GOLDEN PARACHUTE
← 1
Invulnerable hop back
- DAMAGE
- —
- HEIGHT
- —
- STARTUP
- —
- ACTIVE
- —
- RECOVERY
- 11f
- ON BLOCK
- —
- STAMINA
- 14
- REACH
- —
- invulnerable 200 ms
- hops back 87 px
FIGHTER 18 OF 18
The board has decided you’re a cost
#FFD84F#2EE8FF#2EE8FF#FF8A3D#3D7BFFHow often THE CEO 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.
Measured against TEMP, the baseline (the tick on each bar).
Frames are at 60 fps, from the animation's own timing. Damage is before THE CEO's 1.00x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.
← 1
Invulnerable hop back
↘ 2
Launcher; in a juggle, the ender to the wall
2, 1, 2ends STOCK SPLIT
String, gut punch splits into an uppercut
How to beat THE CEO's own moves. Here → is toward THE CEO 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.
← 1
↘ 2
2, 1, 2CROSS › JAB › STOCK SPLIT
THE CEO still has the strings every fighter shares. How to beat those is on TEMP's page.
Win the match and THE CEO breaks into this under the WINS banner.
Win a round without taking a hit and THE CEO ends it with GOLDEN PARACHUTE: the beaten body goes into the camera, hits the glass and squeaks down it.
The golden-parachute shove: held out at arm's length, a bored backhand push at the camera (a gold parachute opens on the glass and floats it down); then he straightens the tie.
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.
| INPUT | STRING | HITS | PAYOFF | DMG | STAMINA |
|---|---|---|---|---|---|
| 2, 1, 2 | STOCK SPLITUNIQUE | CROSS › JAB › STOCK SPLIT | knockdown, 2 hits | 30 | 66 |
| 1, 1, 2 | ONE-TWO | JAB › JAB › CROSS | — | 22 | 55 |
| 1, 1, 2, 4 | FLASH ROUNDHOUSE | JAB › JAB › CROSS › FLASH ROUNDHOUSE | knockdown | 36 | 85 |
| 1, 1, 1 | TRIPLE JAB | JAB › JAB › JAB | — | 18 | 51 |
| 1, 2, 4 | ONE-TWO KICK | JAB › CROSS › ROUNDHOUSE | knockdown | 32 | 60 |
| 1, 2, 3 | UPTOWN | JAB › CROSS › UPTOWN | — | 26 | 60 |
| 1, 2, 3, 4 | NEON TORNADO | JAB › CROSS › UPTOWN › NEON TORNADO | launch | 37 | 90 |
| 2, 3 | CROSS SNAP | CROSS › SNAP KICK | — | 17 | 43 |
| 2, 1, 4 | SPIN HEEL | CROSS › JAB › SPIN HEEL | knockdown, wall splat | 31 | 68 |
| 3, 3, 4 | CRESCENT | SNAP KICK › SNAP KICK › CRESCENT | knockdown | 30 | 74 |
| ↓1, ↓1, ↓3 | LOW RUSH | LOW JAB › LOW JAB › LOW KICK | low | 16 | 48 |
| ↓3, ↓3, 4 | GROUND RUSH | LOW KICK › LOW KICK › RUSH KNEE | knockdown | 26 | 66 |
| ↓2, 1, 2, 4 | SKY SPIKE | UPPERCUT › JAB › CROSS › SKY SPIKE | knockdown, ground bounce | 35 | 92 |
| ↓1, release ↓ 3 | RISE AND SHINE | LOW JAB › RISING KICK | — | 16 | 37 |
→ is toward the other fighter. Reach is on THE CEO's body.
| INPUT | MOVE | DMG | HEIGHT | STARTUP | ON BLOCK | STAMINA | REACH | PROPERTIES |
|---|---|---|---|---|---|---|---|---|
| 1 | JAB | 6 | high | 7 | -16 | 17 | 89 | |
| 2 | CROSS | 10 | high | 14 | -18 | 21 | 119 | |
| 3 | SNAP KICK | 7 | mid | 7 | -9 | 22 | 95 | |
| 4 | ROUNDHOUSE | 16 | high | 14 | -18 | 22 | 95 | knockdown |
| → 1 | BODY BLOW | 9 | mid | 4 | -7 | 19 | 90 | |
| → 2 | LUNGE CROSS | 11 | mid | 11 | -18 | 22 | 137 | |
| →→ 1 | BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked | 7 | high | 7 | -21 | 19 | 103 | glides 59 px |
| →→ 2 | COMET CROSSout of a dash or a run | 16 | mid | 11 | -14 | 30 | 168 | ender, knockdown, wall splat |
| →→ 3 | SKID KICKout of a dash or a run; blocked low it has no blockstun at all | 8 | low | 9 | -26 | 20 | 96 | glides 71 px |
| →→ 4 | RUNNING BOOTout of a dash or a run; slow out and very slow back | 13 | mid | 10 | -22 | 24 | 103 | knockdown, glides 84 px |
| → 4 | OVERHEAD KICK | 13 | mid | 14 | -7 | 22 | 93 | |
| ← 4 | SPIN KICKnear a wall: Wall Spin | 15 | high | 11 | -9 | 22 | 95 | knockdown |
| ↓1 | LOW JAB | 5 | low | 4 | -10 | 15 | 86 | ducks highs |
| ↓2 | UPPERCUT | 9 | mid | 9 | -6 | 24 | 65 | launch |
| ↓3 | LOW KICK | 6 | low | 5 | -15 | 18 | 91 | ducks highs |
| ↓4 | SWEEP | 9 | low | 11 | -21 | 22 | 98 | knockdown, ducks highs |
| release ↓, 1 | RISING JABthe quick one out of a crouch, and a mid | 7 | mid | 6 | -10 | 17 | 90 | |
| release ↓, 2 | RISING UPPERCUT | 11 | mid | 9 | -4 | 24 | 65 | launch |
| release ↓, 3 | RISING KICKthe second hit of ↓1, release ↓, 3 | 11 | mid | 7 | -12 | 22 | 95 | |
| release ↓, 4 | RISING KNEE | 12 | mid | 4 | -3 | 24 | 63 | launch |
| 1+3 | THROWor 2+4; near a wall: Wall Slam | 8 | throw | 2 | — | 22 | 100 | throw, knockdown |
| 1 in air | JUMP JAB | 6 | overhead | 2 | -1 | 12 | 85 | |
| 2 in air | JUMP CROSS | 9 | overhead | 5 | -1 | 15 | 99 | |
| 3 in air | FLYING KICK | 10 | overhead | 3 | -2 | 16 | 90 | |
| 4 in air | AIR ROUNDHOUSE | 13 | overhead | 5 | -1 | 18 | 89 | knockdown |
| ↓4 in air | DIVE KICK | 11 | overhead | 4 | -5 | 16 | 70 | |
| ↓4 over them | STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick | 9 | low | 10 | — | 18 | 92 | 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 | 8 | mid | 9 | — | 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 | 7 | low | 11 | — | 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).