Style
- See also: Mechanics
Title | Points | Decay | Hard Damage Regeneration |
---|---|---|---|
1500 | 120/s | Instant | |
1000 | 90/s | ×3.0 | |
850 | 60/s | ×2.5 | |
700 | 45/s | ×2.0 | |
500 | 30/s | ×1.0 | |
400 | 22.5/s | ||
300 | 18.75/s | ||
200 | 15/s |
Style is one of the main game mechanics of ULTRAKILL. It directly influences gameplay and rewards the player for mastery of the game. Performing quick, impressive and varied actions in a stylish manner is essential for keeping a high style score. The style is principally indicated by the style meter which is divided into 2 parts: the style rank, and the style info.
The style rank, similarly to a combo meter, defines the overall score of the player. The only direct influence the player's style rank has on gameplay is its effect on hard damage. The higher the player's style rank is, the faster any suffered hard damage will decay.
The style info is a list of the most recent actions the player has done and displays various multipliers that affect the final style output. The list of actions that grant score is pre-defined but covers almost every action the player can do.
Multiplier
The MULTIPLIER value increases by 2/s up to 3x while the player is sliding or airborne, but decreases by 2/s down to 1x otherwise.
Weapon Freshness
Weapon Freshness is a Weapon-variant-specific style multiplier whose value changes based on the usage of different weapons. Arms are exempt from this mechanic.
There are four freshness ranges, each with their own style multiplier: | |||
7.5–10 | 5–7.5 | 1–5 | 0–1 |
FRESH: 1.5x | USED: 1.0x | STALE: 0.5x | DULL: 0.0x |
Every attack and style bonus dealt by a weapon variant will decrease that variant's freshness by 0.7, and increase every other weapon's freshness by 0.5, except for other variants on the same weapon slot as the source weapon.
Additionally, the freshness of all unequipped weapons will increase passively by 0.1 per second.
Freshness Modifiers
Minimum weapon freshness is limited by the number of equipped weapon variants.
Equipping only one variant limits freshness to FRESH, while two variants limit it to USED, and three STALE.
Attacks against bosses decay weapon freshness at 1.5x the normal rate.
Freshness decay is also reduced proportionately to the amount of Dual Wield Orbs currently active, plus 1.
One powerup = decay/2
; two powerups = decay/3
; etc.
Certain damage types and style bonuses modify how much freshness is decayed for the source weapon and regenerated for other weapons per move.
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Other Modifiers
Attacks against bosses have an additional 1.5x style gain multiplier.
Taking damage from enemies or the environment will drop the style rating by one rank, and deduct points using the equation damage * 5
.
Self-inflicted damage does not reduce style.
Respawning at a checkpoint will reset the total style score to the value it had when the checkpoint was taken, then remove 1/3 of the style.
Weapon Style
These style points are neither displayed on the style info, nor added if the hit is fatal.
Hitter | Points | Notes |
---|---|---|
Electric Shocks | 60 | |
Feedbacker Punches Knuckleblaster Punches |
20 | Points not added if a big enemy or boss is attacked. |
Revolvers | 25 / 15 / 10 | 25 points for a headshot, 15 for a limbshot, and 10 otherwise. |
Standard Shotgun Pellets | 4 | |
Sawed-On Shotgun Chainsaws | 4 / 6 / 8 | 4 points for an attached chainsaw hit, 6 for a parried attached chainsaw hit, and 8 for a detached chainsaw hit. |
Impact Hammer Hits | 10 / 20 | 10 for a green meter hit, and 20 for a yellow meter hit. |
Screwdriver Railcannon Drill Ticks | 4 | |
Nails Sawblades |
2 | |
Electric Railcannon | 15 | |
Ground Slams | 20 | |
Explosions | 2 | |
Fire Ticks | 2 |
Style Bonuses
Name | Points | Description |
---|---|---|
+ KILL | 30 / 45 | Kill any enemy without gibbing it or attacking its weak point. Arm and revolver variants earn 30 points, while other weapons earn 45. |
+ DOUBLE KILL | 25 | Kill two enemies within half of a second. |
+ TRIPLE KILL | 50 | Kill three enemies within half of a second. |
+ MULTIKILL x# | 100 | Kill more than three enemies within half of a second. |
+ FRIENDLY FIRE | 200 / 250 | Make one enemy hit another, or parry an enemy projectile into any enemy. Kills earn 250 points, while hits earn 200. |
+ EXPLODED | 45 | Kill any enemy with an explosion. |
+ PROJECTILE BOOST | 90 | Parry a Shotgun pellet into an enemy. Does not include Swordsmachine's or V2's Shotguns. |
+ UNCHAINEDSAW | 80 | Kill any enemy with the Sawed-On Shotgun's chainsaw after detaching it with the Knuckleblaster. |
+ NO-NO | 40 | Kill any enemy with the Sawed-On Shotgun's chainsaw after firing it while it's still attached. |
+ RE-NO-NO | 60 | Kill any enemy with the Sawed-On Shotgun's chainsaw after firing it while it's still attached and parrying it with the Feedbacker at least once. |
+ GROOVY | 60 | Kill any enemy with the Sawed-On Shotgun's chainsaw before firing it. |
+ BLASTING AWAY | 50 | Hit an enemy with a red-meter Impact Hammer hit. |
+ FULL IMPACT | 175 | Kill an enemy with a red-meter Impact Hammer hit. |
+ HEAVY HITTER | 80 | Kill an enemy with a yellow-meter Impact Hammer hit. |
+ BLUNT FORCE | 40 | Kill an enemy with a green-meter Impact Hammer hit. |
+ ARSENAL | 50 | Kill any enemy with at least two different weapon variants. Combination attacks such as Core Sniping only count as one weapon variant. |
+ CHARGEBACK | 400 | Deflect any enemy's hitscan attack back into itself or another enemy by using a Coin. |
+ RICOSHOT x# | 50 + 15n | Hit any enemy with a Revolver Beam, Heavy Revolver Beam, or a Gutterman's Minigun Beam ricocheted off one or more Coins. Point gain is calculated as the power of the final coin multiplied by 15. |
+ ULTRARICOSHOT x# | 100 + 15n | Hit any enemy with a hitscan attack that isn't a Revolver Beam, Heavy Revolver Beam, or a Gutterman's Minigun Beam ricocheted off one or more Coins. Point gain is calculated as the power of the final coin multiplied by 15. |
+ COUNTERRICOSHOT x# | 100 + 15n | Hit any enemy with a Revolver Beam or Heavy Revolver Beam ricocheted off one or more Coins hit by V2. Point gain is calculated as the power of the final coin multiplied by 15. |
+ ULTRACOUNTERRICOSHOT x# | 150 + 15n | Hit any enemy with a hitscan attack that isn't a Revolver Beam or Heavy Revolver Beam ricocheted off one or more Coins hit by V2. Point gain is calculated as the power of the final coin multiplied by 15. |
+ CONDUCTOR | 1–90 | Hit an enemy stuck with any type of Nail with an Electric Beam or Lightning Strike, or kill an enemy with the shock produced by the Jumpstart Nailgun or Jumpstart Sawblade Launcher. Point gain is equal to the number of Nails in the target, up to a maximum of 90. |
+ BIG KILL | 100 / 125 | Kill any big enemy or boss. 100 points are earned unless a Shotgun is used at point-blank, then 125 points are earned. |
+ BIG FISTKILL | 150 | Kill any big enemy or boss by punching them. |
+ BIG HEADSHOT | 150 | Kill any big enemy or boss with a headshot from any Revolver. |
+ GROUND SLAM | 60 | Kill any enemy with a slam while they are grounded or flying. |
+ AIR SLAM | 160 | Kill any enemy with a slam while they are airborne, but not flying. |
+ HEADSHOT | 150 | Kill any small enemy with a headshot from any Revolver. |
+ HEADSHOT COMBO x# | 20 | Land at least two consecutive, non-lethal headshots on enemies. The combo is reset if any shot does not hit a head, or if the combo disappears from the style information. Shots that disappear into the skybox, however, do not reset the combo. |
+ LIMB HIT | 60 | Kill any enemy by hitting one of their limbs with any Revolver. |
+ BIPOLAR | 120 | Kill any enemy with any type of Nail or Sawblade orbiting around or between two Magnets. |
+ ATTRAPTOR | 60 | Kill any enemy with any type of Nail or Sawblade stuck to or orbiting around one Magnet. |
+ NAILBOMBED | 120 | Kill any enemy with any type of Nail that explodes from or deorbits a Magnet. |
+ NAILBOMBED | 10 | Hit any enemy with any type of Nail that explodes from or deorbits a Magnet. |
+ FINISHED OFF | 50 | Kill any enemy that is on fire. |
+ QUICKDRAW | 50 | Hit any enemy within half of a second after swapping to a Revolver or Shotgun. |
+ PARRY | 100 | Parry any enemy attack. |
+ GUARD BREAK | 100 | Break the shield of a Gutterman with a punch or blast from the Knuckleblaster, any Impact Hammer attack, the reflected corpse of a Mindflayer, or parrying a Landmine into it. |
+ STRIKE! | 100 | Directly hit any enemy with the Knuckleblaster-reflected corpse of a Mindflayer. |
+ ROCKET RETURN | 100 | Hit an enemy with their own rocket, either by Whiplashing it, or using a Magnet. |
+ ROUND TRIP | 300 | Ride an enemy's rocket, then pilot it back into them. |
+ SERVED | 75 | Parry a Landmine into an enemy. |
+ LANDYOURS | 150 | Parry a Landmine back into the enemy who deployed it. |
+ FRIED | 20 | Kill any enemy with fire damage. |
+ SLIPPED | 50 | Kill a Guttertank with the damage it takes from hitting the ground after missing a punch. |
+ CRITICAL PUNCH | 40 | Kill any enemy by punching one of its weakpoints. |
+ OVERKILL | 100 | Kill any small enemy with a point-blank Shotgun blast. |
+ AIRSHOT | 50 | Kill any non-flying airborne enemy. |
+ FIREWORKS | 120 | Kill any non-flying airborne enemy with an explosion or the Electric Railcannon. |
+ JUGGLE | 20 | Hit any non-flying airborne enemy with an explosion or the Electric Railcannon. |
+ DISRESPECT | 60 | Hit any heavy enemy with a non-lethal punch. |
+ ENRAGED | 250 | Enrage any enemy. |
+ INTERRUPTION | 100 | Shoot a projectile out of the hand of a Stray, Schism, or Soldier with any Revolver. |
+ FISTFUL OF DOLLAR | 50 | Punch a Coin into any enemy. |
+ INSTAKILL | 200 | Hit the explosive tank of a Streetcleaner with any Revolver. |
+ DOWN TO SIZE | 500 | Parry any of The Corpse of King Minos's Fist Slam attacks. |
+ HOMERUN | 100 | Whiplash a Drone, Virtue, or the Mysterious Druid Knight (& Owl), then quickly kill them with a punch from the Feedbacker or Knuckleblaster. |
+ CATAPULTED | 240 | Kill any light enemy stuck with Nails by flinging them into a surface while being attracted by a Magnet. |
+ CANNONBALLED | 50 | Kill any enemy with a cannonball from the S.R.S. Cannon, or by parrying an Sisyphean Insurrectionist's Malicious Face or a Virtue's core. |
+ CANNONBOOST | 50 | Parry a cannonball from the S.R.S. Cannon into an enemy before it has bounced off another enemy. |
+ DUNKED | 150 | Parry a cannonball from the S.R.S. Cannon into an enemy after it has bounced off another enemy. |
+ TIME OUT | 60 | Hit a Sisyphean Insurrectionist with a cannonball while it's falling. |
+ HALF OFF | 50 | Kill a Filth, Stray, Schism, or Soldier with a torso hit from any type of Sawblade. |
+ COMPRESSED | 50 - 10n | Kill any enemy using the Black Hole Cannon. Point gain is calculated as 50 - kills * 10 . This cannot remove style points.
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+ ICONOCLASM | 80 | Kill an Idol. |
+ SCREWED | 60 | Kill an enemy with a Screwdriver Railcannon drill. |
+ CORKSCREW BLOW | 60 | Parry a Screwdriver Railcannon drill off of an enemy. |
+ GIGA DRILL BREAK | 120 | Kill an enemy by parrying a Screwdriver Railcannon drill off of them. |
+ SECRET | 0 | Collect a Soul Orb. |
Environmental | ||
+ BOILED | 80 | Drop any enemy into the river in 7-2. |
+ BOILED | 20 | Drop any enemy's corpse into the river in 7-2. |
+ CRUSHED | 80 | Crush any enemy with any environmental crushing hazard. |
+ CRUSHED | 20 | Crush any enemy's corpse with any environmental crushing hazard. |
+ ENVIROKILL | 80 | Currently unobtainable, was available in older versions of the game. |
+ ENVIROKILL | 20 | Currently unobtainable, was available in older versions of the game. |
+ FALL | 80 | Make any enemy fall down a bottomless pit. |
+ FALL | 20 | Make any enemy's corpse fall down a bottomless pit. |
+ FOR THEE | 80 | Crush any enemy with the falling clock tower in 7-2. |
+ FOR THEE | 20 | Crush any enemy's corpse with the falling clock tower in 7-2. |
+ LONG WAY DOWN | 80 | Drop any enemy into the ashen wasteland in 7-4. |
+ LONG WAY DOWN | 20 | Drop any enemy's corpse into the ashen wasteland in 7-4. |
+ LOST | 80 | Drop any enemy into the vines in 7-3. |
+ LOST | 20 | Drop any enemy's corpse into the vines in 7-3. |
+ M.A.D. | 80 | Explode an enemy with the death of the 1000-THR "Earthmover" in 7-4. |
+ M.A.D. | 20 | Explode an enemy's corpse with the death of the 1000-THR "Earthmover" in 7-4. |
+ MAURICED | 80 | Crush an enemy with the corpse of a Malicious Face, or the Malicious Boulder at the end of 4-S. |
+ MAURICED | 20 | Crush an enemy's corpse with the corpse of a Malicious Face, or the Malicious Boulder at the end of 4-S. |
+ MINCED | 80 | Mince any enemy with any environmental grinding hazard. |
+ MINCED | 20 | Mince any enemy's corpse with any environmental grinding hazard. |
+ OUT OF BOUNDS | 80 | Make any enemy disappear by falling out of the level's boundaries. |
+ OUT OF BOUNDS | 20 | Make any enemy's corpse disappear by falling out of the level's boundaries. |
+ PANCAKED | 80 | Crush an enemy with the corpse of a Gutterman. |
+ PANCAKED | 20 | Crush an enemy's corpse with the corpse of a Gutterman. |
+ ROADKILL | 80 | Drop any enemy onto the tracks in 7-1. |
+ ROADKILL | 20 | Drop any enemy's corpse onto the tracks in 7-1. |
+ SCRINDONGULODED | 80 | Scrindongulode any enemy by having them touch the blood river in the secret shortcut in P-2. |
+ SCRINDONGULODED | 20 | Scrindongulode any enemy's corpse by having it touch the blood river in the secret shortcut in P-2. |
+ SCRONGBONGLED | 80 | Scrongbongle any enemy by having them touch the blood lake under the elevator between P-2's Last Arena and Boss Arena. |
+ SCRONGBONGLED | 20 | Scrongbongle any enemy's corpse by having it touch the blood lake under the elevator between P-2's Last Arena and Boss Arena. |
+ SCRONGLED | 80 | Scrongle any enemy by having them touch the red skull river at P-2's Bridge Street. |
+ SCRONGLED | 20 | Scrongle any enemy's corpse by having it touch the red skull river at P-2's Bridge Street. |
+ SHREDDED | 80 | Kill any enemy with any environmental shredding hazard. |
+ SHREDDED | 20 | Shred any enemy's corpse with any environmental shredding hazard. |
+ SPLATTERED | 100 | Kill an enemy through fall damage. |
+ TRAMPLED | 80 | Crush an enemy with the stampeding Minotaur in the pillar hall in 7-1. |
+ TRAMPLED | 20 | Crush an enemy's corpse with the stampeding Minotaur in the pillar hall in 7-1. |
+ TRASHED | 80 | Throw an enemy into a bottomless pit in 7-S. |
+ why are you even spawning enemies here | 80 | Have an enemy fall into the abyss at the start of 5-4. |
+ why are you even spawning enemies here | 20 | Have an enemy's corpse fall into the abyss at the start of 5-4. |
+ ZAPPED | 80 | Zap an enemy with the zap zone in The Cyber Grind. |
+ ZAPPED | 20 | Zap an enemy's corpse with the zap zone in The Cyber Grind. |
Developer Museum Chess | ||
+ BONGCLOUD | 100 | Play the Bongcloud Attack. (1.e4 e5 2.Ke2) |
+ FOOLS MATE | 1 | End a game in two moves. |
+ WHITE WINS | 5000 | Win via checkmate as white. |
+ BLACK WINS | 5000 | Win via checkmate as black. |
+ ULTRAVICTORY | 5000 | Win against the chess engine. |
+ CASTLED | 50 | Castle a king. |
+ ROOK PROMOTION | 500 | Promote a pawn to a rook. |
+ KNIGHT PROMOTION | 500 | Promote a pawn to a knight. |
+ BISHOP PROMOTION | 500 | Promote a pawn to a bishop. |
+ QUEEN PROMOTION | 500 | Promote a pawn to a queen. |
+ PAWN CAPTURE | 100 | Capture an opponent's pawn. |
+ ROOK CAPTURE | 100 | Capture an opponent's rook. |
+ KNIGHT CAPTURE | 100 | Capture an opponent's knight. |
+ BISHOP CAPTURE | 100 | Capture an opponent's bishop. |
+ QUEEN CAPTURE | 100 | Capture an opponent's queen. |
+ EN PASSANT | 100 | Capture an opponent's pawn en passant. |