PLAY

FIGHTER 16 OF 18

RECEPTIONIST

Please hold. your beating is important to us

  • BODY#B46BFF
  • PANTS#5DFF8A
  • ACCENT#FFE3F7
  • MIRROR#FF5FD2
  • MIRROR PANTS#FFF27A
  • → 1PLEASE HOLDphone-cord lash, long reach, open up close
  • ← 1+3TRANSFERgrab over her head, can’t be broken: sides swap
  • 3, 1, 1HANG UPstring, the handset slams down (overhead)
PLAY AS RECEPTIONIST

ON THE BOOKS

How often RECEPTIONIST 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).

HEALTH102
out of 100+2 vs TEMP
WALK1.04x
walking speed+4% vs TEMP
BACK WALK1.12x
stepping back+12% vs TEMP
RUN1.00x
running speedsame as TEMP
JUMP1.00x
jump heightsame as TEMP
DASH1.00x
every glide and lungesame as TEMP
WEIGHT0.96x
heavier flies less far-4% vs TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN1.10x
how fast stamina refills+10% vs TEMP
DAMAGE1.06x
every hit he lands+6% vs TEMP

BODY

SIZE
0.98xthe whole rig
HEIGHT
0.97xhead to feet
ARMS
0.98xshoulder to fist
LEGS
0.98xhip to foot
LIMBS
0.90xthickness (hitbox and hurtbox)
LEAN
1°leans in

REACH, ROOT TO FIST OR FOOT

JAB
85 pxTEMP 88 px
CROSS
113 pxTEMP 116 px
SNAP KICK
89 pxTEMP 92 px
ROUNDHOUSE
88 pxTEMP 92 px

MECHANICS

  • SIDE SWAPTRANSFER throws the other fighter overhead and down on the far side.

UNIQUE MOVES

Frames are at 60 fps, from the animation's own timing. Damage is before RECEPTIONIST's 1.06x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.

PLEASE HOLD

→ 1

Phone-cord lash, long reach, open up close

DAMAGE
10
HEIGHT
MID
STARTUP
8f
ACTIVE
2f
RECOVERY
16f
ON BLOCK
-12
STAMINA
20
REACH
180 px

TRANSFER

← 1+3or← 2+4

Grab over her head, can’t be broken: sides swap

DAMAGE
10
HEIGHT
THROW
STARTUP
2f
ACTIVE
10f
RECOVERY
23f
ON BLOCK
—
STAMINA
26
GRAB RANGE
96 px
  • command grab
  • can't be broken
  • knockdown
  • sides swap

HANG UP

3, 1, 1ends HANG UP

String, the handset slams down (overhead)

DAMAGE
14
HEIGHT
OVERHEAD
STARTUP
7f
ACTIVE
6f
RECOVERY
13f
ON BLOCK
-7
STAMINA
30
REACH
115 px
  • ender
  • knockdown

STRATEGY

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

PLEASE HOLD

→ 1

  • Stand-block it, or parry it with →. From across the room nothing you press beats the cord.
  • Blocked from range it's safe: she's too far away to punish, so don't swing at air.
  • Up close it's weak. At arm's length a low kick (↓3) or an uppercut (↓2) thrown as she starts beats it clean, and any closer than that the lash goes past you.

TRANSFER

← 1+3or← 2+4

  • It's a grab. You can't block it or break it, and it comes out almost instantly. Crouch (↓) and it goes over your head.
  • When it goes over your crouch she's stuck for over half a second. Punish with your biggest hit: the uppercut (↓2) launches.
  • It only reaches about one step, so from the edge of that, holding ← walks you out of it. Jumping doesn't: she catches you on the way up.

HANG UP

3, 1, 1SNAP KICK › JAB › HANG UP

  • Stand-block all three. Crouching loses to the very first kick.
  • Up close it's safe once it's blocked. She ends up out of reach, so don't swing after it.
  • It only reaches about a step. Hold ← from just outside and the whole string misses, and then the cross (2) punishes.

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

CELEBRATION

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

PERFECT

Win a round without taking a hit and RECEPTIONIST ends it with TRANSFER TO THE LENS: the beaten body goes into the camera, hits the glass and squeaks down it.

TRANSFER TO THE LENS

Transfer, the long way: both hands on him, heaved up overhead, a beat, and thrown forward down at the camera; then the phone back at her ear and a hip sway.

  • stamped on the glass: TRANSFERRED

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, 1, 1 HANG UPUNIQUE SNAP KICK › JAB › HANG UP knockdown, overhead2969
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2355
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3985
1, 1, 1 TRIPLE JAB JAB › JAB › JAB —1951
1, 2, 4 ONE-TWO KICK JAB › CROSS › ROUNDHOUSE knockdown3460
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2860
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 splat3368
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown3274
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1748
↓3, ↓3, 4 GROUND RUSH LOW KICK › LOW KICK › RUSH KNEE knockdown2866
↓2, 1, 2, 4 SKY SPIKE UPPERCUT › JAB › CROSS › SKY SPIKE knockdown, ground bounce3792
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1737

SHARED BASICS

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

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161785
2 CROSS 10high14-1821113
3 SNAP KICK 7mid7-92289
4 ROUNDHOUSE 16high14-182288 knockdown
→ 1 BODY BLOWreplaced by PLEASE HOLD 9mid4-71986
→ 2 LUNGE CROSS 11mid11-1822131
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-211998 glides 57 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430160 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262090 glides 69 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-222496 knockdown, glides 82 px
→ 4 OVERHEAD KICK 13mid14-72287
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92289 knockdown
↓1 LOW JAB 5low4-101582 ducks highs
↓2 UPPERCUT 9mid9-62462 launch
↓3 LOW KICK 6low5-151885 ducks highs
↓4 SWEEP 9low11-212292 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101786
release ↓, 2 RISING UPPERCUT 11mid9-42462 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122289
release ↓, 4 RISING KNEE 12mid4-32458 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11281
2 in air JUMP CROSS 9overhead5-11594
3 in air FLYING KICK 10overhead3-21685
4 in air AIR ROUNDHOUSE 13overhead5-11883 knockdown
↓4 in air DIVE KICK 11overhead4-51666
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1887 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).