PERFORMANCE REVIEW
1, 2, 2ends PERFORMANCE REVIEW
String, four-hit rush ender
- DAMAGE
- 4+4+4+10
- HEIGHT
- MID
- STARTUP
- 4f
- ACTIVE
- 35f
- RECOVERY
- 19f
- ON BLOCK
- -12
- STAMINA
- 26
- REACH
- 123 px
- ender
- knockdown
- 4 hits
- glides 41 px
FIGHTER 7 OF 18
Your performance review is now
#FF3B3B#FFD84F#FFD84FHow often THE MANAGER 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 TRIPLE JAB and ONE-TWO KICK strings.
Frames are at 60 fps, from the animation's own timing. Damage is before THE MANAGER's 1.04x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.
1, 2, 2ends PERFORMANCE REVIEW
String, four-hit rush ender
← 3
Axe kick overhead, hits crouchers
3, 2, 3ends TOP-DOWN
String, ends in the axe kick
How to beat THE MANAGER's own moves. Here → is toward THE MANAGER 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
1, 2, 2JAB › CROSS › PERFORMANCE REVIEW
3, 2, 3SNAP KICK › CROSS › TOP-DOWN
THE MANAGER still has most of the strings every fighter shares. How to beat those is on TEMP's page.
Win the match and THE MANAGER breaks into this under the WINS banner.
Win a round without taking a hit and THE MANAGER ends it with PERFORMANCE REVIEW FLING: the beaten body goes into the camera, hits the glass and squeaks down it.
A performance-review fling: he holds it up at eye level, shakes his head, winds the shoulders round and flings it sidearm at the camera, then straightens his tie and points.
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, 2, 2 | PERFORMANCE REVIEWUNIQUE | JAB › CROSS › PERFORMANCE REVIEW | knockdown, 4 hits | 32 | 64 |
| 3, 2, 3 | TOP-DOWNUNIQUE | SNAP KICK › CROSS › TOP-DOWN | knockdown, overhead | 33 | 73 |
| 1, 1, 2 | ONE-TWO | JAB › JAB › CROSS | — | 23 | 55 |
| 1, 1, 2, 4 | FLASH ROUNDHOUSE | JAB › JAB › CROSS › FLASH ROUNDHOUSE | knockdown | 38 | 85 |
| 1, 2, 3 | UPTOWN | JAB › CROSS › UPTOWN | — | 27 | 60 |
| 1, 2, 3, 4 | NEON TORNADO | JAB › CROSS › UPTOWN › NEON TORNADO | launch | 39 | 90 |
| 2, 3 | CROSS SNAP | CROSS › SNAP KICK | — | 18 | 43 |
| 2, 1, 4 | SPIN HEEL | CROSS › JAB › SPIN HEEL | knockdown, wall splat | 32 | 68 |
| 3, 3, 4 | CRESCENT | SNAP KICK › SNAP KICK › CRESCENT | knockdown | 31 | 74 |
| ↓1, ↓1, ↓3 | LOW RUSH | LOW JAB › LOW JAB › LOW KICK | low | 17 | 48 |
| ↓3, ↓3, 4 | GROUND RUSH | LOW KICK › LOW KICK › RUSH KNEE | knockdown | 27 | 66 |
| ↓2, 1, 2, 4 | SKY SPIKE | UPPERCUT › JAB › CROSS › SKY SPIKE | knockdown, ground bounce | 36 | 92 |
| ↓1, release ↓ 3 | RISE AND SHINE | LOW JAB › RISING KICK | — | 17 | 37 |
→ is toward the other fighter. Reach is on THE MANAGER's body.
| INPUT | MOVE | DMG | HEIGHT | STARTUP | ON BLOCK | STAMINA | REACH | PROPERTIES |
|---|---|---|---|---|---|---|---|---|
| 1 | JAB | 6 | high | 7 | -16 | 17 | 92 | |
| 2 | CROSS | 10 | high | 14 | -18 | 21 | 122 | |
| 3 | SNAP KICK | 7 | mid | 7 | -9 | 22 | 94 | |
| 4 | ROUNDHOUSE | 16 | high | 14 | -18 | 22 | 94 | knockdown |
| → 1 | BODY BLOW | 9 | mid | 4 | -7 | 19 | 92 | |
| → 2 | LUNGE CROSS | 11 | mid | 11 | -18 | 22 | 141 | |
| →→ 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 53 px |
| →→ 2 | COMET CROSSout of a dash or a run | 16 | mid | 11 | -14 | 30 | 173 | 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 | 96 | glides 63 px |
| →→ 4 | RUNNING BOOTout of a dash or a run; slow out and very slow back | 13 | mid | 10 | -22 | 24 | 103 | knockdown, glides 75 px |
| → 4 | OVERHEAD KICK | 13 | mid | 14 | -7 | 22 | 92 | |
| ← 4 | SPIN KICKnear a wall: Wall Spin | 15 | high | 11 | -9 | 22 | 95 | knockdown |
| ↓1 | LOW JAB | 5 | low | 4 | -10 | 15 | 88 | ducks highs |
| ↓2 | UPPERCUT | 9 | mid | 9 | -6 | 24 | 68 | launch |
| ↓3 | LOW KICK | 6 | low | 5 | -15 | 18 | 90 | ducks highs |
| ↓4 | SWEEP | 9 | low | 11 | -21 | 22 | 97 | knockdown, ducks highs |
| release ↓, 1 | RISING JABthe quick one out of a crouch, and a mid | 7 | mid | 6 | -10 | 17 | 93 | |
| release ↓, 2 | RISING UPPERCUT | 11 | mid | 9 | -4 | 24 | 68 | launch |
| release ↓, 3 | RISING KICKthe second hit of ↓1, release ↓, 3 | 11 | mid | 7 | -12 | 22 | 94 | |
| release ↓, 4 | RISING KNEE | 12 | mid | 4 | -3 | 24 | 62 | 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 | 88 | |
| 2 in air | JUMP CROSS | 9 | overhead | 5 | -1 | 15 | 102 | |
| 3 in air | FLYING KICK | 10 | overhead | 3 | -2 | 16 | 90 | |
| 4 in air | AIR ROUNDHOUSE | 13 | overhead | 5 | -1 | 18 | 88 | knockdown |
| ↓4 in air | DIVE KICK | 11 | overhead | 4 | -5 | 16 | 69 | |
| ↓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 26 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).