V2 is a Supreme Machine and the second machine in the "V" series, the first being V1. The player first encounters V2 as the boss of 1-4: CLAIR DE LUNE and the final boss of the Limbo layer. They are also the fourth Machine-class enemy that the player encounters in ULTRAKILL.
V2 is first seen when the player places the first skull in the level and walks back to the door, where they are seen sliding across the lower hallway for a moment. They are then finally revealed to the player after they place the three skulls and enter the arena, where V2 jumps out of a window to land on the floor near the water, then stands up and politely bows before the fight starts.
Appearance
V2 is almost identical to V1 in terms of appearance, having a humanoid form with an elongated, cylindrical head resembling a camera with a bright yellow lens. They also have eight wing-like protrusions, and the label "V2" is embossed on their left chestpiece. In contrast to V1, their entire body is red and they are armed with the
Knuckleblaster as their left arm instead of the
Feedbacker.
Behavior
V2 shares many of the player’s abilities, being able to slide, jump, dash, and use the
Piercer Revolver and
Core Eject Shotgun.
Movement Patterns
V2 has four movement patterns which they switch between depending on their distance from the player. Each pattern is telegraphed by a unique vocalization and indicated by the color of their wings:
- Gold wings mean that V2 will pick a direction to run in until they collide with something, upon which they will pick a new direction.
- Blue wings mean that V2 wants to circle-strafe around the player while slowly getting closer.
- Red wings mean that V2 wants to rush the player down, advancing aggressively and using slides to close distance. Once a certain minimum distance is reached, they will circle-strafe at close range until the player retreats or until they shift movement patterns again. This is the only movement pattern V2 uses when enraged.
- Green wings mean that V2 wants to rapidly gain distance away from the player until the outer limit of their preferred range is reached, at the expense of greatly reducing their attack speed. Activates when the player stays close to V2 for too long, but does not trigger if the player is below 33 health.
Keeping a certain minimum distance from V2 for a prolonged period depletes their patience, indicated by the rising indicator gauge under their boss health bar. Once the gauge fills up, V2 becomes enraged, yielding the + Enraged style bonus. While enraged, V2 has a faster base movement speed than the player and aggressively advances. They cancel their slides earlier to chase more accurately, and their Piercer charge shots have no cooldown. Their rage wears off after remaining within their preferred range for long enough.
Speed Debuffs
V2's movement speed has several possible debuffs to make healing off their blood slightly easier:
- Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower.
- Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff).
- Jumps are shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less.
- Cannot slide at close range and cancels slide sooner if player has 50 health or less on Standard difficulty or lower.
- V2's ground and air movement speed is reduced while they are stuck with a
Screwdriver drill.
Attacks
Revolver Burst
V2 prefers to use this attack at a distance from the player. They rapidly fire 3 consecutive revolver shots. Each shot deals 10 damage points. The shots can be parried although it is extremely difficult to do so. If the shots hit a coin they flash red for a second before attempting to hit the player. Shooting the coins while they are flashing red makes them target V2 again and give the + COUNTERRICOSHOT x [amount of coins] style bonus. V2 does not perform this attack while they are enraged.
Piercer Charged Shot
V2 prefers to use this attack at a distance from the player. They charge up the alternate fire of the
Piercer Revolver and shoot it at the player. This attack deals 30 damage points, can be parried, and can also interact with coins as the Revolver Burst does.
Shotgun Blast
V2 prefers to use this attack at close range of the player. They fire twelve pellets from their shotgun that deal 25 damage. The pellets can be parried back to V2.
Core Eject Grenade
During this attack, V2 fires their shotgun's core similarly to the player's
Core Eject Shotgun. This attack deals 35 damage. The core cannot be parried but it can be sniped with a hitscan weapon, creating a red explosion.
Strategy
V2 serves as the first major test of all the player’s abilities; they test their movement and stamina management, their aim, and their weapon usage.
The
Marksman Revolver's Coins and Projectile Boosts are the most reliable ways to deal damage to V2, due to their agile nature. Combining the coins with the
Electric Railcannon is an extremely effective strategy.
The
Alternate Piercer can also do a lot of damage to V2, however it can be difficult to aim with it.
Airshots with the
Rocket Launcher, although requiring the wielder to be skilled at aiming, are extremely strong and can eat through huge chunks of V2's health.
Placing a Magnet on V2 makes the silver nails from the
Attractor Nailgun and the burst from the
Overheat Nailgun home in on V2. Experienced players can also attempt to use Overheat Storage for practically infinite heatsinks for as long as they can keep the combo up.
Healing off V2 is not an easy task. Waiting for V2's wings to turn red, have them approach you and then blasting them with the Shotgun provides plenty of healing and also does good damage to V2. Parrying their attacks with the
Feedbacker refills health up to the hard damage limit, recharges all stamina and deals a good amount of damage back to V2 themselves. Due to the difficulty of healing off V2 and their many parriable attacks, this is an extremely important technique.
Stamina is greatly important in the V2 fight, as dodging V2 requires a lot of dashing in order to not be hit. All of their attacks can be dashed through, however their Shotgun Blast can be parried back instead which is extremely useful for stamina conservation. Sliding around can be dangerous as too much time spent away from V2 leads to them enraging, making it very important to stay relatively close to V2 at all times.
Defeated
When defeated, V2 falls down, gets up and runs towards the center of the arena to jump up into the fake Limbo sky, dropping the
Knuckleblaster in the process. The player can then pick it up, opening up the level exit elevator.
Difficulty Changes
Brutal
- Base movement speed is significantly faster.
- V2 slides and dashes around far more frequently.
- Ground movement does not slow by 10% when the player’s health is below 33.
Terminal Entry
V2
|
TYPE: Supreme Machine
DATA:
The V model was built for war, with V1 boasting a new kind of exterior plating that allowed refueling through contact with blood rather than through a separate blood refueling process.
Due to its necessary thinness, it is far less durable, but the ability to fix itself and rebuild broken parts on the fly would outweigh the negatives on an active battlefield.
However, during the prototyping phase, the New Peace was established and war became irrelevant.
V1’s planned production was cancelled and an updated model, V2, was developed instead, using the standardized plating, since durability was far more important during times of peace when no bloodshed was necessary.
Neither model ever reached mass production due to the end of wars completely draining any demand, so it’s likely only a single prototype build of each model remains in existence.
STRATEGY:
- V2 is adept at controlling space and will take advantage of this to change the flow of battle to throw off its opponent. Stay too close and it will run away. Stay far away and it will come close.
- V2's high mobility makes it a tricky target to hit, and especially difficult to heal off of. When in need of blood and unable to catch up, it's instead recommended to stay away from it and let it come to you instead.
- V2 will switch weapons depending on the distance from its target, so if one of its weapons is difficult to avoid, a change in proximity will close it off.
- Knowledge of the synergies of one's own arsenal can allow one to turn V2's weapons against it.
|
Media
Concept Art for the Knuckleblaster by Jericho
V2 (2nd) is the second and final encounter V1 has with V2 as the boss of 4-4: CLAIR DE SOLEIL, and the final boss of the Greed layer, in a rematch to end the rivalry between them and V1 and to reclaim their arm.
V2's rematch is introduced by them slouching on a stone-carved throne in the middle of the arena, watching V1. As soon as V1 gets close, V2 gets up and cracks their knuckles. Four pillars around the room rise, and the throne breaks as the fight begins.
Behavior
In place of the
Knuckleblaster, V2 now possesses the
Whiplash. Although V2 does not use their new arm in the fight, they now have access to the
Marksman Revolver and the
Overheat Nailgun, making them a much more threatening enemy.
Movement Patterns
V2 has four movement patterns which they switch between depending on their distance from the player. Each pattern is telegraphed by a unique vocalization and indicated by the color of their wings:
- Gold wings mean that V2 will pick a direction to run in until they collide with something, upon which they will pick a new direction.
- Blue wings mean that V2 wants to circle-strafe around the player while slowly getting closer.
- Red wings mean that V2 wants to aggressively rush down and keep close to the player. This is the only movement pattern V2 uses when enraged.
- Green wings mean that V2 wants to rapidly gain distance away from the player until the outer limit of their preferred range is reached, at the expense of greatly reducing their attack speed. Activates when the player stays close to V2 for too long, but does not trigger if the player is below 33 health.
Keeping a certain minimum distance from V2 for a prolonged period depletes their patience, indicated by the rising indicator gauge under their health bar. Once the gauge fills up, V2 becomes enraged, yielding the + Enraged style bonus. Punching this version of V2 with the
Knuckleblaster also instantly enrages them but yields the + Stop Hitting Yourself style bonus instead. While enraged, V2 has a faster base movement speed than the player and aggressively advances. They cancel their slides earlier to chase more accurately, they do not attempt to shoot at any coins, and their Piercer charge shots have no cooldown. Their rage wears off after the player remains within their preferred range for long enough.
Speed Debuffs
V2's movement speed has several possible debuffs to make healing off their blood slightly easier:
- Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower.
- Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff).
- Jumps are shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less.
- Cannot slide at close range and cancels slide sooner if player has 50 health or less on Standard difficulty or lower.
- V2's ground and air movement speed is reduced while they are stuck with a
Screwdriver drill.
Attacks
Revolver Burst
V2 prefers to use this attack at a distance from the player. They rapidly fire 3 consecutive revolver shots. Each shot deals 10 damage points. The shots can be parried although it is extremely difficult to do so. When the shots hit a coin, the coin flashes red for a second before attempting to hit the player. Shooting the coins while they are flashing red makes them target V2 again and give the + COUNTERRICOSHOT x [amount of coins] style bonus. V2 does not perform this attack while they are enraged.
V2 targets all active coins with a variation of this attack that only shoots one revolver shot, unless they are enraged.
Piercer Charged Shot
V2 prefers to use this attack at a distance from the player. They charge up the alternate fire of the
Piercer Revolver and shoot it at the player. This attack deals 30 damage and can be parried. They can also interact with coins as the Revolver Burst does.
V2 does not target coins with this attack.
Coin Throw
V2 can throw 3
coins from their
Marksman Revolver and proceed to use a variation of the Revolver Burst attack on them. The coins can be punched and shot by the player. When V2's Revolver shots hit the coins, they flash red for a second before attempting to hit the player. Shooting the coins while they are flashing red makes them target V2 again and give the + COUNTERRICOSHOT x [amount of coins] style bonus. If the player does not shoot the coins during the red flash period, the coins reflect an unparriable red hitscan that targets any active coins and does 15, 22, or 30 damage to the player depending on if the shot ricocheted from 1, 2, or 3 coins, with damage not increasing after 3 coins. V2 does not perform this attack while they are enraged.
Shotgun Blast
V2 prefers to use this attack at close range of the player. They fire twelve pellets from their shotgun that deal 25 damage. The pellets can be parried back to V2, however they won't give the + PROJECTILE BOOST style bonus.
Core Eject Grenade
During this attack, V2 fires their shotgun's core similarly to the player’s
Core Eject Shotgun. This attack deals 35 damage. The core cannot be parried but it can be sniped, creating a red explosion.
Nail Barrage
V2 can fire a trail of
nails from the
Overheat Nailgun at the player. This attack is unparriable. Each nail deals 8 damage points and can be neutralised by an active Magnet. V2 does not use this attack if they have a Magnet attached to them.
Overheat Burst
V2 can fire a barrage of
nails from the
Overheat Nailgun at the player. This attack is unparriable. Each nail deals 8 damage points and can be neutralised by an active Magnet. V2 does not use this attack if they have a Magnet attached to them.
Second Phase
During the second phase, V2 falls down, similarly to their first fight, and starts running towards the left wall of the arena. They break it and start sliding down the side of the pyramid. A message prompt reading “You're not getting away this time.” appears. When following V2, the player and them are forced into sliding positions and the fight continues as such until V2 is defeated.
Strategy
V2 serves as a test of all the player’s abilities; they test their movement and stamina management, their aim and their weapon usage.
The
Marksman Revolver's Coins and Projectile Boosts are the most reliable ways to deal damage to V2, due to their agile nature. Experienced players can attempt to shoot the coins after V2 shoots them to increase the damage they do. Combining the coins with the
Electric Railcannon is an extremely effective strategy, and shooting the coins with the Electric Railcannon after V2 shoots them increases the damage they do and awards the + ULTRACOUNTERRICOSHOT x# style bonus.
The
Alternate Piercer can also do a lot of damage to V2, however it can be difficult to aim with it.
Airshots with the
Rocket Launcher, although requiring the wielder to be skilled at aiming, are extremely strong and can eat through huge chunks of V2's health.
Placing a Magnet on V2 makes the silver nails from the
Attractor Nailgun and the burst from the
Overheat Nailgun home in on V2, and it also temporarily disables their Nail Barrage and Overheat Burst attacks. Experienced players can also attempt to use Overheat Storage for practically infinite heatsinks for as long as they can keep the combo up.
Healing off V2 is not an easy task. Waiting for V2's wings to turn red, having them approach oneself and then blasting them with the Shotgun provides plenty of healing and also does good damage to V2. Parrying their Shotgun Blast with the
Feedbacker refills health up to the hard damage limit, recharges all stamina and deal a good amount of damage back to V2 themselves.
Stamina is greatly important in the V2 fight, as dodging V2 requires a lot of dashing in order to not be hit. All of their attacks can be dashed through, however, their Shotgun Blast can be parried back instead which is extremely useful for stamina conservation, their Nail Barrage and Overheat Burst can be neutralized with a magnet, and their coins can be shot back to them. Sliding around can be dangerous as too much time spent away from V2 leads to them enraging, making it very important to stay relatively close to V2 at all times.
Defeated
When defeated, V2's wings shatter, causing them to lose their balance while sliding on the pyramid's side and land head-first onto a desert structure in front of the player, letting out a long scream abruptly interrupted by V2's crash, resulting in their demise. The
Whiplash can be found in the puddle of blood left by V2, allowing the player to continue and finish the level.
Difficulty Changes
Accessible[?]
Brutal
- Base movement speed is significantly faster.
- V2 slides and dashes around far more frequently.
- Ground movement does not slow by 10% when the player’s health is below 33.
Terminal Entry
V2
|
TYPE: Supreme Machine
DATA:
After its defeat and escape, V2 dove deeper into Hell, killing other machines for their blood to help its recovery with the intent of taking revenge on V1 and recovering its original arm.
After finding a temporary replacement from one of its victims, V2 used parts from other machines to transform the new placeholder arm into a mobility tool that would allow it to catch up to V1's fast descent into the deeper layers.
In order to prepare for their second and final encounter, it researched the combat data from their previous battle to copy strategies and techniques from the older and more experienced V1 to give itself an upper hand.
However, despite all its preparation, V2 lost again, and unable to escape this time, was brought to a swift and decisive end by its predecessor.
STRATEGY:
- Although V2's coins may seem extremely dangerous at first, they are also an excellent opportunity for high damage if shot before V2 can.
- V2's nailgun can be circumvented or turned against itself via Magnets.
- Hitting V2 with its own arm will cause it to enrage instantly.
|
Media
Concept Art for the Whiplash by Jericho