PLAY

FIGHTER 7 OF 18

THE MANAGER

Your performance review is now

  • BODY#FF3B3B
  • ACCENT#FFD84F
  • MIRROR#FFD84F
  • 1, 2, 2PERFORMANCE REVIEWstring, four-hit rush ender
  • ← 3DOWNSIZINGaxe kick overhead, hits crouchers
  • 3, 2, 3TOP-DOWNstring, ends in the axe kick
PLAY AS THE MANAGER

ON THE BOOKS

How 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.

STATS

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

HEALTH104
out of 100+4 vs TEMP
WALK0.88x
walking speed-12% vs TEMP
BACK WALK0.77x
stepping back-23% vs TEMP
RUN0.90x
running speed-10% vs TEMP
JUMP0.90x
jump height-10% vs TEMP
DASH0.92x
every glide and lunge-8% vs TEMP
WEIGHT1.15x
heavier flies less far+15% vs TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN0.95x
how fast stamina refills-5% vs TEMP
DAMAGE1.04x
every hit he lands+4% vs TEMP

BODY

SIZE
1.06xthe whole rig
HEIGHT
1.04xhead to feet
ARMS
1.00xshoulder to fist
LEGS
1.02xhip to foot
LIMBS
1.02xthickness (hitbox and hurtbox)
LEAN
3°leans in

REACH, ROOT TO FIST OR FOOT

JAB
92 pxTEMP 88 px
CROSS
122 pxTEMP 116 px
SNAP KICK
94 pxTEMP 92 px
ROUNDHOUSE
94 pxTEMP 92 px

MECHANICS

Nothing special: the shared rules, played straight.

Drops the shared TRIPLE JAB and ONE-TWO KICK strings.

UNIQUE MOVES

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.

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

DOWNSIZING

← 3

Axe kick overhead, hits crouchers

DAMAGE
16
HEIGHT
OVERHEAD
STARTUP
21f
ACTIVE
10f
RECOVERY
16f
ON BLOCK
-16
STAMINA
26
REACH
91 px
  • knockdown
  • glides 24 px

TOP-DOWN

3, 2, 3ends TOP-DOWN

String, ends in the axe kick

DAMAGE
15
HEIGHT
OVERHEAD
STARTUP
21f
ACTIVE
10f
RECOVERY
16f
ON BLOCK
-16
STAMINA
30
REACH
91 px
  • ender
  • knockdown
  • glides 24 px

STRATEGY

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.

DOWNSIZING

← 3

  • It's an overhead, so stand-block it. Crouching gets you hit, blocking or not.
  • It's slow. When you see the leg go up, a cross (2) or →2 thrown right away knocks him out of it.
  • Blocked, he's stuck. Punish with the cross (2).
  • → parries it.

PERFORMANCE REVIEW

1, 2, 2JAB › CROSS › PERFORMANCE REVIEW

  • Stand-block all of it. The rush at the end is four hits, so keep holding ← until the last one lands.
  • It shoves you a long way back. Only →2, the lunge cross, reaches him afterwards.
  • Stop it before the rush: after you block his first jab, jab back (1) or low kick (↓3). His cross is slow and you hit first.
  • Crouch from the start and the first jab goes over your head. The string stops there, and a low kick (↓3) punishes.

TOP-DOWN

3, 2, 3SNAP KICK › CROSS › TOP-DOWN

  • Stand-block it. It's a mid, a high and an overhead, and crouching gets you hit by all three.
  • The axe kick at the end is slow. After you block his cross, a roundhouse (4) knocks him out of it.
  • If you block the axe kick too, he's open. Punish with the cross (2) or →2.

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

CELEBRATION

Win the match and THE MANAGER breaks into this under the WINS banner.

PERFECT

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.

PERFORMANCE REVIEW FLING

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.

  • stamped on the glass: NEEDS IMPROVEMENT

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, 2, 2 PERFORMANCE REVIEWUNIQUE JAB › CROSS › PERFORMANCE REVIEW knockdown, 4 hits3264
3, 2, 3 TOP-DOWNUNIQUE SNAP KICK › CROSS › TOP-DOWN knockdown, overhead3373
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2355
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3885
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2760
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3990
2, 3 CROSS SNAP CROSS › SNAP KICK —1843
2, 1, 4 SPIN HEEL CROSS › JAB › SPIN HEEL knockdown, wall splat3268
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown3174
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1748
↓3, ↓3, 4 GROUND RUSH LOW KICK › LOW KICK › RUSH KNEE knockdown2766
↓2, 1, 2, 4 SKY SPIKE UPPERCUT › JAB › CROSS › SKY SPIKE knockdown, ground bounce3692
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1737

SHARED BASICS

Every fighter has these.

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161792
2 CROSS 10high14-1821122
3 SNAP KICK 7mid7-92294
4 ROUNDHOUSE 16high14-182294 knockdown
→ 1 BODY BLOW 9mid4-71992
→ 2 LUNGE CROSS 11mid11-1822141
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-2119106 glides 53 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430173 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262096 glides 63 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-2224103 knockdown, glides 75 px
→ 4 OVERHEAD KICK 13mid14-72292
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92295 knockdown
↓1 LOW JAB 5low4-101588 ducks highs
↓2 UPPERCUT 9mid9-62468 launch
↓3 LOW KICK 6low5-151890 ducks highs
↓4 SWEEP 9low11-212297 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101793
release ↓, 2 RISING UPPERCUT 11mid9-42468 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122294
release ↓, 4 RISING KNEE 12mid4-32462 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11288
2 in air JUMP CROSS 9overhead5-115102
3 in air FLYING KICK 10overhead3-21690
4 in air AIR ROUNDHOUSE 13overhead5-11888 knockdown
↓4 in air DIVE KICK 11overhead4-51669
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1892 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 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).