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
FIGHTER 6 OF 18
Works the lower floor. mops with jump-ins
#B46BFF#FFD23F#5EFFC0How 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.
Measured against TEMP, the baseline (the tick on each bar).
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.
→ 3
Long low slide sweep, knocks down
← 3
Full turn, hits behind him too
3, 3, 3ends AISLE 3
String, long side kick, wall splat
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.
→ 3
← 3
3, 3, 3SNAP KICK › SNAP KICK › AISLE 3
JANITOR still has the strings every fighter shares. How to beat those is on TEMP's page.
Win the match and JANITOR breaks into this under the WINS banner.
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.
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.
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 |
|---|---|---|---|---|---|
| 3, 3, 3 | AISLE 3UNIQUE | SNAP KICK › SNAP KICK › AISLE 3 | knockdown, wall splat | 28 | 74 |
| 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 | 30 | 60 |
| 1, 2, 3 | UPTOWN | JAB › CROSS › UPTOWN | — | 25 | 60 |
| 1, 2, 3, 4 | NEON TORNADO | JAB › CROSS › UPTOWN › NEON TORNADO | launch | 35 | 90 |
| 2, 3 | CROSS SNAP | CROSS › SNAP KICK | — | 16 | 43 |
| 2, 1, 4 | SPIN HEEL | CROSS › JAB › SPIN HEEL | knockdown, wall splat | 29 | 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 | 15 | 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 | 33 | 92 |
| ↓1, release ↓ 3 | RISE AND SHINE | LOW JAB › RISING KICK | — | 15 | 37 |
→ is toward the other fighter. Reach is on JANITOR's body.
| INPUT | MOVE | DMG | HEIGHT | STARTUP | ON BLOCK | STAMINA | REACH | PROPERTIES |
|---|---|---|---|---|---|---|---|---|
| 1 | JAB | 6 | high | 7 | -16 | 17 | 93 | |
| 2 | CROSS | 10 | high | 14 | -18 | 21 | 122 | |
| 3 | SNAP KICK | 7 | mid | 7 | -9 | 22 | 96 | |
| 4 | ROUNDHOUSE | 16 | high | 14 | -18 | 22 | 95 | knockdown |
| → 1 | BODY BLOW | 9 | mid | 4 | -7 | 19 | 93 | |
| → 2 | LUNGE CROSS | 11 | mid | 11 | -18 | 22 | 140 | |
| →→ 1 | BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked | 7 | high | 7 | -21 | 19 | 106 | glides 54 px |
| →→ 2 | COMET CROSSout of a dash or a run | 16 | mid | 11 | -14 | 30 | 171 | 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 | 97 | glides 66 px |
| →→ 4 | RUNNING BOOTout of a dash or a run; slow out and very slow back | 13 | mid | 10 | -22 | 24 | 104 | knockdown, glides 78 px |
| → 4 | OVERHEAD KICK | 13 | mid | 14 | -7 | 22 | 94 | |
| ← 4 | SPIN KICKnear a wall: Wall Spin | 15 | high | 11 | -9 | 22 | 96 | knockdown |
| ↓1 | LOW JAB | 5 | low | 4 | -10 | 15 | 88 | ducks highs |
| ↓2 | UPPERCUT | 9 | mid | 9 | -6 | 24 | 67 | launch |
| ↓3 | LOW KICK | 6 | low | 5 | -15 | 18 | 92 | ducks highs |
| ↓4 | SWEEP | 9 | low | 11 | -21 | 22 | 99 | knockdown, ducks highs |
| release ↓, 1 | RISING JABthe quick one out of a crouch, and a mid | 7 | mid | 6 | -10 | 17 | 94 | |
| release ↓, 2 | RISING UPPERCUT | 11 | mid | 9 | -4 | 24 | 67 | launch |
| release ↓, 3 | RISING KICKthe second hit of ↓1, release ↓, 3 | 11 | mid | 7 | -12 | 22 | 96 | |
| release ↓, 4 | RISING KNEE | 12 | mid | 4 | -3 | 24 | 61 | 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 | 89 | |
| 2 in air | JUMP CROSS | 9 | overhead | 5 | -1 | 15 | 103 | |
| 3 in air | FLYING KICK | 10 | overhead | 3 | -2 | 16 | 92 | |
| 4 in air | AIR ROUNDHOUSE | 13 | overhead | 5 | -1 | 18 | 90 | knockdown |
| ↓4 in air | DIVE KICK | 11 | overhead | 4 | -5 | 16 | 70 | |
| ↓4 over them | STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick | 9 | low | 10 | — | 18 | 92 | 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 | 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).