I like the idea of implementing the knuckleblaster into combat even more since it means more people will actually take the time to get used to it instead of just ignoring its existence
@@OctobeannThe man does not control the machine, the machine is barely a man and the man is barely a human. Through the years and constant battles, not only would the human die inside after the machine stops working but i doubt his mind is still working after years inside that thing.
@@poleve5409 there are definitely people who are elitist about how to play this game, unfortunately. You will often see streamers getting made fun of by their chat for not switching weapons or attempting combos super often.
I think Hakita sees ultrakill more as a shooter while others see it as combat itself, but nothing is more fun than seeing a developer play his game. They play it the way they designed the game, that's the fun part. You know that the developer knows how he should play.
Yeah he honestly plays like V2 (not that i’m complaining, every playstyle has a perk that you can learn and it’s nice to see people play the way they want to)
I've gotta say I absolutely LOVE the look of this level. The silhouettes of the colossal machines, the spotlights constantly moving and illuminating the buildings, the bullet tracers in the black sky, the white and black city where the only color is given by lights and blood
I love the fact that you see the lightning illuminate the lumbering war machines in the background, and THEN you hear the deep *BOOM* of the thunder following right after.
Y'know if memory serves me correct, Jordan Gatling (The dude who invented the gatling gun which was the basis for nearly all minigun style weapons) said that he believed the gatling gun was so terrifying that people would stop fighting wars out of fear of fighting against the weapon I find it fitting that the violence layer has enemies who use a style of weapon considered so powerful, so VIOLENT that it would make people stop fighting
I like the risk-reward design of these guys. Going to be interesting to see how they pair with certain enemies, but I feel like how they're placed on the terrain will also be a major factor in how tough they are - moreso than most enemies. Also that death animation is great; I'm not sure if it's the way it abruptly falls over, or the heavy clang when it hits the ground, but it's very satisfying.
Our expectations once again are getting blown out of the window. This is very interesting. Makes for yet another annoyingly attention grabbing and very threatening enemy. I absolutely love this!
From what I notice, it seems that the Gutterman’s tracking is slightly faster than your default walking speed. That means if you don’t consistently either: 1. Slide 2. Dash every time it comes up 3. Parry him with the red fist or 4. Kill him He will stay a problem on the battlefield for as long as he exists. I really like the pressure this enemy adds.
Its kinda like an advanced virtue in that it forces continuous movement from the player, but in a way which makes your movement centralise around it(you have to move orbiting it to dodge effectively) really making you consider your movement more while still giving a lot of movement freedom, also gives it a lot of presence. I also like how the knuckleblaster speeds up his tracking so its not just a boring flat counter, but an option with downsides and upsides. If you think you can kill him in time use it, or if you require more temporary movement freedom to take down threats before refocusing more attention on him
I don't think that is a machine... I could see that as a punishment to a soul sent to the Violence layer, to be eternally tethered to a tool of war. Edit: Or maybe Guttermen are actually another of Hell's creations like the Soldiers?
i like the giant stretch of what looks to be a buncha human corpses as the terrain, really makes the visual of the three war giraffes standing tall above them a lot more dramatic. i also like how comedic the gutterman's death animation is, especially with that *THUNK*. also, the fact they're firing off hitscan rather than projectiles creates a freaky possibility in regards to them and the coin.
@@boozab99 most likely. OR if the head really is a mine,make it explode and die instantly,gutterman doesnt seem like a miniboss and more like a mindflayer so it would be reasonable for him to get an instakill too
Love the new use of knuckle blaster that gives it value, also the small changes to the piercer charge animation are pretty cool, so far I’m really excited for Act 3.
I love how we all thought this was gonna be an insanely threatening foe but it turns out that with the Knuckleblaster and shotgun spamming he gets annihilated .
Isn't that every non-boss enemy on their own? The point is that they are terrifying when you're busy fighting other enemies that force you off the ground and into the open.
I appreciate how visually distinct each enemy type is from each other, with it being easy to tell what an enemy is even from great distance, and even in lower visibility levels.
Might just be to bust their shields, but I hope not. The knuckleblaster being able to parry (but maybe only stuff shotguns can parry so Feedbacker is still Parry King) would be a good change.
I'm not sure if it's actually going to keep all those parry properties. It's for breaking the shields, so i'm thinking that this is just a proof of concept(?)
I’m pretty sure this has changed the Knuckleblaster to parry blue flash attacks, while I’m assuming it still won’t be able to parry yellow flash attacks. Cool change imo
@@daehkcid9996that would be pretty sick, but i think the idea with gutterman is that the knuckleblaster is a tool that smashes things open like cracked walls and glass, so it would make sense to use it on a shield.
@@animarthur5297 what they mean is a big enemy that's an immediate necessity to kill first Sentry is high damage low fire rate Virtue is mid damage mid fire rate Mindflayer fits the description Hideous Mass can be somewhat ignored if you know what you're doing From what we just saw the Gutterman will kill you if you're not dealing with it in some way if I really had to describe an enemy that's perfect for that, then I would pick the Ferryman unfortunately it rarely shows up after 5-2
I love the fact that this new enemy really portraits the Violence Layer in every way, by being highly agressive, and looking very threatening, it really shows the outstanding work and dedication of hakita trying to bring us the same, if not the best quality content he always has to offer, if this is how the first layer of act3 gonna set the bar in matter of enemies, i dont want to imagine the wonders we'll see on the next layers.
This thumbnail has been haunting me for a week. I've been trying to avoid any spoilers fore act 3, but after have a long and vivid dream about this level I've finally given in. This level looks insane and the Gutterman a massive lad.
I can already imagine having one of these in a custom level on a giant pillar, constantly bombarding you while you fight through arena after arena like the spiral staircase in ship of fools. I also hope the shield blocks the whiplash
Wow, these big fellas look so cool! The new enemies are honestly a complete step up in terms of difficulty and design compared to older Ultrakill enemies. It's honestly amazing to see this game grow and change with every layer
Every new enemy added becomes a higher and higher priority threat and I'm kinda loving it. Eventually we're just gonna get one that instakills us with an un-dodgeable nuke 30 seconds after it spawns in.
Basically an arch-vile on steroids. Well, that's the sorta design the game is going towards, and i'm fine with it. (So long as we don't get _too many_ attention-grabbing enemies and it just gets overwhelming)
Lot to take in from this. Gutter man looks like he blocks certain attacks with a shield while shooting you with a hitscan machine gun, just like in a battlefield. Looks like their gimmick is movement and anti-long range, since their turn radius appears to be very slow and you gotta get close to knock over their shield. Speaking of that, it looks like the knuckleblaster can actually parry the shield in order to stun them, which is a first! Eager to see the future of this enemy!
@@TaxEvasion1452that yellow flash was a separate attack, that’s a melee move and not the attack when he winds up the mini gun and shots out that volley, but it bares a resemblance to V2’s parry able pistol which could mean you can parry the bullets this guy shoots
Just realized, he parried a blue glint attack with the knuckle blaster. Maybe the knuckle blaster just breaks shields in general, or maybe we’re seeing it be given a little more utility? Edit: just read the description, the knuckleblster breaks their shields, which is very clever, and gives the weapon a bit more utility
Hakita from the bottom of my heart. Thank you, for this game I really enjoyed playing it but I'm stuck trying to P rank P-2 but other than that this game was really fun and I was super hyped to play when I didn't have it it brought great joy one of the best $25 I ever spent.
I thought they were carrying a rocket launcher and thought “Huh, that’s cool, you could have these nice rocket duels” and then the air contents got filled with 70% lead
I will be honest with you that this enemy has the smoothest animation ever, and the fact that this is the only enemy you can parry with the Knuckleblaster (outside using the blast as projectile semi-parries) is an interesting concept. Looking forward for the Violence layer.
I don't think that was a parry, actually It was a blue flash, meaning it was unparriable, and in the description it says you can destroy the shield with the knuckleblaster, so that's probably it
Ok i’m gonna go on a theory ramble here: Clearly Ultrakill has a repeating theme of civilizations rising up in hell, and then being eradicated by heaven. We can see that there is a war going on during 7-2, so it can be assumed that (maybe) we the player have arrived just in time to witness the civilization vs heaven, unlike in lust and greed where we arrive in the after math. And judging by these new machine enemies, most likely created by the civilization in the violence layer, this is the most technologically advance civilization in hell, which can explain why heaven has yet to win the war here in the violence layer. I can only assume as well that those giant walking towers are giant war machine/creatures made to fight against the heaven. Or i’m just a crazy schizo idk. Anyways, cool update hakita!
which would be why we even see the war going on. and not the aftermath like in lust (even though lust was not a war) and Greed.@@uygarkoparal7130 The angels have nobody to lead them. they don't know what to do.
that is exactly what i'm thinking, @@SomeKindaSpy especially with the overexaggerated body proportions and the static sphere helmet studded with viewports.
Thank you for giving the player a reason to use the knuckleblaster more. I usually never used the knuckleblaster that often. After getting it for the first time i never saw a reason to use it over my explosive weapons, so to see an enemy be weak to it is nice.
considering the theme of war in this level, aswell as the giant war giraffes in the background, id like to imagine that at some point in the level you obtain a bomb/nuke that youre supposed to use against a war giraffe (also considering how theyre so fucking gargantuant, your base weapons would deal virtually no damage to them) which is then followed by a giant fireball + shockwave that you have to outrun to the level exit
@ALLMyFellas__ WAIT. IT ACTUALLY MAKES SENSE. First we got to fight a Supreme husk, then we got to fight a Supreme demon, it's only natural if we get to fight a Supreme machine of gargantuan size
I love the fact that we get little snip bits of the game and see where your at in the making of this game, a couple weeks ago i played the game's story to where i couldnt play it anymore. this game is super fun and very challenging and i love it.
I would love to see a dynamic with one level where in the inside of a structure, the battles are calm, just to go outside the structure for certain time just to encounter wild, brutal enemies with very hard battles, making it with inside a calm place but the outside a complete chaos, now seeing how powerful these enemies are, it would be very fun to see. But then again, Hakita knows what he's doing, and im all for it. Keep doing your work, its amazing
I love the design, reminds me of the big daddys from bioshock. Gameplay wise they seem like they could be really good, but they need some diligent thinking and placement instead of being like all the other enemies. I have no worries that the team will not fail to deliver a almost perfect addition the the enemy list though
Parrying with the red arm? That’s sick! Makes me think of using it to parry CoKM because of the strength. To be honest, I’m just happy there’s finally an enemy like Halo’s Hunters to act as a main tank for other enemies. Lord knows if they’ll be idol’d Also this’ll make cybergrind way more aesthetic with the AntiAir firing against rocketride spammers xD
It has been a while since i last played ultrakill waiting for it to expand more the game, and i didn't remember what it was that makes the game so addictive Now I know WHAT AN EPICNESS
OKAY, WOW. -First thing's first, the tram we see in this video is a brand new Violence-themed tram. Nothing crazy and it makes sense that there'd be a new version to maintain the aesthetic, but still cool to see. -The looming figures (almost certainly ULTRAKILL's versions of the centaurs) are much closer than they were in the Light Up the Night preview, giving us a better idea of where this teaser is located. After rewatching this clip and the 7-2 teaser both a couple of times, you can identify many of the same landmarks like the wall bathed in red light with 4 bright white windows or the platform with mannequins holding up yellow orbs. This means that this area probably takes place right behind the building in the 7-2 video with 2 white windows in the distance, just below the centaurs. -At the top of the building in the the combat arena, we can see yet another cross. Crosses seem to be a VERY prevalent symbol throughout Violence, possibly hinting at the prime soul being someone tied much closer to God/Jesus and not just some guy like Minos or Sisyphus. -Despite the fight beginning, there seems to be no kind of barriers keeping V1 in, which almost definitely means that either the barrier skulls just haven't been added yet or there will be invisible walls preventing you from escaping, though this may mean this fight is optional (I'll talk about this later). -When the combat encounter starts, we can see the drop pods where the guttermen appear stationed in the corners of the arena. Nothing nuts, but it's nice that they're maintaining that consistency, at least for the Violence layer. -A small detail but one I find pretty cool, when the gutterman on the right emerges from its pod, you can see that the pod doors seem to have simulated physics as it tumbles over. -Once V1 hops off of the tram, we can see that this specific tram has two segments to it. -One more detail before we actually get to the guttermen, it seems as though they've visually updated the piercer's charge shot, with it now having a much finer blending between the white and the blue, as well as the outer ring of the effect fading out as opposed to the previously solid outline. -Digging into the guttermen themselves, they seem as though they're going to be a top priority target. As seen in the video and stated in the description, guttermen have a machine gun which they will continuously fire at you, and though they may not be accurate at first, their aim gets better the longer they fire, letting them snowball into a highly dangerous opponent. As can be better seen later in the video, each shot you get hit by deals 10 damage. Also stated and seen, a gutterman can be damaged while their shield is up, but breaking their shield dramatically increases the amount of damage they take, but we can't conclude how much it increases by yet. A gutterman's shield can be broken by at least the knuckleblaster punch and the knuckleblaster's explosion, though we don't know if these are the only things that can break them yet. Breaking a gutterman's shield will also make them better at tracking you, making it a risky but potentially rewarding option. -Something that isn't stated but can be observed is that guttermen will try to bash you with their shield if you get too close to them, and when their shield is broken that attack will be replaced with a backhand that does 25 damage. Notably, the shield bash is unparriable, while the backhand is. Breaking the shield will momentarily stun the gutterman, and parrying the backhand does as well. -While it is kind of hard to tell, it looks like a gutterman's shield will reflect projectiles based on the shotgun shot fired 19 seconds in where some of the pellets that connect with the gutterman seem to bounce off. -It also seems that breaking a gutterman's shield will be counted as a parry on the style meter as seen both times a shield is broken during this teaser. -Something that's unique to the gutterman is its death animation, which is one of the few non-boss enemies in the game that doesn't ragdoll, gib, or flat out explode. Instead, it kind of just eats shit when it faceplants, with a loud ass thud. -The last thing to take note of is that at the very end of the video, you can see on the monitor to the right that it says "Gate Control - Open". This isn't anything super crazy though, it's just how you raise the gate to continue on the tram. The only intriguing part with this is that slightly earlier in the video while V1's still fighting the gutterman you can see that the screen is already on, which either means that that's unintended and hasn't been fixed yet, or that you may be able to just speed through this encounter by opening the gates and riding away, who knows? I'm loving how the guttermen look, and honestly Violence as a whole. Violence seems like it may become a fan favorite layer, it's looking phenomenal.
Also, there seems to be another version of the song "Hear! the siren call of the death" in the background but i can't quite say what changed because all the noise...
@@Shrimps- I think what you're referring to is just the calm version of the song that plays when you aren't in combat. If you're talking about something changing in the combat version that plays during the fight, I personally couldn't hear a difference.
I think the tram has two segments because there's a train shootout, I vividly remember a Violence sneak peek where you were on a speeding tram shooting Strays on other speeding trams
I noticed some pattern. In both Greed and Wrath there was an enemy introduced in the first (Virtue/Sentry and Mannequin in Violence) and second level (Stalker/Idol, Gutterman here). In second levels there were also "mini-bosses". Should we expect one in 7-2?
In the first layer of each act, 4 new enemies are introduced. 2 normal, 1 miniboss, and one normal boss. I dont know where the miniboss is going to be placed because in limbo, the miniboss was in the third level. But in greed, it was intorduced in the second level. It may be placed in the first level because of the deescalating order of which they appear in the first layer. but i could be wrong idk ¯\_(ツ)_/¯
@@OptimalLeisure they very much are similar to minibosses given they're a top priority the moment they spawn, you can somewhat outpace them but it wouldnt matter because of their aim
Can we appreciate how high quality the model looks? Seems like it is higher poly than every enemy so far, very excited for this update!!! Hope hakita does what he did with greed and releases layer 7 first before 8 & 9 are done.
I don't know if they've explicitly said that they're releasing layer 7 on its own, but they've all but confirmed it since pretty much every time they refer to the next update, they call it "The Violence Update".
@@yurifairy2969 well they get increasingly more accurate so you have to deal with them as soon as you can so I dont think rocket riding away will be too god of an idea but I cant say much without fighting the enemy
OOOOOOOOOOOK TIME FOR ME TO GET BACK TO COMMENTING ABOUT THE ENEMIES AND THE LEVEL AGAIN FOR NO APPARENT REASON - First off, this model looks SICK. AS. FUCK. Victoria really is a great modeler and I loved how it really got close to the concept art (well, the one we have from hakita at least lol) - On the start of the video, we can kinda see a clean version of Hear! The Siren Song Call of the Dead, but I wouldn't say that this will be the definitive version because it looks clearly like hakita just lobotomized part of the song - The level looks sick as fuck, it's really fucking well made, hakita wasn't kidding when he said that Act III was gonna leave the same impression for when we went from Act I to Act II - About the enemies, they're HUGE, bigger then I expected at least, they're really well animated and their attacks are scary, the fact that they can block you too (i hate hideous masses.). The fact that the more they shoot, the better they aim means that not only a lot of coding went into the Gutterman, but also that we will have to deal with them fast, so I'd say everytime he appears he should be on the priority. - The knuckeblaster fucking parries. Well, it destroys actually, but it looks like parrying and I find that fucking sick - There's a skeleton inside the coffin- - That part of the level seems to take a bit after the first part, and we will be seeing the tram again so that's cool - Apparently there's a new revolver charging effect Well, that's it for now, I will add more later if need be!!
Slowing down the video at 0:27 you can see what looks like a corpse inside the gutterman's backpack, which itself looks a bit like a coffin. I'm guessing that the gutterman, be it a machine or a modified husk, is using a husk or some other sinner as a portable fuel source. Essentially, if you end up in Violence, you may at some point be snatched up and turned into a power supply by these machines, kind of like a messier version of The Matrix.
What we are given here, it seems that the Knuckleblaster parries. However, we are unsure if it will work on other enemies with that blue flare. (Example: Street Sweeper.) It could possibly only work on the Gutterman, given the clip we have received. Since Hakita did say "The shield can be broken with the Knuckleblaster, increasing the damage they take, but also increasing their tracking speed." We could be dealing with an enemy that needs to be pushed, instead of doing far damage. Hence the "Increasing the damage they take" part. The Guttermans damage seems to only be at 10 per tick. It doesn't seem like much, but when trying to swerve from other enemies, this could be very overwhelming. We are also unaware if the Gutterman could do "FRIENDLY FIRE." If so, this could be used to our advantage while taking down other enemies, like the Mindflayer, or an Insurrectionist.
stray - zombieman
soldier - shotgunner
gutterman - chaingunner
the doom hitscanner trio is complete
He also reminds me of a mancubus
strays and soldiers aren't hitscan, they're projectile actually 🤓
Im guessing the Centaurs will be the Spider Mastermind.
@@samm9618 same disappointement?
i still have ptsd on chaingunners in nightmare difficulty
I like the idea of implementing the knuckleblaster into combat even more since it means more people will actually take the time to get used to it instead of just ignoring its existence
it does have a lot of uses in extreme cases, like high wave cyber grind. but yeah in casual play people mostly forget
I use it more than the feedbacker tbh, it's like a passive damage increase if you punch whenever you're in range
@@nevinmyers1245Yeah that's the Knuckleblaster you're describing
It is useful for crowd-control, but I just value being able to parry too much to switch arms.
@@ThePoodle hello
“Mankind is dead”
*opens gutterman*
*looks inside*
*man*
i mean are they really alive if they're in hell already
@@Octobeann _thonking.jpg_
@@OctobeannThe man does not control the machine, the machine is barely a man and the man is barely a human. Through the years and constant battles, not only would the human die inside after the machine stops working but i doubt his mind is still working after years inside that thing.
@@gerald5561 That was quite spectacularly beside the point.
Well, it is a kind of dead.
It's always fun to see Hakita play this game
It's very different from the way the community wants to convince you is the correct way to play
@@poleve5409 there are definitely people who are elitist about how to play this game, unfortunately. You will often see streamers getting made fun of by their chat for not switching weapons or attempting combos super often.
hakita plays ultrakill like its ultrakill
*fun*
I think Hakita sees ultrakill more as a shooter while others see it as combat itself, but nothing is more fun than seeing a developer play his game. They play it the way they designed the game, that's the fun part. You know that the developer knows how he should play.
Yeah he honestly plays like V2 (not that i’m complaining, every playstyle has a perk that you can learn and it’s nice to see people play the way they want to)
there is no correct way
The death animation is just so good.
They really just say "Quiero dormir ahora 😴"
a mimir
a mimir
a mimir
a mimir
a mimir
I've gotta say I absolutely LOVE the look of this level. The silhouettes of the colossal machines, the spotlights constantly moving and illuminating the buildings, the bullet tracers in the black sky, the white and black city where the only color is given by lights and blood
I love the fact that you see the lightning illuminate the lumbering war machines in the background, and THEN you hear the deep *BOOM* of the thunder following right after.
@@nmeister007 light travels faster than sound so yeah it's logic.
Reminds me of bioshock for some reason
@@aslegger boy i wonder why
@@nmeister007 The worst thing is that these machines make “thunder”.
Y'know if memory serves me correct, Jordan Gatling (The dude who invented the gatling gun which was the basis for nearly all minigun style weapons) said that he believed the gatling gun was so terrifying that people would stop fighting wars out of fear of fighting against the weapon
I find it fitting that the violence layer has enemies who use a style of weapon considered so powerful, so VIOLENT that it would make people stop fighting
gonna learn necromancy so I can show him a live broadcast of the middle east
@@OrangeCreamsicle he would be sad as fuck
@@borggeddude fucking good
@@borggeddude my reaction when I see my killing machine well, killing: 😭
@@kasaneruy2129this is.. incredibly misleading! It's a complete turnoff 😢
I like the risk-reward design of these guys. Going to be interesting to see how they pair with certain enemies, but I feel like how they're placed on the terrain will also be a major factor in how tough they are - moreso than most enemies.
Also that death animation is great; I'm not sure if it's the way it abruptly falls over, or the heavy clang when it hits the ground, but it's very satisfying.
I want when it falls to be the sound of a metal pipe falling
I wonder if an enemy can get "MAURICED" if they're under a Gutterman when it falls...
@@DNGNDrivermaybe a +gutted or +guttered
@@Yoogi_84That'll fit perfectly
@@TheClownNextHouse +gutted, man
"You cant parry with the knuckleblaster. You cant parry blue flashing attacks"
Hakita: My game my rules
"he will never parry"
*spits cereal*
"HOLY SHIT"
The violence is finally out and the truth was reveal.
The knuckle blaster is meant to destroy the shield, not to parry its attack.
@@CASSHERE yeah i know, I forgot to edit on this but yeah. Still parried it tho
It's not a parry, it interrupted his attack by stunning him. You can stun him at any time.
@@cheggf not trying to convince that it parried but the style bonus said "Parry"
*Slaps coffin of war machine* This bad boy could fit so many POWs in it
_coffin opens_
the thing in here: *ª*
I can tell these guys are gonna be a pain to fight in the Cyber Grind
I am terrified.
Imagine what it'll be like, having to dodge a Gutterman's hitscan bullets while also fighting a Mindflayer or an insurrectionist.
@@Junko_Enoshima_of_HPAfr
@@Junko_Enoshima_of_HPA with goddamn turrents
@@Junko_Enoshima_of_HPAit's ez clap if they have friendly fire enabled
If someone doesn’t immediately mod in a metal pipe falling sound effect when they hit the ground, I am going to be severely sad.
i GUARANTEE Max0r is gonna do that when he makes his act 3 video.
@@skinnyjeanis7177i agree. we shall see people comment on this when he does
@skinnyjeanis7177 tbh I doubt he will make one, he doesn't like sequels very much he said, much less threequels
@@durillongaming and yet he’s made the ultrakill act 2 video.
@@RatLordFL because fans kept bothering him on it + it was super popular
Our expectations once again are getting blown out of the window. This is very interesting. Makes for yet another annoyingly attention grabbing and very threatening enemy. I absolutely love this!
Yipee!
this comment sounds ai generated
@@DoctorBones1 how does that even makes sense
gonna make for some good jokes in sandbox (me when the russian mafia finds me)
To me this enemy seems very in line with ULTRAKILL's other enemies, not really unexpected at all
ULTRAKILL LAYER 7
VIOLENCE ARRIVES
THIS MONTH
[Insert badass skull & V1 image here]
You forgot the Bad To The Bone guitar riff
*plays bad to the bone guitar riff*
it's been five months, good lord.
From what I notice, it seems that the Gutterman’s tracking is slightly faster than your default walking speed. That means if you don’t consistently either:
1. Slide
2. Dash every time it comes up
3. Parry him with the red fist or
4. Kill him
He will stay a problem on the battlefield for as long as he exists. I really like the pressure this enemy adds.
i agree, cool design
Its kinda like an advanced virtue in that it forces continuous movement from the player, but in a way which makes your movement centralise around it(you have to move orbiting it to dodge effectively) really making you consider your movement more while still giving a lot of movement freedom, also gives it a lot of presence. I also like how the knuckleblaster speeds up his tracking so its not just a boring flat counter, but an option with downsides and upsides. If you think you can kill him in time use it, or if you require more temporary movement freedom to take down threats before refocusing more attention on him
you weren't exactly right, but guttermen are good enemies nonetheless
@@caesar888_ What I said mostly applies if the Gutterman is allowed to shoot at you consistently without being guardbroken or parried for a while.
@@sissel2 its tracking isn't consistent, it increases over time
WOAH! I love the whole robot aesthetic here! Glad to see we're getting more machines!
Yeah it's cool
hes covered in metal as his torturement.
I don't think that is a machine... I could see that as a punishment to a soul sent to the Violence layer, to be eternally tethered to a tool of war.
Edit: Or maybe Guttermen are actually another of Hell's creations like the Soldiers?
@@ldkWhatToWriteHere The whole layer is at war, so it could be just a guy in a big iron suit just chilling.
@@ldkWhatToWriteHere Mankind Used Machiens to fight their Wars, I believe this will likely take place in THIS Depth.
>Blue Flash
>Parries with KNUCKLEBLASTER
Hakita, you're a madman. Keep doing this.
now that it's out we all know the truth, but damn would it be cool if we could parry unparriable attacks with the knuckleblaster
@@matex_e thats for gabriel sword arm when you throw it into something it parries
source: trust me bro
i like the giant stretch of what looks to be a buncha human corpses as the terrain, really makes the visual of the three war giraffes standing tall above them a lot more dramatic. i also like how comedic the gutterman's death animation is, especially with that *THUNK*. also, the fact they're firing off hitscan rather than projectiles creates a freaky possibility in regards to them and the coin.
chargebacking these guys would be hilarious. it would probably do like no damage too
@@nevinmyers1245it could stun or break their shields tho
@@graycatsaderow probably enrage them too
@@boozab99 most likely. OR if the head really is a mine,make it explode and die instantly,gutterman doesnt seem like a miniboss and more like a mindflayer so it would be reasonable for him to get an instakill too
watch it be like v2 and any bullets that hit a coin will be redirected towards you
Love the new use of knuckle blaster that gives it value, also the small changes to the piercer charge animation are pretty cool, so far I’m really excited for Act 3.
I love how we all thought this was gonna be an insanely threatening foe but it turns out that with the Knuckleblaster and shotgun spamming he gets annihilated .
Isn't that every non-boss enemy on their own? The point is that they are terrifying when you're busy fighting other enemies that force you off the ground and into the open.
I appreciate how visually distinct each enemy type is from each other, with it being easy to tell what an enemy is even from great distance, and even in lower visibility levels.
That’s true
Even in 6-1's hideously dark rooms.
@@Scier357 what about 6-3
@@Scier357heh, “hideously”…
TF2 design philosophy
knuckleblaster parrying is absolutely insane i love that so much
Might just be to bust their shields, but I hope not. The knuckleblaster being able to parry (but maybe only stuff shotguns can parry so Feedbacker is still Parry King) would be a good change.
@@batbrain55 yeah its definitely just for busting their shields. but it does have all the properties of a parry (health, style bonus and hitstop)
I'm not sure if it's actually going to keep all those parry properties. It's for breaking the shields, so i'm thinking that this is just a proof of concept(?)
I’m pretty sure this has changed the Knuckleblaster to parry blue flash attacks, while I’m assuming it still won’t be able to parry yellow flash attacks. Cool change imo
@@daehkcid9996that would be pretty sick, but i think the idea with gutterman is that the knuckleblaster is a tool that smashes things open like cracked walls and glass, so it would make sense to use it on a shield.
Lovely, quality enemy design as always, Act 3 just keeps looking better and better
Ggwp
remember when people thought you could parry blue attacks with the knuckleblaster before it came out
Hakita somehow just keeps one-upping himself with each new addition its just really impressive.
Gutterman looks fantastic, Ultrakill really lacks big enemies that want all your attention while on the field. That *DONK* at the end killed me.
"ULTRAKILL lacks enemies that want your attention"
Sentry
Virtue
Mindflayer
Hideous Mass
@@animarthur5297 lacks BIG enemies....
@@vakqdevhideous mass
@@_Meta.Not many variants to choose from
@@animarthur5297 what they mean is a big enemy that's an immediate necessity to kill first
Sentry is high damage low fire rate
Virtue is mid damage mid fire rate
Mindflayer fits the description
Hideous Mass can be somewhat ignored if you know what you're doing
From what we just saw the Gutterman will kill you if you're not dealing with it in some way
if I really had to describe an enemy that's perfect for that, then I would pick the Ferryman
unfortunately it rarely shows up after 5-2
You have truly understood what made the chaingunner an absolute NUISANCE and made the entire enemy around it.
Good job Hakita 👍
Wohoo!
it also forces you to actually move
I love the fact that this new enemy really portraits the Violence Layer in every way, by being highly agressive, and looking very threatening, it really shows the outstanding work and dedication of hakita trying to bring us the same, if not the best quality content he always has to offer, if this is how the first layer of act3 gonna set the bar in matter of enemies, i dont want to imagine the wonders we'll see on the next layers.
This thumbnail has been haunting me for a week. I've been trying to avoid any spoilers fore act 3, but after have a long and vivid dream about this level I've finally given in. This level looks insane and the Gutterman a massive lad.
I can already imagine having one of these in a custom level on a giant pillar, constantly bombarding you while you fight through arena after arena like the spiral staircase in ship of fools. I also hope the shield blocks the whiplash
Wow, these big fellas look so cool! The new enemies are honestly a complete step up in terms of difficulty and design compared to older Ultrakill enemies. It's honestly amazing to see this game grow and change with every layer
Ralsei why do you play ULTRAKILL what do you get up into in your free time in the dark world
@@point0947 [REDACTED]
Every new enemy added becomes a higher and higher priority threat and I'm kinda loving it. Eventually we're just gonna get one that instakills us with an un-dodgeable nuke 30 seconds after it spawns in.
Radiant 5 sentry
Don't give him ideas 😅
Hakita, you didn't see this.
hell is just gonna put a warhead on the back of a stalker
Basically an arch-vile on steroids.
Well, that's the sorta design the game is going towards, and i'm fine with it. (So long as we don't get _too many_ attention-grabbing enemies and it just gets overwhelming)
Lot to take in from this. Gutter man looks like he blocks certain attacks with a shield while shooting you with a hitscan machine gun, just like in a battlefield.
Looks like their gimmick is movement and anti-long range, since their turn radius appears to be very slow and you gotta get close to knock over their shield.
Speaking of that, it looks like the knuckleblaster can actually parry the shield in order to stun them, which is a first! Eager to see the future of this enemy!
There were also yellow flashes with the gun, meaning you can parry the gun to disable it for a few seconds (shown with second fight)
There’s a description you know?
@@TaxEvasion1452that yellow flash was a separate attack, that’s a melee move and not the attack when he winds up the mini gun and shots out that volley, but it bares a resemblance to V2’s parry able pistol which could mean you can parry the bullets this guy shoots
You probabbly can't parry him with the feedbacker, only the knickleblaster, since his attacks have blue flashes
Oh wait, you can see a parry at 0:27
He did a parry with the knuckle blaster it's officially jover
if you look at the individual frames at 0:27 you can see a body in the coffin on the Gutterman's back.
This is looking so fuckin dope rn
Can't wait to play this once it's out
Keep up the good work Hakita!
He will ✔️😃
Hakita is so lucky he gets to play the updates early!
It's already out
@@prod.n8te h u h
@@aydinmakesthings ikr
I really like it. Gives the Knuckleblaster more use!
Making peak even peaker...
Just realized, he parried a blue glint attack with the knuckle blaster. Maybe the knuckle blaster just breaks shields in general, or maybe we’re seeing it be given a little more utility?
Edit: just read the description, the knuckleblster breaks their shields, which is very clever, and gives the weapon a bit more utility
Haha, 69 likes.
Ah shweet
Man made horrors beyond my comprehension
IDK why but I find the guttermen kinda cute. I think it's how round they are. It makes em look like plushies.
I can't believe he's already on the 80th game in the series
Absolutely insane how the game gets exponentially better with each layer. Like this game was always cool as fuck how does he keep improving it
I can't be the only one hyped as fuck to fight the big guys in the background
@@loserssuiteoh god same
@@loserssuiteyup
@@loserssuiteAGED WELL
Hakita from the bottom of my heart.
Thank you, for this game I really enjoyed playing it but I'm stuck trying to P rank P-2 but other than that this game was really fun and I was super hyped to play when I didn't have it it brought great joy one of the best $25 I ever spent.
I thought they were carrying a rocket launcher and thought “Huh, that’s cool, you could have these nice rocket duels” and then the air contents got filled with 70% lead
Guttertank
THIS LOOKS SO DAMN COOL!! also love you you incorporated the knuckleblaster
I will be honest with you that this enemy has the smoothest animation ever, and the fact that this is the only enemy you can parry with the Knuckleblaster (outside using the blast as projectile semi-parries) is an interesting concept. Looking forward for the Violence layer.
I don't think that was a parry, actually
It was a blue flash, meaning it was unparriable, and in the description it says you can destroy the shield with the knuckleblaster, so that's probably it
Ok i’m gonna go on a theory ramble here:
Clearly Ultrakill has a repeating theme of civilizations rising up in hell, and then being eradicated by heaven. We can see that there is a war going on during 7-2, so it can be assumed that (maybe) we the player have arrived just in time to witness the civilization vs heaven, unlike in lust and greed where we arrive in the after math. And judging by these new machine enemies, most likely created by the civilization in the violence layer, this is the most technologically advance civilization in hell, which can explain why heaven has yet to win the war here in the violence layer. I can only assume as well that those giant walking towers are giant war machine/creatures made to fight against the heaven. Or i’m just a crazy schizo idk.
Anyways, cool update hakita!
is the fraud layer gonna be world war 2 colorized
Love that idea.
The council being killed by gabriel would also give them a massive advantage
which would be why we even see the war going on. and not the aftermath like in lust (even though lust was not a war) and Greed.@@uygarkoparal7130
The angels have nobody to lead them. they don't know what to do.
THIS is what i want to see in ACT III
They call it the Gutterman because the gutter is where your style meter is going with this one.
was hiding from the spoilers now i can wach these gems
This feels as if Warhammer 40000 and ultrakill made a crossover
And I love it
to be honest they look more like big daddies from bioshock to me
that is exactly what i'm thinking, @@SomeKindaSpy especially with the overexaggerated body proportions and the static sphere helmet studded with viewports.
@@SomeKindaSpy seeing it again that comparison feels much closer
@@SomeKindaSpy the head also kinda looks like dung eater from elden ring, except metal
This is kind of a stretch, but they remind me of the Iron Shakespeare from Fear & Hunger
i love the sound they make when they fall over
CLANK!
metal pipe sfx
That should fr be a VERY rare easter egg.@@empty_nam
BABE THE HEAVY IS GOING TO ULTRAKILL US ALL
"A blue flash means an attack cannot be parried"
Check description. The knuckleblaster didnt parry it just broke his shield
@@LambTAFFF i know but still decided to make a joke
oh boy cant wait for the gauntlet for P - 3 which has 82 gutterman with radiance all with idols granting them immunity
ahh yes, a good test of sheer will
(sarcasm)
Thank you for giving the player a reason to use the knuckleblaster more. I usually never used the knuckleblaster that often. After getting it for the first time i never saw a reason to use it over my explosive weapons, so to see an enemy be weak to it is nice.
I’m so excited to see their lore
then it’s just copy pasting the bioshock big daddy wikipedia page lmao
They are probably the front line who fought in the war between humans and now they are in hell seeking blood to survive
@@Hellwaterva wait until the lore is something like "its just blood and souls crammed into a container filled with rage" or something like that
considering the theme of war in this level, aswell as the giant war giraffes in the background, id like to imagine that at some point in the level you obtain a bomb/nuke that youre supposed to use against a war giraffe (also considering how theyre so fucking gargantuant, your base weapons would deal virtually no damage to them) which is then followed by a giant fireball + shockwave that you have to outrun to the level exit
Staged sequences like this are uncommon in ultrakill, if you fight a war giraffe I'm sure they'll find a way for you to fight one directly
@@nevinmyers1245 then maybe hakita could implement a way to knock it down by damaging its vital parts, kind of like a halo 3 scarab
just bring the sand castle from 4-2 and you're goated
*cough cogh* minos courpse *cough cough* leviathian *cough cough*
@ALLMyFellas__ WAIT. IT ACTUALLY MAKES SENSE. First we got to fight a Supreme husk, then we got to fight a Supreme demon, it's only natural if we get to fight a Supreme machine of gargantuan size
I love the fact that we get little snip bits of the game and see where your at in the making of this game, a couple weeks ago i played the game's story to where i couldnt play it anymore. this game is super fun and very challenging and i love it.
I would love to see a dynamic with one level where in the inside of a structure, the battles are calm, just to go outside the structure for certain time just to encounter wild, brutal enemies with very hard battles, making it with inside a calm place but the outside a complete chaos, now seeing how powerful these enemies are, it would be very fun to see. But then again, Hakita knows what he's doing, and im all for it. Keep doing your work, its amazing
I love the design, reminds me of the big daddys from bioshock. Gameplay wise they seem like they could be really good, but they need some diligent thinking and placement instead of being like all the other enemies. I have no worries that the team will not fail to deliver a almost perfect addition the the enemy list though
Thank god it wasn't just me who thought they looked similar.
@@thefireman17492fr same idea
I was about to write this when I saw your comment.
My excitement for act 3 grows with every video you post. Keep it up!
every new Ultrakill's enemy looking better than previous one
The violence layer looks dope lad.
Hakita I started playing your game like 2 weeks ago thank you for the fun times that I have had and are still to come
Parrying with the red arm? That’s sick! Makes me think of using it to parry CoKM because of the strength. To be honest, I’m just happy there’s finally an enemy like Halo’s Hunters to act as a main tank for other enemies. Lord knows if they’ll be idol’d
Also this’ll make cybergrind way more aesthetic with the AntiAir firing against rocketride spammers xD
I don't even know what to say at this point, this looks awesome
I like the way they force you to move pretty much faster due to their shooting mechanism
They're like the riot soldiers from Doom Eternal but actually threatening
Dave Ultrakill has finally made his debut
It has been a while since i last played ultrakill waiting for it to expand more the game, and i didn't remember what it was that makes the game so addictive
Now I know
WHAT AN EPICNESS
BIOSHOCK!?!?!?
Looks dope af
the little gong they make when they hit the floor is just lovely.
these enemies are going to be my favourite.
"Blue flashes cannot be parried"
OKAY, WOW.
-First thing's first, the tram we see in this video is a brand new Violence-themed tram. Nothing crazy and it makes sense that there'd be a new version to maintain the aesthetic, but still cool to see.
-The looming figures (almost certainly ULTRAKILL's versions of the centaurs) are much closer than they were in the Light Up the Night preview, giving us a better idea of where this teaser is located. After rewatching this clip and the 7-2 teaser both a couple of times, you can identify many of the same landmarks like the wall bathed in red light with 4 bright white windows or the platform with mannequins holding up yellow orbs. This means that this area probably takes place right behind the building in the 7-2 video with 2 white windows in the distance, just below the centaurs.
-At the top of the building in the the combat arena, we can see yet another cross. Crosses seem to be a VERY prevalent symbol throughout Violence, possibly hinting at the prime soul being someone tied much closer to God/Jesus and not just some guy like Minos or Sisyphus.
-Despite the fight beginning, there seems to be no kind of barriers keeping V1 in, which almost definitely means that either the barrier skulls just haven't been added yet or there will be invisible walls preventing you from escaping, though this may mean this fight is optional (I'll talk about this later).
-When the combat encounter starts, we can see the drop pods where the guttermen appear stationed in the corners of the arena. Nothing nuts, but it's nice that they're maintaining that consistency, at least for the Violence layer.
-A small detail but one I find pretty cool, when the gutterman on the right emerges from its pod, you can see that the pod doors seem to have simulated physics as it tumbles over.
-Once V1 hops off of the tram, we can see that this specific tram has two segments to it.
-One more detail before we actually get to the guttermen, it seems as though they've visually updated the piercer's charge shot, with it now having a much finer blending between the white and the blue, as well as the outer ring of the effect fading out as opposed to the previously solid outline.
-Digging into the guttermen themselves, they seem as though they're going to be a top priority target. As seen in the video and stated in the description, guttermen have a machine gun which they will continuously fire at you, and though they may not be accurate at first, their aim gets better the longer they fire, letting them snowball into a highly dangerous opponent. As can be better seen later in the video, each shot you get hit by deals 10 damage. Also stated and seen, a gutterman can be damaged while their shield is up, but breaking their shield dramatically increases the amount of damage they take, but we can't conclude how much it increases by yet. A gutterman's shield can be broken by at least the knuckleblaster punch and the knuckleblaster's explosion, though we don't know if these are the only things that can break them yet. Breaking a gutterman's shield will also make them better at tracking you, making it a risky but potentially rewarding option.
-Something that isn't stated but can be observed is that guttermen will try to bash you with their shield if you get too close to them, and when their shield is broken that attack will be replaced with a backhand that does 25 damage. Notably, the shield bash is unparriable, while the backhand is. Breaking the shield will momentarily stun the gutterman, and parrying the backhand does as well.
-While it is kind of hard to tell, it looks like a gutterman's shield will reflect projectiles based on the shotgun shot fired 19 seconds in where some of the pellets that connect with the gutterman seem to bounce off.
-It also seems that breaking a gutterman's shield will be counted as a parry on the style meter as seen both times a shield is broken during this teaser.
-Something that's unique to the gutterman is its death animation, which is one of the few non-boss enemies in the game that doesn't ragdoll, gib, or flat out explode. Instead, it kind of just eats shit when it faceplants, with a loud ass thud.
-The last thing to take note of is that at the very end of the video, you can see on the monitor to the right that it says "Gate Control - Open". This isn't anything super crazy though, it's just how you raise the gate to continue on the tram. The only intriguing part with this is that slightly earlier in the video while V1's still fighting the gutterman you can see that the screen is already on, which either means that that's unintended and hasn't been fixed yet, or that you may be able to just speed through this encounter by opening the gates and riding away, who knows?
I'm loving how the guttermen look, and honestly Violence as a whole. Violence seems like it may become a fan favorite layer, it's looking phenomenal.
Also, there seems to be another version of the song "Hear! the siren call of the death" in the background but i can't quite say what changed because all the noise...
@@Shrimps- I think what you're referring to is just the calm version of the song that plays when you aren't in combat. If you're talking about something changing in the combat version that plays during the fight, I personally couldn't hear a difference.
@@OptimalLeisure im talking abt the combat one...there's something different but as i said, i can't point out what it is. ..
@@Shrimps- it was a wip so it probably changed a little
I think the tram has two segments because there's a train shootout, I vividly remember a Violence sneak peek where you were on a speeding tram shooting Strays on other speeding trams
I noticed some pattern. In both Greed and Wrath there was an enemy introduced in the first (Virtue/Sentry and Mannequin in Violence) and second level (Stalker/Idol, Gutterman here). In second levels there were also "mini-bosses". Should we expect one in 7-2?
guttermen are already kind of like minibosses, stalkers and idols are both support enemies
@@bob8079 You have a point about the second enemy being supportive, but guttermen aren't particularly similar to minibosses other than being bulky.
In the first layer of each act, 4 new enemies are introduced. 2 normal, 1 miniboss, and one normal boss. I dont know where the miniboss is going to be placed because in limbo, the miniboss was in the third level. But in greed, it was intorduced in the second level. It may be placed in the first level because of the deescalating order of which they appear in the first layer.
but i could be wrong idk ¯\_(ツ)_/¯
I think we're looking at it right now.
@@OptimalLeisure they very much are similar to minibosses given they're a top priority the moment they spawn, you can somewhat outpace them but it wouldnt matter because of their aim
i love how it resembles big daddies from Bioshock, they definitely look just as intimidating and deadly if you don’t keep moving.
I like how he casually parries a BLUE FLASH attack with the KNUCKLEBLASTER
Can we appreciate how high quality the model looks? Seems like it is higher poly than every enemy so far, very excited for this update!!! Hope hakita does what he did with greed and releases layer 7 first before 8 & 9 are done.
I don't know if they've explicitly said that they're releasing layer 7 on its own, but they've all but confirmed it since pretty much every time they refer to the next update, they call it "The Violence Update".
@@OptimalLeisure Hey that's nice to know! Thanks! also love your bardoon pfp.
@@OptimalLeisureits coming this month
@@graycatsaderow Correct-a-mundo.
DID HE JUST PARRIED WITH A KNUCKLE BLASTER?!
HE JUST DID WOOOOOOOOOOOOOOOOOOOOOOOOOOO
Could just be a special interaction to bust their shields (it mentions that in the description) but I hope not!
The gutterman seem to stick out a bit compared to other enemies and that is awesome!
I cannot tell if these will be great or terrible additions to the game but I am excited to see it nonetheless
why not both
New skill check enemy?
rocket riding in the cybergrind is about to be even more essential
@@yurifairy2969 well they get increasingly more accurate so you have to deal with them as soon as you can so I dont think rocket riding away will be too god of an idea but I cant say much without fighting the enemy
@@egekahraman8985wall sliding and cover probably stops the firing
Bless you and your work, Hakita!
OOOOOOH I GET IT NOW!!! THE STRAY GUNFIRE IN THE BACKGROUND OF THIS LEVEL FORESHADOWS THESE GUYS!!!! SUPER CLEVER WONDERFUL JOB HAKITA
The fact that this video ended with v1 at 69 health is truly an ultrakill moment
Bioshock's Big Daddy found their way into Hakita'a game and I love it. :D
Everywhere I go I see your face...
Wow, they must be brimming with detail. These enemies also remind me of the chain gunner from DOOM
Goddamnit Hakita, you're really going to make me master every single weapon and utility given.. I love it.
So, this is probably the last Violence teaser before the update, as it was anounced that it will come out this month
If 7-1 triggered someone's phobia, 7-2 is triggering someone's childhood fantasies.
It's a big daddy with a gatling, what's cooler than that?
OOOOOOOOOOOK TIME FOR ME TO GET BACK TO COMMENTING ABOUT THE ENEMIES AND THE LEVEL AGAIN FOR NO APPARENT REASON
- First off, this model looks SICK. AS. FUCK. Victoria really is a great modeler and I loved how it really got close to the concept art (well, the one we have from hakita at least lol)
- On the start of the video, we can kinda see a clean version of Hear! The Siren Song Call of the Dead, but I wouldn't say that this will be the definitive version because it looks clearly like hakita just lobotomized part of the song
- The level looks sick as fuck, it's really fucking well made, hakita wasn't kidding when he said that Act III was gonna leave the same impression for when we went from Act I to Act II
- About the enemies, they're HUGE, bigger then I expected at least, they're really well animated and their attacks are scary, the fact that they can block you too (i hate hideous masses.). The fact that the more they shoot, the better they aim means that not only a lot of coding went into the Gutterman, but also that we will have to deal with them fast, so I'd say everytime he appears he should be on the priority.
- The knuckeblaster fucking parries. Well, it destroys actually, but it looks like parrying and I find that fucking sick
- There's a skeleton inside the coffin-
- That part of the level seems to take a bit after the first part, and we will be seeing the tram again so that's cool
- Apparently there's a new revolver charging effect
Well, that's it for now, I will add more later if need be!!
one thing to add to this. the Health bar numbers is clearer/sharper then the current one we have.
@@trevorturner6025 you mean the hud? yeah, they took the blur off, they already said it a few saturdays ago
Didn't know they said it a few Saturdays ago.@@defo_tulipa
You mean charging effect or am I tripping? I don't see any difference on the animation
@@Damashie oh yeah it's charging effect lol, sorry for confusing both names, gonna fix this
Glad to see this amazing progress on the game. Keep it up!
“Blue attacks can’t be parried”
0:09
knuckleblaster
I like how the guttermen light up the darkness really well when shooting, which fits with the level name.
They look amazing, can't wait to play the 3rd act
Slowing down the video at 0:27 you can see what looks like a corpse inside the gutterman's backpack, which itself looks a bit like a coffin.
I'm guessing that the gutterman, be it a machine or a modified husk, is using a husk or some other sinner as a portable fuel source.
Essentially, if you end up in Violence, you may at some point be snatched up and turned into a power supply by these machines, kind of like a messier version of The Matrix.
That's kinda scary to think about
aged well
What we are given here, it seems that the Knuckleblaster parries. However, we are unsure if it will work on other enemies with that blue flare. (Example: Street Sweeper.) It could possibly only work on the Gutterman, given the clip we have received.
Since Hakita did say "The shield can be broken with the Knuckleblaster, increasing the damage they take, but also increasing their tracking speed." We could be dealing with an enemy that needs to be pushed, instead of doing far damage. Hence the "Increasing the damage they take" part.
The Guttermans damage seems to only be at 10 per tick. It doesn't seem like much, but when trying to swerve from other enemies, this could be very overwhelming. We are also unaware if the Gutterman could do "FRIENDLY FIRE." If so, this could be used to our advantage while taking down other enemies, like the Mindflayer, or an Insurrectionist.
Note: it’s Street Cleaners
The Street Cleaners parry could work with the shockwave of the parry pushing the fire away and stunning them... I think.
Cheers! I completely forgot@@mastrsonic375
he's not parrying he's breaking the shield
Its here. The Knuckleblaster finally can parry
If you pause at the right time at 0:27, you can see there's someone inside the coffin on their backs.