PLAY

FIGHTER 3 OF 18

HELPDESK

Have you tried blocking?

  • BODY#2EE8FF
  • ACCENT#F4FBFF
  • MIRROR#FF5FD2
  • ← 1TICKET CLOSEDparry a high or mid, then an elbow
  • ← 2REBOOTpalm push, carries him to the wall
  • 1, 3, 2CTRL ALT DELstring, rising palms launch
PLAY AS HELPDESK

ON THE BOOKS

How often HELPDESK 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
WALK0.97x
walking speed-3% vs TEMP
BACK WALK1.03x
stepping back+3% vs TEMP
RUN0.95x
running speed-5% vs TEMP
JUMP1.00x
jump heightsame as TEMP
DASH1.00x
every glide and lungesame as TEMP
WEIGHT1.02x
heavier flies less far+2% vs TEMP
STAMINA BAR1.05x
size of the attack budget+5% vs TEMP
STAMINA REGEN1.15x
how fast stamina refills+15% vs TEMP
DAMAGE0.92x
every hit he lands-8% vs TEMP

BODY

SIZE
1.00xthe whole rig
HEIGHT
1.00xhead to feet
ARMS
1.00xshoulder to fist
LEGS
1.00xhip to foot
LIMBS
1.00xthickness (hitbox and hurtbox)
LEAN
-1°leans back

REACH, ROOT TO FIST OR FOOT

JAB
87 pxTEMP 88 px
CROSS
116 pxsame as TEMP
SNAP KICK
92 pxsame as TEMP
ROUNDHOUSE
92 pxsame as TEMP

MECHANICS

  • PARRYTICKET CLOSED is a counter stance: a high or mid strike that lands in it is caught, the striker reels for 46 frames, and it turns into TICKET REVERSAL. Lows and throws beat it.
  • CPU STYLETurtle: guards a lot, waits at range and punishes whiffs.

UNIQUE MOVES

Frames are at 60 fps, from the animation's own timing. Damage is before HELPDESK's 0.92x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.

TICKET CLOSED

← 1

Parry a high or mid, then an elbow

DAMAGE
—
HEIGHT
—
STARTUP
—
ACTIVE
—
RECOVERY
23f
ON BLOCK
—
STAMINA
18
REACH
—
  • parries high and mid

TICKET REVERSAL

← 1when TICKET CLOSED catches a strike

Mid, knockdown

DAMAGE
10
HEIGHT
MID
STARTUP
4f
ACTIVE
7f
RECOVERY
11f
ON BLOCK
-5
STAMINA
0
REACH
—
  • knockdown
  • glides 88 px

REBOOT

← 2

Palm push, carries him to the wall

DAMAGE
11
HEIGHT
MID
STARTUP
8f
ACTIVE
8f
RECOVERY
13f
ON BLOCK
-12
STAMINA
24
REACH
93 px
  • knockdown
  • wall splat
  • glides 26 px

CTRL ALT DEL

1, 3, 2ends CTRL ALT DEL

String, rising palms launch

DAMAGE
13
HEIGHT
MID
STARTUP
5f
ACTIVE
7f
RECOVERY
11f
ON BLOCK
-4
STAMINA
30
REACH
66 px
  • ender
  • launch

STRATEGY

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

TICKET CLOSED

← 1

  • It only catches highs and mids. A low kick (↓3) or a sweep (↓4) beats it at any moment, and so does a throw (1+3) from right next to him.
  • Don't jab or cross the instant he sets it. That's what it's for: you get caught and knocked down.
  • It's over fast, and then he's stuck for about half a second. If you didn't swing, hit him as his guard drops: the cross (2) lands up close, and →2 reaches from a step back.

REBOOT

← 2

  • Stand-block it. It's a mid, so a crouch-block gets you shoved over.
  • Blocked, it's a free hit for you. A jab (1) or a snap kick (3) lands every time.
  • It's too quick to out-punch once it has started, so block it or parry it with →.

CTRL ALT DEL

1, 3, 2JAB › SNAP KICK › CTRL ALT DEL

  • Stand-block all three hits. There's no low in it.
  • The last hit leaves him wide open. As soon as you can move, punish with the cross (2) or →2.
  • Or crouch from the start. The first jab goes over your head, the string stops there, and a low kick (↓3) punishes.

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

CELEBRATION

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

PERFECT

Win a round without taking a hit and HELPDESK ends it with OFF AND ON AGAIN: the beaten body goes into the camera, hits the glass and squeaks down it.

OFF AND ON AGAIN

Have you tried turning them off and on: he spins once with the body held out by the collar and lets go on the way round; on the glass it blinks off and back on; then a calm thumbs-up.

  • stamped on the glass: TICKET CLOSED

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, 3, 2 CTRL ALT DELUNIQUE JAB › SNAP KICK › CTRL ALT DEL launch2469
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 —1751
1, 2, 4 ONE-TWO KICK JAB › CROSS › ROUNDHOUSE knockdown2960
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2460
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3490
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 knockdown2874
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1548
↓3, ↓3, 4 GROUND RUSH LOW KICK › LOW KICK › RUSH KNEE knockdown2466
↓2, 1, 2, 4 SKY SPIKE UPPERCUT › JAB › CROSS › SKY SPIKE knockdown, ground bounce3292
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1537

SHARED BASICS

Every fighter has these.

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161787
2 CROSS 10high14-1821116
3 SNAP KICK 7mid7-92292
4 ROUNDHOUSE 16high14-182292 knockdown
→ 1 BODY BLOW 9mid4-71988
→ 2 LUNGE CROSS 11mid11-1822134
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-2119101 glides 57 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430164 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262093 glides 69 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-2224100 knockdown, glides 82 px
→ 4 OVERHEAD KICK 13mid14-72290
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92293 knockdown
↓1 LOW JAB 5low4-101584 ducks highs
↓2 UPPERCUT 9mid9-62464 launch
↓3 LOW KICK 6low5-151888 ducks highs
↓4 SWEEP 9low11-212295 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101788
release ↓, 2 RISING UPPERCUT 11mid9-42464 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122292
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 6overhead2-11283
2 in air JUMP CROSS 9overhead5-11597
3 in air FLYING KICK 10overhead3-21688
4 in air AIR ROUNDHOUSE 13overhead5-11886 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—1890 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).