ESCORT
→ 1+3or→ 2+4
Command grab, can’t be broken
- DAMAGE
- 10
- HEIGHT
- THROW
- STARTUP
- 10f
- ACTIVE
- 5f
- RECOVERY
- 18f
- ON BLOCK
- —
- STAMINA
- 30
- GRAB RANGE
- 92 px
- command grab
- can't be broken
- knockdown
- wall splat
FIGHTER 5 OF 18
Will escort you out. through the railing
#5DFF8A#E9FFF0#FFD84FHow often SECURITY 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).
Drops the shared SKY SPIKE string.
Frames are at 60 fps, from the animation's own timing. Damage is before SECURITY's 0.86x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.
→ 1+3or→ 2+4
Command grab, can’t be broken
← 2
Armored charge, wall bounce
1, 2, 1ends LOCKDOWN
String, overhead hammer
How to beat SECURITY's own moves. Here → is toward SECURITY 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→ 2+4
← 2
1, 2, 1JAB › CROSS › LOCKDOWN
SECURITY still has most of the strings every fighter shares. How to beat those is on TEMP's page.
Win the match and SECURITY breaks into this under the WINS banner.
Win a round without taking a hit and SECURITY ends it with FACE-FIRST ESCORT: the beaten body goes into the camera, hits the glass and squeaks down it.
An escort: up by the collar, two marching steps with a hand on the back, a two-handed shove face-first into the glass, then the arms fold.
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, 1 | LOCKDOWNUNIQUE | JAB › CROSS › LOCKDOWN | knockdown, overhead | 28 | 68 |
| 1, 1, 2 | ONE-TWO | JAB › JAB › CROSS | — | 19 | 55 |
| 1, 1, 2, 4 | FLASH ROUNDHOUSE | JAB › JAB › CROSS › FLASH ROUNDHOUSE | knockdown | 31 | 85 |
| 1, 1, 1 | TRIPLE JAB | JAB › JAB › JAB | — | 15 | 51 |
| 1, 2, 4 | ONE-TWO KICK | JAB › CROSS › ROUNDHOUSE | knockdown | 28 | 60 |
| 1, 2, 3 | UPTOWN | JAB › CROSS › UPTOWN | — | 22 | 60 |
| 1, 2, 3, 4 | NEON TORNADO | JAB › CROSS › UPTOWN › NEON TORNADO | launch | 32 | 90 |
| 2, 3 | CROSS SNAP | CROSS › SNAP KICK | — | 15 | 43 |
| 2, 1, 4 | SPIN HEEL | CROSS › JAB › SPIN HEEL | knockdown, wall splat | 27 | 68 |
| 3, 3, 4 | CRESCENT | SNAP KICK › SNAP KICK › CRESCENT | knockdown | 26 | 74 |
| ↓1, ↓1, ↓3 | LOW RUSH | LOW JAB › LOW JAB › LOW KICK | low | 14 | 48 |
| ↓3, ↓3, 4 | GROUND RUSH | LOW KICK › LOW KICK › RUSH KNEE | knockdown | 22 | 66 |
| ↓1, release ↓ 3 | RISE AND SHINE | LOW JAB › RISING KICK | — | 14 | 37 |
→ is toward the other fighter. Reach is on SECURITY's body.
| INPUT | MOVE | DMG | HEIGHT | STARTUP | ON BLOCK | STAMINA | REACH | PROPERTIES |
|---|---|---|---|---|---|---|---|---|
| 1 | JAB | 6 | high | 7 | -16 | 17 | 95 | |
| 2 | CROSS | 10 | high | 14 | -18 | 21 | 127 | |
| 3 | SNAP KICK | 7 | mid | 7 | -9 | 22 | 97 | |
| 4 | ROUNDHOUSE | 16 | high | 14 | -18 | 22 | 97 | knockdown |
| → 1 | BODY BLOW | 9 | mid | 4 | -7 | 19 | 96 | |
| → 2 | LUNGE CROSS | 11 | mid | 11 | -18 | 22 | 147 | |
| →→ 1 | BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked | 7 | high | 7 | -21 | 19 | 110 | glides 51 px |
| →→ 2 | COMET CROSSout of a dash or a run | 16 | mid | 11 | -14 | 30 | 181 | 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 | 99 | glides 62 px |
| →→ 4 | RUNNING BOOTout of a dash or a run; slow out and very slow back | 13 | mid | 10 | -22 | 24 | 106 | knockdown, glides 73 px |
| → 4 | OVERHEAD KICK | 13 | mid | 14 | -7 | 22 | 94 | |
| ← 4 | SPIN KICKnear a wall: Wall Spin | 15 | high | 11 | -9 | 22 | 97 | knockdown |
| ↓1 | LOW JAB | 5 | low | 4 | -10 | 15 | 92 | ducks highs |
| ↓2 | UPPERCUT | 9 | mid | 9 | -6 | 24 | 71 | launch |
| ↓3 | LOW KICK | 6 | low | 5 | -15 | 18 | 93 | ducks highs |
| ↓4 | SWEEP | 9 | low | 11 | -21 | 22 | 100 | knockdown, ducks highs |
| release ↓, 1 | RISING JABthe quick one out of a crouch, and a mid | 7 | mid | 6 | -10 | 17 | 96 | |
| release ↓, 2 | RISING UPPERCUT | 11 | mid | 9 | -4 | 24 | 71 | launch |
| release ↓, 3 | RISING KICKthe second hit of ↓1, release ↓, 3 | 11 | mid | 7 | -12 | 22 | 96 | |
| release ↓, 4 | RISING KNEE | 12 | mid | 4 | -3 | 24 | 65 | 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 | 91 | |
| 2 in air | JUMP CROSS | 9 | overhead | 5 | -1 | 15 | 106 | |
| 3 in air | FLYING KICK | 10 | overhead | 3 | -2 | 16 | 92 | |
| 4 in air | AIR ROUNDHOUSE | 13 | overhead | 5 | -1 | 18 | 90 | knockdown |
| ↓4 in air | DIVE KICK | 11 | overhead | 4 | -5 | 16 | 70 | |
| ↓4 over them | STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick | 9 | low | 10 | — | 18 | 95 | 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).