COFFEE RUN
→→ 1
Dash-in elbow, unsafe if blocked
- DAMAGE
- 11
- HEIGHT
- MID
- STARTUP
- 5f
- ACTIVE
- 7f
- RECOVERY
- 13f
- ON BLOCK
- -14
- STAMINA
- 19
- REACH
- 77 px
- glides 71 px
FIGHTER 2 OF 18
Unpaid, and swinging like it
#FFB02E#FF4F7B#3FD0FFHow often INTERN 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).
Nothing special: the shared rules, played straight.
Drops the shared LOW RUSH string.
Frames are at 60 fps, from the animation's own timing. Damage is before INTERN's 0.97x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.
→→ 1
Dash-in elbow, unsafe if blocked
↘ 1or↙ 1or↓1
Low, ducks highs
↓1, ↓1second hit of PAPER CUTor↓1, ↓1second hit of PAPER CUTS
Low, ducks highs
↓1, ↓1, 2ends PAPER CUT
Quick lows, then a mid finisher
1, 2, 2ends REPLY ALL
String, a wild haymaker
How to beat INTERN's own moves. Here → is toward INTERN 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, release ↓ 3PAPER CUT › RISING KICK
→→ 1
↘ 1or↙ 1or↓1
↓1, ↓1, 2PAPER CUT › PAPER CUT 2 › PAPER CUT
↓1, ↓1, ↓3PAPER CUT › PAPER CUT 2 › LOW KICK
1, 2, 2JAB › CROSS › REPLY ALL
INTERN still has most of the strings every fighter shares. How to beat those is on TEMP's page.
Win the match and INTERN breaks into this under the WINS banner.
Win a round without taking a hit and INTERN ends it with ACCIDENTAL LOB: the beaten body goes into the camera, hits the glass and squeaks down it.
He gets it up, it slips, he juggles it, and a panicked underhand lob sends it at the camera by accident; then both hands on his head.
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 |
|---|---|---|---|---|---|
| ↓1, ↓1, 2 | PAPER CUTUNIQUE | PAPER CUT › PAPER CUT 2 › PAPER CUT | knockdown | 16 | 44 |
| ↓1, ↓1, ↓3 | PAPER CUTSUNIQUE | PAPER CUT › PAPER CUT 2 › LOW KICK | low | 14 | 42 |
| 1, 2, 2 | REPLY ALLUNIQUE | JAB › CROSS › REPLY ALL | knockdown | 30 | 68 |
| ↓1, release ↓ 3 | RISE AND SHINEUNIQUE | PAPER CUT › RISING KICK | — | 15 | 34 |
| 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 |
| ↓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 |
→ is toward the other fighter. Reach is on INTERN's body.
| INPUT | MOVE | DMG | HEIGHT | STARTUP | ON BLOCK | STAMINA | REACH | PROPERTIES |
|---|---|---|---|---|---|---|---|---|
| 1 | JAB | 6 | high | 7 | -16 | 17 | 84 | |
| 2 | CROSS | 10 | high | 14 | -18 | 21 | 111 | |
| 3 | SNAP KICK | 7 | mid | 7 | -9 | 22 | 87 | |
| 4 | ROUNDHOUSE | 16 | high | 14 | -18 | 22 | 86 | knockdown |
| → 1 | BODY BLOW | 9 | mid | 4 | -7 | 19 | 84 | |
| → 2 | LUNGE CROSS | 11 | mid | 11 | -18 | 22 | 128 | |
| →→ 1 | BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blockedreplaced by COFFEE RUN | 7 | high | 7 | -21 | 19 | 96 | glides 60 px |
| →→ 2 | COMET CROSSout of a dash or a run | 16 | mid | 11 | -14 | 30 | 156 | 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 | 88 | glides 72 px |
| →→ 4 | RUNNING BOOTout of a dash or a run; slow out and very slow back | 13 | mid | 10 | -22 | 24 | 94 | knockdown, glides 86 px |
| → 4 | OVERHEAD KICK | 13 | mid | 14 | -7 | 22 | 85 | |
| ← 4 | SPIN KICKnear a wall: Wall Spin | 15 | high | 11 | -9 | 22 | 87 | knockdown |
| ↓1 | LOW JABreplaced by PAPER CUT | 5 | low | 4 | -10 | 15 | 80 | ducks highs |
| ↓2 | UPPERCUT | 9 | mid | 9 | -6 | 24 | 61 | launch |
| ↓3 | LOW KICK | 6 | low | 5 | -15 | 18 | 83 | ducks highs |
| ↓4 | SWEEP | 9 | low | 11 | -21 | 22 | 89 | knockdown, ducks highs |
| release ↓, 1 | RISING JABthe quick one out of a crouch, and a mid | 7 | mid | 6 | -10 | 17 | 84 | |
| release ↓, 2 | RISING UPPERCUT | 11 | mid | 9 | -4 | 24 | 61 | launch |
| release ↓, 3 | RISING KICKthe second hit of ↓1, release ↓, 3 | 11 | mid | 7 | -12 | 22 | 87 | |
| release ↓, 4 | RISING KNEE | 12 | mid | 4 | -3 | 24 | 57 | 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 | 80 | |
| 2 in air | JUMP CROSS | 9 | overhead | 5 | -1 | 15 | 93 | |
| 3 in air | FLYING KICK | 10 | overhead | 3 | -2 | 16 | 83 | |
| 4 in air | AIR ROUNDHOUSE | 13 | overhead | 5 | -1 | 18 | 81 | knockdown |
| ↓4 in air | DIVE KICK | 11 | overhead | 4 | -5 | 16 | 64 | |
| ↓4 over them | STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick | 9 | low | 10 | — | 18 | 85 | glides 30 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).