The best way to kill a swordsmachine is forget he's there until the better enemies are dead and slowly punch him to death afterwards because he can't do anything about it
I honestly can't believe how underrated this video is, it is an amazingly complete resource that no one should miss. You even make it enjoyable and entertaining to watch. Thanks a lot for the tips and knowledge!
It might be because views are based on if the viewer watched the video for over a minute, and the intro made the whole video look like a Cyber Grind montage
Just wanted to mention that green railcannon is very useful on mind flayers for safe kills as they cannot teleport. Prolly niche but worth mentioning and keeping as an option
@@dennisyukhanov1672 i said for SAFE kills, you also dont need the malicious railcannon to one shot them you can projectile boost, so imo that would be a waste of resources. green is mostly useless but its worth pointing this out.
some notes about whiplash (one of the most useful tools in cybergrind imo) 1. whiplash has aim assist. just throw it in the general vicinity of an enemy and it'll connect. 2. holding the whiplash button for longer extends its range, and whiplash won't start pulling until the button is released. 3. punching, jumping, or whiplashing while grappling will cancel the grapple while preserving momentum. Useful if you've hooked an enemy and realize you don't actually want to go there. You can also chain whiplash jumps on light enemies to stay airborne. 4. Dashing while whiplashing does NOT cancel whiplash. Useful if you want to get out of the way of incoming projectiles without cancelling the grapple 5. Whiplashing into a maurice and shooting it twice with shotgun + red fist punch kills it extremely quickly + heals you for a ton + is likely to cause collateral damage from the falling head. An enraged malicious face dies in one shotgun blast + punch. 6. Whiplashing into a mind flayer right as they use the homing attack will make the homing balls miss (initially, at least) 7. (not about whiplash) like all explosions, knuckleblaster's explosion reflects projectiles, INCLUDING YOUR OWN, so if you fire your shotgun at the same time as a point blank knuckle blast, your shotgun will do 0 damage. This is why malicious faces sometimes survive getting shotgun swap + KB'd - just don't knuckleblast or time the blast so it doesn't come out at the same time as the 2nd shotgun blast. 8. DASH STORAGE: Dashing, then quickly sliding before your dash i-frames run out, will make you invincible for the duration of the slide. You can find a safe spot on the edge of the arena to land, do a dash-stored slide across the whole arena, overpump blast, fall off, and rocket ride back up to repeat as many times as needed. AzrilAdni's video of them making it to wave 180+ features this a lot; using this will vaporize ground enemies and cause a fair bit of collateral damage to mindflayers and malicious face while maxing your style and healing you to full.
everytime i whiplash a maurice with the shotgun i always get them 1 shot with the shotgun knuckle blaster combo (no parry). another thing to note about the whiplash is that you can grapple your core ejects and rockets but i don't see much use for that. (also knuckleblaster fact: you cancel the swing speed with whiplash or swapping fists this also counts for the reload)
@@kevynpacthatguythatdraws whiplashing core is obnoxious and kinda pointless but whiplashing rockets is actually kinda pog since whiplashed rockets travel way faster than vanilla rockets just don't forget to hold it down so you don't accidentally reel it back in also it makes for one of the more consistent quickmounts if you aim down and snag a rocket
@@SenyiKimmo another thing about rocket riding is that you can actually ride one without stopping time, but thats literally just almost impossible and i usually just do it accidently, most consistent way to do it was shooting the rocket at the same time as you slam but still really useless
I have a faster trick for insta riding try this: First look a little lower then Freeze, shoot and dash at the same time then unfreeze its a faster and more precise way to insta rocket ride
The reason you find masses so difficult to kill is because you neglect the nailgun (more specifically, the sawblade). Putting a magnet on the stomach of the mass and then spamming the 10 sawblades makes them be in the perfect position to all hit the mass's tail. This will install it in a few seconds and you can just walk away after shooting them.
If you get harpooned by a Hideous Mass, you can look down and punch it with the Knuckleblaster to remove it more quickly. Overheat Saw can chunk them with good magnet placement if they’re out in the open (screw the one that spawns by some stairs).
yeah, they’re still scary to leave alive because of how much they constrain your movement with those fat shockwaves and 50dmg mortars, but they stopped being what directly ends my runs after I learned you could KB the harpoon. I usually just choke when dealing with multiple Mindflayers/Sisypheans at once since I don’t enjoy fighting offstage
@@Draycos324 also slam storage is pretty funny for dealing wiht hideous mass if you can't land an instakill for some reason, since most of their attacks- scratch that, ALL of their attacks can be easily dodged by lazily drifting through the sky
Few notes: Movement: I'd recommend learning the fast rocket ride. It's looking down slightly, right click, left click, dash, right click (extremely fast). It's a lot easier than it seems at first, trust me, it's like a free +10 waves once you learn it since it's basically infinite mobility, especially offstage. Stick either to the side of the stage or just off of it entirely, especially when you are low health. This means that you only have to deal with attacks from one direction and there's gonna be more friendly fire, rather than getting demolished by everything at once. Weapons: Nailgun is extremely good, and pretty vital for when you're in waves 60+ since it allows you to 1v1 enemies at mid range with damage quite similar to the shotgun. If you shoot from the blue nailgun, the overheat on the green one will fill up. If you fire a green overheat and then switch to blue and shoot once, the green overheat will recharge, allowing for infinite overheat. Overheat does around 11 DPS (The railcannon does 8 damage, and the default pistol does 1, for reference). The saws are more for setting traps at the start of waves - not as good but it's free. I'd recommend at least 1 nailgun for that mid-range DPS. This is probably ppart of the reason why mal-faces are so high on your list. Coin punching is useful as it allows you to use a coin without depleting it's charge and the damage stacks, meaning a coin will do more damage overall. If you're a GOD you can punch the coin and then just shoot it but I tend to punch a coin, throw another coin, and shoot that instead. Nukes should be 100% of your railcannon uses unless you're doing some coin tricks with the blue one. It does 14 damage in a huge radius. Again, the standard blue railcannon does 8ish. Enemies: Sword Machines in Stage 2 are actually more threatening than stage 1 by a little bit since they learn to throw their swords, giving them some attack that's threatening when you aren't ground level. Ferryman will die spontaneously. Listen to their spawnsound and look for +zapped popping up for no reason in your style meter. Also, that lightning attack can be chargebacked, meaning you can throw a coin upwards and the lightning will re-divert to the nearest enemy. Mal-faces are much easier when you pay attention to their attacks - zooming in for a shotgun swapping attack when you know they /aren't/ gonna be shooting projectiles. They actually become actively helpful for the player at a certain point because parrying their charge attack is easy and refills health even when everything is sanded, and their projectiles don't have tracking, meaning you can dodge it by simply moving. Hideous Masses aren't so bad - yes, they have huge map control, but the thing is; you shouldn't be on the map anyway. Their attacks are slow and their lack of mobility makes them easy targets for high DPS attacks. It does impact strategy too much, since you should already be playing extremely mobile and edge-camping, which is the counterplay to the HiM. Also, the aforementioned railcoin combo means you should only ever be dealing with one at a time. The Mindflayer is THE most threatening enemy in the game right now. Instakill her as soon as the wave starts by exploding her orbs as she summons them. You show the instakill in this video, but it's important to say that that is the best counterplay against her. You can also instakill her by waiting for her to teleport to you in under that red layer where all enemies get instakilled consistently on some maps. Do that, if you can. A good combo is an overpump instakill, and if it fails, then a nuke right in her face should be enough to finish her off.
yes, thank you, this should cover just about anything, tho i disagree that HiM can be pretty annoying, at least when there's 2 of them i havent reached wave 40+, however this is super essential stuff
@doug2555 when you dash you are invincible for a few frames so right when you shoot the overpump charge dash out the way and you should not take damage
12:38 As a Stock Nailgun kon-o-sooer, i'd say that it is not a trash weapon and it is actually freaking good for covering your **midrange**. To any Sawlauncher enjoyers reading this copium-ridden commenter's rebuttal, I will have to apologize in advance as I don't use it and would have to leave that job to someone else. Yes, shotgun swapping has much higher dps and whiplashing to enemies makes it significantly easier. The main weakness it has is that you are functionally confined in a small area when doing this to larger enemies, particularly the ones that stand still. The stock nailguns cover this weakness by giving you a larger area to work with to keep shooting while moving and dodging away from projectile spam which is way more prominent in higher waves. Virtues are also way less cancerous to take out with the nailguns compared to peppering them with your revolvers, whiplashing to them with shotgun swaps or overpumps, or just seeing them line up for the perfect railcannon shot. Virtues take extra damage from nails and can be combined with magnets so that you don't waste damage with the nails and/or you can stockpile frozen rockets on the damn thing to home into it as you move on to the next virtue. The nailguns don't do a lot of damage and are generally mid for taking out groups, but they recover freshness for your other weapons FAST, so that those freshened weapons can take out the groups for you. This makes it easier to achieve S+ style ranks as you wittle down the enemies with the nails (or any other weapons) and finish them off with your railcannons and shotguns as the style meter rewards more style with kills than the damage you dealt. (It is why nukes can still make you jump up to S rank or higher even when it gets dulled after the fact.) The fact that you didn't even mention overheat cycling circumventing the ammo issue entirely since the green nailgun's ammo is technically infinite, or even the magnets' synergy with the rocket launcher shows how much you are gimping yourself by sleeping on the nailgun. I know i am kind of not in the position to say this as i average low 40s and only recently *reached* wave 50, but y'all really should use the nailguns more or I will take all your mothers out to dinner and commit Spy Team Fortress 2 with just my fingers.
Good points, didn’t know about the increased damage to virtues and after testing, it is technically faster than shotgun swaps due to their knock back unless you land a parry, also didn’t know overheat cycling so thanks for the info!
I use the Nailgun because I don't know how to get the saw gun and I use it mainly on Maurices because it shreds them and the alt variation does a lot of damage in close range to big ones. It's not as useless as it seems, maybe it's just not as good.
Sawgun still better lol I use sawgun like 80% of the time because of the traps that just destroy half the ground enemies, and switch to an overheat nailgun because for some reason the sawgun charges the overheat for it lol
Before I knew it, the lecture was over. Extremely entertaining and informative video dude; this’ll be one of my go to recommendations for newer players. It's awesome that I still manage to learn some juicy bits of info with guides like yours.
I agree with the assessment of nailgun being an underpowered weapon, but I will vouch for its usability. I'm still stuck around wave 38, and it has been very useful for when I need to slow my play down and assess the situation. Throw a magnet into a group of enemies, repeat overheat-storage as I take it all in. It's not the best DPS, but it's a great way to let people hang back and assess the situation whIle they're still becoming familiar with the behavior of cybergrind waves as a whole.
Yeah, I prefer to use saw blade traps to deal passive damage while I focus on more immediate threats. Sometimes I switch to the overheat nailgun to blast Andre or a virtue in the face. Even if it doesn't take them out, the nails add conduction damage with the electric rail cannon.
for nailgun i usually run blue nail / green saw, since blue nail is surprisingly useful in taking out virtues (and specifically virtues), and with a hotswap, you can set up an overheat saw trap in under a second which fits the bursty nature of the game screwdriver is also surprisingly good in cybergrind due to cybergrind counteracting screw's main weakness: lack of thicc bois to screw with it. it can save you in a pinch due to the ridiculous healing radius it has, and if you play CG at all you know the amount of cerberus and swordsmachine in higher levels gets fucking ridiculous
funny i've ran the polar opposite the green nailgun and blue saw launcher as i believe its pretty effective to make one cerb into a walking sawblade trap to either lure them to kill masses or make killing other cerbs easier
also a thing that i find interesting of the blue variant is that the magnet can also be used to direct rockets towards it if it is pinned to an enemy (usefull to deal with hideos mass while not having railcanon), saldy it got nerfed for only 3 rockets T.T (to be honest that was pretty strong)
@@Canalbiruta i think you should start using those because the amount of easy crowd control you can do with it, specially on 4-1/4-3 secret/5-3 when theres a dual wield upgrade
tip: you don't have to click repeatedly to fire during a shotgun swap, you can actually just hold down the fire button and tap E, and the shotgun will fire automatically when it comes out.
In my opinion the best way to deal with fodder and Streetsweepers is pretty cool, slam jump, whiplash the Streetsweeper (if they dodge just try again), then knuckleblast them into the fodder, causing them to explode, giving you a massive style bonus for all the friendly fire bonuses as well as being cool as shit
This video is a year old and nobody is gonna see this comment but a thing with the marksman (coin revolver) is that the coin will only split the bullet if it's the standard version, if you use the slab marksman or normal and the slab revolver of a different variant it won't split. Have fun!
Idk if it's niche or unknown, but a thing I sometimes do on Malicious Faces is use the shotgun to parry. You can parry the laser beam right when it flashes if you're at point blank, dealing lotta damage and giving style since it's a parry. Also, lazy way to deal with sentries: ground slam to launch in the air, knuckle blaster to yeet them to the Shadow Realm
In my personal experience the mindflayer is easily the most dangerous if not handled, as someone who only gets to rank 25 consistently. The combination of indefinitely breathing down your throat (putting the virtues to shame), staying out of sight through teleporting requiring constant camera panning and reassessment, and huge health bar make them incredibly difficult to track, remove, or escape. Virtues though obnoxious are incredibly fragile, and the HiMs can be ignored through kiting. The mere presence of a mindflayer and trying to keep it downsight is enough to cause numerous problems.
13:32 welp with conduction being a very vast and discoverable tech w jumpstart and wrath, safe to say that the nailgun does have its work cut out for it
I think green railgun is still good for hideous mass and mindflayer on some really rough waves. Being able to easily take one out without needing good setups or to wait for a certain attack can be helpful.
Exactly. I think the benefit of the nailgun is its simplicity. Same goes with the screwdriver tbh. Plus, conduction damage is a nice bonus to railcoining.
I was hard stuck at wave 30, after learning the "more style = less hard damage" I immediately changed my strats and I was easily able to get wave 33 on the next attempt. Thank you skeleblood
how to kill the hideous mass fast 1: get up close 2: shotgun swap and keep punching it with the knuckleblaster if you need style do core > pump > rocket launcher > repeat
My personal cybergrind tier list based on yours (will not mention any that stay in the same tier): Soldier: Threatening. The spread of bullets can sometimes catch you off guard when dodging around stronger enemies. Sentry and Idol: Run ender for the same reason. Puts so much pressure on trying to take them out immediately that sometimes a pesky mindflayer or insurrectionist can game end me. Hideous Mass: Threatening, teetering on the edge of ignore: it’s whole thing is making sure you keep moving, which I have no difficulty with. I just keep track of where the mortar projectiles are in the sky, and I’m fine. Ferryman: Threatening. Stronger Sword Machine. Malicious Face: Ignore. Honestly, whenever I see them start the laser attack, that’s the only time I focus on them just to style on the funny rock The Sand Mfers: Run Ender or Ultrakill Must Die. The amount of times they’ve sanded almost all of the strongest enemies leaving me with next to no health available is uncountable. They’re way too damn sneaky In conclusion: why did I do this? Why the fuck not
Maurice are just my grapple hooks that occasionally give me heals Personally I just rail coin the fuck out of the hideous mass I just hate there shockwaves and if I ever get hit by a hook it's a run Ender for me
26:03 you can actually punch the harpoon (2 times with feedbacker; 1 time with knuckleblaster) to release yourself early. This is a life-saver if you get mysteriously harpooned whilst rocket-riding or otherwise off-stage, as it is the onlt thing standing between life and falling into the void
Personal recommendation: set the weapon variant swap to your scroll wheel to make shotgunswaping faster, it will also make it easier to access the other variations when we get red pistol, shotgun, and nailgun.
@@ZedDevStuff There's that damn feature where if you're already using, for example, the revolver, and press 1 again, it swaps variants. It's kind of annoying but I've gotten used of it and it's my primary way of switching variants now. I kind of wish i could turn that off though
Really good video! I completely agree on the nailgun thing, but I think just a slight buff like making it's shots spreading less would make it a good weapon for dealing with enemies at medium range For now the saw is better
@@ashleylust1271 saw + magnet is pretty much just free style and chip damage in later rounds, you plop a magnet and saws in the middle of the arena and it'll kill fodder and potentially damage bigger enemies. it's pretty much a molotov in the middle of the arena, better than the nailgun's measly shrapnel mine.
@@ashleylust1271 conduction. While I don't do DPS spreadsheets, I do know that more nails (up to 999) will stack to release more damage after an electric RC hit. It also gives it's own bonus too.
One thing you forgot: Ferrymen, in addition to being glorified swordsmachines, kinda just die. If you go anywhere near the edge of the arena, they just roll off. And if that somehow doesn't happen, Maurice them. Basically, I just hear the bells then watch a blue corpse fall off the arena.
Yeah just use alt nailgun instead. The aoe from around a magnet can be very helpful for clearing fodder enemies, and it’s easy to just throw 10 sawblades down at a magnet for free damage. Also if you attach a magnet to a Maurice and fire saws at it, any other Maurices nearby will eat the damage, making it SO much better for deleting Maurice herds.
Keep screwdriver equipped on railcannon 3rd slot. It's useful for a fire-and-forget way to almost entirely deal with a Hideous Mass, and it pins Mindflayers in place so you can unload on them with shotguns or nailguns. Also, nailgun isn't bad, you just need to learn how to quick swap it to extend the overheat. I run both nails in CG and can unload an overheat nailgun burst into a Malicious Face in under a second, almost totally resetting other weapons' freshness. It's a good tool to use for added style points and the magnets help maintain accuracy at range if you use them right. Good for clearing out Virtues too, in between railcannon charges and overpumps. Great editing and delivery, one of the better Ultrakill guides out there other than the wrong opinions listed above. Definitely earned a subscriber here. Keep up the good work!
The nailguns main purpose is increasing your damage by what i'd call 'storing damage'. You shoot the enemy while you shoot the enemy. its not meant to be shot at enemies while you use high-damage combos, but whenever you're not doing those, you put some magnetic ouch (that also refreshes your style meter very effectively!) somewhere - and that's how you maximize your dmg potential.
the overheat nailgun can be used with a thing called "overheat storage", if you shoot one nail with the blue one, it insta charges the green one, and if you use the overheat and swap back to the blue one and back to the green, it goes back to full and you can continue to chain these to keep the overheat theoretically forever
I definitely think the nailgun is great at single-target (magnet, fire for a bit, switch, dump an overheat railgun, repeat, railcoin is enough to consistently P-rank the first V2 fight very rapidly!), but needs some way to be more useful outside of single-target situations.
Well by default it melts husks, but that's not something to worry about later in the grind. Personally I use the magnet saw launcher to set up an AoE zone for taking out melee enemies while I focus on bigger things. It only takes one magnet too so you can use the others for focus firing.
Even though theres been like a thousand updates since this video comes out most things you covered here are still incredibly valid Really shows how well made this was although i'd really suggest making a revamped video covering radiance and the violence enemies alongside the new weapons
Shotgun swapping also works with the SAME variation of the shotgun, so if you have your keys bound statically for weapons+variations, you don't have to swap to a different variant. This makes it viable to also have one of the joust shotgun variants on rotation for quick bonus damage against maurice and cerberus. I use the overcharge shotgun with the joust variant because at ~80+ velocity you can almost one shot any of the stronger standard enemies on the second charge.
Nailgun is a nice addition for me. Yes shotgun can do a lot of what nailgun can but if I’m a bit out of reach and have no style to back up my whiplash, I leave a magnet on any tanky enemy, do a quick overheat and get back into action. Also it’s great for taking out hideous mass if you have no railgun since the tail is the weak spot and easiest way of dealing a lot of damage there is throw a magnet and shoot few nails with one or two overheats. Overall, nailgun actually needs a rework, maybe faster firing speed to catch up with other damage dealers or at least not staying too much in the screen
The information here (and especially your presentation of it) is so good, even now after multiple updates. Honestly makes me curious about how those updates have affected your strategies. Particularly the gutter bois I know it's beyond late, but I will say that if nothing else, the nailgun and sawblade have the utility of a "plant and forget" crowd control tool that not only adds freshness to your other weapons, but also frees up the railcannon charge for perhaps other uses, be they taking out big targets or another nuke.
Pro tip: To deal big damage to a hideous mass nail them around their midpoint and spam sawblades at them. The sawblades will likely hit its tail again and again. This is basically the only reason to use the nailgun, and it also gives you an excuse to pull out the overheat variant at the end.
While I wouldn't say it's the exclusive reason to use it, I have to agree with the hideous mass technique. It's become standard procedure for me to do that on masses. Often times it takes them out without the need to pour more than 19 silver saws into them.
For the harpoon from the hideous mass, you can look down and aim two punches from the counter arm with it to break it. An easy way to kill them is to fire a magnet and a saw from sawblade, switch to overheat nailgun, run up to their squishy part, right click once, dead. This is the only reason I still carry overheat nailgun.
I have to disagree with you on the nail gun. While yes, it may be significantly weaker, I find myself switching to it a lot to refresh my freshness meter. Especially in ACT 1 so it would probably be applicable in the cybergrind as well.
I was trying to find a good introduction video pretty recently I have less than 40 hours and damn I could've used a video like this a while ago, Awesome stuff
1) You can whiplash a small enemy right before shooting it with a rocket to guarantee the red explosion without having to worry about timing it with the enemy falling down 2) You can throw a coin behind an enemy such as Cerberus, shoot it via blue railcannon and then instantly throw another coin and it will still connect to the shot bouncing off of the 1st coin because of the slowdown. It requires less setup than throwing two coins first and is more reliable I believe, if you have the timing right you don't need to aim the 2nd coin at all 3) Soldiers aren't immune to explosives when they're mid-air, not sure about the red explosions part but I believe they normally still block them or reduce damage they take from them
I completely agree with your summation of the Nailgun, but there are a few applications in which it’s better than other weapons in the Cybergrind. You can take out Hideous Masses in under 2 second with the overheat and just blasting his tail (before you say you can do that with Railcoining, yes, you can, but you waste your Railgun shot and 2 coins). If you mess up the Mindflayer instakill, slam-storage your way into the air, Whiplash to her when she teleports, then unload with the overheat Nailgun at point-blank range. Virtues at point-blank are just straight-up super weak to the overheat. Whiplash, point-blank, overheat. Fastest way to kill them with proportion to resource (they are not worth the Railgun shot). I can’t find a good use for the sawblades or magnet so far, though. There’s maybe one good use for the sawblade launcher on this configuration of the stage in which there’s a long, narrow hallway in which you can fire sawblades down and kill a bunch of common enemies really quick, but that’s situational at best. However, I’m always looking for more ways to incorporate it into my play style. This is unconnected to the Nailgun, but a good opening move to the start of a round is slam-storaging your way into the air, looking directly down, toss all of your coins, wait a second for them to sing, then shoot one. It’ll get rid of 5 drones on the higher rounds (not that big, but I find drones annoying) and give you a bit of time to breathe and assess the battlefield at the beginning of the round, since you’ll be above them all. Great tutorial, though. Can definitely imagine this helping out some people who are new to the Cybergrind and maybe giving some more experienced players a bit of extra knowledge
14:05 on the cybergrind the screwdriver isn't always optimal but does have some niche uses on the mass and mindflayer. In the standard game the screwdriver is great for bosses like Minos Prime, Gabriel (more so the second one), and the leviathan because being close to a screwdrivered enemy deals blood and regens your hp which is great for bosses you get pretty close to like Minos Prime.
The sawblade launcher is absolute godlike area denial. Slap it down somewhere flat, spend two and a half seconds laying down blades and an overheat, now watch street cleaners, cerbs, and swordsmachines walk to their doom.
Alright this is probably the best Cybergrind video i have every seen period. That being said i wish you would have covered enemy spawns a bit more in depth, the way enemies spawn is pretty important. Mindflayers, virutes, idols, and HMs all spawn instantly (sentries too i think i'm not actually too sure about that). Every other enemy will spawn one at a time in rapid succession so those first 10-15 seconds of a wave are very crucial because the wave is arguably 3x easier than it will be after all the enemies finish spawning. As of writing this comment ferrymen will SOMETIMES spawn below the arena and get ZAPPED by the red killzone that you can see in bounce pits, the red killzone is present in every arena but you cant see it.
If I can make a point for the saw blade launcher on the first variant it is very good to charge the green version as only a few shots are necessary to get it to full strength and Cleaners that run after you like to dodge to the side so if there would be a saw trap they would dodge into the incoming saw and die otherwise. Attaching a nail to a low danger enemy that runs after you and using him as a murder ball is quite funny in the earlier waves.
The Nailgun has one use, with the blue version you can hit a magnet onto the mind flayer and it will stay there even after it teleports. This makes so much easier to hit without even getting close because the nails will go to the mind flayer even after it teleports.
My favorite combo is to slam store into the stratosphere, spin around, throw coins, shoot them, and dash while blasting the ground with pro boost, rail cannon, etc
there is a way to Spam the overheat nail gun, which would be heat storage heat up the overheat nail gun, start the barrage of nail but let it not finish, that can be accomplished by switching to the attractor nail gun or sawblade launcher, a few nails from said gun and then switch back to the overheat and you will see, the heat bar is filled up again do that fast enough and you have heat spam
This was VERY insightful, though I'm shocked by how quickly you dismiss the nailgun and screwdriver. For one thing both the screwdriver and saw blade variant are capable of doing what I call (passive) damage. Meaning fire and forget. The screwdriver in particular deals the most consistent damage of all the 3 rail cannons without applying railcoining or core nuking. Speaking of core nuking may be a better AoE, but it's also less reliable as there are a number of factors that could go wrong. Going back to passive damage for a moment, the magnet saw blade has become the most efficient and easy way I've found to deal with hideous masses as their size insures the blades always hit them exclusively, and after firing them, you can blast them with the overheat nailgun to make sure they're dead. This also leave the railcoining open for a second mass. Besides this there's also the counter to the mind flayer teleport another comment mentioned and nail magnets make rockets homing when they hit an enemy.
Im here on the behalf of the sawblade launcher, the sawblade launcher should be used to override your attractor nailgun. Personally i use it to take out groups of enemies if my core eject nuke is on cooldown, because it makes a big circle of damage plus it adds style meter, it also does critical and fatal damage to enemies like filth and the other 3 peashooter enemies, making them spill more blood, while yes its a much more riskier option for health, it should mostly be used to deal with smaller enemies if you are busy with stuff like the malicious faces or mindflayers.
Saws if placed correctly can basically kill a HiM instantly paired with red arm shotgun to the chest, to leave you able to perform a more costly instakill on the other one
Writing this post full Arsenal Update: The Jumpstart is one of the most ridiculous weapons in cybergrind. POST NERF Place down 3 magnets, latch on to a Maurice or gutterman, wait for the electricity to start and throw 4 coins into the air and you just killed everything that isn't a flying enemy I prefer the nailgun variant but thats just cause i like all the nailguns. I think the saw is just as good as the nail jumpstart. The jackhammers are all pretty good and fun to use. If you like shotgun swapping a lot only use 1. I like to use the sawed on and pump charge varients because the saw allows you to use full impacts and get around 70 health back and the pump allows you to do heavy damage to high health targets like mindflayers and hideous masses. The blue variant is also fun but I prefer having 1 shotgun and core nukes have way better range when using the shotgun. I moved away from shotgun swapping in my play style because I like using 1 shotgun and a rocket launcher in a combo. The sawed on shotgun and jackhammer are both niche but they are good sources of extra damage. I would recommend using them as a less committal screwdriver because of how much health they give. The shotgun is fine but theres no benefits of using it besides shotgun swapping. The firestarter is ok at aoe damage but I really like it as a mobility tool. You can save a lot of stamina by using stored momentum from midair and sliding using a gas trail and going back to rocket riding. My favorite way to use it is against hideous masses for extra damage to kill them around 3-6 seconds faster than without it. Its helpful against insurrectionists because of the extra damage they take from fire. The overheat nailgun pairs well with it as well because sometimes there are too many enemies piled up for a rocket to light the gas so nailguns spread can help.
Personally I like to use the overheat sawblade with the blue nailgun, since the blue nailgun does extra damage against maurices (sometimes I just don't have the health to get up in their face.... or everything in this case) and the overheat saw is a great for just damaging swordsmachines, cerberi and streetcleaners by making a certain zone yours. Many maps have good spots for placing a magnet and overheat saw to lure enemies in without breaking it with bouncing. If a swordsmachine goes down while being hit by the saw it's basically already dead unless it breaks
The sawblade launcher is extremely powerful I find. You can basically just plop down a field of AOE damage that munches pretty much everything in the game that cant fly. Occasionally if i see a large group of malicious faces I'll stick the one in the middle with a magnet and give him a halo of death that kills all his buddies around him. Saws are basically OP if you know how/when to use them, the ammo constraint is the only thing that keeps them in line.
23:46 "Stay on high ground and in open spaces when facing malicous faces" BARS 🥶🥶
WOAH
no autotune
GOES HARD
🔥🔥🔥
WE MAKIN IT OUTTA HELL WITH THIS ONE 🔥🔥🔥
The best way to kill a swordsmachine is forget he's there until the better enemies are dead and slowly punch him to death afterwards because he can't do anything about it
Most accurate comment I’ve seen yet
@@skeleblood or Maurice them all
use him as a moving saw trap
Yeah, it's really sad that the enemy version doesn't get rage when parried, that just makes it such a pushover
@@skeleblood your pfp is pretty much the response to this comment
You think people love ULTRAKILL too much, then you play it and realize it truly is the most perfect feeling of any game
I honestly can't believe how underrated this video is, it is an amazingly complete resource that no one should miss. You even make it enjoyable and entertaining to watch. Thanks a lot for the tips and knowledge!
The video just came out and it's made by a person with a small following, how can it be underrated in this case?
@@littlehorn0063 It wasn't getting as much views as it has now, although the algorithm definitely seems to have done its job
indeed
It might be because views are based on if the viewer watched the video for over a minute, and the intro made the whole video look like a Cyber Grind montage
Nah everyone's too busy losing braincells on tiktok
Just wanted to mention that green railcannon is very useful on mind flayers for safe kills as they cannot teleport. Prolly niche but worth mentioning and keeping as an option
You can one shot a mindflayer using one malicious railcannon
Green rail cannon is useless
@@dennisyukhanov1672 i said for SAFE kills, you also dont need the malicious railcannon to one shot them you can projectile boost, so imo that would be a waste of resources.
green is mostly useless but its worth pointing this out.
@@jamalsiddique1362green also gives you like half the Railcannon charge back by the time it stops dealing damage
It now deals half of the mind flayers health when punched at anytime making an ok instant damage option i think
some notes about whiplash (one of the most useful tools in cybergrind imo)
1. whiplash has aim assist. just throw it in the general vicinity of an enemy and it'll connect.
2. holding the whiplash button for longer extends its range, and whiplash won't start pulling until the button is released.
3. punching, jumping, or whiplashing while grappling will cancel the grapple while preserving momentum. Useful if you've hooked an enemy and realize you don't actually want to go there. You can also chain whiplash jumps on light enemies to stay airborne.
4. Dashing while whiplashing does NOT cancel whiplash. Useful if you want to get out of the way of incoming projectiles without cancelling the grapple
5. Whiplashing into a maurice and shooting it twice with shotgun + red fist punch kills it extremely quickly + heals you for a ton + is likely to cause collateral damage from the falling head. An enraged malicious face dies in one shotgun blast + punch.
6. Whiplashing into a mind flayer right as they use the homing attack will make the homing balls miss (initially, at least)
7. (not about whiplash) like all explosions, knuckleblaster's explosion reflects projectiles, INCLUDING YOUR OWN, so if you fire your shotgun at the same time as a point blank knuckle blast, your shotgun will do 0 damage. This is why malicious faces sometimes survive getting shotgun swap + KB'd - just don't knuckleblast or time the blast so it doesn't come out at the same time as the 2nd shotgun blast.
8. DASH STORAGE: Dashing, then quickly sliding before your dash i-frames run out, will make you invincible for the duration of the slide. You can find a safe spot on the edge of the arena to land, do a dash-stored slide across the whole arena, overpump blast, fall off, and rocket ride back up to repeat as many times as needed. AzrilAdni's video of them making it to wave 180+ features this a lot; using this will vaporize ground enemies and cause a fair bit of collateral damage to mindflayers and malicious face while maxing your style and healing you to full.
in fact don't use the blast of the knuckleblast at all vs maurice cuz maurice is fully immune to explosives
everytime i whiplash a maurice with the shotgun i always get them 1 shot with the shotgun knuckle blaster combo (no parry). another thing to note about the whiplash is that you can grapple your core ejects and rockets but i don't see much use for that. (also knuckleblaster fact: you cancel the swing speed with whiplash or swapping fists this also counts for the reload)
@@kevynpacthatguythatdraws whiplashing core is obnoxious and kinda pointless but whiplashing rockets is actually kinda pog since whiplashed rockets travel way faster than vanilla rockets
just don't forget to hold it down so you don't accidentally reel it back in
also it makes for one of the more consistent quickmounts if you aim down and snag a rocket
@@SenyiKimmo another thing about rocket riding is that you can actually ride one without stopping time, but thats literally just almost impossible and i usually just do it accidently, most consistent way to do it was shooting the rocket at the same time as you slam but still really useless
@@kevynpacthatguythatdraws recent hotfix changed it so that vanilla rockets can never be mounted, they have to be frozen or lashed first
I have a faster trick for insta riding try this: First look a little lower then Freeze, shoot and dash at the same time then unfreeze its a faster and more precise way to insta rocket ride
agreed
I learned it and I really like doing it even if I don't get it every time. Thanks.
I went back to this video after reaching wave 61 on Brutal and I've been having trouble doing instarides for a while and this solved that instantly
i usually just look down, dash, move backwards, shoot + freeze and whiplash the rocket
really consistent, just slow
The reason you find masses so difficult to kill is because you neglect the nailgun (more specifically, the sawblade). Putting a magnet on the stomach of the mass and then spamming the 10 sawblades makes them be in the perfect position to all hit the mass's tail. This will install it in a few seconds and you can just walk away after shooting them.
Even magnet + regular nailgun dices a hideous mass in well under 10 seconds and usually heals you a ton.
@@peterpeladon Now with the jumpstart nailgun you can do crazy shit with hideous masses.
If you get harpooned by a Hideous Mass, you can look down and punch it with the Knuckleblaster to remove it more quickly.
Overheat Saw can chunk them with good magnet placement if they’re out in the open (screw the one that spawns by some stairs).
Didn’t know you could punch harpoon and wish I knew sooner
yeah, they’re still scary to leave alive because of how much they constrain your movement with those fat shockwaves and 50dmg mortars, but they stopped being what directly ends my runs after I learned you could KB the harpoon. I usually just choke when dealing with multiple Mindflayers/Sisypheans at once since I don’t enjoy fighting offstage
@@Draycos324 also slam storage is pretty funny for dealing wiht hideous mass if you can't land an instakill for some reason, since most of their attacks- scratch that, ALL of their attacks can be easily dodged by lazily drifting through the sky
yes, slam storage is strong in CG in general, even after the introduction of sentries/virtues/ferrymen
if you put the magnet on their chest it will spin the sawblades into their tail and instakill.
Few notes:
Movement:
I'd recommend learning the fast rocket ride. It's looking down slightly, right click, left click, dash, right click (extremely fast). It's a lot easier than it seems at first, trust me, it's like a free +10 waves once you learn it since it's basically infinite mobility, especially offstage.
Stick either to the side of the stage or just off of it entirely, especially when you are low health. This means that you only have to deal with attacks from one direction and there's gonna be more friendly fire, rather than getting demolished by everything at once.
Weapons:
Nailgun is extremely good, and pretty vital for when you're in waves 60+ since it allows you to 1v1 enemies at mid range with damage quite similar to the shotgun. If you shoot from the blue nailgun, the overheat on the green one will fill up. If you fire a green overheat and then switch to blue and shoot once, the green overheat will recharge, allowing for infinite overheat. Overheat does around 11 DPS (The railcannon does 8 damage, and the default pistol does 1, for reference). The saws are more for setting traps at the start of waves - not as good but it's free. I'd recommend at least 1 nailgun for that mid-range DPS. This is probably ppart of the reason why mal-faces are so high on your list.
Coin punching is useful as it allows you to use a coin without depleting it's charge and the damage stacks, meaning a coin will do more damage overall. If you're a GOD you can punch the coin and then just shoot it but I tend to punch a coin, throw another coin, and shoot that instead.
Nukes should be 100% of your railcannon uses unless you're doing some coin tricks with the blue one. It does 14 damage in a huge radius. Again, the standard blue railcannon does 8ish.
Enemies:
Sword Machines in Stage 2 are actually more threatening than stage 1 by a little bit since they learn to throw their swords, giving them some attack that's threatening when you aren't ground level.
Ferryman will die spontaneously. Listen to their spawnsound and look for +zapped popping up for no reason in your style meter. Also, that lightning attack can be chargebacked, meaning you can throw a coin upwards and the lightning will re-divert to the nearest enemy.
Mal-faces are much easier when you pay attention to their attacks - zooming in for a shotgun swapping attack when you know they /aren't/ gonna be shooting projectiles. They actually become actively helpful for the player at a certain point because parrying their charge attack is easy and refills health even when everything is sanded, and their projectiles don't have tracking, meaning you can dodge it by simply moving.
Hideous Masses aren't so bad - yes, they have huge map control, but the thing is; you shouldn't be on the map anyway. Their attacks are slow and their lack of mobility makes them easy targets for high DPS attacks. It does impact strategy too much, since you should already be playing extremely mobile and edge-camping, which is the counterplay to the HiM. Also, the aforementioned railcoin combo means you should only ever be dealing with one at a time.
The Mindflayer is THE most threatening enemy in the game right now. Instakill her as soon as the wave starts by exploding her orbs as she summons them. You show the instakill in this video, but it's important to say that that is the best counterplay against her. You can also instakill her by waiting for her to teleport to you in under that red layer where all enemies get instakilled consistently on some maps. Do that, if you can. A good combo is an overpump instakill, and if it fails, then a nuke right in her face should be enough to finish her off.
(Least pretentious Ultrakill Player btw)
yes, thank you, this should cover just about anything, tho i disagree that HiM can be pretty annoying, at least when there's 2 of them
i havent reached wave 40+, however this is super essential stuff
About hideous mass, it’s weak point deal 3x the damage in cyber grind version.
btw I hear this from eren, that one guy who made cool guide
Damn, does overpump do that much damage? I never new it was actually sometimes a viable option
@doug2555 when you dash you are invincible for a few frames so right when you shoot the overpump charge dash out the way and you should not take damage
12:38
As a Stock Nailgun kon-o-sooer, i'd say that it is not a trash weapon and it is actually freaking good for covering your **midrange**. To any Sawlauncher enjoyers reading this copium-ridden commenter's rebuttal, I will have to apologize in advance as I don't use it and would have to leave that job to someone else.
Yes, shotgun swapping has much higher dps and whiplashing to enemies makes it significantly easier. The main weakness it has is that you are functionally confined in a small area when doing this to larger enemies, particularly the ones that stand still. The stock nailguns cover this weakness by giving you a larger area to work with to keep shooting while moving and dodging away from projectile spam which is way more prominent in higher waves.
Virtues are also way less cancerous to take out with the nailguns compared to peppering them with your revolvers, whiplashing to them with shotgun swaps or overpumps, or just seeing them line up for the perfect railcannon shot.
Virtues take extra damage from nails and can be combined with magnets so that you don't waste damage with the nails and/or you can stockpile frozen rockets on the damn thing to home into it as you move on to the next virtue.
The nailguns don't do a lot of damage and are generally mid for taking out groups, but they recover freshness for your other weapons FAST, so that those freshened weapons can take out the groups for you. This makes it easier to achieve S+ style ranks as you wittle down the enemies with the nails (or any other weapons) and finish them off with your railcannons and shotguns as the style meter rewards more style with kills than the damage you dealt. (It is why nukes can still make you jump up to S rank or higher even when it gets dulled after the fact.)
The fact that you didn't even mention overheat cycling circumventing the ammo issue entirely since the green nailgun's ammo is technically infinite, or even the magnets' synergy with the rocket launcher shows how much you are gimping yourself by sleeping on the nailgun.
I know i am kind of not in the position to say this as i average low 40s and only recently *reached* wave 50, but y'all really should use the nailguns more or I will take all your mothers out to dinner and commit Spy Team Fortress 2 with just my fingers.
Good points, didn’t know about the increased damage to virtues and after testing, it is technically faster than shotgun swaps due to their knock back unless you land a parry, also didn’t know overheat cycling so thanks for the info!
I use the Nailgun because I don't know how to get the saw gun and I use it mainly on Maurices because it shreds them and the alt variation does a lot of damage in close range to big ones. It's not as useless as it seems, maybe it's just not as good.
Sawgun still better lol
I use sawgun like 80% of the time because of the traps that just destroy half the ground enemies, and switch to an overheat nailgun because for some reason the sawgun charges the overheat for it lol
Personally as a saw user while I have seen the potential of the nails my adhd brain requires dopamine and heals
The nails should be used to murk heavy threats?
Before I knew it, the lecture was over. Extremely entertaining and informative video dude; this’ll be one of my go to recommendations for newer players. It's awesome that I still manage to learn some juicy bits of info with guides like yours.
I agree with the assessment of nailgun being an underpowered weapon, but I will vouch for its usability. I'm still stuck around wave 38, and it has been very useful for when I need to slow my play down and assess the situation. Throw a magnet into a group of enemies, repeat overheat-storage as I take it all in. It's not the best DPS, but it's a great way to let people hang back and assess the situation whIle they're still becoming familiar with the behavior of cybergrind waves as a whole.
Yeah, I prefer to use saw blade traps to deal passive damage while I focus on more immediate threats. Sometimes I switch to the overheat nailgun to blast Andre or a virtue in the face. Even if it doesn't take them out, the nails add conduction damage with the electric rail cannon.
im not even at 20 wave
and on wich difficulty
Here’s the thing with the ferryman.
The only good move that it has, the lightning strike, can be nullified with a single coin toss…
for nailgun i usually run blue nail / green saw, since blue nail is surprisingly useful in taking out virtues (and specifically virtues), and with a hotswap, you can set up an overheat saw trap in under a second which fits the bursty nature of the game
screwdriver is also surprisingly good in cybergrind due to cybergrind counteracting screw's main weakness: lack of thicc bois to screw with it. it can save you in a pinch due to the ridiculous healing radius it has, and if you play CG at all you know the amount of cerberus and swordsmachine in higher levels gets fucking ridiculous
funny i've ran the polar opposite the green nailgun and blue saw launcher as i believe its pretty effective to make one cerb into a walking sawblade trap to either lure them to kill masses or make killing other cerbs easier
also a thing that i find interesting of the blue variant is that the magnet can also be used to direct rockets towards it if it is pinned to an enemy (usefull to deal with hideos mass while not having railcanon), saldy it got nerfed for only 3 rockets T.T (to be honest that was pretty strong)
Blue saw green nail 4 life
@@robothecoolguy i used to play like that, but i noticed i was using blue saw even less than nail.
@@Canalbiruta
i think you should start using those because the amount of easy crowd control you can do with it, specially on 4-1/4-3 secret/5-3 when theres a dual wield upgrade
tip: you don't have to click repeatedly to fire during a shotgun swap, you can actually just hold down the fire button and tap E, and the shotgun will fire automatically when it comes out.
Holyfu k does ghi
For me i feel it helps with the rhythm for projectile boosting but i could try
The real way to get to wave fifty is to make a custom layout with no enemies and play that on repeat
“I am a mindflayer, and I’m here to take your undivided attention while actually threatening enemies kill you” -mindflayer
3:57 this man parried with the knuckleblaster, THE MAD MAN DID IT🗣️🗣️🗣️
In my opinion the best way to deal with fodder and Streetsweepers is pretty cool, slam jump, whiplash the Streetsweeper (if they dodge just try again), then knuckleblast them into the fodder, causing them to explode, giving you a massive style bonus for all the friendly fire bonuses as well as being cool as shit
This video is a year old and nobody is gonna see this comment but a thing with the marksman (coin revolver) is that the coin will only split the bullet if it's the standard version, if you use the slab marksman or normal and the slab revolver of a different variant it won't split. Have fun!
I love how maurice makes a good transition to another clip simply by whiplashing and standing on him
I love when there are 4+ Cerberus's and you kill one and just
+ENRAGED
+ENRAGED
+ENRAGED
+ENRAGED
+ENRAGED
hey, i mean, free 250 style per +ENRAGED
this was actually a really good tutorial, and the production value was WAY higher than i expected
props, man, you deserve more subs
Idk if it's niche or unknown, but a thing I sometimes do on Malicious Faces is use the shotgun to parry. You can parry the laser beam right when it flashes if you're at point blank, dealing lotta damage and giving style since it's a parry.
Also, lazy way to deal with sentries: ground slam to launch in the air, knuckle blaster to yeet them to the Shadow Realm
Shotgun parrying is very common
In my personal experience the mindflayer is easily the most dangerous if not handled, as someone who only gets to rank 25 consistently.
The combination of indefinitely breathing down your throat (putting the virtues to shame), staying out of sight through teleporting requiring constant camera panning and reassessment, and huge health bar make them incredibly difficult to track, remove, or escape.
Virtues though obnoxious are incredibly fragile, and the HiMs can be ignored through kiting. The mere presence of a mindflayer and trying to keep it downsight is enough to cause numerous problems.
13:32 welp with conduction being a very vast and discoverable tech w jumpstart and wrath, safe to say that the nailgun does have its work cut out for it
I think green railgun is still good for hideous mass and mindflayer on some really rough waves. Being able to easily take one out without needing good setups or to wait for a certain attack can be helpful.
Exactly. I think the benefit of the nailgun is its simplicity. Same goes with the screwdriver tbh. Plus, conduction damage is a nice bonus to railcoining.
I was hard stuck at wave 30, after learning the "more style = less hard damage" I immediately changed my strats and I was easily able to get wave 33 on the next attempt. Thank you skeleblood
how to kill the hideous mass fast
1: get up close
2: shotgun swap and keep punching it with the knuckleblaster
if you need style do core > pump > rocket launcher > repeat
My personal cybergrind tier list based on yours (will not mention any that stay in the same tier):
Soldier: Threatening. The spread of bullets can sometimes catch you off guard when dodging around stronger enemies.
Sentry and Idol: Run ender for the same reason. Puts so much pressure on trying to take them out immediately that sometimes a pesky mindflayer or insurrectionist can game end me.
Hideous Mass: Threatening, teetering on the edge of ignore: it’s whole thing is making sure you keep moving, which I have no difficulty with. I just keep track of where the mortar projectiles are in the sky, and I’m fine.
Ferryman: Threatening. Stronger Sword Machine.
Malicious Face: Ignore. Honestly, whenever I see them start the laser attack, that’s the only time I focus on them just to style on the funny rock
The Sand Mfers: Run Ender or Ultrakill Must Die. The amount of times they’ve sanded almost all of the strongest enemies leaving me with next to no health available is uncountable. They’re way too damn sneaky
In conclusion: why did I do this? Why the fuck not
Maurice are just my grapple hooks that occasionally give me heals
Personally I just rail coin the fuck out of the hideous mass I just hate there shockwaves and if I ever get hit by a hook it's a run Ender for me
this is a certified cybergrind classic
Really great video! Truly shows how Ultrakill is in a whole another level
26:03 you can actually punch the harpoon (2 times with feedbacker; 1 time with knuckleblaster) to release yourself early. This is a life-saver if you get mysteriously harpooned whilst rocket-riding or otherwise off-stage, as it is the onlt thing standing between life and falling into the void
I love how bro just roasted my whole load out
Personal recommendation: set the weapon variant swap to your scroll wheel to make shotgunswaping faster, it will also make it easier to access the other variations when we get red pistol, shotgun, and nailgun.
Or if you have more than three mouse buttons, use mouse4, its way more intuitive
I just use the scroll wheel. It's not too hard so long as you can memorise which variant is scroll up and scroll down.
@@ZedDevStuff There's that damn feature where if you're already using, for example, the revolver, and press 1 again, it swaps variants. It's kind of annoying but I've gotten used of it and it's my primary way of switching variants now. I kind of wish i could turn that off though
Really good video!
I completely agree on the nailgun thing, but I think just a slight buff like making it's shots spreading less would make it a good weapon for dealing with enemies at medium range
For now the saw is better
i think magnets might be broken rn
@@SenyiKimmo Only with the saw, I don't see a lot of use on the normal nailgun
@@ashleylust1271 saw + magnet is pretty much just free style and chip damage in later rounds, you plop a magnet and saws in the middle of the arena and it'll kill fodder and potentially damage bigger enemies.
it's pretty much a molotov in the middle of the arena, better than the nailgun's measly shrapnel mine.
@@ashleylust1271 conduction. While I don't do DPS spreadsheets, I do know that more nails (up to 999) will stack to release more damage after an electric RC hit. It also gives it's own bonus too.
One thing you forgot: Ferrymen, in addition to being glorified swordsmachines, kinda just die. If you go anywhere near the edge of the arena, they just roll off. And if that somehow doesn't happen, Maurice them. Basically, I just hear the bells then watch a blue corpse fall off the arena.
the editing on this vid is that of a pyrocynical video without like a million breaking bad references love it
Yeah just use alt nailgun instead.
The aoe from around a magnet can be very helpful for clearing fodder enemies, and it’s easy to just throw 10 sawblades down at a magnet for free damage.
Also if you attach a magnet to a Maurice and fire saws at it, any other Maurices nearby will eat the damage, making it SO much better for deleting Maurice herds.
You know its a good game when “disrespect” and “friendly fire” gives you points
New style ranking for that intro: GODFIST
The wii pause is so cursed, my brain straight up crashed.
Pov: you are watching this after the cyber grind update
dont mess with us nailgun users!
theres like 3 of us
I use slab with the marksman, and I'm very much enjoying my stay at this asylum.
wow this is probably THE best ultrakill guide on the entire internet. not just for Cyber Grind but as a whole! thankssss
Every time this best youtuber says "sadly rocket launcher has one variant" and etc I pause, inhale, and when say "IT HAS 3 VARIANTS"
Keep screwdriver equipped on railcannon 3rd slot. It's useful for a fire-and-forget way to almost entirely deal with a Hideous Mass, and it pins Mindflayers in place so you can unload on them with shotguns or nailguns.
Also, nailgun isn't bad, you just need to learn how to quick swap it to extend the overheat. I run both nails in CG and can unload an overheat nailgun burst into a Malicious Face in under a second, almost totally resetting other weapons' freshness. It's a good tool to use for added style points and the magnets help maintain accuracy at range if you use them right. Good for clearing out Virtues too, in between railcannon charges and overpumps.
Great editing and delivery, one of the better Ultrakill guides out there other than the wrong opinions listed above. Definitely earned a subscriber here. Keep up the good work!
The editing in this made an educational video simultaneously entertaining. Incredible job, honestly bravo
Absolutely amazing video, deserves wayyyy more than 200 views
Did anyone else sit through that entire 2 and a half minute intro because the gameplay was so good
You forgot to say that you can disconnect the hook of the hideous mass by looking down and using the knucleblaster.
The nailguns main purpose is increasing your damage by what i'd call 'storing damage'.
You shoot the enemy while you shoot the enemy.
its not meant to be shot at enemies while you use high-damage combos, but whenever you're not doing those, you put some magnetic ouch (that also refreshes your style meter very effectively!) somewhere - and that's how you maximize your dmg potential.
the overheat nailgun can be used with a thing called "overheat storage", if you shoot one nail with the blue one, it insta charges the green one, and if you use the overheat and swap back to the blue one and back to the green, it goes back to full and you can continue to chain these to keep the overheat theoretically forever
I definitely think the nailgun is great at single-target (magnet, fire for a bit, switch, dump an overheat railgun, repeat, railcoin is enough to consistently P-rank the first V2 fight very rapidly!), but needs some way to be more useful outside of single-target situations.
Well by default it melts husks, but that's not something to worry about later in the grind. Personally I use the magnet saw launcher to set up an AoE zone for taking out melee enemies while I focus on bigger things. It only takes one magnet too so you can use the others for focus firing.
Even though theres been like a thousand updates since this video comes out most things you covered here are still incredibly valid
Really shows how well made this was although i'd really suggest making a revamped video covering radiance and the violence enemies alongside the new weapons
Shotgun swapping also works with the SAME variation of the shotgun, so if you have your keys bound statically for weapons+variations, you don't have to swap to a different variant.
This makes it viable to also have one of the joust shotgun variants on rotation for quick bonus damage against maurice and cerberus.
I use the overcharge shotgun with the joust variant because at ~80+ velocity you can almost one shot any of the stronger standard enemies on the second charge.
Nailgun is a nice addition for me. Yes shotgun can do a lot of what nailgun can but if I’m a bit out of reach and have no style to back up my whiplash, I leave a magnet on any tanky enemy, do a quick overheat and get back into action. Also it’s great for taking out hideous mass if you have no railgun since the tail is the weak spot and easiest way of dealing a lot of damage there is throw a magnet and shoot few nails with one or two overheats. Overall, nailgun actually needs a rework, maybe faster firing speed to catch up with other damage dealers or at least not staying too much in the screen
People be like: how to cybergrind?
My brother in Gabriel, you need to GIT GUD
The information here (and especially your presentation of it) is so good, even now after multiple updates. Honestly makes me curious about how those updates have affected your strategies. Particularly the gutter bois
I know it's beyond late, but I will say that if nothing else, the nailgun and sawblade have the utility of a "plant and forget" crowd control tool that not only adds freshness to your other weapons, but also frees up the railcannon charge for perhaps other uses, be they taking out big targets or another nuke.
Recommended custom music for cybergrind: most of the pd2 assault tracks
Pro tip: To deal big damage to a hideous mass nail them around their midpoint and spam sawblades at them. The sawblades will likely hit its tail again and again. This is basically the only reason to use the nailgun, and it also gives you an excuse to pull out the overheat variant at the end.
While I wouldn't say it's the exclusive reason to use it, I have to agree with the hideous mass technique. It's become standard procedure for me to do that on masses. Often times it takes them out without the need to pour more than 19 silver saws into them.
Me who doesn't have ultrakill: Hmmmm, very interesting
Average nailgun enjoyer here with top ten reasons to use nailgun!
Reason one: it shoots nails which is cool
For the harpoon from the hideous mass, you can look down and aim two punches from the counter arm with it to break it.
An easy way to kill them is to fire a magnet and a saw from sawblade, switch to overheat nailgun, run up to their squishy part, right click once, dead. This is the only reason I still carry overheat nailgun.
I have to disagree with you on the nail gun. While yes, it may be significantly weaker, I find myself switching to it a lot to refresh my freshness meter. Especially in ACT 1 so it would probably be applicable in the cybergrind as well.
I was trying to find a good introduction video pretty recently I have less than 40 hours and damn I could've used a video like this a while ago, Awesome stuff
I have now learned how to officially cybergrind
Magnet + Rocket Launcher makes mindflayers trivial
1) You can whiplash a small enemy right before shooting it with a rocket to guarantee the red explosion without having to worry about timing it with the enemy falling down
2) You can throw a coin behind an enemy such as Cerberus, shoot it via blue railcannon and then instantly throw another coin and it will still connect to the shot bouncing off of the 1st coin because of the slowdown. It requires less setup than throwing two coins first and is more reliable I believe, if you have the timing right you don't need to aim the 2nd coin at all
3) Soldiers aren't immune to explosives when they're mid-air, not sure about the red explosions part but I believe they normally still block them or reduce damage they take from them
I do same thing with the smalll enemy's so I don't have to do a nuke
I completely agree with your summation of the Nailgun, but there are a few applications in which it’s better than other weapons in the Cybergrind. You can take out Hideous Masses in under 2 second with the overheat and just blasting his tail (before you say you can do that with Railcoining, yes, you can, but you waste your Railgun shot and 2 coins). If you mess up the Mindflayer instakill, slam-storage your way into the air, Whiplash to her when she teleports, then unload with the overheat Nailgun at point-blank range. Virtues at point-blank are just straight-up super weak to the overheat. Whiplash, point-blank, overheat. Fastest way to kill them with proportion to resource (they are not worth the Railgun shot). I can’t find a good use for the sawblades or magnet so far, though. There’s maybe one good use for the sawblade launcher on this configuration of the stage in which there’s a long, narrow hallway in which you can fire sawblades down and kill a bunch of common enemies really quick, but that’s situational at best. However, I’m always looking for more ways to incorporate it into my play style.
This is unconnected to the Nailgun, but a good opening move to the start of a round is slam-storaging your way into the air, looking directly down, toss all of your coins, wait a second for them to sing, then shoot one. It’ll get rid of 5 drones on the higher rounds (not that big, but I find drones annoying) and give you a bit of time to breathe and assess the battlefield at the beginning of the round, since you’ll be above them all. Great tutorial, though. Can definitely imagine this helping out some people who are new to the Cybergrind and maybe giving some more experienced players a bit of extra knowledge
The algorithm is strong in this one. good things shall come [edit: told ya]
14:05 on the cybergrind the screwdriver isn't always optimal but does have some niche uses on the mass and mindflayer. In the standard game the screwdriver is great for bosses like Minos Prime, Gabriel (more so the second one), and the leviathan because being close to a screwdrivered enemy deals blood and regens your hp which is great for bosses you get pretty close to like Minos Prime.
The sawblade launcher is absolute godlike area denial. Slap it down somewhere flat, spend two and a half seconds laying down blades and an overheat, now watch street cleaners, cerbs, and swordsmachines walk to their doom.
Nailgun users typing their comments faster than the overheat fire rate
Fantastic guide. Exactly what I have been hoping to see.
Im pretty sure you can hold the variant swap or shoot button so you can shotgun swap even lazier, and its still very fast.
Alright this is probably the best Cybergrind video i have every seen period. That being said i wish you would have covered enemy spawns a bit more in depth, the way enemies spawn is pretty important. Mindflayers, virutes, idols, and HMs all spawn instantly (sentries too i think i'm not actually too sure about that). Every other enemy will spawn one at a time in rapid succession so those first 10-15 seconds of a wave are very crucial because the wave is arguably 3x easier than it will be after all the enemies finish spawning. As of writing this comment ferrymen will SOMETIMES spawn below the arena and get ZAPPED by the red killzone that you can see in bounce pits, the red killzone is present in every arena but you cant see it.
6:08
TO BE THE WINGS OF THE FLIGHTLESS
RATHER THAN
THE BREATHLESS VASTNESS OF
THE WORLD
A counter to the hideous mass hook is when you get by the harpoon, you hit it with the knuckle duster
Or the feedbacker
If I can make a point for the saw blade launcher on the first variant it is very good to charge the green version as only a few shots are necessary to get it to full strength and Cleaners that run after you like to dodge to the side so if there would be a saw trap they would dodge into the incoming saw and die otherwise.
Attaching a nail to a low danger enemy that runs after you and using him as a murder ball is quite funny in the earlier waves.
6:09
Guilty gear jumpscare
you can toss coins with the normal marksman and then hit them with the slav piercer
The Nailgun has one use, with the blue version you can hit a magnet onto the mind flayer and it will stay there even after it teleports. This makes so much easier to hit without even getting close because the nails will go to the mind flayer even after it teleports.
also useful is your green rail if you need time to breathe, but usually it’s better to save the rail charge for a blue one to railcoin
My favorite combo is to slam store into the stratosphere, spin around, throw coins, shoot them, and dash while blasting the ground with pro boost, rail cannon, etc
ayo great video man, got a lot of useful info out of it!
4:50 Skeleblood caught trying to parry with the knuckleblaster!!
there is a way to Spam the overheat nail gun, which would be heat storage
heat up the overheat nail gun, start the barrage of nail but let it not finish, that can be accomplished by switching to the attractor nail gun or sawblade launcher, a few nails from said gun and then switch back to the overheat and you will see, the heat bar is filled up again
do that fast enough and you have heat spam
6:09 this is the greatest use of testaments theme i've ever seen.
This was VERY insightful, though I'm shocked by how quickly you dismiss the nailgun and screwdriver. For one thing both the screwdriver and saw blade variant are capable of doing what I call (passive) damage. Meaning fire and forget. The screwdriver in particular deals the most consistent damage of all the 3 rail cannons without applying railcoining or core nuking. Speaking of core nuking may be a better AoE, but it's also less reliable as there are a number of factors that could go wrong.
Going back to passive damage for a moment, the magnet saw blade has become the most efficient and easy way I've found to deal with hideous masses as their size insures the blades always hit them exclusively, and after firing them, you can blast them with the overheat nailgun to make sure they're dead. This also leave the railcoining open for a second mass.
Besides this there's also the counter to the mind flayer teleport another comment mentioned and nail magnets make rockets homing when they hit an enemy.
26:36 btw you can perry the "thing",and if the "think" grab you,you can punch he
Im here on the behalf of the sawblade launcher, the sawblade launcher should be used to override your attractor nailgun. Personally i use it to take out groups of enemies if my core eject nuke is on cooldown, because it makes a big circle of damage plus it adds style meter, it also does critical and fatal damage to enemies like filth and the other 3 peashooter enemies, making them spill more blood, while yes its a much more riskier option for health, it should mostly be used to deal with smaller enemies if you are busy with stuff like the malicious faces or mindflayers.
Bro what have I been doing this whole time💀
Saws if placed correctly can basically kill a HiM instantly paired with red arm shotgun to the chest, to leave you able to perform a more costly instakill on the other one
Writing this post full Arsenal Update:
The Jumpstart is one of the most ridiculous weapons in cybergrind. POST NERF
Place down 3 magnets, latch on to a Maurice or gutterman, wait for the electricity to start and throw 4 coins into the air and you just killed everything that isn't a flying enemy
I prefer the nailgun variant but thats just cause i like all the nailguns. I think the saw is just as good as the nail jumpstart.
The jackhammers are all pretty good and fun to use.
If you like shotgun swapping a lot only use 1.
I like to use the sawed on and pump charge varients because the saw allows you to use full impacts and get around 70 health back and the pump allows you to do heavy damage to high health targets like mindflayers and hideous masses.
The blue variant is also fun but I prefer having 1 shotgun and core nukes have way better range when using the shotgun.
I moved away from shotgun swapping in my play style because I like using 1 shotgun and a rocket launcher in a combo.
The sawed on shotgun and jackhammer are both niche but they are good sources of extra damage.
I would recommend using them as a less committal screwdriver because of how much health they give.
The shotgun is fine but theres no benefits of using it besides shotgun swapping.
The firestarter is ok at aoe damage but I really like it as a mobility tool.
You can save a lot of stamina by using stored momentum from midair and sliding using a gas trail and going back to rocket riding.
My favorite way to use it is against hideous masses for extra damage to kill them around 3-6 seconds faster than without it. Its helpful against insurrectionists because of the extra damage they take from fire.
The overheat nailgun pairs well with it as well because sometimes there are too many enemies piled up for a rocket to light the gas so nailguns spread can help.
Can't wait for an update to this when the Cybergrind Update comes out April 27 2023
Personally I like to use the overheat sawblade with the blue nailgun, since the blue nailgun does extra damage against maurices (sometimes I just don't have the health to get up in their face.... or everything in this case) and the overheat saw is a great for just damaging swordsmachines, cerberi and streetcleaners by making a certain zone yours. Many maps have good spots for placing a magnet and overheat saw to lure enemies in without breaking it with bouncing. If a swordsmachine goes down while being hit by the saw it's basically already dead unless it breaks
The sawblade launcher is extremely powerful I find. You can basically just plop down a field of AOE damage that munches pretty much everything in the game that cant fly. Occasionally if i see a large group of malicious faces I'll stick the one in the middle with a magnet and give him a halo of death that kills all his buddies around him. Saws are basically OP if you know how/when to use them, the ammo constraint is the only thing that keeps them in line.
About the screwdriver railgun variant, yes it is usless in the cybergrind but it is legitimatley super effective on ingame bosses like gabriel.