VS Battles Wiki

We have moved to an external forum hosted at https://vsbattles.com/

For information regarding the procedure that needs to be exactly followed to register there, please click here.

READ MORE

VS Battles Wiki
Advertisement
VS Battles Wiki
Ultrapiss

MANKIND IS DEAD.

BLOOD IS FUEL.

HELL IS FULL.

Summary

V1 is the protagonist of ULTRAKILL and one of the few survivors of the great war between robots and their human creators that wiped out humanity in order to harvest enough blood for the former's operation. After mankind's extinction the blood problem still persisted, which forced V1 to venture into Hell for blood.

Powers and Stats

Tier: 7-C

Name: V1

Origin: ULTRAKILL

Gender: Genderless

Age: Unknown

Classification: Supreme Machine

Powers and Abilities:

Resistance to:

Attack Potency: Town level (Fought and killed The Corpse of King Minos, who can punch faster than rockets, and could even parry his punches at greater speed. Later on fought and beat Minos Prime, the manifestation of King Minos' soul, who should be far stronger than his rotting corpse. Fought and killed the Leviathan, who caused a huge ship to flip over 180° and can lunge faster than rockets)

Speed: High Hypersonic+ (Can punch its own shotgun shots and cannonballs the moment they leave the barrel, can dodge explosions from point blank range, can dodge Prime Souls attacks and keep up with them throughout the fight), far higher with Revolver and Railcannon (The Revolver appears to function similarly to particle weaponry and appears instantaneous from the player's perspective, as does the Railcannon)

Lifting Strength: Class K (Stores all of their weapons in their wings. The Whiplash is capable of reeling in cannonballs with this much strength)

Striking Strength: Town level

Durability: Town level (Although V1 is considerably less durable than majority of characters, it can tank the force behind it's own parries of Corpse of King Minos' punches and endure multiple hits from King Minos, King Sisyphus, and Gabriel)

Stamina: Potentially Infinite with blood (V1 can keep fighting as long as it has blood to burn), Peak Human without it (Capable of fighting through long levels and boss battles despite its highly acrobatic and movement-focused fighting style, regenerates dash stamina in seconds)

Range: Standard Melee Range, up to Hundreds of Meters with guns.

Standard Equipment:

  • Left Arm: V1's Melee weapon of choice. All of V1's arms have secondary abilities depending on what arm it has equipped. V1 can switch between Arms mid-combat.
    • Feedbacker: V1's standard arm. The arm boasts low power but high speed, allowing V1 to punch enemy projectiles or even its own gunshots back at foes.
    • Knuckleblaster Variant: A arm V1 looted from V2, reddish in color compared to Feedbacker's blue, it's slightly slower than its Feedbacker arm, lacking the ability to punch projectiles back. As a tradeoff, the arm boasts far more power, which can be amplified with explosions coming from charged punches.
    • Whiplash Variant: Another arm that V1 looted from V2, Greenish in color compared to their other arms. The arm has a winch with a spear ontop of it installed, allowing it to either pull enemies or objects towards V1, or drag them towards heavier opponents or objects.
  • Revolver: V1's first standard weapon. While it resembles a normal pistol, it actually utilizes electric pulses to fire microscopic flakes of metal at high speeds, and as such has practically infinite ammunition. The Revolver boosts decent damage and fire rate with its true strength coming from its sheer versatility. An Alternate Revolver can be found within a secret area in Limbo, which trades off fire rate for higher power by unloading the power of all its batteries at once.
    • PIERCER VARIANT: The Piercer Variant allows for the Revolver to charge up and fire highly condensed energy beams. The Alternate Revolver's Piercer version requires more charge time for much more power.
    • MARKSMAN VARIANT: The Marksman Variant produces coins for ricochet gunplay. After a coin is thrown, V1 can either shoot or punch the airborne coin, which ricochets the coin directly into weak spots like the head for massive damage. Hitting a coin at the apex of its flight will split it and send both halves into different enemies' weak spots. 4 Coins can be carried at once and they will be replenished once depleted. The Alternate Revolver's Marksman version cannot produce a split shot but will inflict more damage if shot at the right moment.
    • SHARPSHOOTER VARIANT: The Sharpshooter Variant shoots ricocheting and projectile-exploding bullets, with the amount of ricochets dependent on how long V1 spins the revolver around it's finger. The Alternate Revolver's Sharpshooter Variant instead charges to max instantly, but only has one charge with an around 8 second cooldown
  • Shotgun: A weapon V1 looted from the Swordmachine, standard weapon in close quarter combat and against large groups of enemies. An experimental heat weapon, it has an infinite supply of ammunition due to not actually firing any matter. While mostly useless outside of close quarters combat, it excels in them, and can be even utilized to parry enemy melee attacks at close range. An Alternate Shotgun named the Jackhammer can be found within a secret area of the Violence Layer, that instead turns the gun into a pseudo melee weapon dependent on how fast V1 is going.
    • CORE EJECT VARIANT: The Core Eject Variant ejects an explosive object that detonates on contact or when shot by a high-power weapon and can be charged for additional power. The Core Eject Variant of the Jackhammer instead fires its core instantly upward(without any form of charging it for more distance), with the ability to hit it with the primary fire of the Jackhammer to launch it at speeds comparable to the revolver & railcannon.
    • PUMP CHARGE VARIANT: The Pump Charge Variant adds an automatic pumping function to the shotgun to manually build heat and power up the shotgun's blast further or cause a powerful explosion if overcharged. The Pump Charge Variant of the Jackhammer will instead increase the pressure of the hammer, making a shockwave akin to the knuckleblaster's while charged. The overpump instead creates a red explosion similar to that of a rocket hitting an airborne enemy.
    • SAWED-ON VARIANT: The Sawed-On Variant adds a chainsaw to the side of the Shotgun. The chainsaw can be revved up as a pseudo-melee weapon and can be launched. The chainsaw can be either punched with the feedbacker to keep it out or punched with the knuckle blaster to detach it from the shotgun. The Sawed-On Variant of the Jackhammer doesn't have much of a difference other than the fact that the chainsaw attached can't be launched instantly, instead having a small delay.
  • Nailgun: The Nailgun functions like a machine gun that fires industrial-sized nails at a rapid rate. A repurposed, outdated bullet weapon crossed with a non-combat tool, it is prone to overheating, but boasts high rate of fire and practically infinite ammunition. Nails become embedded in enemies, causing some special effects. Electric weapons will receive a damage boost from hitting an enemy that has nails in it, and with enough nails, light enemies become pulled by the Attractor variation's magnets. An Alternate Nailgun named the Sawblade Launcher can be found in a secret area within the Greed layer, which replaces the Nailgun's nail projectile with a larger, area denying sawblade.
    • ATTRACTOR VARIANT: The Attractor Variant can fire magnetic stakes at enemies and walls, which attracts the fired Nails. A singular stake can attract the nails around it, turning them into a ball of nails that keep flying around the stake while keeping their velocity. Multiple stakes can make pseudo walls with flying nails. The Attractor Variant of the Sawblade launcher replaces the projectile with silver sawblades that instead orbit around the magnet.
    • OVERHEAT VARIANT: The Overheat Variant can artificially overheat the Nailgun to raise the fire rate of the gun rapidly. The Nails turn into high heat projectiles while the gun overheats. The Overheat Variant of the Sawblade Launcher replaces the overheat barrage with a single higher powered heated sawblade, along with the primary fire being normal saws that aren't as durable as the Attractor Variant's silver saws.
    • JUMPSTART VARIANT: The Jumpstart Variant can attach a short cable that pumps electricity into the enemy, and after 5 seconds(or if the enemy dies) it causes a discharge towards nearby enemies if possible along with increasing the firerate of the weapon while the cable is active. The electricity it discharges can also reflect off coins. The Sawblade Launcher's Jumpstart Variant fires saws similar to that of the Overheat Variant's normal saws, but it instead decreases the charge time by 1 second for every sawblade that hits while a cable is active.
  • Railcannon: Once an industrial weapon, the Railcannon was repurposed into an incredibly powerful weapon, albeit one that requires a long recharge time of 16 seconds between shots.
    • ELECTRIC VARIANT: The Electric Variant fires a powerful electric blast that pierces through enemies. It can hit the Marksman revolver's coins, and since it has infinite piercing power, with good timing and positioning one can shoot through an enemy to hit a coin, which will then ricochet that shot back into the same enemy, more than doubling the damage dealt by a single shot.
    • SCREWDRIVER VARIANT: The Screwdriver Variant replaces the beam with a magnetically launched drill, which drills itself into its victim for prolonged damage and bleeding. By using the Feedbacker arm to punch an enemy that the screwdriver variation's screw is attached to, it can be relaunched, dealing an extra burst of damage to the enemy. If the screw hits another enemy, the timer will be fully reset, meaning that a screw can be juggled between two enemies practically infinitely with good timing and aim, though it will break if the enemy it's attached to dies.
    • MALICIOUS VARIANT: The Malicious Variant changes the nature of the Energy beam. Instead of firing a continuous electricity beam, the energy beam explodes violently upon contact. The Malicious variation's explosion range and damage can be greatly increased by hitting an airborne core from the Core Eject shotgun. This technique is highly risky, since missing means wasting the entire shot and having to wait another 15 seconds, but its rewards are bountiful.
  • Rocket Launcher: Yet another industrial tool repurposed into a weapon. It generates explosives that only detonate upon making contact with the target's blood (they still trigger upon hitting an enemy that has not bled yet). Rockets only cause a damage-dealing explosion when hitting living targets directly, but missing on purpose can be used to launch an enemy into the air, since a direct hit on a falling enemy causes a larger, more damaging explosion. Rockets are pulled by the Magnet nailgun's magnets, though not as strongly as nails. the accuracy of the tracking can be increased by freezing the rockets with the Freezeframe variation. When hit with the Whiplash, a rocket will be attached to the spear without stopping the throw. If the spear doesn't collide with anything else, the rocket will be pulled back with it, exploding on collision with the user. Some machines, such as V1, are light enough to ride a rocket. This can be achieved by freezing a rocket with the Freezeframe variation and jumping onto it. Even with the low weight, the rocket will eventually lose power, causing it to drop gradually, but when underwater, V1 is light enough to not cause this drop.
    • FREEZEFRAME VARIANT: The Freezeframe Variant can temporarily stop its rockets in time, rockets frozen for more than a second are granted a higher blast radius and opens possibilities for a lot of setups.
    • S.R.S. CANNON VARIANT: Charges up a shot to launch a cannonball, which can be parried right after shooting to increase it's damage, and it can be shot to produce a large explosion.
    • FIRESTARTER VARIANT: The Firestarter Variant sprays gasoline that can be slid on for extra speed, or lit aflame for extra area denial. The gasoline can also be sprayed on enemies to light aflame enemies that normally cannot be lit aflame.

Intelligence: Possibly Gifted (Various other war machines have been capable of modifying and repurposing industrial tools for combat, though V1 has not showcased this skill itself), Genius in combat (V1 has high expertise with weapons picked up for the first time, high coordination in combat between high-speed mobility and precision while combating hordes of demons and can pull of incredibly difficult ricochet shots with the Marksman Revolver)

Weaknesses: More flimsy than other machines, requires blood to heal itself and ultimately function, and can tire out without it. The Railcannon has a high charge time between shots. Can harm itself with it explosive weaponry & using the Electric Railcannon or Jumpstart Nailgun on water that is touching it. The Jumpstart Nailgun's cable will snap away if it's too far from its target for too long. Landing a red hit with any Jackhammer variation will set all equipped Jackhammer variations on a 7 second cooldown.

Note: The Alternate weapon variants are mutually exclusive from their normal variants, keep this in mind when determining V1’s loadout for VS threads if the alternate weapons are considered.

Notable Matchups

Victories:

Yujiro Hanma (Grappler Baki) Yujiro's Profile (Both started 10 meters from each other and speed was equalized, V1 weaponry were their normal variants expect for the Revolvers. The fight took place here)

Kat (Gravity Rush) Kat's Profile (Speed Equalized, Kat's Panther Mode was Restricted. The Battle took place in Lei Colmonsa.)

Losses:

Inconclusive:

Discussions

Discussion threads involving V1 (ULTRAKILL)
Advertisement