Short Circuit

Short Circuit is one of the rounds in Fall Guys: Ultimate Knockout. This round is a race and was first introduced in Season 4.

Standard version
The race starts with players in front of three unlit force-field walls. Following those walls are four season 4-themed bumpers. After that is the main part of the section: helper blocks and short non-movable blocks. Ending this section are another four bumpers.

The corner section of the square consists of two conveyor belts with four punching gloves in-between.

The 2nd main section consists of a 2 by 2 field of spinning plates with horizontal light rods and diamond bumpers in-between.

The next corner section consists of the same two conveyor belts with four punching gloves in-between.

Short Circuit's 3rd main section is made out of six -- 2 by 3 grid-- gravity zones with a gate and slingus flingus in each. There are is a chonky button in-between each pair of gravity zones that swap the two from low-gravity to high gravity.

The next corner section is made up of what the others have previously: two conveyor belts with four punching gloves in-between.

The fourth/last main section consists of two rows of Slingus Flingus, then one row of swinging obstacles (Light Swingers or Thicc Bonkus) and after that another two rows of Slingus Flingus. These Slingus Flinguses only flip forward and backwards.

There are no obstacles in the last corner; however the force-field walls from the first section are lit up. Now it's time to make another lap.

Alternate Versions
In the Season 4 mid-season update the follow variants were added:


 * Helper blocks in the first section can be blizzard fan blocks.
 * Light rods in the second section can be rotating walls.
 * In the third section, swinging axes can be found above the gates. It is unclear how many there are.
 * There is an alternate final section which includes:
 * The light swingers are replaced with two thicc bonkuses and a low-gravity zone.
 * Bumpers are found on the outside of the section.
 * There are less slingus flinguses.
 * The slingus flinguses are randomized
 * The first 3 corners have a possibility to either be:
 * A single slingus flingus replacing the punching gloves
 * Or two light rods replacing the punching gloves.
 * The final corner can have three flippity blippites.

First section
For the first section, your starting position will be an important factor in determining the best strategy to employ: If starting in the middle of the front row, it might be a good idea to climb on top of the shorter block and hop from block to block to clear it (but do so quickly, as it is likely to get crowded by many players attempting the same thing. If you're on the sides, but still on the front row, a better idea is to push the helper blocks to clear a path as soon as possible. If you're not in the front row, the better idea is to just follow those players pushing the blocks to open a path. Regardless of your position, be careful not to hit (or get pushed into) the bumpers just before the block maze, as it'll cost you time.

Corner 1
Afterwards there's a corner section, which consists of two conveyor belts and boxing gloves. Jump onto each conveyor belt to avoid tripping over them and stay in the inner part of the corner to avoid being punched.

Spinning plates and light beams
In the next section you have to contend with spinning plates and light beams. There will be two spinning plates on either side and three sets of beams blocking your path. In order to pass, you need to either run under the first beam when it's high or jump over it if it's low. The second set has two beams that alternate between up and down. It's best to jump and dive through them. The third set is a single beam like the first one, so employ the same strategy (jump if low, run under if high). It is usually important to jump earlier than when you think you have to, as the spinning plates will alter your trajectory.

Corner 2
Coming up next is a second corner section identical to the previous one: two conveyor belts and boxing gloves. Employ the same strategy as before.

Gravity zones and gates
The next section consists of rows containing three of the following in order: gravity zones, gates, chonky buttons, gravity zones and then gates. Stick to the low gravity (blue) zones so you can jump over the gates. If only high gravity (pink) zones are available, you'll have to wait by a gate until it opens. Observing the gates and moving to the one that will be open sooner will save you time. Each chonky button will alter the gravity of the zones in front and behind them if pressed, so if the zone immediately in front of it is high gravity, you might want to press it to make it low gravity instead.

Corner 3
A third corner section identical to the previous two is next. Employ the same strategy as before.

Slingus Flinguses
Observant (or daring) players may want to jump on the Slingus Flinguses that send them forward while avoiding the ones that send them back. The Slingus Flinguses initially had a fixed direction of launch. Since the Season 4.5 update there direction of launch is random, but still consistent through out the round.

Light swingers can be avoided by running under them when they are at the more extreme positions or by jumping over them when they are around the middle of their path.

Lap 2
Clearing the last section brings players back to the first one to start the second lap. All previous strategies will work, but for the first section, two changes should be noted: First, force fields are now active, blocking some of the paths from time to time. They'll turn on and off from left to right so plan your move accordingly. Running towards a force field that is about to open will typically yield good results. Secondly, since players have already pushed their way through the helper blocks in the previous lap, following the path they already opened tends to be faster than climbing up the block in the middle path, unlike in the first lap.

Alternate Versions

 * The blizzard fan blocks don't do much to alter the general strategy of the level. Treat them as you would normal blocks and not much is changed.
 * For the rotating walls variant, it is faster (but harder) to run along with the spinning plates and jump through the gaps on the rotating walls as they quickly approach.
 * For the swinging axes variant, players can avoid them by jumping around them or trying to properly time a dive to get past them. They are irrelevant if the gravity is set to high.
 * For the thicc bonkuses with the low-gravity zone just before the finish line. It is possible to walk between the two bonkuses without being hit, but players are required to jump and dive to avoid the slingus flinguses on the path.
 * The slingus flinguses in the last section are no longer reliable as they were pre-season 4.5. Due to their new random nature it is best to avoid them and complete the course by going around them.
 * The flippity blippites just before the finish line can be avoided by simply moving around them.
 * For the corner variants:
 * The single slingus flingus is easier to avoid than the regular punching gloves by simply going around them.
 * Time the jumps properly to clear the light rods. It is even easier than the ones that normally appear on section 2, due to the absence of spinning plates, although one must be careful not to get caught between a beam and a conveyor belt as it can cause the Fall Guy to get stuck.

Medal thresholds

 * Gold - First place
 * Silver - Top 20% of players in the lobby
 * Bronze - Top 50% of players in the lobby
 * Pink - Qualified, but outside of the top 50%
 * No medal - Eliminated