SEAR2

## Physical description

### Description

A machine reminiscent of V2 that is larger, has a black and red color scheme, and generally looks buffer and more square.

### Species

Supreme Machine

**SEAR2** is an equivalent to default ULTRAKILL's V2, baring the same class of Supreme Machine and showing up on the fourth level of Limbo and Greed.

## Appearance

SEAR2 is a large black plated machine with red lights. It looks quite similar to **V2**, but supports a much larger more square and strong build. SEAR2's left fist has "SEAR" etched into the knuckles.

The sword is in a hilt behind SEAR2, handle on SEAR2's right and blade facing towards the SEAR2's left. The blade is entirely missing in the second battle and its right hand carved into a dagger.

* In Limbo
* In Greed

## Attributes

### Attack Damage

**30** (Unarmed Kick)
**35** (Unarmed Spike)
**20** (Unarmed Searing Punch)
**25** (Unarmed Shotgun Pellet)
**45** (Unarmed Ground Slam)
**35** (Sword Flail)
**45** (Sword Thrust)
**25** (Sword Upper Thrust)
**40** (Sword Spike)
**35** (Cyan Skull)

### Damage Modifiers

Cannonballs - **125%**
Nails - **150%**

### Other/Misc

Switches between using fisticuffs and a sword. Counters some weapons.

SEAR2's first encounter is in Limbo. The Sword is dropped upon defeating the first encounter.

## Combat

SEAR2's combat centers around melee combat more than anything, the fight being more consistent with Prime Soul bosses. SEAR2 also bleeds less, which can be very difficult to work around.

Your range away from SEAR2 is controlled, SEAR2 knows how to keep the player in a certain range of distances depending on the context, such as booting the player away when they receive a large hit.

The S.R.S. Cannon will stunt SEAR2's movement. It is good to keep it on hand as a quick emergency tool to take control of the fight.

SEAR2 can dash through the arena with a stamina bar visible below its health. It has 4 dashes in total which recharge very quickly. It can use this offensively and defensively. This dash is more powerful than V1's and can go vertically.

### Unarmed Attacks

Most of SEAR2's attacks are melee, ranged attacks are few and far between in SEAR2's fight, but they can still be quite threatening.

* SEAR2 can kick the player forward, sending V1 far backwards. This is mainly used by SEAR2 to position the player further away.

* A hefty punch of the left arm downwards can spike the player, especially midair, since SEAR2 can dash vertically to punish the player like Prime Souls tend to do.

* The left arm can wind up and heat up before punching into SEAR2's enemy. This can light V1 on fire.

* SEAR2 may lift up its right arm and shoot a small but focused spray of shotgun pellets. The spray is a random pick between two patterns.

* A large ground slam can create a shockwave and heavily damage the player.

* SEAR2 can punt the Whiplash.

* If the player attempts to use the Attractor Nailgun or Screwdriver Railcannon on SEAR2, SEAR2 will punch the magnet or screwdriver off and towards the floor. Magnets can still be used while on the floor since they aren't entirely destroyed.

### Sword Attacks

SEAR2 has the option to pull out the Sword, which disables all unarmed attacks except for the dash. The sword is notably more dangerous.

While in close range, SEAR2 may pull out the sword, though it will always put away the sword when at long range. It will also always keep the sword out at very low health so the ending sequence is smoother.

* SEAR2 may attempt to swing the sword aimlessly in which it will chase down the player until either it has failed to hit V1 enough or until the situation calls for a new option that requires staying away from the player. This has no maximum to how long it can go, but has a minimum of 5 swipes.

* A large thrust forward may strike the victim and send them far backwards. This is one of SEAR2's positioning attacks and an alternate to the unarmed kick.

* Coins thrown by the Marksman Revolver are cut by SEAR2, which is a much more effective way of countering coins than what V2 does.

* SEAR2 can swipe the sword up and spike the player into the air then jump up with a dash and strike the victim back into the floor. The second attack can be parried.

* Two simple sword combos.

* A homing cyan hell energy projectile.

## Terminal Data

> **TYPE: SUPREME MACHINE**
>
>
> **DATA:**
>
> The unfinished second entry in the SEAR line. Built to guard the Earthmovers and defeat V1, a large amount of effort was put into making the SEAR2 model before V1 released to the public, but that time never came before the Long Night.
>
>
> SEAR2's design was never finished before the New Peace, and therefore was never fully optimized to defeat the V models. Had there been more time, V1 wouldn't have ever even made it to Hell in the first place.
>
>
> The plates of SEAR2 are designed specifically to soak blood from the inside. This combined with an extremely high blood efficiency and compactness makes for a machine that doesn't bleed as much as others, something specifically to counter you, V1.
>
>
> Its body is large and hulking, with fists designed specifically to punt you, and sear into your blood and metal.
>
>
> **STRATEGY:**
>
> - SEAR2's blade is extremely powerful against you, and it should be avoided. Staying as far from SEAR2 as possible while it has its sword out is the best way to make SEAR2 give up on using it.
>
>
> - Magnets from the Attractor Nailgun are simply punted when SEAR2 is unarmed, but SEAR2 does not do this when holding its sword. Take advantage of SEAR2's vulnerability to nails.
>
>
>
> - SEAR2 will attempt to keep you away when you are in need of its blood. Using the S.R.S. Cannon can disrupt SEAR2's movement, so make sure to have it on hand.
>
>

## Attributes

### Appearance

Now missing the sword, its right hand turned into a blade.

### Attack Damage

**35** (Spear Stab)
**20** (Uppercut)
**30** (Spike Followup)
**25** (Kick)
**20** (Hook Prerequisite)
**35** (Red projectile)
**30** (Burning Hook)
**12** (Punch Chain Left Jab)
**25** (Punch Chain Right Stab)
**15** (Jab)
**30** (Homing Cyan Projectile)
**65** (Shootable dash)

### Health

**70**
**17** (Chase sequence)

### Damage Modifiers

Cannonballs - **125%**
Nails - **125%**
Overheat Saws - **75%**
Right Hand Limb Shot- **200%**
Sword- **75%**

### Other/Misc

Battle is similar to a Prime fight in its speed and reliance on stamina maintaining. Can counter certain weapons.

SEAR2 is encountered for a second and final time in Greed. It sports a right hand carved into a dagger and no sword. SEAR2, Loser Of Fate has a damage vulnerability on its right hand.

## Combat

A very fast paced fight relying on parries to keep up dashes, very similar to Sisyphus Prime, though it is even faster and has more parry windows, and also has the same smart distancing that the first fight has.

Once SEAR2 runs out of health, SEAR2 will break through a chain gate on a wall of the arena and run off. The player will follow, chase SEAR2 through a complicated factory hallway, then see SEAR2 jump out of the building and into a pit of Greed's sinners, in which SEAR2 is then burned by a Heaven Scorcher and ripped to gibs by Sawrunners. SEAR2 can be killed early during this for the level's challenge.

### Distancing Attacks

Distancing attacks are attacks mostly meant to keep the player at a distance.

* SEAR2 can spear the player with its right hand to launch them a decent distance.

* The left hand is used to uppercut the player into the air, followed by a spike downwards. SEAR2 will usually dash after this attack, which can easily reposition you and SEAR2. This attack is very quick, the spike is parriable, but the attack is only canceled on parry when on an Accessible difficulty.

* A kick to the player's head that moves the player slightly forward.

* SEAR2 will dash at the player, hook them with the left hand, then launch a red projectile at the player with the right.

### Damaging Attacks

Damaging attacks deal very little knockback and are more meant to deal damage and be parried.

* SEAR2 can hook the player with the left hand to deal a good amount of damage and light the player on fire. This can be parried.

* A three punch chain, with the first two punches being done by the left hand. The third punch deals more damage, and the second punch is parriable, which stops the chain on difficulties before Violent.

* A two stab jab with the right hand that is very quick and unparriable.

* SEAR2 will raise its hands like its praising the sun and release a homing cyan projectile.

* SEAR2 will dash to the player like a prime soul, flash red, then stab the player with its right hand. This attack is cancellable by being shot, as the red flash indicates.

### Counters

SEAR2 can counter some things, though this is not to the same effect as the original fight where some weapons were flat out unusable depending on whether SEAR2 was holding its sword or not.

* SEAR2 will lock its arms together in an X to block cannonballs, which still pauses SEAR2 for a second, but has very little effect in comparison to the first fight.

* If at a distance from the player, SEAR2 will punch off the Attractor Nailgun's magnets.

* SEAR2 may punch the Core Eject Shotgun's cores if convenient, which SEAR2 may jump up and slap them.

* If SEAR2 isn't doing an attack and it is convenient, SEAR2 will slice coins.

## Terminal Data

> **TYPE: SUPREME MACHINE**
>
>
> **DATA:**
>
> Enraged at being defeated by the one machine it was meant to destroy, SEAR2 began raging and destroying whatever was in its path. This roughened up SEAR2 and served as practice.
>
>
> As SEAR2 punched and wrecked everything in its way, it noticed its edges roughening, and it got inspired. It knows its own blueprints. It knows what to do.
>
>
> SEAR2 lay with a mutilated Sawrunner, one of the sawblade hands repurposed into a grindstone. SEAR2 had built itself a new blade. Why did it need a right hand anyway?
>
>
> It's hand had been carved into a dagger. More flexible. More quick. More powerful. More equipped. SEAR2 travelled to a fine place in Greed with its new backstabber, to lie and wait for V1's arrival.
>
>
> **STRATEGY:**
>
> - Keeping stamina is extremely important. Recover stamina by parrying, avoid unparriable attacks with dashes. Learn attacks and their cues.
>
>
> - Remember to stay ready to shoot its red flash attack. The attack deals extremely high damage that cannot just be shaken off.
>
>
> - The right hand of SEAR2 is vulnerable now that it is carved.
>
>
> - Cannonballs have less effect, but still stun SEAR2 for a very quick period. This can help health recovery and bad positioning.
>
>
>
> - SEAR2 cares little about magnets when at a close range, but is still decently vulnerable to nails.
>
>