PLAY

FIGHTER 2 OF 18

INTERN

Unpaid, and swinging like it

  • BODY#FFB02E
  • ACCENT#FF4F7B
  • MIRROR#3FD0FF
  • →→ 1COFFEE RUNdash-in elbow, unsafe if blocked
  • ↓1, ↓1, 2PAPER CUTquick lows, then a mid finisher
  • 1, 2, 2REPLY ALLstring, a wild haymaker
PLAY AS INTERN

ON THE BOOKS

How 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.

STATS

Measured against TEMP, the baseline (the tick on each bar).

HEALTH96
out of 100-4 vs TEMP
WALK1.04x
walking speed+4% vs TEMP
BACK WALK1.04x
stepping back+4% vs TEMP
RUN1.05x
running speed+5% vs TEMP
JUMP1.02x
jump height+2% vs TEMP
DASH1.05x
every glide and lunge+5% vs TEMP
WEIGHT0.95x
heavier flies less far-5% vs TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN1.15x
how fast stamina refills+15% vs TEMP
DAMAGE0.97x
every hit he lands-3% vs TEMP

BODY

SIZE
0.95xthe whole rig
HEIGHT
0.96xhead to feet
ARMS
0.95xshoulder to fist
LEGS
0.95xhip to foot
LIMBS
0.91xthickness (hitbox and hurtbox)
LEAN
2°leans in

REACH, ROOT TO FIST OR FOOT

JAB
84 pxTEMP 88 px
CROSS
111 pxTEMP 116 px
SNAP KICK
87 pxTEMP 92 px
ROUNDHOUSE
86 pxTEMP 92 px

MECHANICS

Nothing special: the shared rules, played straight.

Drops the shared LOW RUSH string.

UNIQUE MOVES

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.

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

PAPER CUT OPENER

↘ 1or↙ 1or↓1

Low, ducks highs

DAMAGE
4
HEIGHT
LOW
STARTUP
2f
ACTIVE
4f
RECOVERY
10f
ON BLOCK
-9
STAMINA
12
REACH
79 px
  • ducks highs

PAPER CUT 2

↓1, ↓1second hit of PAPER CUTor↓1, ↓1second hit of PAPER CUTS

Low, ducks highs

DAMAGE
4
HEIGHT
LOW
STARTUP
2f
ACTIVE
4f
RECOVERY
10f
ON BLOCK
-9
STAMINA
12
REACH
84 px
  • ducks highs

PAPER CUT

↓1, ↓1, 2ends PAPER CUT

Quick lows, then a mid finisher

DAMAGE
9
HEIGHT
MID
STARTUP
5f
ACTIVE
6f
RECOVERY
11f
ON BLOCK
-6
STAMINA
20
REACH
57 px
  • knockdown

REPLY ALL

1, 2, 2ends REPLY ALL

String, a wild haymaker

DAMAGE
15
HEIGHT
MID
STARTUP
7f
ACTIVE
7f
RECOVERY
14f
ON BLOCK
-7
STAMINA
30
REACH
104 px
  • ender
  • knockdown

STRATEGY

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.

RISE AND SHINE

↓1, release ↓ 3PAPER CUT › RISING KICK

  • Crouch-block the Paper Cut, then stand up to block the kick. He's still recovering after it, and the lunge cross (→2) punishes.
  • Blocked, only the lunge cross (→2) reaches him. A plain jab or cross is too short.
  • Beat him to it: a cross (2) thrown as he crouches lands before the Paper Cut does.
  • From a step out, stand-block and the Paper Cut misses: the kick never comes. Nearly anything punishes the miss; the cross (2) and lunge cross (→2) are the surest.

COFFEE RUN

→→ 1

  • Stand-block it. It's a mid, so crouching gets you elbowed, blocking or not.
  • Blocked, he's open. Jab (1) or snap kick (3) him right after.
  • Or meet the run: a jab (1) or a snap kick (3) thrown as he dashes in hits him first.
  • → parries it.

PAPER CUT OPENER

↘ 1or↙ 1or↓1

  • Crouch-block it. It's a low, and it lands almost as soon as he presses, so every button you throw at it trades or loses.
  • One of these barely hurts. What matters is the string behind it, so keep crouch-blocking.
  • After a single blocked one, only →2 reaches him in time.

PAPER CUT

↓1, ↓1, 2PAPER CUT › PAPER CUT 2 › PAPER CUT

  • Crouch-block the two low jabs. They push you back far enough that the uppercut after them swings at air.
  • Then he's stuck, and anything lands. Take the cross (2) or the uppercut (↓2).
  • A standing block gets hit low, and crouching without blocking gets hit by all three.

PAPER CUTS

↓1, ↓1, ↓3PAPER CUT › PAPER CUT 2 › LOW KICK

  • It's all lows, so crouch-block the whole string. A standing block gets hit three times.
  • After you block the second low jab, press the cross (2) or the snap kick (3). It beats the low kick he follows with.
  • If you block all three he's barely open. The cross (2) or →2 still catches him, but only if you press as soon as you can move.

REPLY ALL

1, 2, 2JAB › CROSS › REPLY ALL

  • Stand-block all three, then jab (1) as soon as you can move. The haymaker leaves him open for a jab and nothing slower.
  • Or cut it off: after you block the first jab, a low kick (↓3) goes under his cross and hits first.
  • Crouch from the start and the first jab goes over your head. The string stops there, and a low kick (↓3) punishes.

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

CELEBRATION

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

PERFECT

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.

ACCIDENTAL LOB

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.

  • stamped on the glass: OOPS

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, ↓1, 2 PAPER CUTUNIQUE PAPER CUT › PAPER CUT 2 › PAPER CUT knockdown1644
↓1, ↓1, ↓3 PAPER CUTSUNIQUE PAPER CUT › PAPER CUT 2 › LOW KICK low1442
1, 2, 2 REPLY ALLUNIQUE JAB › CROSS › REPLY ALL knockdown3068
↓1, release ↓ 3 RISE AND SHINEUNIQUE PAPER CUT › RISING KICK —1534
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
↓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

SHARED BASICS

Every fighter has these. Struck through: replaced by a unique move.

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161784
2 CROSS 10high14-1821111
3 SNAP KICK 7mid7-92287
4 ROUNDHOUSE 16high14-182286 knockdown
→ 1 BODY BLOW 9mid4-71984
→ 2 LUNGE CROSS 11mid11-1822128
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blockedreplaced by COFFEE RUN 7high7-211996 glides 60 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430156 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262088 glides 72 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-222494 knockdown, glides 86 px
→ 4 OVERHEAD KICK 13mid14-72285
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92287 knockdown
↓1 LOW JABreplaced by PAPER CUT 5low4-101580 ducks highs
↓2 UPPERCUT 9mid9-62461 launch
↓3 LOW KICK 6low5-151883 ducks highs
↓4 SWEEP 9low11-212289 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101784
release ↓, 2 RISING UPPERCUT 11mid9-42461 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122287
release ↓, 4 RISING KNEE 12mid4-32457 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11280
2 in air JUMP CROSS 9overhead5-11593
3 in air FLYING KICK 10overhead3-21683
4 in air AIR ROUNDHOUSE 13overhead5-11881 knockdown
↓4 in air DIVE KICK 11overhead4-51664
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1885 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 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).