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Ntsd 2.6 Hell Moves

Here is the breakdown of the roster’s new toys. Learn them or weep.

A standard Butterfly Kick in NTSD is a rising AoE attack. The Hell Move version involves redirecting its momentum mid-air by canceling into a wall jump that doesn’t exist.

Input: Butterfly Kick (Up + Kick) → tap away from the wall you are facing → Kick again.

In Hell Mode, many platforms are destructible. The BKR lets you kick a platform, destroy it, and use the destruction animation’s knockback to launch yourself in the opposite direction without touching the ground.

Advanced Combo: BKR into Abyssal Shift. This is known as the "Butterfly Void" combo. It is the only confirmed way to dodge the Hell Mode exclusive boss attack: "Twenty-Six Sighs" (a screen-filling wave of homing tears).

The Abyssal Shift is the quintessential mobility Hell Move. It allows you to dodge through enemies and certain environmental hazards by exploiting the game’s collision deactivation on frame 4 of your dash. Ntsd 2.6 Hell Moves

Input: Dash + Cancel (default: Circle/B) during frames 4-8 of the dash animation.

What It Does: For 0.2 seconds, your character model loses its hurtbox but retains its hitbox. You can phase through a Hell Brute’s overhead smash and reappear behind it, dealing a small "phase shock" (30 damage) to any enemy you pass through.

Hell-Specific Use: In Hell Mode, the ground in boss arenas becomes "corrupted" after 60 seconds, dealing damage per step. Abyssal Shift lets you "skip" over corrupted tiles without touching them. This is mandatory for the Void Weaver boss fight, whose entire floor turns to lava.

Practice Drill: Go to Act 2, Hell Mode, the spike tunnel section. Use AS to pass through the spinning spike pillars. If you hear a "shing" sound but take no damage, you executed it correctly.

  • Beat-synced hazards

  • Possessed locomotion

  • Momentum-based combat/interaction

  • Spatial inversion moments

  • Escape crescendo

  • If you want this adapted specifically as a game level script, music track production plan, or live-performance stage direction, tell me which one and I’ll convert the above into a focused, step-by-step blueprint. Here is the breakdown of the roster’s new toys


    This is a purely psychological Hell Move—and it works on the game’s AI. The Penitent Stare is a non-input move. You simply stop moving and stop attacking for 3 full seconds.

    The Hell Mechanic: In Hell Mode, the AI director (nicknamed "Satan.exe") gets more aggressive the more buttons you press. If you press nothing for 3 seconds, the AI assumes you are dead or AFK and reduces its "aggression multiplier" from 2.5x to 0.8x for 5 seconds.

    Strategic Use:

    Downside: Your Despair Meter increases during PS. You must balance the reduced aggression against the risk of ghost spawns.

    The core of a Hell Move is the "Double Sub Trap." Patch 2.6 increased the recovery frames on Substitution. A traditional Hell Move baits the sub, forces the opponent to appear behind the aggressor, and then uses a 360-degree hitbox (usually an ultimate or tilt) to catch the landing frames. Beat-synced hazards

    You have searched for "Ntsd 2.6 Hell Moves" because you are losing to them. Here is the survival guide.

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