Just a quick tip. The Alt Core eject having a very short range is intentional. Shooting the core with the actual "Shot" from the launcher is able to launch the core as a Hitscan explosion
It only does slightly less damage than a malrail, in exchange you can spam it 5 times in the time it'd take for malrail to recharge Honestly it's not that difficult to pull off except when you're moving upwards If you're really high up like in cybergrind you can orbital strike multiple times before you reach the ground
a few tips for each new gun: Sawed on Shotgun: You can parry with the knuckleblaster to make it go flying and it rotates around magnets Sawed on Jackhamer: You can parry the chainsaw WITH the jackhammer itself, dealing extra damage on enemies since the chainsaw hit the enemy even harder Jumpstart Nailgun: When it's attached to an enemy it increases the rate of fire and damage of the nailgun, the more nails on the enemy, the more conductor damage afterwards, also, electricity and water are REALLY POWERFUL, that counts for the railcannon too, and magnets conduct electricity Jumpstart Sawblade launcher: Saws that hit the enemy decrease the time needed to charge the electric shock by 1 second, making it easier to use it Jackhammer: whiplash and then cancel the whiplash to reach full speed and deal a ton of damage, max speed hits put it on cooldown, it does deal a lot of damage, but you were missing it's timing a lot and sometimes not even moving when shooting it Firestarter: fiery boy, no but seriously, enemies oiled up on fire take 1.5x damage from all sources, also it explodes in water, not burn if it makes it easier for you, you can bind a different hotkey for the blue arm and one for the red arm, including the mouse, so you don't need to worry about switching arms all the time
Slightly more context for the Sawed On Shotgun: punching the chainsaw with the knuckleblaster will turn it into a slightly worse orange saw (atleast how I see it)
and now Enemy changes in Brutal mode for enemies you fought in this run: Filth: got them hops Stray: Shoots faster, slightly predicts where you're going Maurice: Shoots more bullets per spray Schism: instead of shooting lines/columns of bullets, shoots them directly at you Swordsmachine: Gets stunned less from getting parried and from the 2nd phase, now can aim with the shotgun instead of just shooting forwards and missing all the time, can attack without his sword in the 2nd phase Cerberus: The stomp creates 2 shockwaves, dashes twice instead of once Btw, careful with the Drones, they're 10x more annoying
Jumpstart is the most underrated weapon in this patch, it is INSANE and has very powerful tech with magnets, it can literally make infinite loops of electrical damage
i started playing ultrakill like 2 days ago, rn im beating gabriel's second fight and ive been using the jumpstart to basically instakill his first phase its insane
i don't know what's more hurt to watch. The fact that Merg still didn't realised that he could just go around the hall for the II button trial instead of checkpointing, or that he could use feedbacker parry a little more often, to avoid like 60% of his deaths.
I can see that. Tho on the other hand.. Feedbacker is literaly the most basic weaponry here. It's a matter of pressing one button at the right moment to avoid half of the game's insta-kills. Which as well would give a much less tedious experience.
7:05 Benjamin jumpscare always gives me the chills. Also the alternate weapons are super creative! I can’t wait for you to get absolutely amazing at using them. The new difficulty is also AMAZING! Very cool video Merg :) (also the game called you A S S at 44:12 lol💀
I love the massive hitstop the alternate shotgun gives you when you do max damage. Also the jumpstart is the weirdest weapon added this update, its kinda weak at first but when you know the mechanics of it and can pull them off properly it deals extreme damage.
Another thing, ever since the violence update, parrying has been buffed. alot. its easier to do and has more benefits. which is why its better to keep feedbacker active most of the time. you can parry alot of stuff like gutterman and guttertank punches, mannequin orbs, etc etc
That's not a lag, that's just the satisfactory freeze frame with the tiny high pitched hit sound followed by a giant explosion and instant death of an enemy
I'm gonna go ahead and say that the cerberus boss is disporpotionally difficult on brutal. the reason being the really small space. i didn't find cerberi to be a problem in regular levels. Also the alt marksman got changed in this update as well! When you time the split-shot right, you get to instantly fire another shot, which fixes the issue of it being too slow. ALSO also the red nailgun is broken. the more nails you stick in an enemy, the better. and it absolutely annihilates crowds of enemies.
The first time I used the alternate green shotgun, I lost my mind when I discovered how strong it was. It's now my favorite weapon variation in the game. The freezeframe before a massive explosion is so satisfying.
Ok so merg is obviously confused about some of the weapons. The alternate core eject core maintains your momentum so it will be always in front of you. Shooting the core with the jackhammer (that’s what the alternate shotgun is called) will tun the core into a hitscan attack similar to the malicious railcannon. The jumpstart nail gun is absolutely busted. The normal variant attaches a cord to an enemy that will make an electric shock in 5 seconds and increase the firing rate of the nailgun. The cord does have a range so don’t go too far from the enemy. After five seconds, the cord will shock the enemy deal a fixed amount of damage plus some more damage depending on the number of nails in the target. The damage also gets spread to nearby enemies too. The alternate version of this nailgun will do mostly to same except for each saw that hits an enemy, the countdown before shocking decreases by about 0.5 seconds. Hopefully this is helpful to you.
Here's a tip cuz i noticed you were struggling. The knuckleblaster's shockwave also breaks a gutterman's shield and not just the initial hit. Makes breaking shields trivial.
I love merg. its been years and he's still here, happy as always, enjoying (I hope!) the games he plays. I'm surprised he doesn't get too burnt out!!! don't over exert yourself, mergh
Weapon Tips! Jumpstart is an AOE shockwave that deals damage based on how many nails there are in enemies and its range can be extended by magnets Making it a really powerful crowd-control option In Cybergrind, it can bring multiple swords machine and cerberi down to half help while wiping multiple fodder within range There’s a tech that allows you to gain max speed quick with the Alt Shotgun, grappling hook cancelling You grapple to an enemy and unhook half a second before firing. Other popular options are slamming from a high distance, dash jumping, and rocket riding. Max charged shotgun deals 10 damage and has a 7 second cooldown Core Eject is a momentum based shot like coin and can be boosted with the Alt Shotgun normal fire Gutterman (The minigun guys) can be parried (yellow flash) to reset their aiming Knowing that makes them the most fun enemy in Cybergrind Malicious Face actually gets easier if you know how to parry If you parry a projectile back at its face, an explosion will occur, detonating other projectiles. Due to the increased fire rate, Malicious face is easier to one-shot via parrying in Brutal than in Violent
seeing merg taking a grand total of 16 minutes and 26 RESTARTS on brutal CEREBUS is actually painful to look at 💀 also, if you're wondering, for the prelude enemies, the changes in brutal are: Filth - speed increased, can now jump into the air if you're airborne. Stray - speed increased, tries to predict where you're going with the projectile. (slightly) Schism - smarter on where you'll be, up and down firing pattern replaced with a targeted spray. Maurice - shoots more projectiles in a spread, beam also seems to have shorter charge up. Swordsmachine - can attack when he doesn't have his sword (2nd phase), stagger time is reduced. Cerebus - dashes twice instead of once. there are 2 shockwaves instead of one when he stomps. if i missed any changes, then i apologize.
Some mildly interesting things that you ought to know: -you can hit alt core ejects with the jackhammer (alt shotgun) primary fire to basically turn it into a free red railcannon. You can also ultraricoshot with it, although its a little tricky. -shooting the electric railcannon into water will electrocute all enemies in it, although you do take damage in exchange. -alt jumpstart is better than base (although its still good too) and they're both REALLY good against groups. -you can stack saws if you punch them for long enough, and attatch them to magnets when detatched. -shooting the spawn doors with the firestarter and opening them does a funni (will probably be patched tho lmao)
i just learned yesterday that the only condition for the jumpstart's shock timer reduction is for ANY sawblade to hit an enemy. So you can have the base jumpstart and still get the same effects as the alt if you just switch to a sawblade launcher
I'm so glad you got to check these out my guy! There's countless of twists and possibilities that come with these weapons in the new update. So as always, thank you for sharing your experience with us!
is dusk really that entertaining to watch though? I’ve played it and I feel like it’s way better when you’re playing it than when you’re watching it. Not sure tho. Also merg commentary is always so funny so ig it doesn’t matter.
just so you know, when you hit the core eject with the jackhammer (alt shotgun) it’ll turn into a hitscan explosive shot, very similarly to the malicious railcannon. the overpump jackhammer also deals only 35 self damage instead of 50.
I gotta say, I love the jumpstart… and that’s about it… the alt shotgun is cool but I don’t like the cooldown that much, it feels like it changes my playstyle too much. I think the fire starter is very good cc so I like that too. The sawed on shotgun feels awful to me, my least favorite addition. Anyways, great vid, glad to have you back at ultrakill🙏
weapon tips from your dear friend (im typing this while you are on 0-3 so maybe you figured out some of those later): - sawed on, when charging the alt shit can ve used as a handsaw, giving you the ability to just come up to enemies and saw them to death - the jumpstart is very useful in crowded places, you can get a wire on an enemy and when you kill the enemy that's on the wire, it flies up and is used as a conductor, dealing range shock damage to enemies around it, making it a very good crowd control weapon. - the firestarter's gasoline can be used as a speed boost. when on it, you have zero friction, so it is amazing when paired with the alt. shotgun - you figured out the alt shotgun so the tip is to call it the "jack hammer", cause we went with it for some reason
FYI the cerbs in 0-5 have extra health, normal cerbs just die to two cannonball hits(that can be achieved by parrying the ball back after the initial hit)
I was really surprised the video has dissapeared, was looking to see it. Anyway I am loving update so far Got nothing more to say, day 400 of asking Merg to play Crosscode (day 397 was taken down with the previous video)
There where supposed to be even yellow variants for all of the weapons, but then the idea got scrapped because hakita didn't want to risk to have to make the arsenal too bloated.
Hey Merg, pro tip for the Jumpstart nailgun: When you hook an enemy with the cable, if you keep shooting it the electricity in the cable will charge up faster. and for the alternate, it just charges wayy faster Hope this helps 👍💖
Hey merg, i really like this channel. I want to recommend you a game. If you want then please try out "turnip boy commits tax evasion". It is pretty fun. There is one more sequel to it. "turnip boy robs a bank". There is special boss fight as well. Well only if you want. I would love to see whatever you will play.
That was really entertaining seeing you figure out the new weapons! I'll leave some tips here about them. The Core Eject Jackhammer (alternate blue shotgun) can boost cores (alt fire), charge your primary fire then fire your core and release the primary fire trigger, it should boost the grenade in the direction you're aiming it in the saws Sawed on and alternate sawed on shotgun don't have to be fired, you can just keep holding the alt fire trigger and get close to the enemy to deal damage with the saw still attached to the shotgun Every variant of the alt shotgun will overheat if you succesfully hit an enemy with the max speed (it shows your speed on the left side of the jackhammer) The jumpstart (red nailgun) attaches a cable to an enemy, when the enemy is killed or the cable fully charges then it will make the enemy explode and spread an electric shock to other enemies. This is usefull while fighting a horde of filths for example. Attach a wire to one od them, kill it and then the rest of the filths will die aswell (this works the same for the sawblade jumpstart) hope this helps!
here's some explaining on all of the new stuff that you missed: sawed on can also deal contact damage to slice through fodder enemies(and can be used at the same time as the primary fire on alt shotgun) if it gets blocked by terrain when coming back to you it will detach similar to a knuckleblaster hit and it can rotate around magnets from nailgun the alternate shotgun can hit rockets and core ejects with the m1 making them hitscan explosives like malicious railcannon, you can also shoot a rocket/core into another to make a big red explosion(this is pretty hard to do so i dont really recommend it) the jumpstart nailgun works like this, if once you attach the cable to an enemy it starts to charge up until it does the outburst(i think its like 5 seconds) OR when the enemy is killed then shocks the enemy and transfers the shock on all nearby enemies and magnets making it very strong against hordes, it also gains more attack speed while attached. the sawblade variant charges faster when hitting the attached enemy with it and doesnt transfer to other mobs unless you have magnets the firestarter's oil keeps your momentum while going on it and makes guttertanks slide making them easy to get parries on and you can directly oil up the enemies then set them ablaze making them take 150% (200% on insurrectionists) more dmg from all sources also you can get close to a cerberus shoot a cannonball then punch it instantly back at him to instakill him(do note the ones in prelude have more hp since theyre semi-bosses) there might be other stuff i missed but this is most of it
YES YES YES YAYAYAYAYYAYYY NEW ULTRAKILL VIDEO gonna edit this comment to be meaningful after I watch but just know I'm excited lmfao' the edit!! :3 just letting you know, the secret level in the violence layer, 7-S is out! would love to see some of your clean gameplay in that level. watching you play around with the new weapons was super fun!! I have some tips though (sorry for yapping): -The jumpstart nailgun is more of a crowd control weapon! with the standard version, you wanna attach a cable to an enemy and then stay close to it while you shoot as many nails at it as possible. in a few seconds (or when the enemy dies) it'll release a shock that does a ton of damage, and THEN targets other enemies, wiping them out with ease. the damage is increased based on how many nails are in the enemy. for the alternate, it's more of a single target weapon. hitting an enemy with a saw will make the shock happen faster. you can still make it hit other enemies by placing magnets, as the shock conducts between magnets and enemies too. -I don't entirely know how to use the sawed on, but you can use it while other weapons are out. which means if you can keep ping ponging the chainsaw WHILE using other weapons, it's free damage. also, the disconnected version (by punching the chainsaw with the red arm) IS affected by magnets, just like a regular saw. -The firestarter rocket launcher is great for crowd control - gasoline on the ground, light it, forget about it and let the enemies burn. however, you CAN put gasoline directly on the enemies themselves to set them on fire too! one more thing - it does work in the water. instead of setting it on fire, the gasoline explodes when submerged in liquid (which allows for really funny combos) -The alternate shotgun only overloads when you get a RED hit, with yellow or green you can use it again right away! there are a lot of ways to get a red hit, my favorite being whip cancelling. essentially, whiplash to an enemy, then press your whiplash button again BEFORE reaching the enemy. you'll keep the whiplash momentum, and it allows for easy red hits idk if you bothered to read all of this but thank you if so 😭😭 this series is great and it's always fun seeing you play ultrakill again :3 that's all, until my next comment, take care
here some tips to the alt shotgun (jackhammer) -jackhammer can break gutterman shields at any speed -the jackhammer is able to parry melee attacks, however is not able to parry projectiles -if you hit an enemie with the jackhammer at full speed it will need a cooldown, this cooldown works exactly like the railcannon however you can change to the shotgun other variants to keep using the jackhammer -jackhammer can hit core ejects and rockets and turn them into hitscan shots (you can bounce off coins if you do this) -jackhammer at full speed is able to instakill malicious faces, virtues and sentry's -jackhammer is able to parry the chainsaw -sliding on oil from the FIRESTARTER rocket laucher keeps the momentum speed, this meaning you can use this to be at full speed while using the jackhammer
the Alternate Shotgun can instakill Maurice, Virtues, leave Sentries with little health remaining, and most importantly, can turn core ejects into malicious rails by parrying the core with the hammer of the alt shotgun.
Couple of tips for the new weapons :D Sawed-on does damage even before launching the chainsaw, and can be a really strong healing tool Jumpstart shock chains between enemies if the enemy that has the cable attached has nails stuck in them, the damage of the shock scales with how many nails there are Firestarter can cover enemies in oil directly instead of just spraying it on the ground, making even enemies that can't normally be set on fire flammable Alt shotgun can bonk core ejects, turning them into hitscan explosive beams, which are almost as powerful as a malicious railcannon shot (it's why the core eject throw with the alt feels weird if you just wanna throw the core at enemies) Hope these tips help you explore more of your ultrakilling potential :D
so really useful tip for the alternate shotgun, whiplashing towards a enemy then cancelling the whiplash at the last second immediately puts you into red speed. no exceptions. this is the easiest way to achieve a full impact if you dont have much of a runup or the enemy is in the air (like a malicious face)
Tip for the alt shotgun, you can reach the red bar/speed to have the max damage by whiplash cancel (basically you whiplash to a heavy enemy end then midway through whiplashing you cancel the whiplash by either punching or pressing the whiplash button again and then you release the alt shotgun to shoot it) I found this to be way easier than your technique you use in the video, only work with heavy enemies but the alt shotgun is usually ineffective with light enemies that doesn't have a lot of health anyway, the alt shotgun only overheat if you did a successful red bar hit. Overpumping the green shotguns is a good thing if you use it correctly, it is possible to overpump the green shotguns without taking damage, with the normal green shotgun you can overpump, dash and the instant after that you want to shoot the shotgun. With the alternate you can overpump it, do a successful hit with it but you want to make sure you do it as far as you can, then dash back (make sure to pick up speed as well by whiplash canceling for example to reach the MAXIMUM DAMAGE) a successful overpump red bar alt shotgun hit can almost one shot a Cerberus (the Cerberus health is low enough after that that you can punch with the feedbacker once and it will die, atleast on violent difficulty, in brutal enemies have more health).
few things about red nailgun: 1. it does 10 damage all at once after 5 seconds. for comparison, the electric railcannon does 8 by itself 2. you have to stay close to the enemy for it to work 3. shooting nails into the enemy with the cable increases the electricity damage AND SPREADS IT TO OTHER ENEMIES. you can attach it to a cerberus, fill it with nails and it will kill it, along with spreading damage to other enemies 4. the alternate red nailgun works similarly. but when you attach a cable and shoot saws at an enemy, the cooldown becomes shorter by 1 second per saw. so better for tankier enemies 5. most importantly, the shock happens INSTANTLY if an enemy dies, so if you have a group of filth you can attach the cable to one, kill it, then watch as the rest turn to confetti its pretty cool
fun tip, grapple towards a large enemy with a saw and jackhammer charged up and release the grapple just before you hit the enemy and then release both the jackhammer and saw when you hit the enemy for tons of damage
Here's a strategy that I use for the guttermen: Knock down the shield with the knuckleblaster, then once it starts using the machine gun, you whiplash (grapple) towards it and then the Gutterman will have a Parry spark which means it is about to hit you. When this happens, quickly shoot it with any shotgun to parry the melee (because shotguns can do that), and then keep grappling and parrying. just saying because you look like you're struggling with them
I highly reccomend changing the keybinds so if you press Q it automatically switches and punches with the knuckleblaster and if you press F it does the same but with the feedbacker. This was extremely helpful for me as you dont have to switch arms every time and you can simply press the button for the arm you wish to punch with 👍
I really love both the red variant and the alt of the shotgun man. The sawed on is basically two weapons at once and the jackhammer is just really powerfull and fun to use, even if it is a bit niche. My set up is alt for blue and green and normal for red, since red is the only one that doesn't gain as much for being alt, and a normal shotgun to projectile boost is always nice to have.
The fact that at the start he was dying to Guttermans lol You need to parry their attacks to reset their tracking speed, staying in their line of sight makes them gain tracking speed to the level that they doesn't miss a single bullet.
the reason the core eject spawns right next to you is because you can use the jackhammer to punch it into enemies. you can also use the jackhammer for melee parries in general
Tip for the core eject alt shotgun: If you charge a shot and hit one of your core ejects you will send it flying and cause a very high damage dealing explosion Tip for the pump alt shotgun: if You Pump it to max and do a maximum speed hit (Easily done by doing a SDJ , which is a slide - dash-jump) you will take almost no damage and cause an extremely strong explosion that will one shot most enemies and for others reduce their health to half.
Merg if there’s a yellow flash you can parry always, a tip for dealing with gutterman is remove there shield and bait them for there parry’s also when you remove their shield they gain accuracy faster and one last tip don’t forget you can shotgun parry if you wanna be extra saucy parry with the shotgun then use feedbacker to punch your parry shot so you get 2 for 1
Ayy it's nice to see you trying out the new weapons! Here are a couple of tips that might help you if you consider doing another ultrakill vid -the chainsaw on the sawed on shotgun can kill enemies that are in front of you while it's still attached, you could hold right click and stick close to tougher enemies if you want to heal -the jumpstart nailgun deals immense single target damage, but you have to stay close so the cable doesn't cut off. Plus, you can cover your target with nails for bonus damage and an aoe effect! -dousing an enemy with gasoline makes them take extra damage -you CAN parry cerb's orb, it takes a little getting used to though Hope these help!
Hey I have a video request. (Or should I say series request) you should revisit oneshot again. I have never watched or played one shot so I really want to watch you play it again with your modern style of videos!
Also, a tip to use the jackhammer more effectively: when you use the whiplash, you can cancell It to get a lot of momentum, which, when done with the jackhammer, gets the indicator instantly to red. It has been nerfed a bit, but with the green variant, you can still use this to One shot virtues, maurices and even sentries still if I'm not mistaken, and even if I am, Is still a lot of damage.
New weapons strats: Sawed on 1. The sawed on has high dps potential. If you can keep it out while using other weapons, you will shred bosses SO fast, though it is extremely difficult. 2. The chainsaw can be juggled infinitely, meaning you can keep charging and launching more chainsaws as long as you have good timing. 3. Chainsaws are attracted to magnets, though they have low durability and don't last more than several bounces or a couple hits on enemies. Jackhammer 1. The jackhammer (alternate shotgun) does an INSANE amount of damage. You just have to hit at max velocity. This recently got nerfed from 12-10 damage, but that's still INSANE. 2. The jackhammer can parry certain melee attacks (such as the Gutterman's punch, which IS parryable after you break the shield and resets hit tracking). 3. The jackhammer can hit core eject grenades, mines, and rockets, turning them into hitscan projectiles. Think about this: What part of your arsenal interacts with hitscan weapons? COINS. You can bounce mines, grenades, and rockets off of COINS now. It is stupidly situational, but MAN if it isn't cool. Jumpstart 1. The jumpstart nailgun will recieve a significant fire rate boost when attached to an enemy and when fully charged, will electrocute the enemy, dealing a bunch of damage, chaining to enemies, and exploding nails. 2. The jumpstart saw launcher receives all the benefits of the jumpstart nailgun but will reduce the time it takes to charge the shock by 1 second for each saw that hits. This sounds better, but you shoot saws instead of nails, meaning you have to switch weapons for nails, not taking advantage of the boosted fire rate. Firestarter 1. The firestarter fire deals 0.5 damage per second. 2. Firestarter oil can be used on enemies to make them flammable, even if they weren't flammable previously. Being on fire will increase the damage they take from all sources (except the fire itself) AND cause fire damage over time. 3. Firestarter oil will cause the player to retain ALL momentum while in it. Dashing normally will normally got fast for a split second then slow to walking speed, but if you dash in oil, you will go into the red (jackhammer speedometer) and stay there, sliding or standing. 4. Firestarter oil movement tech consists of dashing through oil, then repeatedly jumping and oiling up your landing point to retain momentum and oil supply.
fun fact for the 2nd button if u mess it up theres a door that leads back to the start of the yellow orb thing also you can deal dammage while charging up the saw and its super op also you can one shot cerbrus ( i cant spell it correct) with the srs cannon by shooting it and parrying it back at them after it bounces off and this saves your rail gun charge
Here's some very important weapon traits that you missed: 1. The sawed-on shotgun doesn't need to be parried to deal damage. You can just hold right click and mow down enemies in front of you. 2. When you attach the jumpstart nailgun cable to an enemy, after 5 seconds (or instantly if you kill the enemy) the enemy and all surrounding enemies will get zapped dealing more damage depending on how many nails you stuck in the enemy. (The cable will also break if you move too far from the attached enemy) 3. All versions of the alternate shotgun blasts can parry just like the feedbacker. 4 (Bonus tip). The alternate shotgun blast can parry your core eject bomb and turn it into a hitscan blast, like the malicious railcannon (since it makes the attack hitscan, it can also ricochet off of coins). I hope you read this so that you can understand the weapons better.
MORE *ULTRAKILL* Love the new stuff in the update, it is great. Don't want to overwhelm you but here are a few tips, the alt shotgun can do more damage if you are slamming or whiplashing as well, but you have to cancel the whiplash to get more speed and I recommend keeping one of the shotguns alternate. You can go in the settings to pick buttons to switch between weapons variations which will help. Also for the "real" bosses, try learning to parry/dodge first, then use more weapons. Good luck cuz brutal IS hard
Here's some info/tips for the new weapons in case you want them: New Weapon Variants: Sawed-On Shotgun: Primary fire is the same as the Core Eject shotgun. Hold alt-fire to rev the chainsaw, dealing out a constant stream of decent damage up close. Release alt-fire to fire off the chainsaw. Punching the released chainsaw with the Feedbacker will "boomerang" it, you can do this as long as you want to. Punching it with the Knuckleblaster will set the chainsaw free, which makes it bounce around like a sawblade. Tips: - The chainsaw will regenerate even if you're boomeranging one, which means that with enough patience you can juggle multiple chainsaws at once. - The free-flying chainsaw will orbit around magnets like a sawblade, acting as a slightly weaker overheat sawblade. - You can also boomerang the sawblade with the Alternate shotgun's primary fire (there really isn't much practical use for this one, it's just cool ig) - It's useful for both large crowds of weak enemies, and single-target damage. Jumpstart Nailgun: Primary fire is the same as the Attractor Nailgun. Alt-fire shoots out a cable with relatively middling range. Attaching the cable to an enemy will start a 5 second countdown, and increase the Nailgun's firerate temporarily. Moving too far away from the enemy will detach the cable. Once the countdown reaches 0, the enemy will be shocked, dealing damage proportional to the amount of nails stuck in that enemy. The shock will spread to nearby enemies, also dealing damage proportional to the amount of nails stuck in the enemy the cable was attached to. Tips: - The cable will stay attached when swapping weapons. - You can see the range of the cable on the Jumpstart's hud. - Magnets will increase the range of the schock. - If the enemy the cable is attached to dies before the countdown reaches 0, it will instantly spread the shock to any nearby enemies. Because of this, and the fact that the shock can spread to a seemingly infinite amount of enemies, the Jumpstart is incredibly effective at clearing out huge waves of strong fodder enemies, like Schisms and Soldiers. Alternate Jumpstart (Sawblade Launcher): Primary fire is the same as the Overheat Sawblade Launcher's. This weapon acts very similair to the Jumpstart Nailgun, except that shooting the enemy the cable is attached to with the Alternate Jumpstart will decrease the shock's countdown instead of increasing the shock's damage. Tips: - Use the Jumpstart Nailgun instead, it's better. Firestarter Rocket Launcher: Primary fire is the same as the Freezeframe Rocket Launcher. Alt-fire shoots out flammable gasoline which sticks to the environment and large enemies. Shooting the gasoline with an explosive will set it on fire, burning for a short while. Gasoline on the environment will make the ground slippery and perfectly preserve your momentum. On large enemies it deals 0.5 damage per tick and ticks about twice per second. Tips: - Because gasoline is slippery, the best way to change direction on it is to tap the slide button. - Large enemies that are on fire take 50% more damage from all sources, with the exception of Insurrectionists, which take 100% more damage. - The only way to make Guttertanks trip when whiffing a punch on Brutal difficulty is to make the ground slippery. - The Firestarter is useful for area denial against weak enemies, DOT for large enemies and also a bit of movement. Alternate Shotguns AKA Jackhammer/Piston: Core Eject: Holding primary fire charges the hammer, release once charged to hit an enemy within melee range. You can alternatively press primary fire once to fire the piston automatically once charged. Moving faster will increase the knockback and damage of the primary fire, visually represented by the guage on the weapon. Hitting an enemy while your guage is in the red will disable the Jackhammer's primary fire for 7 seconds (as of current patch). Pressing alt-fire will instantly dispense a core grenade directly in front of you. This grenade will inherit your momentun similarly to coins. Hitting the core grenade with the Jackhammer's primary fire will turn it into an explosive hitscan beam, reminiscent of the Malicious Railcannon. Tips: - You can also hit frozen rockets and rockets you are riding with the primary fire for the same effect as a core grenade. - Two quick and easy ways to get up to red guage (maximum speed) are to dash jump and Whiplash cancel. Normally when using the Whiplash on a large enemy your speed will be locked to the yellow guage, but by punching or pressing the Whiplash button before you get completely reeled in you cancel the Whiplash and maintain all of your speed. You can also use this tech to effectively turn green hookpoints into blue ones. - Since hitting a core grenade or rocket with the Jackhammer turns it into a hitscan projectile, you can ricochet it off coins. (which again, doesn't have much practical use, but looks cool) - Just like with the shotgun, you can parry melee attacks (attacks with a yellow flash) with the primary fire at close range. - Hitting the environment with the primary fire will give you a little bick of knockback. - The Jackhammer is very effective against tanky enemies, as it deals a LOT of damage. Pump Charge: Basically the same as the Alternate Core Eject, but with a weaker base primary fire like the Default Pump Charge. Alt-fire "pumps" the Jackhammer. 1 pump will add a Knuckleblaster-like explosion to the primary fire, 2 pumps will increase the size and damage of this blast and 3 pumps will create a red explosion when you use the primary fire. This red explosion will only do 35 damage, instead of the Default Pump Charge's 50 damage yellow explosion. Tips: - A 3 pump red guage hit will do a LOT of damage. - The extra AOE and damage is generally more useful than the Core Eject's hitscan explosions. Sawed-On: Pretty much the same as the Default Sawed-On, just with the Jackhammer's primary fire instead. Tips: - You can use the primary fire and alt-fire at the same time. - Use the Default Sawed-On instead. That took a long time to type.
Btw a very easy way to use the "Piston" or whatever alt shotgun is to whiplash an enemy and then punch to cancel the whiplash, this gives you enough speed for max damage very quickly and even in tight spaces.
Not sure if you will see this but heres a few tips: Alt shotgun only goes on cooldown if it deals a red hit, and core eject can hit cores or rockets to pretty much make them malicious railcannon shots Guttermen are very easy, you just have to parry their attacks whenever you get close, which is easy since they pretty much only melee when in parry range Alt jumpstart is very good, it takes about 5 seconds to deliver a high damage shock, but each saw hit decreases the time by one second Something you could work on is using the whiplash more in combat. You can use it to hit yellow with alt shotgun or even red if you cancel it, and it wouldve helped in the cerberus fight if you used it to approach instead of using 2 stamina. Anyway you are doing fairly well, you have a pretty good understanding of game mechanics and weapon combos but you just have some minor things to work on to be better.
(TH-cam had trouble processing the video properly yesterday so I reuploaded it)
Thanks for the info, Merg!
(also did you know the Jackhammer can play the first part of megalovania if you time it just right using 3x dual wields)
I knew when I saw the notification
dear god i love men
Ah that explains a lot
unfortunate..
6:19 Merg CAUGHT trying to parry with the knuckleblaster
that one time when he tried to parry with the knuckle blaster for a whole 30 minutes
you CAN parry the chainsaw with the knuckleblaster
@@DamageMaximoI mean it isn’t really parrying tho it just makes it free
@@DamageMaximoyeah you can but the saw will just fly off in a random direction without coming back to you
knuckleblaster can parry the chainsaw......
16:11 Me waiting for Merg’s realization that could’ve just gone around instead of checkpointing (he didn’t realize)
Yeah the only one he had to checkpoint was the first one, the other two were both infinitely repeatable
Yea that made me mad
You didn't even have to return to the checkpoint to do this, you were simply moved to the beginning of the puzzle.
I did the second button that way and then realized after getting it that i could go around without fighting all of them again
Kinda funny how he called it by nicknaming the filth "frogs", only for them to gain the ability to jump in brutal difficulty.
No way, Brutal update was so good it caused a loop in the timeline and merg wente exact same events twice
Just a quick tip. The Alt Core eject having a very short range is intentional. Shooting the core with the actual "Shot" from the launcher is able to launch the core as a Hitscan explosion
turns it into a hitscan, (works with coin)
becomes a budget malicious rail cannon (with a 3-4 sec reload!)
@@Mr-bw7yithanks! Couldnt remember if it was hitscan or just a really fast projectile
It's not that the range is short, it's that the core eject gets shot like a coin, moving with you.
@@Mr-bw7yi it deals less damage and is way harder to use, IMO not even worth the effort
It only does slightly less damage than a malrail, in exchange you can spam it 5 times in the time it'd take for malrail to recharge
Honestly it's not that difficult to pull off except when you're moving upwards
If you're really high up like in cybergrind you can orbital strike multiple times before you reach the ground
Sisyphus prime’s “this WILL hurt” was actually a reference to brutal difficulty the whole time!
Except in standard difficulties now, it still exploded
a few tips for each new gun:
Sawed on Shotgun: You can parry with the knuckleblaster to make it go flying and it rotates around magnets
Sawed on Jackhamer: You can parry the chainsaw WITH the jackhammer itself, dealing extra damage on enemies since the chainsaw hit the enemy even harder
Jumpstart Nailgun: When it's attached to an enemy it increases the rate of fire and damage of the nailgun, the more nails on the enemy, the more conductor damage afterwards, also, electricity and water are REALLY POWERFUL, that counts for the railcannon too, and magnets conduct electricity
Jumpstart Sawblade launcher: Saws that hit the enemy decrease the time needed to charge the electric shock by 1 second, making it easier to use it
Jackhammer: whiplash and then cancel the whiplash to reach full speed and deal a ton of damage, max speed hits put it on cooldown, it does deal a lot of damage, but you were missing it's timing a lot and sometimes not even moving when shooting it
Firestarter: fiery boy, no but seriously, enemies oiled up on fire take 1.5x damage from all sources, also it explodes in water, not burn
if it makes it easier for you, you can bind a different hotkey for the blue arm and one for the red arm, including the mouse, so you don't need to worry about switching arms all the time
Slightly more context for the Sawed On Shotgun: punching the chainsaw with the knuckleblaster will turn it into a slightly worse orange saw (atleast how I see it)
@@TETANUS. and more easily rechargeable and versatile
the 1.5 fire damage is false, only applies to certain enemies (and not bosses.)
The Firestarter gasoline DOES NOT make enemies take extra damage, it’s only the Insurrectionist that takes 1.5x fire damage.
enemies DON'T have more damage while on fire, that's a thing only with enemies that can already be lit on fire (basically just husks)
and now
Enemy changes in Brutal mode for enemies you fought in this run:
Filth: got them hops
Stray: Shoots faster, slightly predicts where you're going
Maurice: Shoots more bullets per spray
Schism: instead of shooting lines/columns of bullets, shoots them directly at you
Swordsmachine: Gets stunned less from getting parried and from the 2nd phase, now can aim with the shotgun instead of just shooting forwards and missing all the time, can attack without his sword in the 2nd phase
Cerberus: The stomp creates 2 shockwaves, dashes twice instead of once
Btw, careful with the Drones, they're 10x more annoying
Guttermen enrage when their Backfist is parried
Guttertanks no longer trip upon missing their Hook
@@evaphan2720 yea
@@evaphan2720
They still trip when on gasoline though.
@@evaphan2720 and when enraged guttermen become unparriable
Virtue beams linger around for 10 whole seconds, sentries shoot twice per charge
Jumpstart is the most underrated weapon in this patch, it is INSANE and has very powerful tech with magnets, it can literally make infinite loops of electrical damage
And, If used correctly by a professional, One hit Sisyphus or Panopticon.
it can't make infinite loops anymore, that was patched out by making electricity damage the magnets. But it can still be pretty useful sometimes.
i started playing ultrakill like 2 days ago, rn im beating gabriel's second fight and ive been using the jumpstart to basically instakill his first phase its insane
@theroboman727 even post nerfs I've been able to one-shot a ton of rooms with the magnets and jumpstart
i don't know what's more hurt to watch. The fact that Merg still didn't realised that he could just go around the hall for the II button trial instead of checkpointing, or that he could use feedbacker parry a little more often, to avoid like 60% of his deaths.
I mean, he is casually play ultrakill. he doesn't try to be hardcore player or something He didn't use all the weapons might tell you about that
I can see that. Tho on the other hand.. Feedbacker is literaly the most basic weaponry here. It's a matter of pressing one button at the right moment to avoid half of the game's insta-kills.
Which as well would give a much less tedious experience.
He doesn't know the yellow flash means an attack is parriable
Or going close range with the chainsaw before yeeting it
or not reading ANY weapon descriptions. he's missing so many mechanics while trying to figure out how they work mid-battle.
Fun Fact: this video was supposed to be uploaded yesterday, hence the random notification about this video yesterday (if y'all notifs are on)
Yea i saw that and wondered why it was deleted, i ended up clicking it fast enough and it said it was deleted 💀
I actually watched half of it and ended up wondering why it got deleted after i wanted to continue it xd
Pinned comment explains why.
@@Pumpkin00002 this comment was 1 minute before the pin
@@MemesSSChara No worries, just letting ya know.
37:21 Merg Fires a cannonball, which blew up due to the railcannon's shot which reflected Maurice's projectiles back to him getting the instakill
he threw a cannonball
@@Kuino oh, whoops, was tired as hell when I made that comment
The new weapons are so powerful they killed the original upload, cool video by the way
“I’m not sure if I like the electric one”
Does he know?
no
9:24 MERG CAUGHT TRYING TO PARRY WITH THE KNUCKLEBLASTER
7:05 Benjamin jumpscare always gives me the chills. Also the alternate weapons are super creative! I can’t wait for you to get absolutely amazing at using them. The new difficulty is also AMAZING! Very cool video Merg :)
(also the game called you A S S at 44:12 lol💀
MERG caught trying to PARRY with the KNUCKLEBLASTER (throughout this whole video)
The Cerberus brothers really said "They'll expect the double, but they'll *never* expect the *double* double!"
I love the massive hitstop the alternate shotgun gives you when you do max damage. Also the jumpstart is the weirdest weapon added this update, its kinda weak at first but when you know the mechanics of it and can pull them off properly it deals extreme damage.
Another thing, ever since the violence update, parrying has been buffed. alot. its easier to do and has more benefits. which is why its better to keep feedbacker active most of the time. you can parry alot of stuff like gutterman and guttertank punches, mannequin orbs, etc etc
oh yeah, before it was kinda hard to parry maurice projectiles. now, you can do it effortlessly.
That's not a lag, that's just the satisfactory freeze frame with the tiny high pitched hit sound followed by a giant explosion and instant death of an enemy
I'm gonna go ahead and say that the cerberus boss is disporpotionally difficult on brutal. the reason being the really small space. i didn't find cerberi to be a problem in regular levels.
Also the alt marksman got changed in this update as well! When you time the split-shot right, you get to instantly fire another shot, which fixes the issue of it being too slow.
ALSO also the red nailgun is broken. the more nails you stick in an enemy, the better. and it absolutely annihilates crowds of enemies.
The first time I used the alternate green shotgun, I lost my mind when I discovered how strong it was. It's now my favorite weapon variation in the game. The freezeframe before a massive explosion is so satisfying.
Freezeframe Rocket Launcher reference ?!?
Ok so merg is obviously confused about some of the weapons. The alternate core eject core maintains your momentum so it will be always in front of you. Shooting the core with the jackhammer (that’s what the alternate shotgun is called) will tun the core into a hitscan attack similar to the malicious railcannon. The jumpstart nail gun is absolutely busted. The normal variant attaches a cord to an enemy that will make an electric shock in 5 seconds and increase the firing rate of the nailgun. The cord does have a range so don’t go too far from the enemy. After five seconds, the cord will shock the enemy deal a fixed amount of damage plus some more damage depending on the number of nails in the target. The damage also gets spread to nearby enemies too. The alternate version of this nailgun will do mostly to same except for each saw that hits an enemy, the countdown before shocking decreases by about 0.5 seconds.
Hopefully this is helpful to you.
29:44 is litteraly what happens when it's the coolest moment in a movie.
The freaking second before explsion was so damn cool and funny !
Uploads from Merg make my day. Thank you Merg!
Here's a tip cuz i noticed you were struggling. The knuckleblaster's shockwave also breaks a gutterman's shield and not just the initial hit. Makes breaking shields trivial.
he knows about shockwave one, just doesn't always utilize it. You can even see it in some videos
It's a dangerous thing to forget
I love merg. its been years and he's still here, happy as always, enjoying (I hope!) the games he plays.
I'm surprised he doesn't get too burnt out!!! don't over exert yourself, mergh
Weapon Tips!
Jumpstart is an AOE shockwave that deals damage based on how many nails there are in enemies and its range can be extended by magnets
Making it a really powerful crowd-control option
In Cybergrind, it can bring multiple swords machine and cerberi down to half help while wiping multiple fodder within range
There’s a tech that allows you to gain max speed quick with the Alt Shotgun, grappling hook cancelling
You grapple to an enemy and unhook half a second before firing.
Other popular options are slamming from a high distance, dash jumping, and rocket riding.
Max charged shotgun deals 10 damage and has a 7 second cooldown
Core Eject is a momentum based shot like coin and can be boosted with the Alt Shotgun normal fire
Gutterman (The minigun guys) can be parried (yellow flash) to reset their aiming
Knowing that makes them the most fun enemy in Cybergrind
Malicious Face actually gets easier if you know how to parry
If you parry a projectile back at its face, an explosion will occur, detonating other projectiles.
Due to the increased fire rate, Malicious face is easier to one-shot via parrying in Brutal than in Violent
hey i got a really strange thing i got the notifacation that you uploaded this video yesterday but now it was uploaded for 1 minute ago
same thing, he removed it for some reason, I got an error page saying "Uploader has removed the video" as soon as I clicked it
@@deadpan904 ah cool
@@deadpan904 Read the pinned comment.
I love this ultrakill playthrough, thank you for these vids merg
seeing merg taking a grand total of 16 minutes and 26 RESTARTS on brutal CEREBUS is actually painful to look at 💀
also, if you're wondering, for the prelude enemies, the changes in brutal are:
Filth - speed increased, can now jump into the air if you're airborne.
Stray - speed increased, tries to predict where you're going with the projectile. (slightly)
Schism - smarter on where you'll be, up and down firing pattern replaced with a targeted spray.
Maurice - shoots more projectiles in a spread, beam also seems to have shorter charge up.
Swordsmachine - can attack when he doesn't have his sword (2nd phase), stagger time is reduced.
Cerebus - dashes twice instead of once. there are 2 shockwaves instead of one when he stomps.
if i missed any changes, then i apologize.
Some mildly interesting things that you ought to know:
-you can hit alt core ejects with the jackhammer (alt shotgun) primary fire to basically turn it into a free red railcannon. You can also ultraricoshot with it, although its a little tricky.
-shooting the electric railcannon into water will electrocute all enemies in it, although you do take damage in exchange.
-alt jumpstart is better than base (although its still good too) and they're both REALLY good against groups.
-you can stack saws if you punch them for long enough, and attatch them to magnets when detatched.
-shooting the spawn doors with the firestarter and opening them does a funni (will probably be patched tho lmao)
It literally just got patched (i think)
i just learned yesterday that the only condition for the jumpstart's shock timer reduction is for ANY sawblade to hit an enemy. So you can have the base jumpstart and still get the same effects as the alt if you just switch to a sawblade launcher
I'm so glad you got to check these out my guy! There's countless of twists and possibilities that come with these weapons in the new update. So as always, thank you for sharing your experience with us!
7:41
Famous youtuber MERG caught trying to PARRY with the KNUCKLEBLASTER
Merg, dunno if you’ll see this, but if you enjoyed ULTRAKILL, I think you’ll really enjoy another new blood game, DUSK
is dusk really that entertaining to watch though? I’ve played it and I feel like it’s way better when you’re playing it than when you’re watching it. Not sure tho. Also merg commentary is always so funny so ig it doesn’t matter.
@@lowrngymaybe not the most entertaining game for viewers but i think merg would enjoy it so it'd be fun anyways
@@lowrngy as much as I agree with you, this is merg we’re talking about. merg can make anything entertaining.
@@godzillafinez4370 honestly yeah you’re 100% right
just so you know, when you hit the core eject with the jackhammer (alt shotgun) it’ll turn into a hitscan explosive shot, very similarly to the malicious railcannon. the overpump jackhammer also deals only 35 self damage instead of 50.
I gotta say, I love the jumpstart… and that’s about it… the alt shotgun is cool but I don’t like the cooldown that much, it feels like it changes my playstyle too much. I think the fire starter is very good cc so I like that too. The sawed on shotgun feels awful to me, my least favorite addition. Anyways, great vid, glad to have you back at ultrakill🙏
im glad your still ultrakilling
Alt shotgun tip:
If you ehiplash onto an enemy and let go of it righ before hitting, you have a guaranteed max damage
Good job on 1M merg! Still one of my favorite youtubers 🔥🔥
weapon tips from your dear friend (im typing this while you are on 0-3 so maybe you figured out some of those later):
- sawed on, when charging the alt shit can ve used as a handsaw, giving you the ability to just come up to enemies and saw them to death
- the jumpstart is very useful in crowded places, you can get a wire on an enemy and when you kill the enemy that's on the wire, it flies up and is used as a conductor, dealing range shock damage to enemies around it, making it a very good crowd control weapon.
- the firestarter's gasoline can be used as a speed boost. when on it, you have zero friction, so it is amazing when paired with the alt. shotgun
- you figured out the alt shotgun so the tip is to call it the "jack hammer", cause we went with it for some reason
FYI the cerbs in 0-5 have extra health, normal cerbs just die to two cannonball hits(that can be achieved by parrying the ball back after the initial hit)
can’t wait for the brutal P-2 video
I love your ultrakill content
I was really surprised the video has dissapeared, was looking to see it. Anyway I am loving update so far
Got nothing more to say, day 400 of asking Merg to play Crosscode (day 397 was taken down with the previous video)
you are the reason i started playing ultrakill
How many weapons do you want?
Hakita: Yes.
There where supposed to be even yellow variants for all of the weapons, but then the idea got scrapped because hakita didn't want to risk to have to make the arsenal too bloated.
@@andreamarini9940 Where yellow arm?
Yellow arm is still coming@@MikaOfficial999
@@MikaOfficial999 Not in the game yet, I assume it will be added once act III is fully done.
@@mixednarwhal what could it do?
i could've sworn this was posted earlier.
It was, I saw it too. I don't know why it was deleted and reuploaded.
@@RiotDippedInPotassiumCyanide Read the pinned comment.
TH-cam can't process the amount of swag and drip that Merg is producing in this video.
@@Pumpkin00002 it did not exist at the time of making this comment
@@UnrealSuperSonic04 Don't worry, just letting ya know!
Hey Merg, pro tip for the Jumpstart nailgun: When you hook an enemy with the cable, if you keep shooting it the electricity in the cable will charge up faster.
and for the alternate, it just charges wayy faster
Hope this helps 👍💖
Shooting with the nailgun doesnt make it charge faster
Hey merg, i really like this channel. I want to recommend you a game. If you want then please try out "turnip boy commits tax evasion". It is pretty fun. There is one more sequel to it. "turnip boy robs a bank". There is special boss fight as well. Well only if you want. I would love to see whatever you will play.
Claire de soleil on brutal is madness.
That was really entertaining seeing you figure out the new weapons!
I'll leave some tips here about them.
The Core Eject Jackhammer (alternate blue shotgun) can boost cores (alt fire), charge your primary fire then fire your core and release the primary fire trigger, it should boost the grenade in the direction you're aiming it in
the saws Sawed on and alternate sawed on shotgun don't have to be fired, you can just keep holding the alt fire trigger and get close to the enemy to deal damage with the saw still attached to the shotgun
Every variant of the alt shotgun will overheat if you succesfully hit an enemy with the max speed (it shows your speed on the left side of the jackhammer)
The jumpstart (red nailgun) attaches a cable to an enemy, when the enemy is killed or the cable fully charges then it will make the enemy explode and spread an electric shock to other enemies. This is usefull while fighting a horde of filths for example. Attach a wire to one od them, kill it and then the rest of the filths will die aswell (this works the same for the sawblade jumpstart)
hope this helps!
Another great video hoping for more inscryption too hopefully
Bro I like this game for the fact you can parry a landmine...ye a landmine (keep up the great work merg)
*Day 990 of appreciating SNALEY!*
Status: Looks like this journey is finally nearing its end...
Snaley the beloved,
The moon shined brighter when he was here......
youtube seems to have ultrakilled the first upload 👀
loving a lot of the stuff in this new update
Merg gotta learn a funny thing called sandbox
what the hell do you mean i missed an ultrakill video 3 months ago
wish i knew what is going on for 5 seconds straight while watching ultrakill videos
You click left mouse button and everything on screen goes boom
@@Merg but that happens like 10 times per frame
@@betzyellow yes
@@Merg embrace the chaos
here's some explaining on all of the new stuff that you missed:
sawed on can also deal contact damage to slice through fodder enemies(and can be used at the same time as the primary fire on alt shotgun) if it gets blocked by terrain when coming back to you it will detach similar to a knuckleblaster hit and it can rotate around magnets from nailgun
the alternate shotgun can hit rockets and core ejects with the m1 making them hitscan explosives like malicious railcannon, you can also shoot a rocket/core into another to make a big red explosion(this is pretty hard to do so i dont really recommend it)
the jumpstart nailgun works like this, if once you attach the cable to an enemy it starts to charge up until it does the outburst(i think its like 5 seconds) OR when the enemy is killed then shocks the enemy and transfers the shock on all nearby enemies and magnets making it very strong against hordes, it also gains more attack speed while attached.
the sawblade variant charges faster when hitting the attached enemy with it and doesnt transfer to other mobs unless you have magnets
the firestarter's oil keeps your momentum while going on it and makes guttertanks slide making them easy to get parries on and you can directly oil up the enemies then set them ablaze making them take 150% (200% on insurrectionists) more dmg from all sources
also you can get close to a cerberus shoot a cannonball then punch it instantly back at him to instakill him(do note the ones in prelude have more hp since theyre semi-bosses)
there might be other stuff i missed but this is most of it
YES YES YES YAYAYAYAYYAYYY NEW ULTRAKILL VIDEO
gonna edit this comment to be meaningful after I watch but just know I'm excited lmfao'
the edit!! :3
just letting you know, the secret level in the violence layer, 7-S is out! would love to see some of your clean gameplay in that level.
watching you play around with the new weapons was super fun!! I have some tips though (sorry for yapping):
-The jumpstart nailgun is more of a crowd control weapon! with the standard version, you wanna attach a cable to an enemy and then stay close to it while you shoot as many nails at it as possible. in a few seconds (or when the enemy dies) it'll release a shock that does a ton of damage, and THEN targets other enemies, wiping them out with ease. the damage is increased based on how many nails are in the enemy. for the alternate, it's more of a single target weapon. hitting an enemy with a saw will make the shock happen faster. you can still make it hit other enemies by placing magnets, as the shock conducts between magnets and enemies too.
-I don't entirely know how to use the sawed on, but you can use it while other weapons are out. which means if you can keep ping ponging the chainsaw WHILE using other weapons, it's free damage. also, the disconnected version (by punching the chainsaw with the red arm) IS affected by magnets, just like a regular saw.
-The firestarter rocket launcher is great for crowd control - gasoline on the ground, light it, forget about it and let the enemies burn. however, you CAN put gasoline directly on the enemies themselves to set them on fire too! one more thing - it does work in the water. instead of setting it on fire, the gasoline explodes when submerged in liquid (which allows for really funny combos)
-The alternate shotgun only overloads when you get a RED hit, with yellow or green you can use it again right away! there are a lot of ways to get a red hit, my favorite being whip cancelling. essentially, whiplash to an enemy, then press your whiplash button again BEFORE reaching the enemy. you'll keep the whiplash momentum, and it allows for easy red hits
idk if you bothered to read all of this but thank you if so 😭😭 this series is great and it's always fun seeing you play ultrakill again :3 that's all, until my next comment, take care
Thanks for all the tips!
(also I already played 7-S 👀)
👀 can't wait
@@2D_Emerald nooo, as in, it was uploaded before this one lol!
@@2D_EmeraldIt was uploaded yesterday lol
@@Merg wait whaaaa that's weird okay I'm gonna watch it lol
*Merg saying UwU isn't real, he can't hurt you* Merg saying UwU : 7:24
here some tips to the alt shotgun (jackhammer)
-jackhammer can break gutterman shields at any speed
-the jackhammer is able to parry melee attacks, however is not able to parry projectiles
-if you hit an enemie with the jackhammer at full speed it will need a cooldown, this cooldown works exactly like the railcannon
however you can change to the shotgun other variants to keep using the jackhammer
-jackhammer can hit core ejects and rockets and turn them into hitscan shots (you can bounce off coins if you do this)
-jackhammer at full speed is able to instakill malicious faces, virtues and sentry's
-jackhammer is able to parry the chainsaw
-sliding on oil from the FIRESTARTER rocket laucher keeps the momentum speed, this meaning you can use this to be at full speed while using the jackhammer
the Alternate Shotgun can instakill Maurice, Virtues, leave Sentries with little health remaining, and most importantly, can turn core ejects into malicious rails by parrying the core with the hammer of the alt shotgun.
Couple of tips for the new weapons :D
Sawed-on does damage even before launching the chainsaw, and can be a really strong healing tool
Jumpstart shock chains between enemies if the enemy that has the cable attached has nails stuck in them, the damage of the shock scales with how many nails there are
Firestarter can cover enemies in oil directly instead of just spraying it on the ground, making even enemies that can't normally be set on fire flammable
Alt shotgun can bonk core ejects, turning them into hitscan explosive beams, which are almost as powerful as a malicious railcannon shot (it's why the core eject throw with the alt feels weird if you just wanna throw the core at enemies)
Hope these tips help you explore more of your ultrakilling potential :D
so really useful tip for the alternate shotgun, whiplashing towards a enemy then cancelling the whiplash at the last second immediately puts you into red speed. no exceptions. this is the easiest way to achieve a full impact if you dont have much of a runup or the enemy is in the air (like a malicious face)
Looks like *merg went over the 50k budget* with this one 🍒
Tip for the alt shotgun, you can reach the red bar/speed to have the max damage by whiplash cancel (basically you whiplash to a heavy enemy end then midway through whiplashing you cancel the whiplash by either punching or pressing the whiplash button again and then you release the alt shotgun to shoot it) I found this to be way easier than your technique you use in the video, only work with heavy enemies but the alt shotgun is usually ineffective with light enemies that doesn't have a lot of health anyway, the alt shotgun only overheat if you did a successful red bar hit. Overpumping the green shotguns is a good thing if you use it correctly, it is possible to overpump the green shotguns without taking damage, with the normal green shotgun you can overpump, dash and the instant after that you want to shoot the shotgun. With the alternate you can overpump it, do a successful hit with it but you want to make sure you do it as far as you can, then dash back (make sure to pick up speed as well by whiplash canceling for example to reach the MAXIMUM DAMAGE) a successful overpump red bar alt shotgun hit can almost one shot a Cerberus (the Cerberus health is low enough after that that you can punch with the feedbacker once and it will die, atleast on violent difficulty, in brutal enemies have more health).
few things about red nailgun:
1. it does 10 damage all at once after 5 seconds. for comparison, the electric railcannon does 8 by itself
2. you have to stay close to the enemy for it to work
3. shooting nails into the enemy with the cable increases the electricity damage AND SPREADS IT TO OTHER ENEMIES. you can attach it to a cerberus, fill it with nails and it will kill it, along with spreading damage to other enemies
4. the alternate red nailgun works similarly. but when you attach a cable and shoot saws at an enemy, the cooldown becomes shorter by 1 second per saw. so better for tankier enemies
5. most importantly, the shock happens INSTANTLY if an enemy dies, so if you have a group of filth you can attach the cable to one, kill it, then watch as the rest turn to confetti
its pretty cool
fun tip, grapple towards a large enemy with a saw and jackhammer charged up and release the grapple just before you hit the enemy and then release both the jackhammer and saw when you hit the enemy for tons of damage
Here's a strategy that I use for the guttermen:
Knock down the shield with the knuckleblaster, then once it starts using the machine gun, you whiplash (grapple) towards it and then the Gutterman will have a Parry spark which means it is about to hit you. When this happens, quickly shoot it with any shotgun to parry the melee (because shotguns can do that), and then keep grappling and parrying.
just saying because you look like you're struggling with them
I highly reccomend changing the keybinds so if you press Q it automatically switches and punches with the knuckleblaster and if you press F it does the same but with the feedbacker. This was extremely helpful for me as you dont have to switch arms every time and you can simply press the button for the arm you wish to punch with 👍
I really love both the red variant and the alt of the shotgun man. The sawed on is basically two weapons at once and the jackhammer is just really powerfull and fun to use, even if it is a bit niche. My set up is alt for blue and green and normal for red, since red is the only one that doesn't gain as much for being alt, and a normal shotgun to projectile boost is always nice to have.
merg, you're able to hold down on the jackhammer before firing it to fire earlier
13:00 famous youtuber merg commits not memorising the level in the game with some of the most memorable levels
All we’re missing now is the yellow arm. Really excited to see what it’s like
Brutal cerberus was such a reality check. His double tackle is really all the difference they needed to be a menace.
The fact that at the start he was dying to Guttermans lol
You need to parry their attacks to reset their tracking speed, staying in their line of sight makes them gain tracking speed to the level that they doesn't miss a single bullet.
the reason the core eject spawns right next to you is because you can use the jackhammer to punch it into enemies. you can also use the jackhammer for melee parries in general
MERG SPOTTED TRYING TO PARRY WITH THE KNUCKLEBLASTER
Tip for the core eject alt shotgun: If you charge a shot and hit one of your core ejects you will send it flying and cause a very high damage dealing explosion
Tip for the pump alt shotgun: if You Pump it to max and do a maximum speed hit (Easily done by doing a SDJ , which is a slide - dash-jump) you will take almost no damage and cause an extremely strong explosion that will one shot most enemies and for others reduce their health to half.
Merg if there’s a yellow flash you can parry always, a tip for dealing with gutterman is remove there shield and bait them for there parry’s also when you remove their shield they gain accuracy faster and one last tip don’t forget you can shotgun parry if you wanna be extra saucy parry with the shotgun then use feedbacker to punch your parry shot so you get 2 for 1
Ayy it's nice to see you trying out the new weapons! Here are a couple of tips that might help you if you consider doing another ultrakill vid
-the chainsaw on the sawed on shotgun can kill enemies that are in front of you while it's still attached, you could hold right click and stick close to tougher enemies if you want to heal
-the jumpstart nailgun deals immense single target damage, but you have to stay close so the cable doesn't cut off. Plus, you can cover your target with nails for bonus damage and an aoe effect!
-dousing an enemy with gasoline makes them take extra damage
-you CAN parry cerb's orb, it takes a little getting used to though
Hope these help!
Gasoline does not give you extra damage sadly, though how I wish that were true
@@Milbyte11 yeah mb, the only features for it is that it explodes if it gets ignited undwrwater, and the burn damage if they get sprayed directly
@@Milbyte11 checked again, it gives you a 50% damage bonus on husks if set on fire
@@EK_Archive_1 that's just what any source of fire does.
Yeah that's what I meant, but my writing was too vague to convey it properly lol
(don't oil up the teeth doors)
i never knew merg played ultrakill, but he is the master of indie games so i shouldve known
Day 32 of asking Merg to play Juke's towers of hell. The slow down is so epic tbh.
Hey I have a video request. (Or should I say series request) you should revisit oneshot again. I have never watched or played one shot so I really want to watch you play it again with your modern style of videos!
Also, a tip to use the jackhammer more effectively: when you use the whiplash, you can cancell It to get a lot of momentum, which, when done with the jackhammer, gets the indicator instantly to red. It has been nerfed a bit, but with the green variant, you can still use this to One shot virtues, maurices and even sentries still if I'm not mistaken, and even if I am, Is still a lot of damage.
Fun fact about the sawed-on: if you rev up the chainsaw you can use it to just saw enemies thought the fresh rate dies quickly
New weapons strats:
Sawed on
1. The sawed on has high dps potential. If you can keep it out while using other weapons, you will shred bosses SO fast, though it is extremely difficult.
2. The chainsaw can be juggled infinitely, meaning you can keep charging and launching more chainsaws as long as you have good timing.
3. Chainsaws are attracted to magnets, though they have low durability and don't last more than several bounces or a couple hits on enemies.
Jackhammer
1. The jackhammer (alternate shotgun) does an INSANE amount of damage. You just have to hit at max velocity. This recently got nerfed from 12-10 damage, but that's still INSANE.
2. The jackhammer can parry certain melee attacks (such as the Gutterman's punch, which IS parryable after you break the shield and resets hit tracking).
3. The jackhammer can hit core eject grenades, mines, and rockets, turning them into hitscan projectiles. Think about this: What part of your arsenal interacts with hitscan weapons? COINS. You can bounce mines, grenades, and rockets off of COINS now. It is stupidly situational, but MAN if it isn't cool.
Jumpstart
1. The jumpstart nailgun will recieve a significant fire rate boost when attached to an enemy and when fully charged, will electrocute the enemy, dealing a bunch of damage, chaining to enemies, and exploding nails.
2. The jumpstart saw launcher receives all the benefits of the jumpstart nailgun but will reduce the time it takes to charge the shock by 1 second for each saw that hits. This sounds better, but you shoot saws instead of nails, meaning you have to switch weapons for nails, not taking advantage of the boosted fire rate.
Firestarter
1. The firestarter fire deals 0.5 damage per second.
2. Firestarter oil can be used on enemies to make them flammable, even if they weren't flammable previously. Being on fire will increase the damage they take from all sources (except the fire itself) AND cause fire damage over time.
3. Firestarter oil will cause the player to retain ALL momentum while in it. Dashing normally will normally got fast for a split second then slow to walking speed, but if you dash in oil, you will go into the red (jackhammer speedometer) and stay there, sliding or standing.
4. Firestarter oil movement tech consists of dashing through oil, then repeatedly jumping and oiling up your landing point to retain momentum and oil supply.
Alot of games making merg go insane. I love it.
fun fact for the 2nd button if u mess it up theres a door that leads back to the start of the yellow orb thing also you can deal dammage while charging up the saw and its super op also you can one shot cerbrus ( i cant spell it correct) with the srs cannon by shooting it and parrying it back at them after it bounces off and this saves your rail gun charge
The cleaning is over, time for the real cleaning to start aigan
Here's some very important weapon traits that you missed:
1. The sawed-on shotgun doesn't need to be parried to deal damage. You can just hold right click and mow down enemies in front of you.
2. When you attach the jumpstart nailgun cable to an enemy, after 5 seconds (or instantly if you kill the enemy) the enemy and all
surrounding enemies will get zapped dealing more damage depending on how many nails you stuck in the enemy. (The cable will also break if you move too far from the attached enemy)
3. All versions of the alternate shotgun blasts can parry just like the feedbacker.
4 (Bonus tip). The alternate shotgun blast can parry your core eject bomb and turn it into a hitscan blast, like the malicious railcannon (since it makes the attack hitscan, it can also ricochet off of coins).
I hope you read this so that you can understand the weapons better.
MORE *ULTRAKILL*
Love the new stuff in the update, it is great.
Don't want to overwhelm you but here are a few tips, the alt shotgun can do more damage if you are slamming or whiplashing as well, but you have to cancel the whiplash to get more speed and I recommend keeping one of the shotguns alternate. You can go in the settings to pick buttons to switch between weapons variations which will help.
Also for the "real" bosses, try learning to parry/dodge first, then use more weapons. Good luck cuz brutal IS hard
Here's some info/tips for the new weapons in case you want them:
New Weapon Variants:
Sawed-On Shotgun: Primary fire is the same as the Core Eject shotgun. Hold alt-fire to rev the chainsaw, dealing out a constant stream of decent damage up close. Release alt-fire to fire off the
chainsaw. Punching the released chainsaw with the Feedbacker will "boomerang" it, you can do this as long as you want to. Punching it with the Knuckleblaster will set the chainsaw free, which
makes it bounce around like a sawblade.
Tips:
- The chainsaw will regenerate even if you're boomeranging one, which means that with enough patience you can juggle multiple chainsaws at once.
- The free-flying chainsaw will orbit around magnets like a sawblade, acting as a slightly weaker overheat sawblade.
- You can also boomerang the sawblade with the Alternate shotgun's primary fire (there really isn't much practical use for this one, it's just cool ig)
- It's useful for both large crowds of weak enemies, and single-target damage.
Jumpstart Nailgun: Primary fire is the same as the Attractor Nailgun. Alt-fire shoots out a cable with relatively middling range. Attaching the cable to an enemy will start a 5 second countdown,
and increase the Nailgun's firerate temporarily. Moving too far away from the enemy will detach the cable. Once the countdown reaches 0, the enemy will be shocked, dealing damage
proportional to the amount of nails stuck in that enemy. The shock will spread to nearby enemies, also dealing damage proportional to the amount of nails stuck in the enemy the cable was
attached to.
Tips:
- The cable will stay attached when swapping weapons.
- You can see the range of the cable on the Jumpstart's hud.
- Magnets will increase the range of the schock.
- If the enemy the cable is attached to dies before the countdown reaches 0, it will instantly spread the shock to any nearby enemies. Because of this, and the fact that the shock can spread to a
seemingly infinite amount of enemies, the Jumpstart is incredibly effective at clearing out huge waves of strong fodder enemies, like Schisms and Soldiers.
Alternate Jumpstart (Sawblade Launcher): Primary fire is the same as the Overheat Sawblade Launcher's. This weapon acts very similair to the Jumpstart Nailgun, except that shooting the
enemy the cable is attached to with the Alternate Jumpstart will decrease the shock's countdown instead of increasing the shock's damage.
Tips:
- Use the Jumpstart Nailgun instead, it's better.
Firestarter Rocket Launcher: Primary fire is the same as the Freezeframe Rocket Launcher. Alt-fire shoots out flammable gasoline which sticks to the environment and large enemies. Shooting
the gasoline with an explosive will set it on fire, burning for a short while. Gasoline on the environment will make the ground slippery and perfectly preserve your momentum. On large enemies it
deals 0.5 damage per tick and ticks about twice per second.
Tips:
- Because gasoline is slippery, the best way to change direction on it is to tap the slide button.
- Large enemies that are on fire take 50% more damage from all sources, with the exception of Insurrectionists, which take 100% more damage.
- The only way to make Guttertanks trip when whiffing a punch on Brutal difficulty is to make the ground slippery.
- The Firestarter is useful for area denial against weak enemies, DOT for large enemies and also a bit of movement.
Alternate Shotguns AKA Jackhammer/Piston:
Core Eject: Holding primary fire charges the hammer, release once charged to hit an enemy within melee range. You can alternatively press primary fire once to fire the piston automatically once
charged. Moving faster will increase the knockback and damage of the primary fire, visually represented by the guage on the weapon. Hitting an enemy while your guage is in the red will disable
the Jackhammer's primary fire for 7 seconds (as of current patch). Pressing alt-fire will instantly dispense a core grenade directly in front of you. This grenade will inherit your momentun similarly
to coins. Hitting the core grenade with the Jackhammer's primary fire will turn it into an explosive hitscan beam, reminiscent of the Malicious Railcannon.
Tips:
- You can also hit frozen rockets and rockets you are riding with the primary fire for the same effect as a core grenade.
- Two quick and easy ways to get up to red guage (maximum speed) are to dash jump and Whiplash cancel. Normally when using the Whiplash on a large enemy your speed will be locked to the
yellow guage, but by punching or pressing the Whiplash button before you get completely reeled in you cancel the Whiplash and maintain all of your speed. You can also use this tech to
effectively turn green hookpoints into blue ones.
- Since hitting a core grenade or rocket with the Jackhammer turns it into a hitscan projectile, you can ricochet it off coins. (which again, doesn't have much practical use, but looks cool)
- Just like with the shotgun, you can parry melee attacks (attacks with a yellow flash) with the primary fire at close range.
- Hitting the environment with the primary fire will give you a little bick of knockback.
- The Jackhammer is very effective against tanky enemies, as it deals a LOT of damage.
Pump Charge: Basically the same as the Alternate Core Eject, but with a weaker base primary fire like the Default Pump Charge. Alt-fire "pumps" the Jackhammer. 1 pump will add a
Knuckleblaster-like explosion to the primary fire, 2 pumps will increase the size and damage of this blast and 3 pumps will create a red explosion when you use the primary fire. This red explosion
will only do 35 damage, instead of the Default Pump Charge's 50 damage yellow explosion.
Tips:
- A 3 pump red guage hit will do a LOT of damage.
- The extra AOE and damage is generally more useful than the Core Eject's hitscan explosions.
Sawed-On: Pretty much the same as the Default Sawed-On, just with the Jackhammer's primary fire instead.
Tips:
- You can use the primary fire and alt-fire at the same time.
- Use the Default Sawed-On instead.
That took a long time to type.
Btw a very easy way to use the "Piston" or whatever alt shotgun is to whiplash an enemy and then punch to cancel the whiplash, this gives you enough speed for max damage very quickly and even in tight spaces.
Bro I knew people weren’t going to understand jumpstart
Not sure if you will see this but heres a few tips:
Alt shotgun only goes on cooldown if it deals a red hit, and core eject can hit cores or rockets to pretty much make them malicious railcannon shots
Guttermen are very easy, you just have to parry their attacks whenever you get close, which is easy since they pretty much only melee when in parry range
Alt jumpstart is very good, it takes about 5 seconds to deliver a high damage shock, but each saw hit decreases the time by one second
Something you could work on is using the whiplash more in combat. You can use it to hit yellow with alt shotgun or even red if you cancel it, and it wouldve helped in the cerberus fight if you used it to approach instead of using 2 stamina.
Anyway you are doing fairly well, you have a pretty good understanding of game mechanics and weapon combos but you just have some minor things to work on to be better.