PLAY

FIGHTER 11 OF 18

SALES REP

Have you got a minute? great

  • BODY#FFE066
  • PANTS#FF3B3B
  • ACCENT#FF3B3B
  • MIRROR#9B8CFF
  • MIRROR PANTS#2EE8FF
  • →→ 1COLD CALLlunge jab, feints into ←3 or a throw
  • ← 3THE PITCHlow shin kick
  • → 1+3CLOSE THE DEALfast handshake grab
  • 3, 1, 2ALWAYS BE CLOSINGstring, phone uppercut launches
PLAY AS SALES REP

ON THE BOOKS

How 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.

STATS

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

HEALTH100
out of 100same as TEMP
WALK1.08x
walking speed+8% vs TEMP
BACK WALK0.99x
stepping back-1% vs TEMP
RUN1.10x
running speed+10% vs TEMP
JUMP1.02x
jump height+2% vs TEMP
DASH1.10x
every glide and lunge+10% vs TEMP
WEIGHT0.98x
heavier flies less far-2% vs TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN1.15x
how fast stamina refills+15% vs TEMP
DAMAGE1.05x
every hit he lands+5% vs TEMP

BODY

SIZE
1.00xthe whole rig
HEIGHT
0.99xhead to feet
ARMS
1.00xshoulder to fist
LEGS
1.00xhip to foot
LIMBS
0.95xthickness (hitbox and hurtbox)
LEAN
4°leans in

REACH, ROOT TO FIST OR FOOT

JAB
89 pxTEMP 88 px
CROSS
117 pxTEMP 116 px
SNAP KICK
91 pxTEMP 92 px
ROUNDHOUSE
91 pxTEMP 92 px

MECHANICS

  • FEINTIn the first 90 ms of COLD CALL, a follow-up press turns it into another move at once, with no botch.
  • CPU STYLERushdown: runs in, swings more, never backs off.

UNIQUE MOVES

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.

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

THE PITCH

← 3

Low shin kick

DAMAGE
7
HEIGHT
LOW
STARTUP
5f
ACTIVE
6f
RECOVERY
11f
ON BLOCK
-12
STAMINA
14
REACH
86 px

→→ 1, then ← 3cancels COLD CALL in its first 90 ms: 7 damage, low

CLOSE THE DEAL

→ 1+3or→ 2+4

Fast handshake grab

DAMAGE
11
HEIGHT
THROW
STARTUP
6f
ACTIVE
6f
RECOVERY
17f
ON BLOCK
—
STAMINA
24
GRAB RANGE
92 px
  • command grab
  • knockdown

→→ 1, then 1+3 or → 1+3cancels COLD CALL in its first 90 ms: 11 damage, throw, command grab, knockdown

ALWAYS BE CLOSING

3, 1, 2ends ALWAYS BE CLOSING

String, phone uppercut launches

DAMAGE
13
HEIGHT
MID
STARTUP
5f
ACTIVE
7f
RECOVERY
11f
ON BLOCK
-4
STAMINA
30
REACH
68 px
  • ender
  • launch

STRATEGY

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.

COLD CALL

→→ 1

  • The dash is a three-way guess: the lunge jab (a mid), THE PITCH (a low) or CLOSE THE DEAL (a grab). So don't guess. Hit the run: from close or mid range, a jab (1) or a snap kick (3) thrown as he dashes in beats all three.
  • If you have to block, crouch-block. It stops the low, and the grab goes over your head. Only the jab itself gets through, for a small hit and no knockdown.
  • When the grab misses over your crouch he's wide open. Punish with the uppercut (↓2).
  • A plain Cold Call blocked standing is hard to punish. →2 reaches him, but only if you blocked it up close.

THE PITCH

← 3or→→ 1, then ← 3the feint

  • Crouch-block it. It's a quick low, and nothing you press beats it once it has started.
  • Blocked, only →2 (the lunge cross) reaches him.
  • ↘ parries it, if you guess it.

CLOSE THE DEAL

→ 1+3or→ 2+4or→→ 1, then 1+3 or → 1+3the feint

  • It's a grab, so blocking in place does nothing. Crouch (↓) and it goes over your head, hold ← and step back out of it, or break it with 1+3 as he grabs.
  • When it misses, anything punishes. The cross (2) has plenty of time.
  • A low jab (↓1) or a low kick (↓3) beats it clean, even pressed a moment after he reaches. Highs and mids only trade.

ALWAYS BE CLOSING

3, 1, 2SNAP KICK › JAB › ALWAYS BE CLOSING

  • Stand-block it. It opens with a mid kick, so crouching loses right away.
  • The uppercut at the end is slow. After you block the jab, press snap kick (3) or the cross (2) and you hit him first.
  • If you block all three, he's open: jab (1), snap kick (3) or the cross (2).

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

CELEBRATION

Win the match and SALES REP breaks into this under the WINS banner.

PERFECT

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.

CLOSE THE DEAL

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.

  • stamped on the glass: SOLD!

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, 2 ALWAYS BE CLOSINGUNIQUE SNAP KICK › JAB › ALWAYS BE CLOSING launch2769
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2355
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3885
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 —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 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 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. Struck through: replaced by a unique move.

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161789
2 CROSS 10high14-1821117
3 SNAP KICK 7mid7-92291
4 ROUNDHOUSE 16high14-182291 knockdown
→ 1 BODY BLOW 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 blockedreplaced by COLD CALL 7high7-2119102 glides 63 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 8low9-262092 glides 76 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-222499 knockdown, glides 90 px
→ 4 OVERHEAD KICK 13mid14-72289
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92292 knockdown
↓1 LOW JAB 5low4-101585 ducks highs
↓2 UPPERCUT 9mid9-62466 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 7mid6-101790
release ↓, 2 RISING UPPERCUT 11mid9-42466 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 6overhead2-11285
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 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 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).