Style

From ULTRAKILL Wiki
Jump to navigation Jump to search
Style.png

See also: Player Mechanics, Game Mechanics

Title Points Decay Hard Damage
Cooldown
Hard Damage
Decay
ULTRAKILL 1500 120/s Instant Instant
SSShitstorm 1000 90/s ×3.0 60/s
SSadistic 850 60/s ×2.5 50/s
Supreme 700 45/s ×2.0 40/s
Anarchic 500 30/s ×1.0 15/s
Brutal 400 22.5/s
Chaotic 300 18.75/s
Destructive 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 and the shorter will the time be before hard damage starts decaying.

The style info is a list of the most recent actions the player has executed and displays various multipliers that affect the final style output. The list of actions that grant score is pre-defined but covers many actions 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 Orb 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.

Freshness Regen/Decay Multipliers
Damage Type Multiplier
Impact Hammer Hit x3
Explosions x0.75
Standard Shotgun Pellets x0.15
Nails/Sawblades x0.1
Screwdriver Tick x0.025
Fire x0
Style Bonus Multiplier
+ FULL IMPACT x8
+ BLASTING AWAY x6
+ HEAVY HITTER x5
+ BLUNT FORCE x3
+ EXPLODED x1.25
+ KILL x0.3
+ DOUBLE KILL x0.1
+ TRIPLE KILL x0.1
+ MULTIKILL x# x0.1
+ QUICKDRAW x0
+ PROJECTILE BOOST x0
+ ARSENAL x0

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 Feedbacker Punches
Knuckleblaster Knuckleblaster Punches
20 Points not added if a big enemy or boss is attacked.
Revolver Revolvers 25 / 15 / 10 25 points for a headshot, 15 for a limbshot, and 10 otherwise.
Standard Shotgun Standard Shotgun Pellets 4
Sawed-On Shotgun 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 Impact Hammer Hits 10 / 20 10 for a green meter hit, and 20 for a yellow meter hit.
Screwdriver Railcannon Screwdriver Railcannon Drill Ticks 4
Nail Nails
Sawblade Sawblades
2
Electric Railcannon 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.
+ ARSENAL 50 Kill any enemy with at least two different weapon variants. Combination attacks such as Core Sniping only count as one weapon variant.
+ QUICKDRAW 50 Hit any enemy within half of a second after swapping to a Revolver Revolver or Shotgun Shotgun.
+ BIG KILL 100 / 125 Kill any big enemy or boss.
100 points are earned unless a Shotgun Shotgun is used at point-blank, then 125 points are earned.
+ BIG FISTKILL 150 Kill any big enemy or boss by punching them.
+ 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.
+ LIMB HIT 60 Kill any enemy by hitting one of their limbs with any Revolver Revolver.
+ HEADSHOT 150 Kill any small enemy with a headshot from any Revolver Revolver.
+ BIG HEADSHOT 150 Kill any big enemy or boss with a headshot from any Revolver 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.
+ 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.
+ FINISHED OFF 50 Kill any enemy that is on fire.
+ PROJECTILE BOOST 90 Parry a Shotgun pellet into an enemy. Does not include Swordsmachine Swordsmachine's or V2 V2's shotguns Shotguns.
+ OVERKILL 100 Kill any small enemy with a point-blank Shotgun Shotgun blast.
+ GROOVY 60 Kill any enemy with the Sawed-On Shotgun Sawed-On Shotgun's chainsaw before firing it.
+ NO-NO 40 Kill any enemy with the Sawed-On Shotgun 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 Sawed-On Shotgun's chainsaw after firing it while it's still attached and parrying it with the Feedbacker Feedbacker at least once.
+ UNCHAINEDSAW 80 Kill any enemy with the Sawed-On Shotgun Sawed-On Shotgun's chainsaw after detaching it with the Knuckleblaster Knuckleblaster.
+ BLUNT FORCE 40 Kill an enemy with a green-meter Impact Hammer Impact Hammer hit.
+ HEAVY HITTER 80 Kill an enemy with a yellow-meter Impact Hammer Impact Hammer hit.
+ FULL IMPACT 175 Kill an enemy with a red-meter Impact Hammer Impact Hammer hit.
+ BLASTING AWAY 50 Hit an enemy with a red-meter Impact Hammer Impact Hammer hit.
+ 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 Coin 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 Coin 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 Coin Coins hit by V2 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 Coin Coins hit by V2 V2.
Point gain is calculated as the power of the final coin multiplied by 15.
+ CHARGEBACK 400 Deflect any enemy's hitscan attack back into itself or another enemy by using a Coin Coin.
+ RIDE THE LIGHTNING 200 Deflect the lightning strike summoned by a Ferryman Ferryman back into itself or another enemy by using a Coin Coin, the Jumpstart Nailgun Jumpstart Nailgun, or a parry.
+ CONDUCTOR 1–90 Hit an enemy stuck with any type of Nail Nail with an Electric Beam Electric Beam or Lightning Strike, or kill an enemy with the shock produced by the Jumpstart Nailgun Jumpstart Nailgun or Jumpstart Sawblade Launcher Jumpstart Sawblade Launcher.
Point gain is equal to the number of Nails Nails in the target, up to a maximum of 90.
+ BIPOLAR 120 Kill any enemy with any type of Nail Nail or Sawblade Sawblade orbiting around or between two Magnets Magnets.
+ ATTRAPTOR 60 Kill any enemy with any type of Nail Nail or Sawblade Sawblade stuck to or orbiting around one Magnet Magnet.
+ NAILBOMBED 120 Kill any enemy with any type of Nail Nail that explodes from or deorbits a Magnet Magnet.
+ NAILBOMBED 10 Hit any enemy with any type of Nail Nail that explodes from or deorbits a Magnet Magnet.
+ PARRY 100 Parry any enemy attack.
+ GUARD BREAK 100 Break the shield of a Gutterman Gutterman with a punch or blast from the Knuckleblaster Knuckleblaster, any Impact Hammer Impact Hammer attack, the reflected corpse of a Mindflayer Mindflayer, or parrying a Landmine Landmine into it.
+ STRIKE! 100 Directly hit any enemy with the Knuckleblaster Knuckleblaster-reflected corpse of a Mindflayer Mindflayer.
+ ROCKET RETURN 100 Hit an enemy with their own rocket, either by Whiplash Whiplashing it, or using a Magnet Magnet.
+ ROUND TRIP 300 Ride an enemy's rocket, then pilot it back into them.
+ SERVED 75 Parry a Landmine Landmine into an enemy.
+ LANDYOURS 150 Parry a Landmine Landmine back into the enemy who deployed it.
+ FRIED 20 Kill any enemy with fire damage.
+ SLIPPED 50 Kill a Guttertank 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.
+ AIRSHOT 50 Kill any non-flying airborne enemy.
+ FIREWORKS 120 Kill any non-flying airborne enemy with an explosion or the Electric Railcannon Electric Railcannon.
+ JUGGLE 20 Hit any non-flying airborne enemy with an explosion or the Electric Railcannon 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 Stray, Schism Schism, or Soldier Soldier with any Revolver Revolver.
+ FISTFUL OF DOLLAR 50 Punch a Coin Coin into any enemy.
+ INSTAKILL 200 Hit the explosive tank of a Streetcleaner Streetcleaner with any Revolver Revolver.
+ DOWN TO SIZE 500 Parry any of The Corpse of King Minos The Corpse of King Minos's Fist Slam attacks.
+ HOMERUN 100 Whiplash Whiplash a Drone Drone, Virtue Virtue, or the Mysterious Druid Knight (& Owl) Mysterious Druid Knight (& Owl), then quickly kill them with a punch from the Feedbacker Feedbacker or Knuckleblaster Knuckleblaster.
+ CATAPULTED 240 Kill any light enemy stuck with Nails Nails by flinging them into a surface while being attracted by a Magnet Magnet.
+ CANNONBALLED 50 Kill any enemy with a cannonball from the S.R.S. Cannon S.R.S. Cannon, or by parrying an Sisyphean Insurrectionist Sisyphean Insurrectionist's Malicious Face or a Virtue Virtue's core.
+ CANNONBOOST 50 Parry a cannonball from the S.R.S. Cannon 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 S.R.S. Cannon into an enemy after it has bounced off another enemy.
+ TIME OUT 60 Hit a Sisyphean Insurrectionist Sisyphean Insurrectionist with a cannonball while it's falling.
+ HALF OFF 50 Kill a Filth Filth, Stray Stray, Schism Schism, or Soldier Soldier with a torso hit from any type of Sawblade 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.
+ ICONOCLASM 80 Kill an Idol Idol.
+ SCREWED 60 Kill an enemy with a Screwdriver Railcannon Screwdriver Railcannon drill.
+ CORKSCREW BLOW 60 Parry a Screwdriver Railcannon Screwdriver Railcannon drill off of an enemy.
+ GIGA DRILL BREAK 120 Kill an enemy by parrying a Screwdriver Railcannon Screwdriver Railcannon drill off of them.
+ SECRET 0 Collect a Soul Orb.
Environmental
+ BOILED 80 Drop any enemy into the River Phlegethon in 7-2.
+ BOILED 20 Drop any enemy's corpse into the River Phlegethon 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 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 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 Gutterman.
+ PANCAKED 20 Crush an enemy's corpse with the corpse of a Gutterman Gutterman.
+ ROADKILL 80 Drop any enemy onto the tracks in 7-1, or run over any enemy with a moving tram in 2-4 or 7-2.
+ ROADKILL 20 Drop any enemy's corpse onto the tracks in 7-1, or run over any enemy's corpse with a moving tram in 2-4 or 7-2.
+ 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 Minotaur in the pillar hall in 7-1.
+ TRAMPLED 20 Crush an enemy's corpse with the stampeding Minotaur 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.