PLAY

FIGHTER 15 OF 18

ELECTRICIAN

Did you try turning yourself off and on

  • BODY#5B8CFF
  • PANTS#FFE066
  • ACCENT#FFE066
  • MIRROR#FF8A3D
  • MIRROR PANTS#2EF2FF
  • → 1LIVE WIREpoke that shocks: extra stun
  • ↘ 3GROUND FAULTlow stamp, roots him in place
  • 2, 1, 2SHORT CIRCUITstring, two-palm thrust
PLAY AS ELECTRICIAN

ON THE BOOKS

How often ELECTRICIAN 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).

HEALTH98
out of 100-2 vs TEMP
WALK0.96x
walking speed-4% vs TEMP
BACK WALK0.96x
stepping back-4% vs TEMP
RUN0.95x
running speed-5% vs TEMP
JUMP0.98x
jump height-2% vs TEMP
DASH1.00x
every glide and lungesame as TEMP
WEIGHT1.04x
heavier flies less far+4% vs TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN1.05x
how fast stamina refills+5% vs TEMP
DAMAGE0.95x
every hit he lands-5% vs TEMP

BODY

SIZE
1.02xthe whole rig
HEIGHT
1.01xhead to feet
ARMS
1.00xshoulder to fist
LEGS
1.00xhip to foot
LIMBS
1.02xthickness (hitbox and hurtbox)
LEAN
2°leans in

REACH, ROOT TO FIST OR FOOT

JAB
90 pxTEMP 88 px
CROSS
119 pxTEMP 116 px
SNAP KICK
93 pxTEMP 92 px
ROUNDHOUSE
93 pxTEMP 92 px

MECHANICS

  • SHOCKLIVE WIRE adds 26 frames of stun on a standing hit, once per combo.
  • ROOTGROUND FAULT roots the other fighter for 30 frames after the stun: no walking, running or jumping, though guarding still works.

UNIQUE MOVES

Frames are at 60 fps, from the animation's own timing. Damage is before ELECTRICIAN's 0.95x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.

LIVE WIRE

→ 1

Poke that shocks: extra stun

DAMAGE
7
HEIGHT
MID
STARTUP
7f
ACTIVE
5f
RECOVERY
11f
ON BLOCK
-11
STAMINA
20
REACH
95 px
  • shock: +26f stun

GROUND FAULT

↘ 3

Low stamp, roots him in place

DAMAGE
6
HEIGHT
LOW
STARTUP
6f
ACTIVE
7f
RECOVERY
10f
ON BLOCK
-11
STAMINA
18
REACH
78 px
  • ducks highs
  • root: 30f, no walking

SHORT CIRCUIT

2, 1, 2ends SHORT CIRCUIT

String, two-palm thrust

DAMAGE
12
HEIGHT
MID
STARTUP
7f
ACTIVE
8f
RECOVERY
13f
ON BLOCK
-9
STAMINA
30
REACH
100 px
  • ender
  • knockdown
  • glides 22 px

STRATEGY

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

LIVE WIRE

→ 1

  • It's a mid, so stand-block it. Crouching gets you shocked.
  • Blocked, →2 (the lunge cross) punishes. He's pushed back too far for most other buttons.
  • It's too quick to out-press once you see it. Block it, or parry it with →.

GROUND FAULT

↘ 3

  • Crouch-block it. It's a low, and a standing block gets stamped.
  • Blocked, →2 punishes.
  • It only reaches about one step. Hold ← from just outside that and it misses.
  • ↘ parries it.

SHORT CIRCUIT

2, 1, 2CROSS › JAB › SHORT CIRCUIT

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

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

CELEBRATION

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

PERFECT

Win a round without taking a hit and ELECTRICIAN ends it with LIVE CIRCUIT FLICK: the beaten body goes into the camera, hits the glass and squeaks down it.

LIVE CIRCUIT FLICK

Up by the collar while the tester hand gives it a few jolts (the body jitters), then a flick at the camera; the boogaloo wave after.

  • stamped on the glass: GROUNDED

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 SHORT CIRCUITUNIQUE CROSS › JAB › SHORT CIRCUIT knockdown2768
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2155
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3585
1, 1, 1 TRIPLE JAB JAB › JAB › JAB —1751
1, 2, 4 ONE-TWO KICK JAB › CROSS › ROUNDHOUSE knockdown3060
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2560
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3590
2, 3 CROSS SNAP CROSS › SNAP KICK —1643
2, 1, 4 SPIN HEEL CROSS › JAB › SPIN HEEL knockdown, wall splat2968
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown2974
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1548
↓3, ↓3, 4 GROUND RUSH LOW KICK › LOW KICK › RUSH KNEE knockdown2566
↓2, 1, 2, 4 SKY SPIKE UPPERCUT › JAB › CROSS › SKY SPIKE knockdown, ground bounce3392
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1537

SHARED BASICS

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

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161790
2 CROSS 10high14-1821119
3 SNAP KICK 7mid7-92293
4 ROUNDHOUSE 16high14-182293 knockdown
→ 1 BODY BLOWreplaced by LIVE WIRE 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 57 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430167 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262094 glides 69 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-2224101 knockdown, glides 82 px
→ 4 OVERHEAD KICK 13mid14-72291
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92293 knockdown
↓1 LOW JAB 5low4-101586 ducks highs
↓2 UPPERCUT 9mid9-62466 launch
↓3 LOW KICK 6low5-151889 ducks highs
↓4 SWEEP 9low11-212296 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101790
release ↓, 2 RISING UPPERCUT 11mid9-42466 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122293
release ↓, 4 RISING KNEE 12mid4-32461 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11286
2 in air JUMP CROSS 9overhead5-11599
3 in air FLYING KICK 10overhead3-21689
4 in air AIR ROUNDHOUSE 13overhead5-11887 knockdown
↓4 in air DIVE KICK 11overhead4-51669
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1891 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).