Style
Title | Points | Decay | Hard Damage Cooldown |
Hard Damage Decay |
---|---|---|---|---|
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1500 | 120/s | Instant | Instant |
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1000 | 90/s | ×3.0 | 60/s |
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850 | 60/s | ×2.5 | 50/s |
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700 | 45/s | ×2.0 | 40/s |
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500 | 30/s | ×1.0 | 15/s |
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400 | 22.5/s | ||
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300 | 18.75/s | ||
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200 | 15/s |
Style is one of the main game mechanics of ULTRAKILL. It is a scoring system that 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 two 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.
Every style rank's point amount stacks on top of the other. This means that, for example, to reach Brutal rank, the player must acquire a total of between 500 and 899 points to completely fill the ranks Destructive and Chaotic.
Multipliers
Multipliers dictate by how much style points should be multiplied. Each multiplier is multiplicative with other multipliers.
Movement Multiplier
The Movement Multiplier, indicated as "MULTIPLIER" on the HUD, increases at a rate of x2.0/s up to 3x while the player is sliding or airborne, but decreases at a rate of 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 weapons not currently held 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.
In cases of interacting with another weapon's projectile (e.g. rocket or core eject), weapon freshness decay will apply to the weapon interacting with said projectile, not the weapon that created the projectile.
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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 style points and set the level style score to its value when the checkpoint was taken minus 1/3. Any subsequent respawn to the same checkpoint will not reduce it further.
Weapon Style
These style points are neither displayed on the style info, nor added if the hit is fatal.
Hitter | Points | Notes |
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Electric Shocks | 60 | |
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20 | Points not added if a big enemy or boss is attacked. |
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25 / 15 / 10 | 25 points for a headshot, 15 for a limbshot, and 10 otherwise. |
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4 | |
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4 / 6 / 8 | 4 points for an attached chainsaw hit, 6 for a parried attached chainsaw hit, and 8 for a detached chainsaw hit. |
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40 / 80 | 40 for a green meter hit, and 80 for a yellow meter hit. |
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4 | |
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2 | |
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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 with a ![]() ![]() ![]() |
+ BIG KILL | 100 / 125 | Kill any big enemy or boss. 100 points are earned unless a ![]() |
+ 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 ![]() ![]() |
+ HEADSHOT | 80 | Kill any small enemy with a headshot from any ![]() ![]() |
+ BIG HEADSHOT | 150 | Kill any big enemy or boss with a headshot from any ![]() ![]() |
+ HEADSHOT COMBO x# | 20 * n | 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 the ![]() ![]() ![]() |
+ OVERKILL | 100 | Kill any small enemy with a point-blank ![]() ![]() |
+ GROOVY | 60 | Kill any enemy with the ![]() |
+ NO-NO | 40 | Kill any enemy with the ![]() |
+ RE-NO-NO | 60 | Kill any enemy with the ![]() ![]() |
+ UNCHAINEDSAW | 80 | Kill any enemy with the ![]() ![]() |
+ BLUNT FORCE | 80 | Kill an enemy with a green-meter ![]() |
+ HEAVY HITTER | 120 | Kill an enemy with a yellow-meter ![]() |
+ FULL IMPACT | 240 | Kill an enemy with a red-meter ![]() |
+ BLASTING AWAY | 120 | Hit an enemy with a red-meter ![]() |
+ RICOSHOT x# | 50 + 15n | Hit any enemy with a Revolver Beam, Heavy Revolver Beam, or a Gutterman's rotary cannon bullet ricocheted off one or more ![]() 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 is not a Revolver Beam, Heavy Revolver Beam, or a Gutterman's rotary cannon bullet ricocheted off one or more ![]() 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 ![]() ![]() 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 is not a Revolver Beam or Heavy Revolver Beam ricocheted off one or more ![]() ![]() 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 ![]() |
+ RIDE THE LIGHTNING | 200 | Damage an enemy with a deflected lightning strike explosion from the environment in 5-2 or 5-4 or summoned by a ![]() ![]() The lightning strike need not physically touch the coin in order to award the style bonus. If a lightning strike detects a coin below it as it triggers and the player is not blocking the way, the normal lightning strike effect will be replaced with an explosive hitscan generated a certain height above the coin and pointed directly downward, which can be obstructed by enemies or obstacles and detonate prematurely before reaching the coin. Prematurely detonated lightning strike hitscans will still award the style bonus if enemies are caught in the explosion. Parrying or attaching a ![]() ![]() ![]() ![]() |
+ CONDUCTOR | 1–90 | Hit an enemy stuck with any type of ![]() ![]() ![]() ![]() Point gain is equal to the number of ![]() |
+ BIPOLAR | 120 | Kill any enemy with any type of ![]() ![]() ![]() ![]() |
+ ATTRAPTOR | 60 | Kill any enemy with any type of ![]() ![]() ![]() ![]() |
+ NAILBOMBED | 120 | Kill any enemy with any type of ![]() ![]() |
+ NAILBOMBED | 10 | Hit any enemy with any type of ![]() ![]() |
+ PARRY | 100 | Parry any enemy attack. |
+ GUARD BREAK | 100 | Break the shield of a ![]() ![]() ![]() ![]() ![]() |
+ STRIKE! | 100 | Directly hit any enemy with the ![]() ![]() |
+ ROCKET RETURN | 100 | Hit an enemy with their own rocket, either by ![]() ![]() |
+ ROUND TRIP | 300 | Ride an enemy's rocket, then pilot it back into them. |
+ SERVED | 75 | Parry a ![]() |
+ LANDYOURS | 150 | Parry a ![]() |
+ FRIED | 20 | Kill any enemy with fire damage. |
+ SLIPPED | 50 | Kill a ![]() |
+ 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 ![]() |
+ JUGGLE | 20 | Hit any non-flying airborne enemy with an explosion or the ![]() |
+ 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
+ FISTFUL OF DOLLAR | 50 | Punch a ![]() ![]() |
+ INSTAKILL | 200 | Hit the explosive tank of a ![]() ![]() ![]() |
+ DOWN TO SIZE | 500 | Parry any of ![]() ![]() |
+ HOMERUN | 100 | ![]() ![]() ![]() ![]() ![]() ![]() |
+ STOP HITTING YOURSELF | 250 | Punch ![]() ![]() |
+ CATAPULTED | 240 | Kill any light enemy stuck with ![]() ![]() |
+ CANNONBALLED | 50 | Kill any enemy with a ![]() ![]() ![]() ![]() |
+ CANNONBOOST | 50 | Parry a ![]() ![]() |
+ DUNKED | 150 | Parry a ![]() ![]() |
+ TIME OUT | 60 | Hit a ![]() ![]() |
+ HALF OFF | 50 | Kill a ![]() ![]() ![]() ![]() ![]() |
+ 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 ![]() |
+ SCREWED | 60 | Kill an enemy with a ![]() |
+ CORKSCREW BLOW | 60 | Parry a ![]() |
+ GIGA DRILL BREAK | 120 | Kill an enemy by parrying a ![]() |
+ 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. |
+ HEAVY LIGHT | 80 | Crush any enemy with a chandelier. |
+ 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 ![]() |
+ M.A.D. | 20 | Explode an enemy's corpse with the death of the ![]() |
+ MAURICED | 80 | Crush an enemy with the corpse of a ![]() |
+ MAURICED | 20 | Crush an enemy's corpse with the corpse of a ![]() |
+ MINCED | 80 | Mince any enemy with any environmental grinding hazard. |
+ MINCED | 20 | Mince any enemy's corpse with any environmental grinding hazard. |
+ OSHA VIOLATION | 80 | Use the platform suspended from a crane in the middle section of 2-1 to crush an enemy when it falls. |
+ OSHA VIOLATION | 20 | Use the platform suspended from a crane in the middle section of 2-1 to crush an enemy's corpse when it falls. |
+ 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 ![]() |
+ PANCAKED | 20 | Crush an enemy's corpse with the corpse of a ![]() |
+ 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 ![]() |
+ TRAMPLED | 20 | Crush an enemy's corpse with the stampeding ![]() |
+ 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. |
Game Mechanics | |||
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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 | |||
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Easter Eggs | ![]() ![]() |