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
FIGHTER 13 OF 18
The special today is you
#F0F0F0#FF3B3B#FF3B3B#7FD6FF#FFD84FHow 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.
Measured against TEMP, the baseline (the tick on each bar).
Drops the shared SKY SPIKE string.
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.
← 2
Armored overhead chop, hits crouchers
← 1
Short upward flick, launches
1, 1, 4ends EIGHTY-SIX
String, push kick to the wall
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.
← 2
← 1
1, 1, 4JAB › JAB › EIGHTY-SIXED
CHEF still has most of the strings every fighter shares. How to beat those is on TEMP's page.
Win the match and CHEF breaks into this under the WINS banner.
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.
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.
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 |
|---|---|---|---|---|---|
| 1, 1, 4 | EIGHTY-SIXUNIQUE | JAB › JAB › EIGHTY-SIXED | knockdown, wall splat | 24 | 64 |
| 1, 1, 2 | ONE-TWO | JAB › JAB › CROSS | — | 20 | 55 |
| 1, 1, 2, 4 | FLASH ROUNDHOUSE | JAB › JAB › CROSS › FLASH ROUNDHOUSE | knockdown | 33 | 85 |
| 1, 1, 1 | TRIPLE JAB | JAB › JAB › JAB | — | 16 | 51 |
| 1, 2, 4 | ONE-TWO KICK | JAB › CROSS › ROUNDHOUSE | knockdown | 29 | 60 |
| 1, 2, 3 | UPTOWN | JAB › CROSS › UPTOWN | — | 23 | 60 |
| 1, 2, 3, 4 | NEON TORNADO | JAB › CROSS › UPTOWN › NEON TORNADO | launch | 33 | 90 |
| 2, 3 | CROSS SNAP | CROSS › SNAP KICK | — | 15 | 43 |
| 2, 1, 4 | SPIN HEEL | CROSS › JAB › SPIN HEEL | knockdown, wall splat | 28 | 68 |
| 3, 3, 4 | CRESCENT | SNAP KICK › SNAP KICK › CRESCENT | knockdown | 27 | 74 |
| ↓1, ↓1, ↓3 | LOW RUSH | LOW JAB › LOW JAB › LOW KICK | low | 14 | 48 |
| ↓3, ↓3, 4 | GROUND RUSH | LOW KICK › LOW KICK › RUSH KNEE | knockdown | 23 | 66 |
| ↓1, release ↓ 3 | RISE AND SHINE | LOW JAB › RISING KICK | — | 14 | 37 |
→ is toward the other fighter. Reach is on CHEF's body.
| INPUT | MOVE | DMG | HEIGHT | STARTUP | ON BLOCK | STAMINA | REACH | PROPERTIES |
|---|---|---|---|---|---|---|---|---|
| 1 | JAB | 6 | high | 7 | -16 | 17 | 92 | |
| 2 | CROSS | 10 | high | 14 | -18 | 21 | 123 | |
| 3 | SNAP KICK | 7 | mid | 7 | -9 | 22 | 94 | |
| 4 | ROUNDHOUSE | 16 | high | 14 | -18 | 22 | 94 | knockdown |
| → 1 | BODY BLOW | 9 | mid | 4 | -7 | 19 | 93 | |
| → 2 | LUNGE CROSS | 11 | mid | 11 | -18 | 22 | 143 | |
| →→ 1 | BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked | 7 | high | 7 | -21 | 19 | 107 | glides 51 px |
| →→ 2 | COMET CROSSout of a dash or a run | 16 | mid | 11 | -14 | 30 | 175 | 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 62 px |
| →→ 4 | RUNNING BOOTout of a dash or a run; slow out and very slow back | 13 | mid | 10 | -22 | 24 | 103 | knockdown, glides 73 px |
| → 4 | OVERHEAD KICK | 13 | mid | 14 | -7 | 22 | 92 | |
| ← 4 | SPIN KICKnear a wall: Wall Spin | 15 | high | 11 | -9 | 22 | 95 | knockdown |
| ↓1 | LOW JAB | 5 | low | 4 | -10 | 15 | 89 | ducks highs |
| ↓2 | UPPERCUT | 9 | mid | 9 | -6 | 24 | 68 | launch |
| ↓3 | LOW KICK | 6 | low | 5 | -15 | 18 | 90 | ducks highs |
| ↓4 | SWEEP | 9 | low | 11 | -21 | 22 | 97 | knockdown, ducks highs |
| release ↓, 1 | RISING JABthe quick one out of a crouch, and a mid | 7 | mid | 6 | -10 | 17 | 93 | |
| release ↓, 2 | RISING UPPERCUT | 11 | mid | 9 | -4 | 24 | 68 | launch |
| release ↓, 3 | RISING KICKthe second hit of ↓1, release ↓, 3 | 11 | mid | 7 | -12 | 22 | 94 | |
| release ↓, 4 | RISING KNEE | 12 | mid | 4 | -3 | 24 | 62 | 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 | 88 | |
| 2 in air | JUMP CROSS | 9 | overhead | 5 | -1 | 15 | 102 | |
| 3 in air | FLYING KICK | 10 | overhead | 3 | -2 | 16 | 89 | |
| 4 in air | AIR ROUNDHOUSE | 13 | overhead | 5 | -1 | 18 | 88 | knockdown |
| ↓4 in air | DIVE KICK | 11 | overhead | 4 | -5 | 16 | 68 | |
| ↓4 over them | STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick | 9 | low | 10 | — | 18 | 91 | 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 | 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).