PLAY

FIGHTER 6 OF 18

JANITOR

Works the lower floor. mops with jump-ins

  • BODY#B46BFF
  • ACCENT#FFD23F
  • MIRROR#5EFFC0
  • → 3WET FLOORlong low slide sweep, knocks down
  • ← 3MOP SPINfull turn, hits behind him too
  • 3, 3, 3AISLE 3string, long side kick, wall splat
PLAY AS JANITOR

ON THE BOOKS

How often JANITOR 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
WALK0.90x
walking speed-10% vs TEMP
BACK WALK0.85x
stepping back-15% vs TEMP
RUN0.92x
running speed-8% vs TEMP
JUMP1.04x
jump height+4% vs TEMP
DASH0.95x
every glide and lunge-5% vs TEMP
WEIGHT0.98x
heavier flies less far-2% vs TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN1.00x
how fast stamina refillssame as TEMP
DAMAGE0.95x
every hit he lands-5% vs TEMP

BODY

SIZE
1.02xthe whole rig
HEIGHT
1.05xhead to feet
ARMS
1.11xshoulder to fist
LEGS
1.10xhip to foot
LIMBS
0.85xthickness (hitbox and hurtbox)
LEAN
3°leans in

REACH, ROOT TO FIST OR FOOT

JAB
93 pxTEMP 88 px
CROSS
122 pxTEMP 116 px
SNAP KICK
96 pxTEMP 92 px
ROUNDHOUSE
95 pxTEMP 92 px

MECHANICS

  • BOTH SIDESMOP SPIN hits in front and behind.
  • CPU STYLEAerial: jumps in from further out, much more often.

UNIQUE MOVES

Frames are at 60 fps, from the animation's own timing. Damage is before JANITOR's 0.95x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.

WET FLOOR

→ 3

Long low slide sweep, knocks down

DAMAGE
10
HEIGHT
LOW
STARTUP
9f
ACTIVE
11f
RECOVERY
22f
ON BLOCK
-28
STAMINA
22
REACH
99 px
  • knockdown
  • glides 46 px

MOP SPIN

← 3

Full turn, hits behind him too

DAMAGE
12
HEIGHT
MID
STARTUP
6f
ACTIVE
13f
RECOVERY
11f
ON BLOCK
-12
STAMINA
24
REACH
70 px
  • knockdown
  • hits both sides

AISLE 3

3, 3, 3ends AISLE 3

String, long side kick, wall splat

DAMAGE
15
HEIGHT
MID
STARTUP
5f
ACTIVE
8f
RECOVERY
14f
ON BLOCK
-8
STAMINA
30
REACH
95 px
  • ender
  • knockdown
  • wall splat

STRATEGY

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

WET FLOOR

→ 3

  • Crouch-block it. It's a low that slides in from far away, and a standing block up close or a jump gets swept.
  • Blocked, he's on the floor for over half a second. The cross (2) or →2 punishes with time to spare.
  • ↘ parries it.
  • You can beat it to the punch: a body blow (→1) thrown as he starts lands first. A roundhouse or a sweep only trades.

MOP SPIN

← 3

  • It's slow. Jab (1) the moment he starts to turn and you hit him first. A throw (1+3) works too.
  • Or hold ← and walk back. It only reaches about one step, so it whiffs, and the cross (2) punishes.
  • Don't crouch. It's a mid, and it knocks you down whether you're crouch-blocking or not.
  • Jumping doesn't avoid it either.

AISLE 3

3, 3, 3SNAP KICK › SNAP KICK › AISLE 3

  • Stand-block it. All three kicks are mids, so crouching eats the whole string, blocking or not.
  • Up close there's no gap between the kicks, and after the last one he's out of reach. Block it and let it go.
  • From the very tip of his kick, hold ← and the string falls short.

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

CELEBRATION

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

PERFECT

Win a round without taking a hit and JANITOR ends it with MOP-HANDLE DRIVE: the beaten body goes into the camera, hits the glass and squeaks down it.

MOP-HANDLE DRIVE

A mop-handle golf swing: he takes it by the ankle, addresses the ball, a full backswing and a drive at the camera, then holds the follow-through.

  • stamped on the glass: FORE!

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
3, 3, 3 AISLE 3UNIQUE SNAP KICK › SNAP KICK › AISLE 3 knockdown, wall splat2874
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 knockdown3060
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2560
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3590
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 knockdown2974
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1548
↓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 bounce3392
↓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 JANITOR's body.

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161793
2 CROSS 10high14-1821122
3 SNAP KICK 7mid7-92296
4 ROUNDHOUSE 16high14-182295 knockdown
→ 1 BODY BLOW 9mid4-71993
→ 2 LUNGE CROSS 11mid11-1822140
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-2119106 glides 54 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430171 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262097 glides 66 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-2224104 knockdown, glides 78 px
→ 4 OVERHEAD KICK 13mid14-72294
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92296 knockdown
↓1 LOW JAB 5low4-101588 ducks highs
↓2 UPPERCUT 9mid9-62467 launch
↓3 LOW KICK 6low5-151892 ducks highs
↓4 SWEEP 9low11-212299 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101794
release ↓, 2 RISING UPPERCUT 11mid9-42467 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122296
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 6overhead2-11289
2 in air JUMP CROSS 9overhead5-115103
3 in air FLYING KICK 10overhead3-21692
4 in air AIR ROUNDHOUSE 13overhead5-11890 knockdown
↓4 in air DIVE KICK 11overhead4-51670
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1892 glides 27 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).