Hitstops are a mechanic found in ULTRAKILL that cause time and music to stop briefly whenever a certain action is performed, usually to make it feel more impactful.
Altering game speed via major Assists does not alter the duration of hitstops.
Hitstops do not increase in-game timer. The player can change the view during the hitstop. (Note: If you change your view while hitting someone with a Jackhammer, you can change your trajectory.)
Major hitstops
Major hitstops are actions that cause time to freeze for a quarter (0.25) of a second[1],
Action |
---|
Green Style Actions (e.g. Parries or Interruptions) and punching a cannonball |
Shooting a Core Eject Grenade, a rocket or a cannonball with hitscan weapons |
Shooting destructible projectiles with a Sharpshooter Revolver's alternate fire. |
Collecting Soul Orbs |
Hitting shotgun cores and rockets with a Jackhammer |
Minor hitstops
Minor hitstops are actions that cause time to freeze for less than a quarter of a second.
Action |
---|
Punching an enemy with the Feedbacker |
Punching an enemy with the Knuckleblaster |
Shots from the Piercer Revolver, Sharpshooter Revolver or Electric Railcannon going through enemies* |
Hitting an enemy with the Alternate Revolver's primary fire |
Rockets hitting an enemy |
Punching any punchable projectile (e.g Chainsaw or Sawblade) |
( * causes multiple hitstops )
Other hitstops
Hit Stops can also last longer than 0.25 seconds
Action |
---|
Charged Jackhammer hitting an enemy |
Trivia
- Shooting cores, cannonballs and rockets via a normal ricoshot does not cause a hit stop (but ultraricoshot does).
- Hit stops from enemies being pierces can be used to perform railcoining.
- ↑ Source code of "
public void ParryFlash()
"