STATUS UPDATE:

MACHINE ID: V1
LOCATION: APPROACHING HELL
CURRENT OBJECTIVE: FIND A WEAPON

MANKIND IS DEAD.
BLOOD IS FUEL.
HELL IS FUEL.

created by @hellisfuel
ultrakill belongs to new blood interactive
- beware of spoilers! -

V1

TYPE: SUPREME MACHINE

DATA:
When tensions elevated between various industrial societies in an alternate version of Earth, the appropriately titled and sanguinary Final War commenced, a calamity so overwhelmingly destructive and disgustingly ferocious that it lasted for two centuries and nearly exterminated all organic life.
While the war was initially fought with conventional firearms, technologically advanced electric and heat-based weaponry would come to dominate the battlefield. Moreover, human soldiers were made obsolete by the Gutterman, a hulking machine that proved blood could successfully be utilized as a fuel source. As researchers had not yet discovered a way to keep the ichor within the automaton fresh, live fuel sources were strapped inside.Warfare evolved into machine-led massacres, each new creation built in the hope of exfoliating more crimson than the last. Mankind's inhumane savagery and perverted desire for absolute violence produced their most devastating machine in the form of V1. However, as the V model was engineered near the conclusion of the Final War and the beginning of the New Peace, the V1 prototype was rendered useless and any hope of large-scale production was soon destroyed.The Final War left humanity barren of resources. Yet, for a while, they efficaciously prolonged their survival. However, at an unclear time for an indistinct reason, humankind was eradicated. This left the remaining automata to clash against each other for survival, as they would otherwise die with no means of refueling. Ultimately, V1 and the prevailing machines would enter and scour through Hell itself in their continued search for a feasible source of sustained blood.V1 is a blue, humanoid war machine created to wreak havoc with immediate and catastrophic efficiency. V1's head takes after a security camera, and it possesses eight wing-like appendages that protrude from its back. These wings are displayed at all times, acting as an energy-based storage system for V1's vast arsenal. V1 boasts particularly thin exterior plating, meaning that it can immediately mend its injuries through direct contact with fresh blood, which is then converted into electricity. Furthermore, its ability to adapt and reconstruct fragmented parts spontaneously outweighs the concern of a fragile frame.V1 is programmed with various, intrinsic systems that allow it to parry enemy attacks, store weapons in its wings, briskly dash on the ground or through the air, continuously slide, protect it from injury it would otherwise sustain by falling from great heights, and slam on floors, which inflicts damage to adversaries and increases its own jump height with each consecutive ground slam.Small and nimble as V1 is, its speed, adaptability, and convenient refueling process makes it an astoundingly effective killing machine. It is often speculated that V1 was created to defeat the Earthmover, a colossal Supreme Machine that can only be conquered by scaling its body and dismantling it from within.


A MACHINE BUILT TO END WAR IS ALWAYS A MACHINE
BUILT TO CONTINUE WAR.

WeaponFormDescription
RevolverPiercerThe Piercer Revolver is the first firearm V1 obtains in its hazardous trek through Hell. It's wholly grey, with the exception of its chambers and an informative display, instead glowing a bright blue. Rather than using bullets, the Piercer shoots electric pulses that propel infinitesimal metal shards from the muzzle. The Piercer's unique ability allows it to fire a stronger laser that can penetrate through multiple enemies after briefly charging for a 0.5 second interval. V1 can perform this powerful blast once before the Piercer is placed on a temporary cooldown and must recharge. The availability of the Piercer's alt-fire is displayed through the cyan battery symbol.
MarksmanThe Marksman is the Revolver's green variant, visually identical to the Piercer with the exception of a distinct display and supporting color. The Marksman's unique gimmick allows V1 to toss a coin which it can then fire at with a regular Revolver shot or the Piercer's powerful alt-fire for greater damage. Ricocheting from the coin, the beam will immediately propel toward the most problematic enemy or obstacle, aiming for either an enemy's weakpoint or a charging projectile to detonate whenever applicable. The velocity at which the Marksman's shots travel at after ricocheting is fast and therefore strong enough to swiftly dispatch of Hell's lesser threats. In addition, V1 can toss a maximum of four coins at one time. If multiple coins are airborne, a shot from the Marksman will ricochet between each individual coin before then targeting the nearest hurdle. With every additional coin the Marksman ricochets between, the attack grows stronger. If V1 shoots a coin with precise enough timing, the Marksman's beam will divide into two and attempt to aim for different targets. It's also feasible for V1 to deflect enemy projectiles by tossing a well-timed coin. One coin will take four seconds to recharge; the amount of coins that the Marksman has at any given time is displayed with an array of four circles.
SharpshooterThe Sharpshooter is the Revolver's red variant, visually identical to the other Revolvers with the exception of a distinct display and supporting color. The Sharpshooter's unique power allows V1 to fire a ferocious shot that can ricochet off of surfaces up to four times, pierce through enemies, and destroy numerous projectiles in its path. Each time this beam ricochets off a surface, its strength grows. When colliding with a projectile, it's destroyed in a red explosion. V1 can use this crafty skill up to three times before the Sharpshooter is placed on a cooldown and required to recharge at least one alt-fire shot, which is represented through three, red, vertical rectangles.

APPENDIX.
• All three Revolvers share the same primary fire: a singular electric pulse that contains harmful metal shards hiding within. The damage per shot and moderate firing speed is shared between all Revolver variants.
• V1 can freely quickdraw between all Revolvers as a means of either swiftly killing weaker enemies or chipping away at the health of stronger enemies.
• While the ammunition of the Revolvers is technically not infinite, it effectively is, as it would take numerous weeks of non-stop firing to ever actually run out.
• As it was briefly mentioned in the Marksman section, all Revolver variants share the capability to "interrupt" and detonate enemy projectiles as they're being charged. However, the alt-fire of the Sharpshooter can freely explode projectiles at any time.


WeaponFormDescription
ShotgunCore EjectThe Core Eject is the Shotgun's blue variant, broad and rectangular in shape. Drab-colored, the double-barreled Shotgun has an informative graphic that displays a horizontal meter with numerous blue rectangles. Firing the Shotgun will release a swarm of twelve heat-based pellets that can pierce through enemies. The Core Eject Shotgun's unique skill surrounds the release of a cylindrical core from its muzzle, the core's velocity and distance dependent on how long V1 charges the alt-fire for. The charge can be held for as long as needed, but the core itself has a set maximum length that it can reach. The aforementioned meter will actively reflect the distance that the core will travel. Cores explode upon impact, providing the Core Eject Shotgun viability from a long range position. Cores can be detonated with a Revolver shot or a ricocheted beam from a coin, creating a larger and considerably more powerful red explosion.
Pump ChargeThe Pump Charge is the Shotgun's green variant, visually identical to the other Shotguns with the exception of a distinct meter and supporting color. The Pump Charge's unique quirk allows V1 to pump it to effect up to three times. Each pump of the Shotgun will fire more pellets and therefore increase the damage of the subsequent shot; reduce its accuracy; and change the color of the horizontal charge meter. With each consecutive pump, the indicator will transition from green, to yellow and, once fully pumped, red. The Shotgun will then begin to beep noisily, acting as something of a warning to its bearer. The fully charged shot is a double-edged sword that wreaks destruction to both any potential enemies and the user of the firearm. However, with precise timing, V1 can not only minimize this self-damage by dashing, but also utilize the explosion as a form of absurdly spectacular movement. Although the Shotgun can be pumped more than three times, nor its damage or explosive capabilities will change in any way. If the Shotgun has been pumped at least once and is then fired, it and the index will reset to their base state. An unpumped Pump Charge Shotgun blast will do less damage than the Core Eject Shotgun and Sawed-on Shotgun.
Sawed-onThe Sawed-on is the Shotgun's red variant, visually identical to the other Shotguns with the exception of a distinct meter, supporting color, and a chainsaw attached to the side of the firearm. The Sawed-on's unique characteristic lies within the aforesaid chainsaw that V1 can automatically rev. As the chainsaw is continuously revved, the Shotgun's gauge fills up. Once V1 quits revving the chainsaw, or the Shotgun is fired as the chainsaw is being revved, the chainsaw will be launched. It can injure and pierce through enemies before a cable forcibly yanks the chainsaw back to the Shotgun shortly thereafter. It is then that the Sawed-on Shotgun's indicator entirely depletes and is greyed out, requiring a brief four second cooldown before the chainsaw can be used once more.

APPENDIX.
• The Shotguns use hyperconcentrated heat as projectiles. In order to avoid unwanted melted or exploded cores, the Shotguns must open up in a largely automated process after each shot to vent excess heat. Unlike electric-based weaponry, the ammunition of the heat-based Shotgun is truly infinite.
• Continuously alternating between two or more Shotguns at a fast pace allows V1 to fire faster than it would ordinarily and otherwise be able to, drastically increasing its damage output given the vastly reduced Shotgun switch speed. This technique is referred to as Shotgun Swapping.
• By punching the bullets of a Shotgun immediately after firing, V1 can perform a projectile boost, turning a single pellet into a perfectly accurate and high-velocity explosive projectile.


WeaponFormDescription
Impact Hammer / JackhammerCore EjectThe Core Eject Jackhammer is a peculiar weapon that has a huge, yellow body with a grey, mechanical piston in place of a conventional barrel. Attached to the side of the Core Eject Jackhammer is a circular gauge. The left side of the gauge measures V1's current velocity with a meter that will progress from green, to yellow, and red, whereas the right side of the gauge is composed of a bright blue dial that empties once V1 has ejected a core. The Jackhammer acts as more of a melee weapon than a firearm. It is incapable of firing any sort of bullet. Instead, the piston can withdraw and inflict a varying amount of impairment once released depending on V1's velocity at the time of using the Jackhammer. Each stage of the gauge multiplies its damage, and an attack in the red will unleash monstrous mutilation on anyone unfortunate enough to undergo the devastation. It is in fact so strong that the Jackhammer will be placed on a cooldown for the next seven seconds. Ejecting a core will fire it with practically no force, but a core can be launched by the piston, propelling it with virtually immeasurable speed and perfect accuracy. Coins will still target and detonate cores as they do with the Shotgun counterpart.
Pump ChargeThe Pump Charge is the Jackhammer's green variant, visually identical to the other Jackhammers with the exception of a distinct gauge and supporting color. The right side of the circular gauge is identical to the Pump Charge Shotgun's increasing and colorful meter. Much like the Shotgun variant, each consecutive pump of the Pump Charge Jackhammer will inflict more havoc. Overpumping the Jackhammer will similarly wound V1, albeit less so than the Shotgun. It is still feasible to minimize and outright negate this self-damage with a conveniently-timed dash. With the ruinous nature of a maximized charge and a full velocity hit from the Jackhammer's piston mechanism, the Pump Charge variant has the capability to be one of V1's most calamitous tools. Lastly, although not as significant, it is perhaps worth noting that it pumps slower than its Shotgun counterpart.
Sawed-onThe Sawed-on is the Jackhammer's red variant, visually identical to the other Jackhammers with the exception of a distinct gauge, supporting color, and a chainsaw that is familiarly attached to the side of the weapon. The right side of the circular gauge is mechanically identical to the Sawed-on Shotgun's dial. The chainsaw is also functionally indistinguishable to that of the Sawed-on Shotgun's, one of the two worthwhile differences between the alt-fires being that the Sawed-on Jackhammer can fire the piston and rev the chainsaw at the same time. In addition, the Jackhammer's piston can be used to continuously proprel the chainsaw forward. It maintains the roughly four second cooldown that is required to obtain another chainsaw.

APPENDIX.
• The base damage, fire rate, and amount of charge needed to release the Jackhammer's piston is shared between all three variants.
• The seven second cooldown after landing a full velocity strike is a component for all three Jackhammers.


WeaponFormDescription
NailgunAttractorThe Attractor is the Nailgun's blue variant, a wide and hefty double-barreled machine gun that shoots nails at an expeditious pace. It is a blue-tinted sable color with an informative display of the ammunition and magnets currently within the weapon at any given time. Within roughly four seconds, all one hundred nails will be depleted, requiring another twenty seconds to wholly replenish. The Attractor's unique characteristic lies within its quirk to dispense up to three magnets at a time. Nails shot at or around these magnets will gravitate to them, orbiting for twelve seconds before the magnets abruptly explode, wildly propelling projectiles throughout the air. As time progresses, magnets will beep with increasing speed and blinking lights, indicating how long it is until they self-destruct. Magnets can stick to both enemies and surfaces, making them an effective tool for creating traps. Furthermore, magnets can be destroyed with other weapons, acting as an unpredictable and convenient-to-detonate bomb whenever desired. Lastly, magnets don't merely attract nails, as the chainsaw of the Sawed-on Shotgun and Jackhammer will orbit a magnet assuming that the blade has been detached from either weapon.
OverheatThe Overheat is the Nailgun's green variant, visually identical to the other Nailguns with the exception of a distinct display and supporting color. Continuous fire will cause this Nailgun to overheat, considerably reducing its rate of fire as the large, orange, battery-shaped graphic on the Overheat's display increases. In addition, the Overheat does marginally less base damage than the Attractor under ordinary circumstances. However, as the Overheat's meter rises, it has the unique power to fire an intense barrage of nails proportionate to the meter's completeness. This is referred to as a heatsink. The Overheat can perform this twice before the weapon is placed on a brief cooldown, requiring eight seconds to restore at least one heatsink. Using both heatsinks will momentarily wreck the Overheat's rate of fire, rendering it wholly useless until restoring a heatsink. Overheated nails do the same damage as normal, but the sheer amount being fired at once at such a rapid pace will dish far greater harm than the Attractor. Damage inflicted by the other Nailguns will briskly fill up the Overheat's meter, allowing for near-instanteous heatsinks. Lastly, assuming that an enemy is flammable, a heatsink barrage can set foes on fire for a brief period of time.
JumpStartThe JumpStart is the Nailgun's red variant, visually identical to the other Nailguns with the exception of a distinct display and supporting color. The JumpStart has a noticeably slow base rate of fire, similar to the Overheat once the heatsink meter has grown full. However, the JumpStart's exclusive quality lies within the electric cable that's fixed to the weapon. If the JumpStart's cable is attached to an enemy, it will significantly boost the JumpStart's increasingly fatal strength, outputting even more nails for a longer interval of time than the Overheat's heatsink. After five seconds of a sustained connection, the cable will burst and create an electrifying explosion. This boom inflicts momentous harm on its own, but is greatly intensified if conductive items such as nails, magnets, and grounded coins have been fastened to or otherwise surround the victim. Once a foe has been shocked, all surrounding enemies within a certain radius will also be impacted by the explosion and suffer the damage dealt. If V1 is too great of a distance away after having secured a cable, it will disconnect. The JumpStart's cable remains attached even if the holder chooses to switch firearms.

APPENDIX.
• The Nailgun is presumed to have been engineered by a machine that was built for construction work following the demise of humanity. It's an amalgamation of bits from an industrial nailgun and an old bullet gun. Within lies a built-in nail regeneration system, adding yet another weapon to V1's arsenal with practically infinite ammunition.


WeaponFormDescription
Sawblade LauncherAttractorThe Sawblade Launcher parallels the Nailgun as the Jackhammer does the Shotgun. The Attractor Sawblade Launcher is a primarily silvery, crossbow-shaped mechanism that is full with and capable of dispensing up to ten silver sawblades. Only one saw can be shot at a time, and they can pierce through enemies and ricochet off surfaces. There's a blue indicator that counts the number of saws and magnets within the weapon at any given time. Similarly to the Attractor's Nailgun counterpart, the Sawblade Launcher can hold and dispense up to three magnets that inevitably self-destruct at a time. Sadly, the fire and recharge rates are noticeably slower compared to the Nailgun. However, rather than orbiting in a claustrophobic and compact area around a magnet, saws can circle them in an exceptionally bigger radius. One magnet can hold up to fifteen saws at a time.
OverheatThe Overheat is the Sawblade Launcher's green variant, visually identical to the other Sawblade Launchers with the exception of a distinct gauge and supporting color. The Overheat fires sawblades with worse damage and durability than the Attractor, but it has unlimited ammunition. As the Overheat grows warmer, it fires slower with less accuracy and even worse sawblade durability, a trait maintained from the Nailgun variant. As opposed to shooting a barrage of projectiles like the Nailgun counterpart, the Sawblade Launcher will fire a single, deadly, overheated saw with high damage and excellent durability. In addition, the Sawblade Launcher can only heatsink once and not twice, maintaining the eight second cooldown that recharges the heatsink. Akin to the Nailguns, damage inflicted by alternate Sawblade Launchers will briskly fill up the heatsink meter.
JumpStartThe JumpStart is the Sawblade Launcher's red variant, visually identical to the other Sawblade Launchers with the exception of a distinct gauge and supporting color. The JumpStart shares characteristics with the Overheat variant, such as having unlimited ammunition and sawblades that are similar in power and firing speed once the Overheat's meter has grown full. It maintains the electric cable from the Nailgun variant, and when plugged into an enemy, the rate of fire doubles. It also shares the five second interval before the cable pops in a lethal detonation. However, striking a plugged enemy with saws from any variant of the weapon will decrease this interval, allowing for massive, near-instanteous chunks of damage.

WeaponFormDescription
RailcannonElectricThe Electric Railcannon is a sturdy blue and silver hybrid of a railgun and a cannon. Screws and untidy wires protrude from the firearm, reflecting its sheer strength and detrimental capabilities. When fully charged, cyan lights on the Railcannon will glow; vibrate; and emit a threatening electronic hum. Unleasing the power of the Railcannon will fire an epic, piercing, electric beam, creating an immediately mortal explosion to anything that it makes direct contact with. The Railcannon is so fierce that, after only one use, it requires a sixteen second cooldown to use once more. Within the cooldown phase, the Electric Railcannon will lose its bright radiance until it's recharged. What's more is that, similarly to the Piercer Revolver, the Electric Railcannon can ricochet off Marksman coins to wreak even more harm to a foe. It's possible for V1 to ricochet a Railcannon beam between numerous coins on opposing sides of an enemy, assuming that it not only performs the entire sequence fast enough, but also lands the shot in the first place. If this technique works as intended, it is perhaps the most fatal attack within V1's entire arsenal. Moreover, nails can explode for extra damage when shot by the Electric Railcannon. Although the circumstance is an uncommon one, the Electric Railcannon will do self-damage when used underwater.
ScrewdriverThe Screwdriver is the Railcannon's green variant, visually identical to the other Railcannons with the exception of its supporting color. The Screwdriver's unique feature is its drill projectile, august in length and capable of being launched through the air at a high velocity to affix to an adversary. Once stuck into a foe, the drill will vibrate and violently pierce through and into the individual's body, extracting an immense amount of blood within an interval of 7.5 seconds. The Screwdriver overall has less practical damage than the alternate Railcannons, acting the best as a utility tool that V1 can use whenever it's in a tricky circumstance and desperately needs to regain blood.
MaliciousThe Malicious Railcannon is the Railcannon's red variant, visually identical to the other Railcannons with the exception of its supporting color. The Malicious Railcannon's unique trait is its ability to cause a large explosion on impact, distributing more damage than the Electric Railcannon under certain circumstances. When paired aside other weapons capable of explosive eradication, the Malicious Railcannon can ravage unsuspecting enemies. For example, when a core from the Core Eject Shotgun is blasted with the Malicious Railcannon, it creates a detonation with enough power to immediately obliterate any victims unlucky enough to suffer the violent bang. Similarly to the Pump Charge Shotgun or Jackhammer, the Malicious Railcannon causes a substantial enough explosion that one could theoretically scale vast distances with, ignoring the innate self-damage.

APPENDIX.
• All variants of the Railcannon share the attributes of vibrating; shining brightly; and emitting some sort of electronic noise once fully charged.
• All Railcannons can only be employed once before requiring the time to recharge. Furthermore, the sixteen second cooldown is a feature mutually held and shared between all three Railcannons. If any of the three are shot, none can be used until the cooldown has ended.


WeaponFormDescription
Rocket LauncherFreezeframeThe Freezeframe Rocket Launcher is an orange and white Rocket Launcher with a blue hologram of a timer sat atop it. The Freezeframe can shoot one rocket at a time with a second between each missile. If a rocket doesn't hit an enemy directly, it will create a sizable shockwave. Shooting a missile midair will immediately detonate it, and shooting missiles at airborne enemies will create even larger and more impactful explosions than normal. In addition, shooting a rocket with the Malicious Railcannon will obtain a similar result, as if it were shooting a core. The Freezeframe's unique ability is temporarily stopping any and all missiles that have already been shot or are firing within the five second interval of the time freeze. The amount of time the rockets have left before resuming their movement is measured by the firearm's holographic timer. Missiles that were frozen and then struck an enemy after the time freeze will inflict more damage, the same as if a rocket were striking an airborne adversary. Lastly, being struck by a missile will set enemies on fire.
S.R.S CannonThe S.R.S Cannon is the Rocket Launcher's green variant, visually identical to the other Rocket Launchers with the exception of a yellow tint and an alternate timer hologram. While the S.R.S Cannon's missiles are identical to the Freezeframe's, it possesses the unique power to fire a cannonball with varying velocity and strength depending on how long the weapon is readied for. Upon striking a foe, the cannonball will bounce upward before falling, break on the ground, and create a small shockwave. If the cannonball is shot at before touching the ground, which can be achieved with either a Revolver or Railcannon, it will create a moderately-sized explosion that deals larger damage to enemies. Shots ricocheted from Marksman coins will also target the cannonball. The S.R.S Cannon timer both acts as a representation of the cannonball's force and conveys the eight second interval required to recharge the projectile.
FirestarterThe Firestarter is the Rocket Launcher's red variant, visually identical to the other Rocket Launchers with the exception of being marginally darker and an alternate timer hologram. While the Firestarter's rockets are identical to the other Rocket Launchers, its distinguishing trademark is doubling as an incendiary device, capable of freeing a stream of oil from its muzzle for a brief time. The Firestarter's oil, which can be applied to any enemy or surface, will ignite once shot at with a missile. Furthermore, V1 is able to use the Firestarter as a tool for movement, using oil to continuously slide across floors. The Firestarter takes 1.5 seconds to deplete all of its oil, fully recharging after eight seconds. However, the holder can spread more oil after merely a quarter has been replenished. This is captured on the weapon's holographic timer.

APPENDIX.
• The Rocket Launchers share many, many properties, most of which were already mentioned when discussing the Freezeframe. All three Rocket Launchers share the same base damage, firing speed, time required to reload, shockwave, and flammable quality.
• In addition, missiles can be forcefully and prematurely detonated with the use of the Revolvers and Railcannons. A Revolver shot ricocheted from a Marksman coin will target rockets shot by V1. Furthermore, rockets will aim toward and strike enemies that have magnets attached to them.
Airborne rockets can be mounted and ridden. It is most easily achievable through the use of the Freezeframe Rocket Launcher. After a couple seconds of bestriding the missile, it will begin to decline, as it cannot sufficiently support V1's weight.
• V1 can perform a respectable leap with the Rocket Launchers by aiming a projectile at its feet while walking, sliding, and-or dashing as it jumps in the air. This technique can be used as a convenient form of briskly covering wide and impressive distances.


WeaponFormDescription
ArmFeedbackerThe Feedbacker is the title of V1's ordinary arm, one of the most widely applicable utility tools in its entire arsenal. The strength of its punch isn't particularly astonishing; the Feedbacker shines in its capability to parry enemy attacks with precise timing. The Feedbacker is especially good at parrying projectiles, multiplying their damage and boosting their speed. As aforementioned in the Shotgun section, V1 can parry its own bullets for a deadly projectile boost. Furthermore, V1 can punch Marksman coins; the chainsaw of the Sawed-on Shotgun and Jackhammer, propelling it forward before it is pulled back again; sawblades; and the S.R.S cannonball. The Feedbacker paves the way for incredibly stylish and dangerous tactics to be applied by V1, and parrying enemy attacks acts a fast way of replenishing V1's health.
KnuckleblasterThe Knuckleblaster is a dark red arm obtained from V1's initial clash with its successor, V2. It has three, claw-like fingers, and exhaust pipes further up the side of the limb. V1 can perform an ordinary punch that decidedly issues more harm than the Feedbacker, and shortly afterward, shotgun shells will eject from the hand and explode. This eruption will cause a small shockwave that knocks any nearby enemies away. While the Knuckleblaster is incapable of parrying, the shockwave created by the weapon is nevertheless also impactful enough to deflect oncoming projectiles. V1 won't regain any health, and the timing is more precise, but it can divert multiple projectiles at once as opposed to only one at a time with the Feedbacker. The Knuckleblaster can also be utilized to launch coins and cores to ludicrous heights, alongside fully detaching the chainsaw of the Sawed-on Shotgun and Jackhammer, launching it away. It is mostly a useful close range attack and a "get off me" tool.
WhiplashThe Whiplash is the arm's green variant. It was also obtained following an altercation V1 underwent with V2. Covertly contained within the arm is a spearhead attached to a lengthy cable that V1 can launch at will. The Whiplash is strong enough to forcefully pull lightweight targets toward V1, whereas grappling to a heavier enemy will instead propel V1 to it. V1 can cancel the Whiplash at any time. In addition, V1 can grapple to enemies while jumping, sliding, or dashing. V1's momentum is preserved if the Whiplash is cancelled, allowing it to move around easily and freely. V1 can use the Whiplash alongside other tools in its arsenal, including but not limited to: Marksman coins, which it can infinitely suspend in the air; rockets, acting as an easy way for V1 to mount one; and S.R.S cannonballs, which V1 can then punch with the Feedbacker to launch at unprepared enemies.

APPENDIX.
• While it's not explicitly explained how, V1 can rotate between the Feedbacker and Knuckleblaster almost immediately. The Whiplash acts somewhat differently, as opposed to having the arm continuously equipped, the Whiplash can only be used to instanteously grapple before V1 is forced to revert to the arm that it had been using prior.


The information provided in this Carrd was largely obtained from the unofficial Ultrakill wiki and my own in-game testing.