GENERAL / Tech Glossary
Anleitungen
/
GENERAL / Tech Glossary
Aktualisiert 15 days ago von F1restorm

False Exits

Allowed for Individual Level runs, banned for Multi-Level runs (with exceptions).

False exit is the act of triggering the level end screen in a way that does not allow you to continue to the next level.

How does this work?

There are two triggers in an exit:

  • The one that triggers the end screen (located all throughout the exit pipe); and

  • The one that teleports the player model into a looping end pipe (usually located in the middle of the exit pipe).

The 2nd trigger is what decides on the player continuing or not. If you hit the 1st trigger but not the 2nd, then you’ll get an endscreen, but you won’t be able to continue to the next level.

How to perform this tech?

  • Go out of bounds

  • Load the exit elevator (if it is unloaded)

  • Touch the exit trigger without entering the elevator itself. This can be done in a few different ways:

    • (Post-Revamp / Patch 16 and above) Dashing into the outer corners of the exit elevator. Note that this varies per level (some are very consistent, some are very inconsistent), and will work best if you pause mid-clip, then swap to 60 FPS. (note that this is not possible on all walls/corners and differs per level.)

    • (Pre-Revamp / Patch 15 and below) Dashing into the outer pipe / walls of the exit elevator without holding any movement keys whilst keeping some distance from the exit pipe.

    • Dashing / rocket riding / UBing to the exit trigger (right beneath where the elevator pipe ends)

Where does this work?

Every exit elevator that can be accessed via out-of-bounds means.

Exceptions?

Exceptions for Multi-Level runs are as follows:

  • If a false finish occurs in the middle of the run (e.g. 0-2), the run is invalid.
  • If a false finish occurs at the end of the run (e.g. 0-5), the run is valid.

Examples?

Post-Revamp

Pre-Revamp

Limbo Upwarp

Banned in all categories.

Limbo upwarp is a tech that utilizes Limbo doors’ disproportional hitbox to misplace you out of bounds.

How does this work?

Take this explanation with a grain of salt.

Patch 16 (ULTRA_REVAMP) Limbo doors used to have a disproportional hitbox that doesn’t fully extend to the top. This means that:

  • (If the door is closed) Hitting the gap between the trigger and the arch won’t open the door
  • (If the door is open) Hitting the gap will close the door

Patch 16 made changes to the way that it handled the player being clipped inside of a wall, roof, or object. Instead of leaving players stuck inside surfaces and forced to restart, the game started actively pushing clipped players back inbounds or entirely out-of-bounds (with rare exceptions)*.

*In some rare scenarios, the player can still get clipped into these surfaces and be forced to restart. However, this has become MUCH rarer ever since ULTRA_REVAMP came out.

Because of these changes, standing in that top gap caused the door to close and crush you against the arch. This would cause the player model to be clipped inside of the door; with no other option, the game attempts to fix the player's position by trying to send them out of the door. However, in such a unique scenario, the game just ends up sending the player upwards and depending on how high the player's FPS were to be, it could send you out-of-bounds.

This tech has since been fixed in Patch 17a, and the door’s hitbox has since been fixed in Patch 17c.

How to perform this tech?

  • Hug a Limbo door
  • Boost yourself upwards (via CE drop / overpump boost / rocket push / raw malrail shot / slam jumping) and position yourself in between the door and the arch as the door closes

Note that this tech is FPS-dependent: the higher your FPS, the higher you fly. You'll need very high FPS (or the Weapon Wheel) to pull it off, as it won't work at all on lower frame rates.

Where does this work?

Every Limbo door available (hence the name) in Patch 16 (ULTRA_REVAMP).

Examples?

Lag Strats

Banned in all categories.

Lag strats are specific strats that require lag spikes or extremely low FPS (e.g. around <30 FPS) to gain an advantage. These include:

Exhausted Dash Jump

Utilizing low FPS to gain extra speed when doing a dash jump at 1 stamina bar*.*

How does this work?

Take this explanation with a grain of salt.

Exhausted Dash Jumps work due to a miscalculation on what speed the player should have when performing a dash jump at 1 stamina bar. Usually the game would set the player's speed to 16.5 hu/s, but at FPS as low as 30 or less the game gets confused and instead of sending the player at 16.5 hu/s or even 49.5 hu/s, it sends the player at a much higher speed up to nearly 6x (assuming extremely low FPS) of a regular dash jump. At around 30 FPS this speed is roughly ~90 hu/s, but at frames as low as ~5 FPS this can go up to ~200 hu/s.

How to do this tech?

  • Cap your FPS to 30 or lower
  • Exhaust your stamina until 1 bar remains
  • Dash jump

Where does this work?

This can work off the ground and rockets.

Examples?

Lag Clips

Utilizing lag spikes to go out of bounds. This can commonly occur when hitting certain checkpoints on certain levels or during regular gameplay depending on the level & PC.

How does this work?

Lag Clips work because the game fails to properly place the player in the right position when the player is in slide state with momentum on the ground during a sudden lag spike or stutter. Once the stutter is completed, the game ends up putting the user either inside or below the floor, which usually sends you out of bounds.

How to do this tech?

  • Slide and hit a checkpoint / load trigger / anything else that might spawn lag spikes
  • Pray

Where does this work?

Only off the ground. As far as we know, you can not lag clip through ceilings, walls, or anything else.

Examples?

Trigger Clips

Similar to Exhausted Dash Jumps, utilizing extremely low FPS in order to "clip" through extremely thin triggers, effectively skipping a whole encounter / level*.*

How does this work?

When at extremely low FPS while rocket riding, the player is practically "skipping" in position instead of smoothly moving. This can result in the player being able to phase through triggers if the game's FPS skips at the right spot / time. Due to this, this "tech" can be very inconsistent, as it's hard to get the game to skip past the trigger (usually it skips to the inside of the trigger).

How to do this tech?

  • Cap your FPS to 30 or lower
  • Rocket ride straight to a trigger
  • Pray

Note that this tech is different from Trigger Skips.

Where does this work?

This can only work on extremely thin triggers. Levels that this is confirmed to work on are 7-2 and 0-4. Levels like 7-1 do not work despite being trigger skippable.

Examples?

Universal Clips ⸻ 

Banned in all categories.

Universal clips are repeatable out-of-bounds glitch that works on virtually any level. These include:

Rocket Universal [Patch 16]

An unintentional rocket tech that can allow the user to go out-of-bound on any level that has a sudden thin horizontal edge between two objects.

How does this work?

Pre-Fraud Rocket Universals worked because rockets didn't properly check whether or not the location the player would be placed is valid or not in areas where two surfaces intersected. In other words, edges where there was a roof & wall perfectly intersecting could be clipped through with the right rocket position and angle.

How to perform this tech?

  • Jump
  • Aim in between the intersection of the roof & wall
  • Freeze a rocket, ride it, unfreeze

Where does this work?

Theoretically this would work just about anywhere that has a visible roof & wall intersecting/connecting with one another. Typically this is done with the entrance door as it's usually connected with a wall right above it.

Examples?

Rocket Universal [Patch 17]

An unintentional rocket tech that can allow the user to go out-of-bound on any level that has a somewhat thin roof.

How does this work?

On patches 17a to 17b2, rockets no longer checked if the player's hitbox would properly collide with a roof or not if the rocket was placed high enough. Similarly this was the issue with patch 11a which is what let roof zoomies (such as 2-1 or 5-3) to work. When placing a rocket right at the roof, instead of automatically changing the player's hitbox/camera to be below the rocket, it would continue to be above the rocket which would stick out into the roof. This would cause the player to be placed above the rocket rather than below it, and if done properly would send you out-of-bounds.

How to perform this tech?

  • Jump
  • Aim straight ahead
  • Before you touch the ceiling, freeze a rocket, ride it, unfreeze

Where does this work?

Theoretically this would work just about anywhere that has a roof that is easy to get to, however this was most optimal on levels such as: 0-1, 0-4, 5-3, 8-1, and 8-4.

Examples?

Slide Universal

Utilizes spamming slides very rapidly within a small timeframe to accomplish clipping out of just about any area in ULTRAKILL.

How does this work?

When spamming slides extremely rapidly within a very small timeframe at moderately high FPS (~400+), the game is able to displace the player from inbounds to out-of-bounds just about instantly. This works because (assumingly) the game fails to properly check where the player is supposed to be positioned when changing hitbox so rapidly. This clip is also benefitted when performed at high FPS with weapon wheel as it allows for more inputs to be performed within a small timeframe.

How to perform this tech?

  • Achieve high FPS (uncapping and/or lowering ALL in-game settings, closing background apps, etc.)
  • (optional) open the Weapon Wheel
  • Spam slides
  • Pray

Where does this work?

Theoretically this would work just about anywhere in the game, even in FRAUD. However, it's unsure on where such a tech would be optimal.

Examples?

Miscellaneous

Banned in all categories.

  • Clipping out of bounds from the starting room (this includes any geometry of the starting room itself).
  • Exploits that cause the timer to not start or count properly.
  • Performing actions while the game is paused (e.g. shooting magnets, spamming jumpstart cable).
  • Stacking infinite sources of damage before the timer has started (e.g. deadcoining, chainsaw stacking).
  • Any tech or strategies removed on / before patch 16c (for Post-Revamp runs).
Spielstatistiken
Follower
7,293
Läufe
45,852
Spieler
10,482
Challenges
ULTRAKILL
Abgeschlossen
SRC Series
ULTRAKILL (2019)
SRC Series: Ultrakill All Secret Levels (Inbounds)
Beendet
2 years ago
Preisgeld
$500.00
Neueste Nachrichten
Minor Addition To Our Submission Requirements

Hey folks! We're implementing a small addition to our submission requirements, which should hopefully make verification on our end easier (Which will result in your runs being verified faster!):

  • For Multi-Level runs (such as Full-Game, Act, Layer, etc.), it is required to provide the IGT spli
5 months ago
Neueste Threads
Veröffentlicht 1 day ago
1 Antwort
Veröffentlicht 1 day ago
Veröffentlicht 4 days ago
4 Antworten
Veröffentlicht 4 days ago
6 Antworten
Veröffentlicht 5 days ago
3 Antworten