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For information about the other variants, see Arms (disambiguation).

The Whiplash is the green variant of the Arm, obtained after finishing off V2 in [ 4-4: CLAIR DE SOLEIL ]. It pulls light enemies and objects towards V1, and pulls V1 towards heavy enemies and grapple points.

Description[]

A winch with a spear. Hold to throw, release to pull.
Can pull light enemies and items, will get pulled to heavy enemies and grapple points.

- The Terminal.

The Whiplash appears to be a yellowish-green robotic arm with a spearhead attached to it by a cable. It is capable of throwing out and extending this makeshift grapple, pulling it back via an unseen winch within. The arm itself has a somewhat worn down appearance, with various scratches along its paintjob.

Mechanics[]

Unlike the Feedbacker or Knuckleblaster, it is not possible to switch the Whiplash; instead, it is automatically used by pressing its dedicated hotkey (R by default), which will pull V1 to big enemies and Hookpoints and bring lightweight enemies towards V1. It is also possible to dash and slam while in the process of pulling or being pulled by an object.

On difficulties Standard and up, the Whiplash will add up to 50 Hard Damage to V1 when used on an enemy target, unless the player is submerged. This hard damage cannot reduce current health, and generation ends once the Whiplash is not in use. If stylish enough, hard damage generation will not occur. Grappling to a Malicious Face's corpse will not generate hard damage, as the Malicious Face has ceased being a live enemy. Likewise, grappling Hookpoints and unheld objects is also safe.

Holding the Whiplash key will fire it for a longer distance, and stick into an enemy without immediately pulling them to V1 (or vice versa). If line of sight is broken with an enemy attached, the hook will detach from them. Using another arm while using the Whiplash will cancel the Whiplash and vice versa.

The Whiplash can grab and place items from extreme distances and through small gaps. Note that it only applies to physical items like Skulls and not pickups like Soul Orbs. Additionally, items attached to Whiplash's hook retain their properties. Torches and Skulls will still emit light and burn enemies and Soap will still deal full damage with the added benefit of not dropping the soap.

Outside of its movement, the Whiplash has interactions with certain weapons or objects. It is capable of pulling dying Virtues and Drones, as well as up to 5 cannonballs or rockets. It can also juggle Coins, which resets its coin split timing.

Physics[]

V1 can jump while being pulled to cancel and gain a small jump in mid-air at the cost of some momentum.

Whiplash can also be cancelled mid-pull by using the Whiplash key again, or by using another arm. The momentum of the pull is preserved when detached, either for V1 or the enemy pulled.

When airborne, V1's vertical momentum stops when starting to reel a small enemy. This causes V1 to make a tiny vertical boost as well. The same small vertical hop happens once V1's whiplash has completed reeling a small enemy or has reached a large enemy or a green Hookpoint. Mid-air momentum changes do not happen when grabbing items.

The Whiplash has slight in-built auto-aim, meaning that V1 can still aim very slightly off the target to initiate a successful grapple.

Strategy[]

If falling off of The Cyber Grind arena and there is enough health, grappling onto a big enemy can get V1 back on stage without the need of Freezeframe Rocket Launcher or Pump Charge Shotgun.

Pulling a Drone towards V1 and then hitting it with the Knuckleblaster or the Feedbacker can be a deadly weapon and it additionally awards the [+HOMERUN] style bonus. The same can be done for Virtues, which V1 will be pulled towards, and its Orb, awarding the same bonus.

When combined with the Shotgun or Knuckleblaster, pulling enemies or to enemies is a safe way to heal, especially on lightweight enemies, as they are easy to dispatch. Due to Hard Damage generation, this is only effective when at low health, maximum style meter, and/or at close-range distance; however, this does not apply to underwater scenarios.

Pulling a lightweight enemy while mid-air allows V1 to maintain its position in the air by jumping off of the heads of grappled enemies, regenerating wall jumps, among other things. This allows to gain some height in the air without the usage of walls or jump pads.

Lightweight enemies will stop attacking as they are pulled. Additionally, grappled lightweight ground-based enemies count as airborne, which allows them to take double damage from Rocket Launcher's primary fire, with the exception of Streetcleaners, which will still deflect the rocket.

Using whiplash on rockets can be used to make them fly more than twice of their default speed.

To cancel a pull, jump in the middle of it or tap the Whiplash key. However, jumping out of it will cause you to lose a fair bit of the momentum whereas unhooking via the Whiplash key will actually preserve the momentum from the pull. This method also applies to smaller enemies in a reversed sense, meaning you could pull and unhook an airborne enemy down to the ground with enough momentum to splatter them. Cancelling the pull is useful for reducing hard damage, or to drag light enemies behind you.

Pressing the ground slam button while being pulled towards a larger enemy or Hookpoint will not cancel the pull, but instead, store slam height, which is released at the end of the pull.

Dashing while being pulled towards a larger enemy or Hookpoint does not cancel the pull. This can be useful to dodge incoming attacks, an example being projectiles shot by a Malicious Face.

Trivia[]

  • The Whiplash originally did not generate hard damage on difficulties Standard or above. The feature was added to address the fact that people were using it simply as a healing tool. Hakita added this mechanic to employ a risk factor into mindlessly spamming the Whiplash for easy heals. Such as in the Cyber Grind.
    Hakita UKDS whiplash metallica
  • This arm is named for the Metallica song, "Whiplash".
  • Rather than traditional terrain-based grappling hooks, the Whiplash's function is inspired by Nero's Snatch and Hell Bound skills in the Devil May Cry series, including the behavior difference between light and heavy enemies and the use of specific environmental grapple points for level traversal.
  • The Whiplash was originally teased with a picture of V2 with the arm captioned: "Let's finish this fight, shall we?"[1]
    • Due to the lighting in that teaser image, many people mistook the arm for being yellow.
    • The image of V2 sitting was quickly turned into an exploitable meme.[2]
  • The Whiplash is noted to be a makeshift grapple made by V2 with the intent to catch up with V1. Like the Knuckleblaster, V2 never uses it in its rematch against V1.
    • Given its color and the strength required to reel with such speed and strength, the Whiplash is speculated to use parts from the leg of a Sentry.
    • The rope itself may be from a Hideous Mass, which fires a similar harpoon-like rope from its tail.
  • A Whiplash jump can be combined with a regular jump, either by jumping off an enemy mid pull or off the ground.
  • It is an undeniable fact that all games, including ULTRAKILL, are improved by having a grapple hook.
  • Since the Whiplash deals 0.2 damage, it can unexpectedly kill enemies the player was planning to reel towards.
  • Repeatedly grappling onto flying Mindflayers allows the player to engage in aerial combat with an animated opponent which fires energy beams and projectiles, and also periodically teleports behind the player to attack them. In other words, ULTRAKILL allows the player to participate in bona fide anime battles, therefore making it the greatest game ever made.
    • Such an aerial battle was demonstrated in the Whiplash's announcement video.[3]
  • If attempting to use the Whiplash to grab or place a Skull from a pedestal from the opposite side of the connected door, the grab will be canceled and an error message is displayed, reading "ERROR: BLOCKING DOOR WOULD CLOSE".
    • This does not occur for either skull door in [ 0-S: SOMETHING WICKED ]; grabbing the Blue Skull from the other side of its door will cause a softlock.
    • Fun Fact: Someone successfully beat Minos Prime using only the whiplash, by grabbing his "pinos".

Gallery[]

References[]

Weapons
(Alternate versions are italicized)
Revolvers
PiercerHUDNew
Piercer
MarksmanHUDNew
Marksman
SharpshooterRevolverHUD
Sharpshooter
AlternatePiercerHUDNewAlternateMarksmanHUDNewAlternateSharpshooterHUD
Alternate Revolver
Shotguns
CoreEjectHUDNew
Core Eject
PumpChargeHUDNew
Pump Charge
Sawed-On Shotgun HUD
Sawed-On
Bluejackhammer HUDGreenjackhammer HUDRedjackhammer HUD
Impact Hammer
Nailguns
AttractorNailgunHUDNew
Attractor
OverheatNailgunHUDNew
Overheat
Jumpstart Nailgun HUD
Jumpstart
AlternateAttractorHUDNewAlternateOverheatHUDNewAlternate Jumpstart HUD
Sawblade Launcher
Railcannons
ElectricRailcannonHUDNew
Electric
ScrewdriverRailcannonHUDNew
Screwdriver
MaliciousRailcannonHUDNew
Malicious
Rocket Launchers
FreezeframeHUDNew
Freezeframe
SRSCannonHUDNew
S.R.S. Cannon
Firestarter Rocket Launcher HUD
Firestarter
Arms
FeedbackerHUDNew
Feedbacker
KnuckleblasterHUDNew
Knuckleblaster
WhiplashHUDNew
Whiplash
Gold Variant [WIP]
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