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
FIGHTER 15 OF 18
Did you try turning yourself off and on
#5B8CFF#FFE066#FFE066#FF8A3D#2EF2FFHow 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.
Measured against TEMP, the baseline (the tick on each bar).
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.
→ 1
Poke that shocks: extra stun
↘ 3
Low stamp, roots him in place
2, 1, 2ends SHORT CIRCUIT
String, two-palm thrust
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.
→ 1
↘ 3
2, 1, 2CROSS › JAB › SHORT CIRCUIT
ELECTRICIAN still has the strings every fighter shares. How to beat those is on TEMP's page.
Win the match and ELECTRICIAN breaks into this under the WINS banner.
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.
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.
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 |
|---|---|---|---|---|---|
| 2, 1, 2 | SHORT CIRCUITUNIQUE | CROSS › JAB › SHORT CIRCUIT | knockdown | 27 | 68 |
| 1, 1, 2 | ONE-TWO | JAB › JAB › CROSS | — | 21 | 55 |
| 1, 1, 2, 4 | FLASH ROUNDHOUSE | JAB › JAB › CROSS › FLASH ROUNDHOUSE | knockdown | 35 | 85 |
| 1, 1, 1 | TRIPLE JAB | JAB › JAB › JAB | — | 17 | 51 |
| 1, 2, 4 | ONE-TWO KICK | JAB › CROSS › ROUNDHOUSE | knockdown | 30 | 60 |
| 1, 2, 3 | UPTOWN | JAB › CROSS › UPTOWN | — | 25 | 60 |
| 1, 2, 3, 4 | NEON TORNADO | JAB › CROSS › UPTOWN › NEON TORNADO | launch | 35 | 90 |
| 2, 3 | CROSS SNAP | CROSS › SNAP KICK | — | 16 | 43 |
| 2, 1, 4 | SPIN HEEL | CROSS › JAB › SPIN HEEL | knockdown, wall splat | 29 | 68 |
| 3, 3, 4 | CRESCENT | SNAP KICK › SNAP KICK › CRESCENT | knockdown | 29 | 74 |
| ↓1, ↓1, ↓3 | LOW RUSH | LOW JAB › LOW JAB › LOW KICK | low | 15 | 48 |
| ↓3, ↓3, 4 | GROUND RUSH | LOW KICK › LOW KICK › RUSH KNEE | knockdown | 25 | 66 |
| ↓2, 1, 2, 4 | SKY SPIKE | UPPERCUT › JAB › CROSS › SKY SPIKE | knockdown, ground bounce | 33 | 92 |
| ↓1, release ↓ 3 | RISE AND SHINE | LOW JAB › RISING KICK | — | 15 | 37 |
→ is toward the other fighter. Reach is on ELECTRICIAN's body.
| INPUT | MOVE | DMG | HEIGHT | STARTUP | ON BLOCK | STAMINA | REACH | PROPERTIES |
|---|---|---|---|---|---|---|---|---|
| 1 | JAB | 6 | high | 7 | -16 | 17 | 90 | |
| 2 | CROSS | 10 | high | 14 | -18 | 21 | 119 | |
| 3 | SNAP KICK | 7 | mid | 7 | -9 | 22 | 93 | |
| 4 | ROUNDHOUSE | 16 | high | 14 | -18 | 22 | 93 | knockdown |
| → 1 | BODY BLOWreplaced by LIVE WIRE | 9 | mid | 4 | -7 | 19 | 90 | |
| → 2 | LUNGE CROSS | 11 | mid | 11 | -18 | 22 | 137 | |
| →→ 1 | BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked | 7 | high | 7 | -21 | 19 | 103 | glides 57 px |
| →→ 2 | COMET CROSSout of a dash or a run | 16 | mid | 11 | -14 | 30 | 167 | 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 | 94 | glides 69 px |
| →→ 4 | RUNNING BOOTout of a dash or a run; slow out and very slow back | 13 | mid | 10 | -22 | 24 | 101 | knockdown, glides 82 px |
| → 4 | OVERHEAD KICK | 13 | mid | 14 | -7 | 22 | 91 | |
| ← 4 | SPIN KICKnear a wall: Wall Spin | 15 | high | 11 | -9 | 22 | 93 | knockdown |
| ↓1 | LOW JAB | 5 | low | 4 | -10 | 15 | 86 | ducks highs |
| ↓2 | UPPERCUT | 9 | mid | 9 | -6 | 24 | 66 | launch |
| ↓3 | LOW KICK | 6 | low | 5 | -15 | 18 | 89 | ducks highs |
| ↓4 | SWEEP | 9 | low | 11 | -21 | 22 | 96 | knockdown, ducks highs |
| release ↓, 1 | RISING JABthe quick one out of a crouch, and a mid | 7 | mid | 6 | -10 | 17 | 90 | |
| release ↓, 2 | RISING UPPERCUT | 11 | mid | 9 | -4 | 24 | 66 | launch |
| release ↓, 3 | RISING KICKthe second hit of ↓1, release ↓, 3 | 11 | mid | 7 | -12 | 22 | 93 | |
| release ↓, 4 | RISING KNEE | 12 | mid | 4 | -3 | 24 | 61 | 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 | 86 | |
| 2 in air | JUMP CROSS | 9 | overhead | 5 | -1 | 15 | 99 | |
| 3 in air | FLYING KICK | 10 | overhead | 3 | -2 | 16 | 89 | |
| 4 in air | AIR ROUNDHOUSE | 13 | overhead | 5 | -1 | 18 | 87 | knockdown |
| ↓4 in air | DIVE KICK | 11 | overhead | 4 | -5 | 16 | 69 | |
| ↓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 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 | 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).