, or a dive for diagonal upwards momentum.

Dash Storage

Dash Storage is the act of dashing and then immediately sliding while grounded. Doing so allows the player to extend the invulnerability frames given by the dash into the slide, lasting for around a second longer. The duration of the invulnerability is indicated by blue movement particles around the player during the slide.

Super Slide Jump

Super Slide Jumps are a movement technique performed by pressing the jump key three frames or less[?] after a slide, causing the player to gain a large boost of horizontal momentum that is stacked on top of any existing momentum the player may have already retained. Depending on which frame between the three-frame window the player jumps, the speed of the boost changes. First-frame boosts launch the player at an additional 24.75 u/s, second-frame boosts at an additional 12.375 u/s, and third-frame boosts at an additional 6.1875 u/s.

Freesliding

Freesliding is a form of sliding that can be achieved by explosive boosting while sliding or sliding into a Jump Pad, propelling the player into the air in a sliding state. Once the player once again reaches the ground, they are able to slide freely in any direction, bypassing the directional restriction of normal sliding. Generally not useful since the player can simply stop sliding and slide in a different direction, though it can be used to greatly simplify the challenge of 0-4: A ONE-MACHINE ARMY by sliding in circles.

Cheats

The following cheats are related to player movement, for convenience:

  • Infinite Wall Jumps allows the player to ignore the three-wall-jump limit.
  • Noclip and Flight give the player infinite movement within the three dimensions, with the former option disabling collision with everything. Holding down dash moves the player faster, and holding slam lets the player descend.
  • No Weapon Cooldown allows the player to infinitely ride Rocket Launcher Rocket Launcher rockets without losing fuel, and Gasoline lingers even after burning until the cheat is toggled off.


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