PLAY

FIGHTER 13 OF 18

CHEF

The special today is you

  • BODY#F0F0F0
  • PANTS#FF3B3B
  • ACCENT#FF3B3B
  • MIRROR#7FD6FF
  • MIRROR PANTS#FFD84F
  • ← 2CLEAVERarmored overhead chop, hits crouchers
  • ← 1FLAMBÉshort upward flick, launches
  • 1, 1, 4EIGHTY-SIXstring, push kick to the wall
PLAY AS CHEF

ON THE BOOKS

How often CHEF 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
WALK0.82x
walking speed-18% vs TEMP
BACK WALK0.72x
stepping back-28% vs TEMP
RUN0.86x
running speed-14% vs TEMP
JUMP0.90x
jump height-10% vs TEMP
DASH0.90x
every glide and lunge-10% vs TEMP
WEIGHT1.12x
heavier flies less far+12% vs TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN0.88x
how fast stamina refills-12% vs TEMP
DAMAGE0.90x
every hit he lands-10% vs TEMP

BODY

SIZE
1.08xthe whole rig
HEIGHT
1.07xhead to feet
ARMS
1.00xshoulder to fist
LEGS
1.02xhip to foot
LIMBS
0.99xthickness (hitbox and hurtbox)
LEAN
3°leans in

REACH, ROOT TO FIST OR FOOT

JAB
92 pxTEMP 88 px
CROSS
123 pxTEMP 116 px
SNAP KICK
94 pxTEMP 92 px
ROUNDHOUSE
94 pxTEMP 92 px

MECHANICS

  • ARMORCLEAVER absorbs 1 hit from the press until recovery and takes 50% of its damage. Throws still beat it.

Drops the shared SKY SPIKE string.

UNIQUE MOVES

Frames are at 60 fps, from the animation's own timing. Damage is before CHEF's 0.90x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.

CLEAVER

← 2

Armored overhead chop, hits crouchers

DAMAGE
13
HEIGHT
OVERHEAD
STARTUP
17f
ACTIVE
7f
RECOVERY
17f
ON BLOCK
-16
STAMINA
26
REACH
104 px
  • knockdown
  • armor: 1 hit at 50% damage
  • glides 13 px

FLAMBÉ

← 1

Short upward flick, launches

DAMAGE
11
HEIGHT
MID
STARTUP
9f
ACTIVE
7f
RECOVERY
14f
ON BLOCK
-12
STAMINA
24
REACH
67 px
  • launch
  • glides 28 px

EIGHTY-SIX

1, 1, 4ends EIGHTY-SIX

String, push kick to the wall

DAMAGE
15
HEIGHT
MID
STARTUP
7f
ACTIVE
7f
RECOVERY
17f
ON BLOCK
-10
STAMINA
30
REACH
94 px
  • ender
  • knockdown
  • wall splat

STRATEGY

How to beat CHEF's own moves. Here → is toward CHEF 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.

CLEAVER

← 2

  • Don't hit into it. It has armor: your strike lands, the cleaver comes down anyway, and you're the one on the floor.
  • Stand-block it. It's an overhead, so crouching loses. Then punish with the cross (2) or →2.
  • Within arm's reach, a throw (1+3) goes through the armor. From farther out it only trades.
  • → parries it.

FLAMBÉ

← 1

  • Stand-block it. It's a mid that launches, and crouching puts you in the air.
  • Blocked, he's open: jab (1), snap kick (3) or →2.
  • A low jab (↓1) thrown the moment he starts gets there first.
  • → parries it.

EIGHTY-SIX

1, 1, 4JAB › JAB › EIGHTY-SIXED

  • Stand-block all three, then punish. The push kick leaves him open for the cross (2) or →2.
  • After you block the first jab, a low kick (↓3) goes under the second one and hits first.
  • Crouch from the start and the first jab goes over your head. The string stops there, and a low kick (↓3) punishes.

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

CELEBRATION

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

PERFECT

Win a round without taking a hit and CHEF ends it with PANCAKE FLIP: the beaten body goes into the camera, hits the glass and squeaks down it.

PANCAKE FLIP

A pancake flip: the body on the spatula hand, a dip and a flip up at the camera (it turns over on the way); then the chef's kiss.

  • stamped on the glass: ORDER UP

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
1, 1, 4 EIGHTY-SIXUNIQUE JAB › JAB › EIGHTY-SIXED knockdown, wall splat2464
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2055
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3385
1, 1, 1 TRIPLE JAB JAB › JAB › JAB —1651
1, 2, 4 ONE-TWO KICK JAB › CROSS › ROUNDHOUSE knockdown2960
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2360
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3390
2, 3 CROSS SNAP CROSS › SNAP KICK —1543
2, 1, 4 SPIN HEEL CROSS › JAB › SPIN HEEL knockdown, wall splat2868
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown2774
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1448
↓3, ↓3, 4 GROUND RUSH LOW KICK › LOW KICK › RUSH KNEE knockdown2366
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1437

SHARED BASICS

Every fighter has these.

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161792
2 CROSS 10high14-1821123
3 SNAP KICK 7mid7-92294
4 ROUNDHOUSE 16high14-182294 knockdown
→ 1 BODY BLOW 9mid4-71993
→ 2 LUNGE CROSS 11mid11-1822143
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-2119107 glides 51 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430175 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262096 glides 62 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-2224103 knockdown, glides 73 px
→ 4 OVERHEAD KICK 13mid14-72292
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92295 knockdown
↓1 LOW JAB 5low4-101589 ducks highs
↓2 UPPERCUT 9mid9-62468 launch
↓3 LOW KICK 6low5-151890 ducks highs
↓4 SWEEP 9low11-212297 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101793
release ↓, 2 RISING UPPERCUT 11mid9-42468 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122294
release ↓, 4 RISING KNEE 12mid4-32462 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11288
2 in air JUMP CROSS 9overhead5-115102
3 in air FLYING KICK 10overhead3-21689
4 in air AIR ROUNDHOUSE 13overhead5-11888 knockdown
↓4 in air DIVE KICK 11overhead4-51668
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1891 glides 26 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).