Coins are tiny, versatile projectiles that V1 can toss using the Marksman Revolver or its alternate form (there is no difference between coins fired from either form). While virtually useless on their own, they become powerful tools of destruction when used in combination with various attacks, most notably with any non-continuous hitscan attacks. Any coins that hit the surface will expire and appear black which renders them useless.
Mechanics[]
Ricoshots[]
The most basic use of coins is to shoot them with hitscan attacks (Look below for all possible weapons). Upon being hit, the coin will ricochet the attack into a nearby target; if the target has a vulnerable weak spot, the ricocheted shot will automatically aim for it. Additionally, if multiple coins are airborne at once, shots will ricochet consecutively off of each coin before seeking out a target.
Hit priority[]
When a coin is shot, the ricoshot has a priority list for targets within the Coin's line of sight, ignoring distance. These are the following priorities from highest to lowest:
- Other coins
- Unsurfed Rockets, Cores and Cannonballs within 100-unit radius
- Enemies
- Charging Projectiles
- Weakpoint
- Body
- Glass Panels
If multiple targets have the same priority, the nearest one will be chosen.
As stated, Ricoshots will ignore Rockets that V1 is surfing on, and valid projectiles too far away from the coin will not be targeted. Ricoshots will always target a Streetcleaner's gas tank, even if it is obstructed by its body. If there are two objects of the same priority list, such as two enemies in the coin's line of sight, then the coin will target the closer enemy.
Damage Multiplication (Note: Not multiplication, but addition; Also add basic stats for general use)[]
In addition to homing in on their target's weak spots, coins will also apply a damage multiplier to the ricocheted attack, making it even deadlier. Multiple airborne coins will ricochet a shot between each other, with each consecutive coin adding its damage multiplier to the attack. This is best used in conjunction with the Electric Railcannon or the Alternate Marksman to achieve the highest damage. This damage bonus also affects the damage of the explosive hitscan projectiles such as Malicious Railcannon's fire, in addition to its direct impact damage.
For the base Revolver (Primary/Charge), each Coin adds 0.5 dmg to each hitscan (1 on shot, 3 on charge), with double damage on headshot (1 dmg per hitscan). This also includes the Malicious Railcannon hitscan (1 hitscan).
For the Slab Revolver (Primary/Charge) and the Electric Railcannon, the first Coin adds 0.5 dmg per hitscan, and each subsequent coin adds 0.25 dmg per hitscan (2 on shot, 6 on charge, 2 on Railcannon).
Each splitshot adds one additional hitscan on the Slab Revolver (Primary/Charge).
General numbers are in here: spreadsheet.
Style/Possible ricoshots[]
All hitscan attacks can be ricocheted off a coin, which are currently the following:
Action | Style |
---|---|
The Marksman's primary fire | +RICOSHOT |
The Piercer and the Sharpshooter Revolver charge shot | +ULTRARICOSHOT |
The Electric Railcannon beam | +ULTRARICOSHOT |
The Malicious Railcannon beam. Beam shot by Malicious Face and Mini-Malicious Face also count | +ULTRARICOSHOT |
Jackhammered Core Eject Shotgun core | +ULTRARICOSHOT |
Any Jackhammered rocket | +ULTRARICOSHOT |
Conduction electric charges | (None) |
Ferryman's lightning | +RIDE THE LIGHTNING |
Any enemy's hitscan attack | +CHARGEBACK |
Gutterman's minigun fire (Not recommended due to abysmal resulting damage) | +RICOSHOT |
Flesh Prison eye's laser | +ULTRARICOSHOT |
Basic damage rundown[]
Stats done against a single target.
If possible, the damage provided is headshot (2x) damage. The revolver shot is capable of splitshooting.
The Slab weapons deal higher damage with splitshots. Unless you reset the timer during the weapon swap, all coins will be in a splitshot state from swapping and charging the shot by default (Thus charge slab using max splitshot stats).
Weapon | No Coin | 1 Coin | 2 Coins | 3 Coins | 4 Coins | Notes |
---|---|---|---|---|---|---|
Revolver Primary | 2 | 4 | 6 | 8 | 10* | Only does 2x damage on headshot. Due to splitshots, chaining multiple Coins (4+) onto a single target can prove difficult, instead splitting damage across multiple targets. See splitshots for more info. |
Slab Revolver Primary | 2.5 | 3.5 | 6 | 9 | 10 | Instead of splitting, slab shots pierce when you hit the splitshot windows. If you target a large enemy, it can hit them multiple times |
Revolver Charge (Blue) | 6 | 9 | 10.5 | 12 | 13.5 | Only does 2x damage on headshot. |
Slab Revolver Charge (Blue) | 5/7.5* | 12.25 | 16 | 20.25 | 25 | Without Coins, only 5 dmg can be dealt to one target, with up to 2.5 dmg always passing through (total 7.5). See top for details on the Coin damage. |
Railcannon | 8 | 10 | 11 | 12 | 13 | Best to look into Railcoins for better damage. |
Malicious Railcannon (Including explosion) | 8.25 | 10 | 10.8 | 11.75 | 12.6 | Fun fact: a coin shot will automatically aim for cores when close. |
Core launch (Shot by impact hammer)(Including explosion) | 7 | 8.5 | 9.25 | 10 | 10.75 | Difficult to hit, not very worth, but fun af |
Splitshots[]
Shooting a coin with any non-alternate Revolver at a specific time will cause a splitshot, splitting the Revolver's shot into two separate shots that will each ricochet into a different target. Both shots will share the same damage output as the original plus the coin's damage multiplier, and each will follow the priority rule; Enemies can only be hit by a splitshot once.
There are two windows where a coin can create a splitshot. The first is a very brief period after launch where the coin produces a visible flash and makes a twinkling noise. Shooting the coin just as this twinkle appears will create a splitshot. The second opportunity only begins after the coin has been airborne for a while, and is indicated by the coin making a distinct whistling noise, commonly called Singing by the community, as it falls. Once achieved, this window will last indefinitely until the coin expires.
If a shot ricochets between multiple coins capable of splitshotting, each coin will create its own splitshot, allowing one shot to multiply into many. Four coins that can splitshot will create 5 ricoshots that each target a different enemy or object. The maximum splits you can get is: 1 + Number of split state coin
A Coin will only keep the power (Number of Coins shot) it has when splitting, which means that with multiple Coins, early splits will be much weaker than later splits. (Best to not overthink it).
Example:
- Coin A has split state, Coin B does not.
- If you shoot Coin A, the first Ricoshot deals 4 dmg (for headshot) the second one deals 6 dmg (for headshot)
- If you shoot Coin B, both Ricoshots deal 6 dmg (for headshot)
If a Coin splits, then each of them will have their own priority, but all splitshots in one batch cannot hit the same coin/target twice.
When there are not enough coins for each split shot left, some of the shots can target enemies earlier. Since those are missing out on one more coin bounce, the early split shots will often deal less damage. One common situation is Case 1 right above (2 coins), where the weaker shot will always hit earlier. This can make it difficult to stack up high single target damage with multiple coins and the base revolver, since weaker splitshots would branch off earlier.
Best use for splitshots are single coin splitshots, doubling the damage.
Pierceshots (Slab splitshots)[]
The Alternate Revolver cannot perform split-shots but has a different split-timing interaction: each split coin adds an additional enemy it can pierce. this can hit the same enemy multiple times, with a good angle. In addition, if used with Alternate Piercer's Charge Shot, it will enable the ricoshot to hit all of its 6 hits instead of passing through the enemy after the fourth. In effect, multiple split coins with Alternate Revolver, particularly Charge Shot, can provide exponential, devastating single-target damage.
Unless you reset the timer during the weapon swap, all coins will be in a splitshot state from swapping and charging the Slab charge shot by default.
In addition, shooting coins within a timing window with Alternate Revolvers resets their cooldown time, allowing you to fire near instantly again.
Coin Punching[]
After the split-shot sparkle, a Coin can be Parried using the Feedbacker to turn it into a hitscan projectile, targeting the closest enemy, dealing damage and giving the [+FISTFUL OF DOLLAR] Style Bonus. Once the coin projectile hits an enemy or surface, it will turn back into a normal coin and bounce directly upward into the air from the point of impact, resetting its airtime and allowing it to be shot or punched once more.
The damage of the punched coin is equal to it's power, which starts at 1 and increases by 1 every time the coin is punched/chained in a ricoshot. The power cannot exceed 5 from coins being punched into the ground (Coin punches into enemy have no cap).
When shot, the coin uses the power to calculate damage, with power being equal to numbers of coins shot.
The Coin punch damage is equal to the power, starting at 2 (+1 for initial Coin punch), with each Coin punch increasing damage by 1 (similar damage to a Standard Revolver ricoshot). Coin punches can also deal 1.5x damage on Limb hit and 2x damage on Headshot like a Base Revolver does.
The most basic Coin punch does 4 damage (on headshot).
A punched Coin will reset it's split shot timer.
Different to a Revolver shot, Coin punches cannot trigger the Canister on Streetcleaners.
Under certain circumstances is it possible to punch a Coin while it is being shot at (Used in Railcoinpunching). That coin can still be targeted normally afterwards.
A punched Coin will aim towards a visible target, otherwise it will aim in the direction of the crosshair (It will be aligned with your crosshair as well, essentially making it land where you would have shot a revolver shot). A punched coin which hits a wall or floor will bounce up, while a punched Coin hitting a ceiling will be destroyed/deactivated.
You can only punch one coin at a time.
Coin Lashing[]
Coins can be "juggled" mid-air via the Whiplash, knocking them slightly higher into the air and resetting their airtimes, similar to Coin Punching. This can be done with multiple coins at once, and you can continue to feed new coins into the lashing, seemingly indefinitely. The velocity of the coins gradually changes, bringing them closer to V1.
A whiplashed Coin will bounce up at the position of impact, moving slightly towards the player.
You can whiplash multiple coins.
A whiplashed Coin will reset it's splitshot timer.
A whiplashed Coin will get destroyed/deactivated when hitting the ceiling. It cannot touch any ground/walls initially, but can touch them while falling, destroying/deactivating the coin.
Under certain circumstances is it possible to punch a Coin while it is being shot at (Used in Railcoinwhipping). That coin can still be targeted normally afterwards.
Coins as a Conductor[]
If a Coin is being hit by an electric explosion, it will create an electric explosion itself.
The damage is equal to the electric explosion triggering it.
The enemy, who triggered the explosion will not take damage from the electric explosion caused by the coin. (This differs from grounded magnets, and it will make coins impractical in single target Electric Nukes.
A coin can only conduct an electric explosion once. Doing so will not destroy the Coin (different to magnets), which continues to function as usual. (Testing: You might be able to reset the Coins conduct use with Coin punching/Whiplashing).
Interaction with Dual-Wield[]
When performing splitshots while Dual Wield power-up is active, every additional gun wielded will add one more split to the coin. This split happens independently from the regular split timing window, but stacks with it. In summary, the number of targets shooting a coin can hit is the amount of coins in its timing window plus the amount of wielded revolvers. For an example, shooting 9 coins in its timing windows while wielding three default revolvers causes 12 valid targets to be hit.
ULTRAGUIDE[]
Advanced Techniques[]
Railcoining[]
Railcoining is a technique wherein the Electric Railcannon's beam is ricoshotted through the same enemy multiple times, maximizing its destructive output; if performed right, it can deal enormous single-target damage and can be used to defeat a Cerberus or Malicious Face in one shot.
To perform a basic Railcoin, the player must first toss a coin above or through an enemy, since coins do not collide with enemies, to position it behind them. Then, use the Electric Railcannon to fire a shot through the enemy and into the coin behind them. This will cause the Railcannon shot to double back and hit the enemy again, dealing even more damage.
A slightly more advanced Railcoin can be done by tossing two coins. To pull this off, two coins must be quickly tossed; the first up, then the second on the opposite side of the enemy (walking forward while tossing the second coin will help). Then, quickly shoot the enemy with the Electric Railcannon so that its beam pierces through and hits the coin behind the enemy. If successful, the beam will pierce the enemy to hit the coin behind, pierce back through to hit the coin in front, then ricochet back to hit the enemy for a final time, hitting the enemy three times in total. Even more, coins can be added to the railcoin if one desires, allowing for truly staggering amounts of damage.
Only the last Ricoshot will deal enhanced damage from Ricoshots; Electric beams that target a coin will only deal 8 damage (i.e a 2-coin Railcoin does 8 damage from the initial shot, 8 damage from the first Ricoshot, then 11 damage on the final Ricoshot, totaling to 27 damage.)
For a more extensive guide on Railcoining, see this video.
Orbital Coinstrike[]
As coins can chain each other regardless of distance, and coins are also tremendously boosted by explosions, it is easy to send a coin extremely high into the air on maps without ceilings to be able to hit essentially any (loaded) enemy on the map. Currently, the best setups are either a well-timed Knuckleblaster shockwave pointed upwards as you toss the coin, punching a coin into an interruption, or tossing a coin at a still rocket. From there, hitting any coin with a hitscan attack will send the shot into lower orbit, then back down onto an unsuspecting enemy.
Fastcoining[]
Swapping weapons will reset the cooldown between coin throws; thus, switching fast enough will let you throw all four coins in rapid succession.[1]This could be useful to practically ensure a Chargeback or to quickly set up a Railcoin.
Coin Adding[]
Coin adding is throwing more coins during a hitstop after a piercing hitscan weapon is ricocheted. This is most easily achieved by using Sharpshooter Revolver as it naturally ricochets off surfaces.
While performing a railcoin, toss more coins in the electric beam during the hitstop, allowing the Railcoin to be extended. This is most easily done during a 2-coin Railcoin but is possible with just 1 coin. There is a risk of hitting the Deadcoin period, preventing a Ricoshot, and ending the Railcoin prematurely.
Ideally, the new coins are thrown inside the enemy's hitbox, as to ensure the beams hit the enemy while chaining between coins.
Fastcoining can help with Coin Adding, particularly if done with just a 1-coin Railcoin and can be done more easily than usual due to the hitstop caused by Electric Railcannon.
Slabcoining[]
Similar to Railcoining but done with Alternate Piercer's Charge Shot instead. Since Alt Charge Shot passes through an enemy at 4 of its 6 hitscans, it can penetrate through an enemy and ricochet off a coin, getting a full damage ricoshot from the remaining hitscans. The initial hitscans provide an additional 5 damage to the Ricoshot.
Typically, Slabcoining is done by punching a coin into an enemy, waiting for a late split, and shooting the coin through the enemy. Landing the early split is possible but not particularly viable. For early split, you'd also have to compensate for the time taken for the initial 4 hitscans to deal damage before passing through.
Coin Punching (Change to talk about application instead of general explenation)[]
At the split-shot sparkle, an airborne Coin can be Parried using the Feedbacker to turn it into a hitscan projectile. It will also automatically target the closest enemy, dealing damage and giving the [+FISTFUL OF DOLLAR] Style Bonus. Once the coin projectile hits an enemy or surface, it will turn back into a normal coin and bounce directly upward into the air from the point of impact, resetting its airtime and allowing it to be shot or punched once more.
While a punched coin by itself only deals two damage, each punch increases the coin's damage by one, similar to a coin chain, though this caps at 5 damage if the coin were to only hit a surface, only allowing for the first three punches to add damage. However, this cap does not apply to coins bounced off of enemies, and by constantly hitting the coin after it bounces off an enemy, the damage multiplier can be increased to the point of even being able to instantly kill bosses.
A coin punch does the same damage as a Standard Revolver ricoshot and gets the same damage multiplier from head/limbshots.
Chargeback[]
The Chargeback is a unique interaction between coins and Malicious Faces, both spawned minions from Flesh Prison, and Sentries. While any of these enemies are charging up their hitscan attacks, precisely timing a coin toss directly into the attack's line of fire can deflect it into the nearest unblessed enemy, dealing damage or, if they are the nearest enemy, instakilling them; both results yield the [+CHARGEBACK] Style Bonus. This can also be done with the minigun bullets of the Gutterman, still giving the [+CHARGEBACK] style bonus despite behaving like a normal Revolver ricoshot. This technique is high risk, though can be brute-forced via Fastcoining, and it is very stylish and rewarding to pull off.
A consistent, learnable way to land a Chargeback is to look down at an angle somewhere between 30 and 45 degrees, and toss the coin towards the enemy right before the hitscan attack is about to come out. Conveniently, the hitscan attacks of the Malicious Face and Sentry are telegraphed by a sound that normally indicates a window for these attacks to be "parried". The coin should be tossed immediately after this sound effect ends.
Chargebacks are significantly easier to perform with Guttermen, due to the sheer amount of projectiles they shoot. Throwing a coin into their line of fire all but guarantees a chargeback.
Deadcoining[]
Deadcoining is a technique that combines the coin chaining mechanic with the 'deadcoin' period; a short period (0.1s) when coins are thrown where they can't be ricoshot. When a coin chains to another coin, its current damage value is transferred and 1 is added to the value.
Deadcoining is performed by shooting a coin and then quickly throwing a new coin so that the shot coin attempts to chain to the thrown coin in its 'deadcoin' period. The damage value is transferred and 1 is added, but the 'deadcoin' period prevents a ricoshot, allowing the player to farm damage and punch the new coin.
Primarily, Deadcoining is used to bypass the 5 damage (3 punches) coin punch soft-cap that's applied unless the coin hits an enemy.
Generally, it is best to avoid split-shots when performing a Deadcoin since it typically has no benefit and may cause a ricoshot, but when a deadcoin is performed with a Splitshot, 3 outcomes can occur:
- If the coin was thrown extremely early, it'll cause a ricoshot and ruin the attempted deadcoin.
- If the coin was thrown with a slight delay, both parts of the split will hit the coin, causing the current style number to be doubled then 1 added, rather than just 1 added. This does not increase the damage any more than usual.
- If the coin was thrown with an extra delay, one part of the split will target an enemy while another will perform the deadcoin. However, the enemy hit will be unable to be ricoshot by the new coin or any coins it chains to for multiple seconds.
Slabrailcoining[]
A combination of Slabcoin and Railcoin by doing both off a single coin. Slabcoin is performed, then quickly swap to Electric and perform Railcoin.
The damage dealt depends on the timing of the Electric shot, split into 3 categories:
- If Electric is fired near instantly, decent damage is dealt, but still less than Slabcoin and Railcoin individually combined.
- If Electric is fired with a slight delay, mediocre damage is dealt.
- If Electric is fired with an extra delay (around when the initial 4 hitscans of Charge Shot end), great damage is dealt, being the same as Slabcoin and Railcoin individually combined. This will also cause the Ultraricoshot style number to increment from +1 to +2, rather than both being +2.
Slabrailcoin is primarily used as a niche finisher for bosses in speedruns after coin punches.
An example of the above 3:
Coin Popping[]
You throw a coin at a freeze-charged rocket, causing it to explode and make a mini-nuke. You can also do this to explode Guttertank's rockets before they can come close to you. This tech was discovered in an attempt to replace shooting a freeze-charged rocket causing an almost nuke being nerfed in patch 14b. It is also worth mentioning that this can also be done with magnets, however, you may want to do this with coins, because it sets up an orbital coinstrike if done correctly. It is fixed after patch 14c.
Trivia[]
- In the Demo, Coins are still unable to be punched or splitshot, nor used to perform chargebacks.
- Glass panels are the only destructible objects that can be targeted and broken by ricoshots.
- Coins can bounce off of bounce pads without resetting their airtime. This can be somewhat useful in the Cyber Grind.
- Coins have actual value, sentimental or monetary, as the Ferryman of [ 5-2: WAVES OF THE STARLESS SEA ] readily accepts it for safe passage on his ship. As coins regenerate, this can be an infinite, albeit slow, way to earn money.
- Nails can collide with coins, interfering with their trajectory.
- It is possible to make a coin travel very slowly underwater by moving backward while throwing the coin. If a coin is moving too slowly or a long enough time passes (5 seconds), the coin will expire even without touching anything.
- Coins were able to target rockets ridden by the player before Patch 11b. They would also not inherit the rocket's momentum.
- The coin texture is derived from a 1590 Swedish 3 mark coin. Though this can be construed as the inspiration for the “Marksman” revolver’s name, it is likely a coincidence, as the texture is simply an image Hakita found online.
- If the hitscan shot of a Malicious Railcannon (or Malicious Face's beam) hits an expired coin, there will be no explosion. In contrast, a rocket hitting an expired coin makes the rocket produce a damaging explosion.
- Coins are generated from iron collected from the environment, but are colored gold regardless. This may suggest that the coins are gold-plated, or that they are synthesized with significant sulfur content resulting in iron pyrite, popularly known as fool's gold.
- This video got coin punching nerfed.
- Coin Punching previously gave an exponential multiplier to the style gained by a ricoshot every time a coin was punched. This was patched and now only adds by one.
- If you coin punch or coin lash and it lands on the ground, it will land on its side instead of on heads or tails.
- The [+ FISTFUL OF DOLLAR] style bonus is a reference to the 1964 Spaghetti Western A Fistful of Dollars.
- The Railcoining Technique is probably a reference to the signature move of the character Mikoto "Railgun" Masaka nicknamed "Railgun" in the Raildex anime franchise
- It is possible to perform a Chargeback with Big Johninator's beam, though it's very hard to perform due to Johnny boy's erratic and inconsistent movement.