PLAY

FIGHTER 17 OF 18

LAWYER

Objection. also, you’re on the floor

  • BODY#9AA7FF
  • PANTS#FFB02E
  • ACCENT#F2F4FF
  • MIRROR#5EFFC0
  • MIRROR PANTS#FF5FD2
  • ← 1OBJECTION!catches a throw or grab and throws him
  • → 1CROSS-EXAMINATIONquick mid, plus on block: then throw or mid
  • 2, 3, 2CLOSING ARGUMENTstring, briefcase swing, wall splat
PLAY AS LAWYER

ON THE BOOKS

How often LAWYER 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
WALK0.98x
walking speed-2% vs TEMP
BACK WALK0.98x
stepping back-2% vs TEMP
RUN0.98x
running speed-2% vs TEMP
JUMP1.00x
jump heightsame as TEMP
DASH1.00x
every glide and lungesame as TEMP
WEIGHT1.00x
heavier flies less farsame as TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN1.05x
how fast stamina refills+5% vs TEMP
DAMAGE1.00x
every hit he landssame as TEMP

BODY

SIZE
1.00xthe whole rig
HEIGHT
0.99xhead to feet
ARMS
1.00xshoulder to fist
LEGS
1.00xhip to foot
LIMBS
0.97xthickness (hitbox and hurtbox)
LEAN
2°leans in

REACH, ROOT TO FIST OR FOOT

JAB
88 pxsame as TEMP
CROSS
117 pxTEMP 116 px
SNAP KICK
92 pxsame as TEMP
ROUNDHOUSE
91 pxTEMP 92 px

MECHANICS

  • THROW COUNTEROBJECTION! catches a throw or a command grab and answers with SUSTAINED. Any strike beats it.
  • COMMAND GRABSUSTAINED can't be broken or blocked. It whiffs on a croucher like any throw.
  • CPU STYLEGrappler: throws up close and hunts the wall.

UNIQUE MOVES

Frames are at 60 fps, from the animation's own timing. Damage is before LAWYER's 1.00x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.

OBJECTION!

← 1

Catches a throw or grab and throws him

DAMAGE
—
HEIGHT
—
STARTUP
—
ACTIVE
—
RECOVERY
23f
ON BLOCK
—
STAMINA
14
REACH
—
  • catches throws

SUSTAINED

← 1when OBJECTION catches a grab

Throw, command grab, can't be broken, knockdown

DAMAGE
12
HEIGHT
THROW
STARTUP
1f
ACTIVE
14f
RECOVERY
17f
ON BLOCK
—
STAMINA
0
GRAB RANGE
—
  • command grab
  • can't be broken
  • knockdown

CROSS-EXAMINATION

→ 1

Quick mid, plus on block: then throw or mid

DAMAGE
5
HEIGHT
MID
STARTUP
3f
ACTIVE
4f
RECOVERY
7f
ON BLOCK
+3
STAMINA
14
REACH
88 px
  • steps in on block
  • glides 18 px

CLOSING ARGUMENT

2, 3, 2ends CLOSING ARGUMENT

String, briefcase swing, wall splat

DAMAGE
15
HEIGHT
MID
STARTUP
9f
ACTIVE
7f
RECOVERY
13f
ON BLOCK
-6
STAMINA
30
REACH
103 px
  • ender
  • knockdown
  • wall splat

STRATEGY

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

OBJECTION!

← 1

  • It only catches throws. Any strike beats it: he stands there with his hand up for over half a second, so hit him. The cross (2) or →2 has all the time it needs.
  • Don't throw him while the hand is up. He catches it and throws you instead, and that throw can't be broken.

CROSS-EXAMINATION

→ 1

  • Stand-block it. It's a quick mid, and after you block it he still moves first, so a jab back loses.
  • What comes next is a throw or a kick. Press throw (1+3) as you come out of the block. That breaks his throw, and you have about a third of a second to do it. Pressed promptly, it also grabs him out of the snap kick or the overhead.
  • Crouching is wrong twice. Cross-Examination hits a croucher, and there's no time to duck the throw behind it.
  • → parries it, but only as a guess. It lands almost as soon as he presses.

CLOSING ARGUMENT

2, 3, 2CROSS › SNAP KICK › CLOSING ARGUMENT

  • Stand-block the opening cross. It pushes you back far enough that the kick behind it falls short, and the string dies there.
  • Then punish the missed kick with your own cross (2) or →2.
  • Crouching from the start works too. The cross is a high and goes over your head.

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

CELEBRATION

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

PERFECT

Win a round without taking a hit and LAWYER ends it with CASE CLOSED: the beaten body goes into the camera, hits the glass and squeaks down it.

CASE CLOSED

Up by the collar in the pointing hand, the briefcase wound back, and a full swing of it that sends the body at the camera; then the point and the lapel tug.

  • stamped on the glass: CASE CLOSED

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
2, 3, 2 CLOSING ARGUMENTUNIQUE CROSS › SNAP KICK › CLOSING ARGUMENT knockdown, wall splat3273
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2255
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3685
1, 1, 1 TRIPLE JAB JAB › JAB › JAB —1851
1, 2, 4 ONE-TWO KICK JAB › CROSS › ROUNDHOUSE knockdown3260
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2660
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3790
2, 3 CROSS SNAP CROSS › SNAP KICK —1743
2, 1, 4 SPIN HEEL CROSS › JAB › SPIN HEEL knockdown, wall splat3168
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown3074
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1648
↓3, ↓3, 4 GROUND RUSH LOW KICK › LOW KICK › RUSH KNEE knockdown2666
↓2, 1, 2, 4 SKY SPIKE UPPERCUT › JAB › CROSS › SKY SPIKE knockdown, ground bounce3592
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1637

SHARED BASICS

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

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161788
2 CROSS 10high14-1821117
3 SNAP KICK 7mid7-92292
4 ROUNDHOUSE 16high14-182291 knockdown
→ 1 BODY BLOWreplaced by CROSS EXAM 9mid4-71989
→ 2 LUNGE CROSS 11mid11-1822135
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-2119101 glides 57 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430165 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262093 glides 69 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-222499 knockdown, glides 82 px
→ 4 OVERHEAD KICK 13mid14-72289
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92292 knockdown
↓1 LOW JAB 5low4-101584 ducks highs
↓2 UPPERCUT 9mid9-62465 launch
↓3 LOW KICK 6low5-151887 ducks highs
↓4 SWEEP 9low11-212294 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101789
release ↓, 2 RISING UPPERCUT 11mid9-42465 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122291
release ↓, 4 RISING KNEE 12mid4-32460 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11284
2 in air JUMP CROSS 9overhead5-11598
3 in air FLYING KICK 10overhead3-21687
4 in air AIR ROUNDHOUSE 13overhead5-11885 knockdown
↓4 in air DIVE KICK 11overhead4-51668
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1889 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 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).