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Hitstop

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.
  1. Source code of "public void ParryFlash()"