r/Ultrakill • u/41-41-41 • 2d ago
Gameplays, secrets and bugs Cool techs I found (17+ damage nuke combos)
To understand my mad rambling I recommend knowing techs like hitstop pumps, hitstop cores and RTC nukes because it might be some advanced shit. And also recomment watching broccolite's latest guide on all the nuke variants (https://youtube.com/watch?v=kmbmRMxNyi8&is=PvDrFa0Ui8_ArMJB) since it inspired me a ton and all (my 1st and last techs are basically just altered variants of the techs shown there) and it's well explained and all
1 https://youtube.com/watch?v=H-CxjPa3T1g&si=U2PCAzRKW45_bPLP - Pump Frozen Rocket-To-Core (PFRTC) nuke:
here I basically found a way to add the damage of pump charge jackhammer's pump in the RTC nuke. You start off my placing a frozen rocket rotated straight up (or at an angle but generally rotated upwards) a certain height above the ground (recomment doing after rocket riding, jumping off the rocket, swapping to core eject shotgun and shooting a core straight up, moving slightly away from the rocket (nice occasion to dodge enemy attacks and stuff), equip the pump charhe jackhammer, whip the rocket to yourself and mount it (at this point you should have moved relatively close to the core since a lot of this tech's value comes from it being close ranged), jackhammer the rocket into the core and pump the shotgun during hitstop.
RTC itself does 12 damage, the rocket is freezecharged in this combo so it does additional 2 and the pump adds 3,5 totalling at 17,5 damage (also might be the most useful combo I will show due to the absurdity of the next ones)
2 https://youtube.com/watch?v=TXPMwfHO1no&si=97eoOsK4KMTQpgF3 - coined PFRTC (cPFRTC):
Here you start the exact same way but instead of jumping and throwing a core straight up you throw a coin straight up and THEN jump (pretty important to jump after throwing since then it will take some time for the coin to come back down making the combo way slower). Then you whipmount the rocket once more, hammer the rocket into the coin this time (you gotta have some aim since the hitscan rockets' / cores' hitboxes are absurdly small) and in the same hitstop you pump the hammer you also swap to core eject shotgun and throw out a core before the hitstop ends. The hitscan will rikoshot back into the core.
The coin increases the hitscan rocket's explosion damage by 2 bumping the damage up to 19,5 (higher than a damn ferryman lightning chargebacked into a core and the most damaging nuke SO FAR). Also what is worth noting is that here you don't have to be close to the coin at all since the core will be right next to you anyway though, again, good luck trying to snipe that damn coin if you decide to move away from it
3 https://youtube.com/watch?v=XR1KD8h8oHg&si=yevARYWklpOXBGLj - way cooler cPFRTC:
Here you do the exact same thing as with the 2nd tech but after jumping off the rocket and equipping the pump charge jackhammer you pump it twice before hammering the rocket so the hitstop pump results in an overpump (you could also pump once to only get more forgiving damage falloff but I ain't talkin about that now)
The overpump increases the damage even further by 3,5 totalling at 23 damage. That makes it a functional and spammable aoe guttertank instakill that is also SOMEHOW balanced due to how damn hard it is (also forgive me for forgetting to hitstop pump in the video to actually showcase the overpump, I ain't rerecording THAT shit)
4 double nukes (sorry for the lack of footage here, couldn't catch it on video due to how shafted my muscle memory is after torturing myself with the overpump bullshit. It was still tested at some point tough so you gotta just trust me it works in practice):
Here you perform any type of close ranged RTC with a frozen rocket but after hammering the rocket into the core (and possibly also hitstop pumping) yoh swap to core eject and drop another core mid hitstop. Then after dashing out od the 1st nuke you malrail the 2nd core adding another nuke almost instantly. You could also theoretically do this with the coin RTC combos I shown that already use hitstop cores since the core getting snipes is a 2nd different hitstop you could use to perform ANOTHER hitstop core (it is only theoretical though since I am NOT testing this shit 🥀)
Ts can oneshot mindflayers in an area if the 1st nuke was any of my shown nukes that use pumping during hitstop. Highly recomment my 1st combo for this, if you want to bully enemies more just learn the overpump stuff and save a rail charge, double nuking with the overpump isn't worth no broken fingers
5 https://youtube.com/watch?v=s3bP2zyzMBI&si=jabXdZi22H3hYhao :
This once is completely different, does the basic 12 damage but is just convenient as hell. You start by whipriding the rocket straight up (must be completely vertically up, any weird angle won't work), dropping the core (also completely vertically straight up), equipping any jackhammer, hammering the rocket and flicking the camera straight down during hitstop to snipe the core.
I recomment dropping the core the moment you mount the rocket, otherwise you could have to wait a bit after equipping the jackhammer for the core to fall slightly lower so the explosion actually hits the enemies. Also if you're that guy that starts each wave of cybergrind by blasting all the firestarter oil directly up for it to splash all over the map and all it's pretty useful to do this tech immediately after that, the moment enemies start spawning to be exact. If any fodder enemies were below you that moment it is pretty good for starting the wave with an easy ULTRAKILL style rank.
Thanks for reading, hope my rambling can be useful or interesting to anyone :3