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
FIGHTER 10 OF 18
This is going in your file
#FF9DE6#2EE8FF#FFF0B8#7DFFB2#FF8A3DHow 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.
Measured against TEMP, the baseline (the tick on each bar).
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.
← 1
Clipboard swat, halves his regen 3s
← 2
Slow long shove, sends him back
2, 1, 2ends EXIT INTERVIEW
String, writes him up, no knockdown
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.
← 1
← 2
2, 1, 2CROSS › JAB › EXIT INTERVIEW
HR REP still has the strings every fighter shares. How to beat those is on TEMP's page.
Win the match and HR REP breaks into this under the WINS banner.
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.
Up by the collar, the presentation rise, and the Mandatory Training shove with both hands out long; then the clipboard scribble.
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 | EXIT INTERVIEWUNIQUE | CROSS › JAB › EXIT INTERVIEW | WRITTEN UP | 28 | 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 | 31 | 60 |
| 1, 2, 3 | UPTOWN | JAB › CROSS › UPTOWN | — | 25 | 60 |
| 1, 2, 3, 4 | NEON TORNADO | JAB › CROSS › UPTOWN › NEON TORNADO | launch | 36 | 90 |
| 2, 3 | CROSS SNAP | CROSS › SNAP KICK | — | 16 | 43 |
| 2, 1, 4 | SPIN HEEL | CROSS › JAB › SPIN HEEL | knockdown, wall splat | 30 | 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 | 16 | 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 | 34 | 92 |
| ↓1, release ↓ 3 | RISE AND SHINE | LOW JAB › RISING KICK | — | 16 | 37 |
→ is toward the other fighter. Reach is on HR REP's body.
| INPUT | MOVE | DMG | HEIGHT | STARTUP | ON BLOCK | STAMINA | REACH | PROPERTIES |
|---|---|---|---|---|---|---|---|---|
| 1 | JAB | 6 | high | 7 | -16 | 17 | 87 | |
| 2 | CROSS | 10 | high | 14 | -18 | 21 | 115 | |
| 3 | SNAP KICK | 7 | mid | 7 | -9 | 22 | 92 | |
| 4 | ROUNDHOUSE | 16 | high | 14 | -18 | 22 | 91 | knockdown |
| → 1 | BODY BLOW | 9 | mid | 4 | -7 | 19 | 87 | |
| → 2 | LUNGE CROSS | 11 | mid | 11 | -18 | 22 | 133 | |
| →→ 1 | BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked | 7 | high | 7 | -21 | 19 | 100 | glides 57 px |
| →→ 2 | COMET CROSSout of a dash or a run | 16 | mid | 11 | -14 | 30 | 163 | 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 | 93 | glides 69 px |
| →→ 4 | RUNNING BOOTout of a dash or a run; slow out and very slow back | 13 | mid | 10 | -22 | 24 | 99 | knockdown, glides 82 px |
| → 4 | OVERHEAD KICK | 13 | mid | 14 | -7 | 22 | 89 | |
| ← 4 | SPIN KICKnear a wall: Wall Spin | 15 | high | 11 | -9 | 22 | 92 | knockdown |
| ↓1 | LOW JAB | 5 | low | 4 | -10 | 15 | 83 | ducks highs |
| ↓2 | UPPERCUT | 9 | mid | 9 | -6 | 24 | 63 | launch |
| ↓3 | LOW KICK | 6 | low | 5 | -15 | 18 | 87 | ducks highs |
| ↓4 | SWEEP | 9 | low | 11 | -21 | 22 | 94 | knockdown, ducks highs |
| release ↓, 1 | RISING JABthe quick one out of a crouch, and a mid | 7 | mid | 6 | -10 | 17 | 88 | |
| release ↓, 2 | RISING UPPERCUT | 11 | mid | 9 | -4 | 24 | 63 | launch |
| release ↓, 3 | RISING KICKthe second hit of ↓1, release ↓, 3 | 11 | mid | 7 | -12 | 22 | 91 | |
| release ↓, 4 | RISING KNEE | 12 | mid | 4 | -3 | 24 | 60 | 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 | 83 | |
| 2 in air | JUMP CROSS | 9 | overhead | 5 | -1 | 15 | 96 | |
| 3 in air | FLYING KICK | 10 | overhead | 3 | -2 | 16 | 87 | |
| 4 in air | AIR ROUNDHOUSE | 13 | overhead | 5 | -1 | 18 | 85 | knockdown |
| ↓4 in air | DIVE KICK | 11 | overhead | 4 | -5 | 16 | 68 | |
| ↓4 over them | STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick | 9 | low | 10 | — | 18 | 89 | 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).