PLAY

FIGHTER 18 OF 18

THE CEO

The board has decided you’re a cost

  • BODY#FFD84F
  • PANTS#2EE8FF
  • ACCENT#2EE8FF
  • MIRROR#FF8A3D
  • MIRROR PANTS#3D7BFF
  • ← 1GOLDEN PARACHUTEinvulnerable hop back
  • ↘ 2HOSTILE TAKEOVERlauncher; in a juggle, the ender to the wall
  • 2, 1, 2STOCK SPLITstring, gut punch splits into an uppercut
PLAY AS THE CEO

ON THE BOOKS

How 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.

STATS

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

HEALTH102
out of 100+2 vs TEMP
WALK1.03x
walking speed+3% vs TEMP
BACK WALK1.03x
stepping back+3% vs TEMP
RUN1.03x
running speed+3% vs TEMP
JUMP1.02x
jump height+2% vs TEMP
DASH1.03x
every glide and lunge+3% vs TEMP
WEIGHT1.04x
heavier flies less far+4% vs TEMP
STAMINA BAR0.80x
size of the attack budget-20% vs TEMP
STAMINA REGEN1.00x
how fast stamina refillssame as TEMP
DAMAGE1.00x
every hit he landssame as TEMP

BODY

SIZE
1.03xthe whole rig
HEIGHT
1.03xhead to feet
ARMS
1.00xshoulder to fist
LEGS
1.03xhip to foot
LIMBS
1.03xthickness (hitbox and hurtbox)
LEAN
0°upright

REACH, ROOT TO FIST OR FOOT

JAB
89 pxTEMP 88 px
CROSS
119 pxTEMP 116 px
SNAP KICK
95 pxTEMP 92 px
ROUNDHOUSE
95 pxTEMP 92 px

MECHANICS

  • INVULNERABLEFor 200 ms of GOLDEN PARACHUTE, strikes and throws pass through.
  • JUGGLE ENDERHOSTILE TAKEOVER is a different move on a body in the air: 14 damage and a wall splat.

UNIQUE MOVES

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.

GOLDEN PARACHUTE

← 1

Invulnerable hop back

DAMAGE
—
HEIGHT
—
STARTUP
—
ACTIVE
—
RECOVERY
11f
ON BLOCK
—
STAMINA
14
REACH
—
  • invulnerable 200 ms
  • hops back 87 px

HOSTILE TAKEOVER

↘ 2

Launcher; in a juggle, the ender to the wall

DAMAGE
12
HEIGHT
MID
STARTUP
7f
ACTIVE
8f
RECOVERY
13f
ON BLOCK
-11
STAMINA
26
REACH
75 px
  • launch
  • juggle ender
  • glides 23 px

STOCK SPLIT

2, 1, 2ends STOCK SPLIT

String, gut punch splits into an uppercut

DAMAGE
5+11
HEIGHT
MID
STARTUP
3f
ACTIVE
16f
RECOVERY
12f
ON BLOCK
-3
STAMINA
28
REACH
92 px
  • ender
  • knockdown
  • 2 hits
  • glides 19 px

STRATEGY

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.

GOLDEN PARACHUTE

← 1

  • Don't swing at it. Strikes and throws pass through him as he hops, and he has recovered before anything reaches him. Nothing punishes it afterwards.
  • The one exception is a guess, not a reaction: right next to him, →2 pressed at the very moment he hops still catches him.

HOSTILE TAKEOVER

↘ 2

  • Stand-block it. It's a mid that launches, and crouching puts you in the air.
  • Blocked, he's wide open. Jab (1) or snap kick (3) is the sure thing, and the uppercut (↓2) launches him instead.
  • It's too fast to out-press up close, where a jab only trades. Block it, or parry it with →.

STOCK SPLIT

2, 1, 2CROSS › JAB › STOCK SPLIT

  • Stand-block the opening cross. It pushes you back far enough that the jab behind it falls short, and the string dies before the gut punch.
  • Press snap kick (3) as you come out of blocking the cross. It lands before his jab does.
  • Or crouch from the start. The cross goes over your head and the string stops there.

THE CEO still has the strings every fighter shares. How to beat those is on TEMP's page.

CELEBRATION

Win the match and THE CEO breaks into this under the WINS banner.

PERFECT

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.

GOLDEN PARACHUTE

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.

  • stamped on the glass: LET GO

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
2, 1, 2 STOCK SPLITUNIQUE CROSS › JAB › STOCK SPLIT knockdown, 2 hits3066
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2255
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3685
1, 1, 1 TRIPLE JAB JAB › JAB › JAB —1851
1, 2, 4 ONE-TWO KICK JAB › CROSS › ROUNDHOUSE knockdown3260
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2660
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3790
2, 3 CROSS SNAP CROSS › SNAP KICK —1743
2, 1, 4 SPIN HEEL CROSS › JAB › SPIN HEEL knockdown, wall splat3168
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown3074
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1648
↓3, ↓3, 4 GROUND RUSH LOW KICK › LOW KICK › RUSH KNEE knockdown2666
↓2, 1, 2, 4 SKY SPIKE UPPERCUT › JAB › CROSS › SKY SPIKE knockdown, ground bounce3592
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1637

SHARED BASICS

Every fighter has these.

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161789
2 CROSS 10high14-1821119
3 SNAP KICK 7mid7-92295
4 ROUNDHOUSE 16high14-182295 knockdown
→ 1 BODY BLOW 9mid4-71990
→ 2 LUNGE CROSS 11mid11-1822137
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-2119103 glides 59 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430168 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262096 glides 71 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-2224103 knockdown, glides 84 px
→ 4 OVERHEAD KICK 13mid14-72293
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92295 knockdown
↓1 LOW JAB 5low4-101586 ducks highs
↓2 UPPERCUT 9mid9-62465 launch
↓3 LOW KICK 6low5-151891 ducks highs
↓4 SWEEP 9low11-212298 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101790
release ↓, 2 RISING UPPERCUT 11mid9-42465 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122295
release ↓, 4 RISING KNEE 12mid4-32463 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11285
2 in air JUMP CROSS 9overhead5-11599
3 in air FLYING KICK 10overhead3-21690
4 in air AIR ROUNDHOUSE 13overhead5-11889 knockdown
↓4 in air DIVE KICK 11overhead4-51670
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1892 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).