PLAY

FIGHTER 10 OF 18

HR REP

This is going in your file

  • BODY#FF9DE6
  • PANTS#2EE8FF
  • ACCENT#FFF0B8
  • MIRROR#7DFFB2
  • MIRROR PANTS#FF8A3D
  • ← 1WRITE-UPclipboard swat, halves his regen 3s
  • ← 2MANDATORY TRAININGslow long shove, sends him back
  • 2, 1, 2EXIT INTERVIEWstring, writes him up, no knockdown
PLAY AS HR REP

ON THE BOOKS

How often HR REP 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).

HEALTH104
out of 100+4 vs TEMP
WALK0.95x
walking speed-5% vs TEMP
BACK WALK1.00x
stepping backsame as 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 BAR1.05x
size of the attack budget+5% vs TEMP
STAMINA REGEN1.10x
how fast stamina refills+10% vs TEMP
DAMAGE0.97x
every hit he lands-3% vs TEMP

BODY

SIZE
1.00xthe whole rig
HEIGHT
1.00xhead to feet
ARMS
1.00xshoulder to fist
LEGS
1.00xhip to foot
LIMBS
0.97xthickness (hitbox and hurtbox)
LEAN
-1°leans back

REACH, ROOT TO FIST OR FOOT

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

MECHANICS

  • WRITTEN UPA clean hit with WRITE-UP leaves the other fighter WRITTEN UP: 50% stamina regen for 3s.
  • WRITTEN UPA clean hit with EXIT INTERVIEW leaves the other fighter WRITTEN UP: 50% stamina regen for 3s.
  • 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 HR REP's 0.97x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.

WRITE-UP

← 1

Clipboard swat, halves his regen 3s

DAMAGE
7
HEIGHT
HIGH
STARTUP
7f
ACTIVE
6f
RECOVERY
11f
ON BLOCK
-11
STAMINA
19
REACH
90 px
  • WRITTEN UP: 50% stamina regen for 3s

MANDATORY TRAINING

← 2

Slow long shove, sends him back

DAMAGE
8
HEIGHT
MID
STARTUP
14f
ACTIVE
8f
RECOVERY
14f
ON BLOCK
-11
STAMINA
22
REACH
96 px
  • glides 39 px

EXIT INTERVIEW

2, 1, 2ends EXIT INTERVIEW

String, writes him up, no knockdown

DAMAGE
13
HEIGHT
MID
STARTUP
7f
ACTIVE
8f
RECOVERY
13f
ON BLOCK
-7
STAMINA
30
REACH
106 px
  • ender
  • WRITTEN UP: 50% stamina regen for 3s

STRATEGY

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

WRITE-UP

← 1

  • It's a high. Crouch and the clipboard goes over your head, and a low kick (↓3) from down there hits him clean.
  • Blocked standing, a jab (1) punishes.
  • → parries it.

MANDATORY TRAINING

← 2

  • It's slow. Jab (1) or snap kick (3) as soon as he winds up and you hit him first.
  • It's a mid, so stand-block it. Crouching gets you shoved.
  • Blocked, he's wide open. The uppercut (↓2) punishes and launches.

EXIT INTERVIEW

2, 1, 2CROSS › JAB › EXIT INTERVIEW

  • Stand-block the opening cross. It pushes you back far enough that the jab behind it falls short, and the string dies there.
  • Then punish the missed jab with a snap kick (3).
  • Crouching from the start works too. The cross is a high and goes over your head.

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

CELEBRATION

Win the match and HR REP breaks into this under the WINS banner.

PERFECT

Win a round without taking a hit and HR REP ends it with MANDATORY OFFBOARDING: the beaten body goes into the camera, hits the glass and squeaks down it.

MANDATORY OFFBOARDING

Up by the collar, the presentation rise, and the Mandatory Training shove with both hands out long; then the clipboard scribble.

  • stamped on the glass: OFFBOARDED

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 EXIT INTERVIEWUNIQUE CROSS › JAB › EXIT INTERVIEW WRITTEN UP2868
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 knockdown3160
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2560
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3690
2, 3 CROSS SNAP CROSS › SNAP KICK —1643
2, 1, 4 SPIN HEEL CROSS › JAB › SPIN HEEL knockdown, wall splat3068
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown2974
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1648
↓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 bounce3492
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1637

SHARED BASICS

Every fighter has these.

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161787
2 CROSS 10high14-1821115
3 SNAP KICK 7mid7-92292
4 ROUNDHOUSE 16high14-182291 knockdown
→ 1 BODY BLOW 9mid4-71987
→ 2 LUNGE CROSS 11mid11-1822133
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-2119100 glides 57 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430163 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 13mid10-222499 knockdown, glides 82 px
→ 4 OVERHEAD KICK 13mid14-72289
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92292 knockdown
↓1 LOW JAB 5low4-101583 ducks highs
↓2 UPPERCUT 9mid9-62463 launch
↓3 LOW KICK 6low5-151887 ducks highs
↓4 SWEEP 9low11-212294 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101788
release ↓, 2 RISING UPPERCUT 11mid9-42463 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122291
release ↓, 4 RISING KNEE 12mid4-32460 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 9overhead5-11596
3 in air FLYING KICK 10overhead3-21687
4 in air AIR ROUNDHOUSE 13overhead5-11885 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—1889 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).