u/DonaSinChocolate

My many problems with Uro

My many problems with Uro

@Muoi_art is the artist

HAIIIIIIIIII

Uro released and I, I didn't like her at all. I already hate her on her EA but like, I still had a lil hope but yea no.

Ill go over my problems from the easiest to fix to the hardest

Damage Values and Combo routes.

All of her moves with like 2 exceptions deals below average damage. You would think this makes sense, she can m1 in the air after all. But at best you can get 6 extra dmg

Which makes you notice how lil dmg she does. Blind rage deals 9 dmg, but considering how long the move last, you could say it actually deals like 7 dmg thanks to hp regen. Sky distorsion deals 12 which is like average but okay, turbulance that deals 10 which is pretty low, and the only move with good damage is thin ice breaker with 14.

But okay she still can do the general 60ish dmg combos that all characters can do with specific routes.

Her routes sucks le ass. With 1 and 2 don't hitting ragdoll and her m1 in the air pretty much ending combos unless u have thin ice breaker, Uro routes are kinda bad.

Lets say u landed Turbulance close range, what can u do?

A) pray to get thin ice breaker auto aimed

B) hit Blind rage when they are still on the air

C) Blind rage on wakeup

The best option here imo is thin ice breaker, blind rage is just that much reactable. But then what do you do after thin ice breaker? Her only follow up is an m1 but that also ends the combo

Same with the Air variant.

And how tf u add sky distorsion in a combo? My best bet is either after blind rage or after turbulance high air variant. But is so insanly inconsistent that you just use it after an uppercut and thats it.

Same applies to blind rage, outside of hitting the move from m1s, it legit doesn't combo from anything. You need to timing it up on wakeup

Is like the game want you to do these air combos but the moves doesn't position Uro correctly for a followup and you can't position urself in the air to make a followup more consistent, like mei mei and her tps.

Her R special is just, not really useful??

This might be a nitpick, and prob is way better as a shananigans type move.

But you really only use her R special to get close and pray to hit Blind rage.

For some reason it makes her 3 an counter. Why???

Like u are already invisible, why you wanna counter. Even if u somehow land it, it deals 12 dmg and has no followups whatsoever. Is a waste considering how turbulance air variant is really useful in neutral.

Tbh I think it needs more stuff or make this something that help you out position urself in the air for better air combos.

Temper had alot of potential, and is just "Press G for Bonus dmg"

This is just design flaw, and you kinda need to do a mini rework to actually make this gimmick interesting.

Temper just make your combos better (most of the time) and buff two moves. It recharge very slow, you pretty much got it after 2 to 3 combos and sky rocket her damage combos like crazy.

Her air m1s goes from doing 6 extra dmg to a 24 dmg at best???

1 goes from doing the nothing Burger amount of 9 dmg to 15.

2 goes from 12 to 17??

It makes Uro go from tickling 50ish dmg combos to actually 90ish dmg combos that destroys the opponent.

And tbh, it has no downsides, Uro just get better and thats it. The only downside is that Blind rage is impossible to confirm from almost anything that isnt m1s bc it still doesn't hit ragdoll which includes the first two punches.

But thats it, she is just better combo Uro and thats it.

You might wanna kill me right now, bc is kinda the idea of an install character being ass without their mode.

But my problem come with the fact that is just made it lame, she just get more m1s in the air and 2 being usable in combos and thats it.

It feels like an missing opportunity, you could make her regular form be mobile, with some good neutral and then make her install be worse in neutral but destroy in combos.

Bc rn you have a character that is pretty bad to play as and the only good moment is when you have temper on and do her insane combo.

Is there fix for this?

You can make her numbers better on her base but tbh that wouldn't make me stop thinking that she is just kinda lame.

I like the idea of an install, but I want the install to be unique, have SOMETHING that change how u play her once you press that G.

Right now, is like they made Uro with Temper first and then just remove stuff to make the regular Uro. Which make the character just feel lame to play

Not sure, how ppl is going to react with my take, I feel like this character is rn kinda loved. But I just don't like it

BLIND RAGE FINISHER IS THE FUNNIEST THING EVER THO

u/DonaSinChocolate — 11 days ago
▲ 339 r/Ultrakill

quick question, HOW MUCH DAMAGE DEALS THE CHARGEBACKS????

I thought chargeback weere like, this lil styleish thing to do to avoid a hit and bs I DIDNT EXPECT THEM TO INSTAKILL A FUCKING POWER

u/DonaSinChocolate — 3 months ago

Ratio breaker 2/4 is just beyond ass

HAIIIII

The video above is to show 2 things.

  1. You cant hit the move on ragdoll opponents (all others versions can)

  2. You can't use the move and ratio at the same time to get the ratio hit and go to 3/4.

But ofc the move alot more bad stuff.

Why 1/4 Is great

The move is a double block bypass attack with a short dash on both of them. With the benefit you only need to land 1 attack with ratio to get to 2/4.

This is really great because the first hit can cover enough ground where is usable on close combat while keeping you safe, and you get enough time to apply ratio to the opponent during the attack to get to 2/4.

Not only this, the move can be used on combos thanks to hitting ragdoll opponent, letting you use this after sharpen air variant or collapse.

Damage wise, is very clearly not meant to do high dmg, each hit deals 5 dmg and doubles with ratio. But even then, you can get both hit with ratio, dealing a pretty good 20 dmg.

Even if is meant to be a weak awk move, it has it uses and it let you comfortable get to the next variant.

2/4 legit want me to miss it to get back to 1/4

This move is 100% only usable either from m1s, or by timing it after collapse.

Single punch that barely moves you sightly foward,

You can't use it from ragdoll so you can't just use it after sharpen air variant.

The move doesn't cover any ground, so u cant just use it raw bc its going to miss.

And the move is just barely faster than applying ratio, so u cant use the move and special at the same time to apply ratio just before the hit. You can say "just use R first then 2" But again, this just makes the move harder to use raw or from a lucky sharpen air variant ragdoll.

Damage wise is somehow worse than 1/4, dealing 7 dmg and double with ratio.

Why is the move so bad?

3/4 is prob the reason why 2/4 is so weak.

3/4 is an insanely easy to land move that deals 10 dmg and doubles with ratio, is pretty much 20 free dmg.

If u make 2/4 easy to hit and ratio, then getting to 4/4 feels trivial?

So they make the only realistic way to confirm 2/4 being from m1s, so is harder to get to 4/4.

But like, this make Nanami feel like he has 1 less move during ult, and believe you already have a kinda useless move with interrogate.

This make Nanami only have 2 good moves, and one of them is just good because it let you use collapse mobility twice.

Just buff 2/4 in someway (and also interrogate why is the dash blockable vro)

Thats it, legit Ratio breaker would be insanly good if it wasnt by this version

Byebyebyebyeeee

u/DonaSinChocolate — 4 months ago
▲ 546 r/Ultrakill

WHY IS A TERMINAL HERE???

I KNOW IT DOESN'T MATTER AND IT SHOULDN'T MAKE ME QUESTION MY LIFE BUT WHY IS A TERMINAL HERE???

Like think, when does a terminal appear?

A) Start of all levels but specials one (except 7-S for obvious reasons)

B) Before a boss fight of any kind (Except Maurice boss fight, but because terminal didnt get introducted yet)

C) After getting a secret weapon.

Now, there is 0 REASONS FOR A TERMINAL HERE.

My only explanation is there because the gutterman boss fight, BUT IS AFTER THE BOSS FIGHT, WHY IS THIS HERE?

Maybe to explain that you can destroy their shield but like, it does gives you a whole text in ur screen telling you that you can do that.

THE ONLY explanation is to get a easy access terminal because spawn becomes impossible to access after doing the parkour. But like, there are others levels like 6-1 (You can still get back but fr nobody newbie will get back to spawn after the drop) or 8-3 after the powers, 5-1 after getting underwater.

IDK IM GOING INSANE AND IS JUST A TERMINAL PLEASE SOMEONE EXPLAIN WHY IS A TERMINAL HERE

u/DonaSinChocolate — 5 months ago

HAIIII

With the Fraud update, we got some buffs and even new "state" for rocket jumping, which was not really not used at all imo.

So I kinda want to see more of these minors buffs or new mechanics for these weapons that I personally feel like that aren't that great.

Attractor Nailgun

I prob need to give another try but to be honest, Sawblade really just feels way better in almost all ways possible.

Silver Sawblades are way better for killing and do traps than whatever silver nails can do.

Personally I only find nails good for conduction, but both jumpstart and especially overheat nailgun can do that job way better.

I don't really have much idea on what to do for this, maybe giving silver nails some special interaction with conduction would make this gun worth using. Maybe the nails doesn't destroys itself after 1 aftershock, which would make conduction stronger.

Malicious Railcannon

I really feel like this gun entirely exist for nuking.

I know that u might read this, and go like, "Yea like electric railgun exist only for conduction and screwdriver exist only for healing", but even those have secondary mechanics that makes them unique or have something else.

Electric railcannon have railcannoing and addcoins for really strong single target damage

and Screwdriver have an interaction with the feedbacker for juggling the drill between enemies.

Malicious kinda only has 1 special thing as is to stun and burn insurrectionist without the use of the S.R.S cannonball.

I really feel like it needs to have something unique for his own, maybe a new debuff for enemies who gets hit directly by the hitscan. Something new aside from nuking.

Screwdriver Railcannon

While I don't think the gun is bad, I do think the "parry the drill" mechanic is really underwhelming.

So just make it have special interactions with magnets or maybe even the whiplash.

you can grab a drill mid air and parry it with the feedbacker.

Drills now orbit around magnets but will lose power rapidly, and is much weaker if it hits someone while orbiting a magnet. But it replish some of his power if you hit with it with the feedbacker.

Mostly I wanna see more use for juggling the drill around enemies. the idea is to make magnets give you extra time to grab the drill and hitting a new enemy with it. It will make the drill weaker compared to not using magnets, so there is still some incentive to directly parry the drill from one enemy to another.

Lil special mentions that Im not complety sure if they need something new or buff.

Regular Shapeshooter Revolver

I don't think is that great compared to the slab, but It could be just a different playstyle thing and not necessary means that it needs a buff or something new.

Overheat Sawblade

I mostly think it gets really overshadow by the nailgun one, but it does have the potential to do way more damage than the nailgun overheat while letting you use others weapons.

Nailgun Jumpstart

Because I believe Nailgun overheat is just better, Nailgun jumpstart don't really have a use here, but if u prefer the sawblade overheat, then this nailgun variant is completly valid.

I mostly believe both jumpstart weapons are at the same level, and you should choose one based if u are using nailguns or sawblades for overheat and attractor.

That's kinda it ok byeeeybeybebyebyeb

u/DonaSinChocolate — 5 months ago