PLAY

FIGHTER 4 OF 18

COURIER

Delivers in thirty seconds or less

  • BODY#FF2BD6
  • ACCENT#2EF2FF
  • MIRROR#FF8A3D
  • →→ 3EXPRESS SLIDElow slide under highs, knocks down
  • →→ 4DROP-OFF KNEEflying knee over lows, launches
  • 1, 1, 3SAME DAYstring, ends in the slide
PLAY AS COURIER

ON THE BOOKS

How often COURIER 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).

HEALTH97
out of 100-3 vs TEMP
WALK1.20x
walking speed+20% vs TEMP
BACK WALK1.14x
stepping back+14% vs TEMP
RUN1.20x
running speed+20% vs TEMP
JUMP1.06x
jump height+6% vs TEMP
DASH1.20x
every glide and lunge+20% vs TEMP
WEIGHT0.90x
heavier flies less far-10% vs TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN1.25x
how fast stamina refills+25% vs TEMP
DAMAGE1.03x
every hit he lands+3% vs TEMP

BODY

SIZE
0.96xthe whole rig
HEIGHT
0.97xhead to feet
ARMS
0.96xshoulder to fist
LEGS
1.00xhip to foot
LIMBS
0.88xthickness (hitbox and hurtbox)
LEAN
5°leans in

REACH, ROOT TO FIST OR FOOT

JAB
86 pxTEMP 88 px
CROSS
112 pxTEMP 116 px
SNAP KICK
90 pxTEMP 92 px
ROUNDHOUSE
89 pxTEMP 92 px

MECHANICS

  • CPU STYLERushdown: runs in, swings more, never backs off.

UNIQUE MOVES

Frames are at 60 fps, from the animation's own timing. Damage is before COURIER's 1.03x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.

EXPRESS SLIDE

→→ 3

Low slide under highs, knocks down

DAMAGE
10
HEIGHT
LOW
STARTUP
6f
ACTIVE
14f
RECOVERY
17f
ON BLOCK
-23
STAMINA
22
REACH
91 px
  • knockdown
  • ducks highs
  • glides 144 px

DROP-OFF KNEE

→→ 4

Flying knee over lows, launches

DAMAGE
13
HEIGHT
MID
STARTUP
5f
ACTIVE
7f
RECOVERY
16f
ON BLOCK
-11
STAMINA
24
REACH
60 px
  • launch
  • hops lows
  • glides 96 px

SAME DAY

1, 1, 3ends SAME DAY

String, ends in the slide

DAMAGE
12
HEIGHT
LOW
STARTUP
6f
ACTIVE
14f
RECOVERY
17f
ON BLOCK
-23
STAMINA
30
REACH
91 px
  • ender
  • knockdown
  • ducks highs
  • glides 110 px

STRATEGY

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

EXPRESS SLIDE

→→ 3

  • Crouch-block it. It's a low, so a standing block gets swept, and jumping over it gets you hit every time.
  • Once it's blocked he's sitting on the floor just past jab range. Punish with →2, the lunge cross. A jab, a throw and every low come up short.
  • Better, stop it before it starts: a snap kick (3) thrown while he's still running in beats the slide. It's easy up close and from far away, and tight from the middle distance. A jab only wins up close and early. From farther out it trades.
  • ↘ parries it. Tap just before his foot gets to you, not when he starts the dash.

DROP-OFF KNEE

→→ 4

  • It's a mid, so stand-block it. Crouching loses, with or without a block.
  • Blocked, he's open: jab (1) or snap kick (3) as soon as you can move. The cross and the roundhouse are too slow, unless the knee missed you completely.
  • Hit him out of the run. A jab (1), a snap kick (3) or an uppercut (↓2) thrown as he dashes in all land first. Lows are a bad bet: from mid-range the knee hops over them.
  • It comes off the same dash as the slide, so the dash is the tell. A snap kick (3) into the run beats both.

SAME DAY

1, 1, 3JAB › JAB › SAME DAY

  • Don't stand-block all three. Block the two jabs standing and the slide hits you low before you can change your guard.
  • Crouch-block from the start instead. The first jab goes over your head, the string stops there, and a low kick (↓3) punishes him.
  • Already blocked the first jab standing? Press low kick (↓3) at once. It goes under his second jab and hits first.

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

CELEBRATION

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

PERFECT

Win a round without taking a hit and COURIER ends it with SAME-DAY DROP KICK: the beaten body goes into the camera, hits the glass and squeaks down it.

SAME-DAY DROP KICK

He picks it up like a parcel across both arms, tosses it up and drop-kicks it at the camera, then tips his cap.

  • stamped on the glass: DELIVERED

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, 3 SAME DAYUNIQUE JAB › JAB › SAME DAY knockdown, low2564
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2355
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3785
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 launch3890
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 low1648
↓3, ↓3, 4 GROUND RUSH LOW KICK › LOW KICK › RUSH KNEE knockdown2766
↓2, 1, 2, 4 SKY SPIKE UPPERCUT › JAB › CROSS › SKY SPIKE knockdown, ground bounce3692
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1637

SHARED BASICS

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

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161786
2 CROSS 10high14-1821112
3 SNAP KICK 7mid7-92290
4 ROUNDHOUSE 16high14-182289 knockdown
→ 1 BODY BLOW 9mid4-71986
→ 2 LUNGE CROSS 11mid11-1822130
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-211998 glides 69 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430159 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at allreplaced by EXPRESS SLIDE 8low9-262090 glides 83 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow backreplaced by DROP-OFF KNEE 13mid10-222497 knockdown, glides 98 px
→ 4 OVERHEAD KICK 13mid14-72287
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92290 knockdown
↓1 LOW JAB 5low4-101582 ducks highs
↓2 UPPERCUT 9mid9-62463 launch
↓3 LOW KICK 6low5-151885 ducks highs
↓4 SWEEP 9low11-212292 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101786
release ↓, 2 RISING UPPERCUT 11mid9-42463 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122289
release ↓, 4 RISING KNEE 12mid4-32458 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11282
2 in air JUMP CROSS 9overhead5-11594
3 in air FLYING KICK 10overhead3-21685
4 in air AIR ROUNDHOUSE 13overhead5-11884 knockdown
↓4 in air DIVE KICK 11overhead4-51666
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1886 glides 34 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).