PLAY

FIGHTER 8 OF 18

ACCOUNTANT

Read the fine print. then the overhead

  • BODY#FFE066
  • ACCENT#7AF0FF
  • MIRROR#C6FF3D
  • ↓ 3FINE PRINTfast low poke, plus on block
  • ↓3, 4BALANCE SHEEToverhead out of Fine Print
  • ↓3, 3, 2WRITE-OFFlow, low, then the ender
PLAY AS ACCOUNTANT

ON THE BOOKS

How often ACCOUNTANT gets picked, how often it wins, and its best and worst matchups, against the CPU and against other players. The numbers load from the game's server; they aren't available right now.

STATS

Measured against TEMP, the baseline (the tick on each bar).

HEALTH100
out of 100same as TEMP
WALK1.00x
walking speedsame as TEMP
BACK WALK1.00x
stepping backsame as TEMP
RUN1.00x
running speedsame as TEMP
JUMP1.00x
jump heightsame as TEMP
DASH1.00x
every glide and lungesame as TEMP
WEIGHT0.98x
heavier flies less far-2% vs TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN1.05x
how fast stamina refills+5% vs TEMP
DAMAGE1.04x
every hit he lands+4% vs TEMP

BODY

SIZE
0.99xthe whole rig
HEIGHT
0.98xhead to feet
ARMS
0.99xshoulder to fist
LEGS
0.99xhip to foot
LIMBS
0.92xthickness (hitbox and hurtbox)
LEAN
2°leans in

REACH, ROOT TO FIST OR FOOT

JAB
87 pxTEMP 88 px
CROSS
115 pxTEMP 116 px
SNAP KICK
90 pxTEMP 92 px
ROUNDHOUSE
90 pxTEMP 92 px

MECHANICS

Nothing special: the shared rules, played straight.

Drops the shared GROUND RUSH string.

UNIQUE MOVES

Frames are at 60 fps, from the animation's own timing. Damage is before ACCOUNTANT's 1.04x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.

FINE PRINT

↓3

Fast low poke, plus on block

DAMAGE
5
HEIGHT
LOW
STARTUP
5f
ACTIVE
4f
RECOVERY
6f
ON BLOCK
+3
STAMINA
14
REACH
86 px
  • ducks highs

SUB CLAUSE

↓3, 3second hit of WRITE-OFF

Low, ducks highs

DAMAGE
6
HEIGHT
LOW
STARTUP
17f
ACTIVE
5f
RECOVERY
9f
ON BLOCK
-11
STAMINA
15
REACH
95 px
  • ducks highs
  • glides 35 px

BALANCE SHEET

↓3, 4ends BALANCE SHEET

Overhead out of fine print

DAMAGE
12
HEIGHT
OVERHEAD
STARTUP
16f
ACTIVE
6f
RECOVERY
12f
ON BLOCK
-11
STAMINA
20
REACH
98 px
  • glides 39 px

WRITE-OFF

↓3, 3, 2ends WRITE-OFF

Low, low, then the ender

DAMAGE
13
HEIGHT
MID
STARTUP
7f
ACTIVE
7f
RECOVERY
12f
ON BLOCK
-7
STAMINA
30
REACH
85 px
  • ender
  • knockdown

STRATEGY

How to beat ACCOUNTANT's own moves. Here → is toward ACCOUNTANT and ← is away, 1 2 3 4 are your buttons, and ↘ is down and toward. Every tip was scripted against the move in the game, with a TEMP doing the answering, and kept only if it worked.

FINE PRINT

↓3

  • Crouch-block it. It's a low, and it's too fast to interrupt.
  • Blocking it doesn't give you a turn. He recovers first, and nothing you press afterwards catches him.
  • ↘ parries it, but only as a guess: it lands almost as soon as he presses.

WRITE-OFF

↓3, 3, 2FINE PRINT › SUB CLAUSE › WRITE-OFF

  • Crouch-block the first two kicks, then stand up: the last hit is a mid. Staying down gets you knocked over, and a standing block loses to the first kick.
  • Better, after you block the second low, press snap kick (3). It beats the last hit.
  • The second kick is slow to arrive. A low jab (↓1) thrown a beat after you block Fine Print gets there first.
  • If you do block all three, a jab (1) or a snap kick (3) punishes.

BALANCE SHEET

↓3, 4FINE PRINT › BALANCE SHEET

  • Crouch-block Fine Print, then stand up and block. The second hit is an overhead, and it hits you if you stay down.
  • Once both are blocked, jab (1) punishes.
  • After Fine Print he can go low again (WRITE-OFF) or overhead (this), and both land at about the same moment. Up close no button covers both, so it's a guess.

ACCOUNTANT still has most of the strings every fighter shares. How to beat those is on TEMP's page.

CELEBRATION

Win the match and ACCOUNTANT breaks into this under the WINS banner.

PERFECT

Win a round without taking a hit and ACCOUNTANT ends it with PRECISE UNDERHAND: the beaten body goes into the camera, hits the glass and squeaks down it.

PRECISE UNDERHAND

A precise underhand toss: he lifts it, takes a measured half step back, sights the lens down a pencil, and lobs it underhand with bent knees; then the tidy fist pump.

  • stamped on the glass: AUDITED

STRINGS AND ENDERS

Press in rhythm: each press goes in during the last hit's recovery. Damage is for the whole string landing on TEMP, with combo decay. Stamina is the bar it spends, out of 100.

INPUTSTRINGHITSPAYOFFDMGSTAMINA
↓3, 3, 2 WRITE-OFFUNIQUE FINE PRINT › SUB CLAUSE › WRITE-OFF knockdown2559
↓3, 4 BALANCE SHEETUNIQUE FINE PRINT › BALANCE SHEET overhead1834
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2355
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3885
1, 1, 1 TRIPLE JAB JAB › JAB › JAB —1951
1, 2, 4 ONE-TWO KICK JAB › CROSS › ROUNDHOUSE knockdown3360
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2760
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3990
2, 3 CROSS SNAP CROSS › SNAP KICK —1843
2, 1, 4 SPIN HEEL CROSS › JAB › SPIN HEEL knockdown, wall splat3268
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown3174
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1748
↓2, 1, 2, 4 SKY SPIKE UPPERCUT › JAB › CROSS › SKY SPIKE knockdown, ground bounce3692
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1737

SHARED BASICS

Every fighter has these. Struck through: replaced by a unique move.

→ is toward the other fighter. Reach is on ACCOUNTANT's body.

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161787
2 CROSS 10high14-1821115
3 SNAP KICK 7mid7-92290
4 ROUNDHOUSE 16high14-182290 knockdown
→ 1 BODY BLOW 9mid4-71987
→ 2 LUNGE CROSS 11mid11-1822133
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-2119100 glides 57 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430163 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262091 glides 69 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-222498 knockdown, glides 82 px
→ 4 OVERHEAD KICK 13mid14-72288
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92290 knockdown
↓1 LOW JAB 5low4-101583 ducks highs
↓2 UPPERCUT 9mid9-62464 launch
↓3 LOW KICKreplaced by FINE PRINT 6low5-151886 ducks highs
↓4 SWEEP 9low11-212293 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101788
release ↓, 2 RISING UPPERCUT 11mid9-42464 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122290
release ↓, 4 RISING KNEE 12mid4-32459 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11283
2 in air JUMP CROSS 9overhead5-11596
3 in air FLYING KICK 10overhead3-21686
4 in air AIR ROUNDHOUSE 13overhead5-11884 knockdown
↓4 in air DIVE KICK 11overhead4-51667
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1888 glides 29 px
1 on the floor WAKE KICKor 3, while knocked down; can't be hit until it swings; 17 to 24 frames minus on block 8mid9—12— knockdown
2 on the floor WAKE SWEEPor 4, or ↓ and any button, while knocked down; can't be hit until it swings; 17 to 24 frames minus on block 7low11—12— knockdown

Also shared, with no button of their own: parry, a tap toward the other fighter just before a hit lands (↘ for a low), which costs nothing and leaves the striker reeling; getting up, where ↑ stands, ← or → rolls, and a button is a wake-up strike; and air recovery, a button at the right moment while juggled that lands you on your feet (right at the start of the window, with a jab).