COLD CALL
→→ 1
Lunge jab, feints into ←3 or a throw
- DAMAGE
- 9
- HEIGHT
- MID
- STARTUP
- 10f
- ACTIVE
- 6f
- RECOVERY
- 12f
- ON BLOCK
- -11
- STAMINA
- 18
- REACH
- 106 px
- feints in 90 ms
- glides 42 px
FIGHTER 11 OF 18
Have you got a minute? great
#FFE066#FF3B3B#FF3B3B#9B8CFF#2EE8FFHow often SALES REP 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 SALES REP's 1.05x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.
→→ 1
Lunge jab, feints into ←3 or a throw
← 3
Low shin kick
→→ 1, then ← 3cancels COLD CALL in its first 90 ms: 7 damage, low
→ 1+3or→ 2+4
Fast handshake grab
→→ 1, then 1+3 or → 1+3cancels COLD CALL in its first 90 ms: 11 damage, throw, command grab, knockdown
3, 1, 2ends ALWAYS BE CLOSING
String, phone uppercut launches
How to beat SALES REP's own moves. Here → is toward SALES REP 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.
→→ 1
← 3or→→ 1, then ← 3the feint
→ 1+3or→ 2+4or→→ 1, then 1+3 or → 1+3the feint
3, 1, 2SNAP KICK › JAB › ALWAYS BE CLOSING
SALES REP still has the strings every fighter shares. How to beat those is on TEMP's page.
Win the match and SALES REP breaks into this under the WINS banner.
Win a round without taking a hit and SALES REP ends it with CLOSE THE DEAL: the beaten body goes into the camera, hits the glass and squeaks down it.
The handshake: he takes it by the hand and pumps it three times, then closes the deal with the rising phone-hand uppercut that sends it at the camera; finger guns.
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, 1, 2 | ALWAYS BE CLOSINGUNIQUE | SNAP KICK › JAB › ALWAYS BE CLOSING | launch | 27 | 69 |
| 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, 1, 1 | TRIPLE JAB | JAB › JAB › JAB | — | 19 | 51 |
| 1, 2, 4 | ONE-TWO KICK | JAB › CROSS › ROUNDHOUSE | knockdown | 34 | 60 |
| 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 | 33 | 68 |
| 3, 3, 4 | CRESCENT | SNAP KICK › SNAP KICK › CRESCENT | knockdown | 32 | 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 SALES REP's body.
| INPUT | MOVE | DMG | HEIGHT | STARTUP | ON BLOCK | STAMINA | REACH | PROPERTIES |
|---|---|---|---|---|---|---|---|---|
| 1 | JAB | 6 | high | 7 | -16 | 17 | 89 | |
| 2 | CROSS | 10 | high | 14 | -18 | 21 | 117 | |
| 3 | SNAP KICK | 7 | mid | 7 | -9 | 22 | 91 | |
| 4 | ROUNDHOUSE | 16 | high | 14 | -18 | 22 | 91 | knockdown |
| → 1 | BODY BLOW | 9 | mid | 4 | -7 | 19 | 89 | |
| → 2 | LUNGE CROSS | 11 | mid | 11 | -18 | 22 | 135 | |
| →→ 1 | BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blockedreplaced by COLD CALL | 7 | high | 7 | -21 | 19 | 102 | glides 63 px |
| →→ 2 | COMET CROSSout of a dash or a run | 16 | mid | 11 | -14 | 30 | 165 | 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 | 92 | glides 76 px |
| →→ 4 | RUNNING BOOTout of a dash or a run; slow out and very slow back | 13 | mid | 10 | -22 | 24 | 99 | knockdown, glides 90 px |
| → 4 | OVERHEAD KICK | 13 | mid | 14 | -7 | 22 | 89 | |
| ← 4 | SPIN KICKnear a wall: Wall Spin | 15 | high | 11 | -9 | 22 | 92 | knockdown |
| ↓1 | LOW JAB | 5 | low | 4 | -10 | 15 | 85 | ducks highs |
| ↓2 | UPPERCUT | 9 | mid | 9 | -6 | 24 | 66 | launch |
| ↓3 | LOW KICK | 6 | low | 5 | -15 | 18 | 87 | ducks highs |
| ↓4 | SWEEP | 9 | low | 11 | -21 | 22 | 94 | knockdown, ducks highs |
| release ↓, 1 | RISING JABthe quick one out of a crouch, and a mid | 7 | mid | 6 | -10 | 17 | 90 | |
| release ↓, 2 | RISING UPPERCUT | 11 | mid | 9 | -4 | 24 | 66 | launch |
| release ↓, 3 | RISING KICKthe second hit of ↓1, release ↓, 3 | 11 | mid | 7 | -12 | 22 | 91 | |
| release ↓, 4 | RISING KNEE | 12 | mid | 4 | -3 | 24 | 60 | 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 | 85 | |
| 2 in air | JUMP CROSS | 9 | overhead | 5 | -1 | 15 | 98 | |
| 3 in air | FLYING KICK | 10 | overhead | 3 | -2 | 16 | 87 | |
| 4 in air | AIR ROUNDHOUSE | 13 | overhead | 5 | -1 | 18 | 85 | knockdown |
| ↓4 in air | DIVE KICK | 11 | overhead | 4 | -5 | 16 | 68 | |
| ↓4 over them | STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick | 9 | low | 10 | — | 18 | 89 | glides 31 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).