PLAY

FIGHTER 5 OF 18

SECURITY

Will escort you out. through the railing

  • BODY#5DFF8A
  • ACCENT#E9FFF0
  • MIRROR#FFD84F
  • → 1+3ESCORTcommand grab, can’t be broken
  • ← 2SHOULDER CHECKarmored charge, wall bounce
  • 1, 2, 1LOCKDOWNstring, overhead hammer
PLAY AS SECURITY

ON THE BOOKS

How 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.

STATS

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

HEALTH100
out of 100same as TEMP
WALK0.84x
walking speed-16% vs TEMP
BACK WALK0.76x
stepping back-24% vs TEMP
RUN0.88x
running speed-12% vs TEMP
JUMP0.92x
jump height-8% vs TEMP
DASH0.90x
every glide and lunge-10% vs TEMP
WEIGHT1.20x
heavier flies less far+20% vs TEMP
STAMINA BAR1.05x
size of the attack budget+5% vs TEMP
STAMINA REGEN0.85x
how fast stamina refills-15% vs TEMP
DAMAGE0.86x
every hit he lands-14% vs TEMP

BODY

SIZE
1.12xthe whole rig
HEIGHT
1.08xhead to feet
ARMS
1.00xshoulder to fist
LEGS
1.03xhip to foot
LIMBS
1.07xthickness (hitbox and hurtbox)
LEAN
4°leans in

REACH, ROOT TO FIST OR FOOT

JAB
95 pxTEMP 88 px
CROSS
127 pxTEMP 116 px
SNAP KICK
97 pxTEMP 92 px
ROUNDHOUSE
97 pxTEMP 92 px

MECHANICS

  • COMMAND GRABESCORT can't be broken or blocked. It whiffs on a croucher like any throw.
  • ARMORSHOULDER CHECK absorbs 1 hit from the press until recovery and takes 70% of its damage. Throws still beat it.
  • CPU STYLEGrappler: throws up close and hunts the wall.

Drops the shared SKY SPIKE string.

UNIQUE MOVES

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.

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

SHOULDER CHECK

← 2

Armored charge, wall bounce

DAMAGE
12
HEIGHT
MID
STARTUP
8f
ACTIVE
10f
RECOVERY
12f
ON BLOCK
-13
STAMINA
30
REACH
103 px
  • knockdown
  • wall bounce
  • armor: 1 hit at 70% damage

LOCKDOWN

1, 2, 1ends LOCKDOWN

String, overhead hammer

DAMAGE
16
HEIGHT
OVERHEAD
STARTUP
7f
ACTIVE
6f
RECOVERY
12f
ON BLOCK
-4
STAMINA
30
REACH
102 px
  • ender
  • knockdown

STRATEGY

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.

ESCORT

→ 1+3or→ 2+4

  • You can't block it and you can't break it. Crouch (↓) and it goes over your head.
  • Crouch under it and he's stuck for a long time. Any button punishes, so use the uppercut (↓2) and take the launch.
  • It only reaches about one step. A low jab (↓1) or a low kick (↓3) beats it clean, even pressed a moment after he starts reaching.
  • Jumping doesn't get you out. He grabs you before you leave the ground.

SHOULDER CHECK

← 2

  • Don't hit into it. It has armor: your strike lands, he keeps coming, and you're the one knocked down.
  • Stand-block it. It's a mid, so a crouch-block loses. Then punish with a jab (1), a snap kick (3) or →2.
  • A throw (1+3) goes straight through the armor when he's within arm's reach.
  • → parries it like any other mid.

LOCKDOWN

1, 2, 1JAB › CROSS › LOCKDOWN

  • Stand-block all three hits. It's safe once it's blocked: he ends up out of reach, so don't swing after it.
  • Break it early instead. After you block the first jab, jab back (1). His cross is slow to follow and yours lands first.
  • Or crouch from the start. The first jab goes over your head and the string stops there.

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

CELEBRATION

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

PERFECT

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.

FACE-FIRST ESCORT

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.

  • stamped on the glass: ESCORTED OUT

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, 1 LOCKDOWNUNIQUE JAB › CROSS › LOCKDOWN knockdown, overhead2868
1, 1, 2 ONE-TWO JAB › JAB › CROSS —1955
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3185
1, 1, 1 TRIPLE JAB JAB › JAB › JAB —1551
1, 2, 4 ONE-TWO KICK JAB › CROSS › ROUNDHOUSE knockdown2860
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2260
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3290
2, 3 CROSS SNAP CROSS › SNAP KICK —1543
2, 1, 4 SPIN HEEL CROSS › JAB › SPIN HEEL knockdown, wall splat2768
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown2674
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1448
↓3, ↓3, 4 GROUND RUSH LOW KICK › LOW KICK › RUSH KNEE knockdown2266
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1437

SHARED BASICS

Every fighter has these.

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161795
2 CROSS 10high14-1821127
3 SNAP KICK 7mid7-92297
4 ROUNDHOUSE 16high14-182297 knockdown
→ 1 BODY BLOW 9mid4-71996
→ 2 LUNGE CROSS 11mid11-1822147
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-2119110 glides 51 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430181 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262099 glides 62 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-2224106 knockdown, glides 73 px
→ 4 OVERHEAD KICK 13mid14-72294
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92297 knockdown
↓1 LOW JAB 5low4-101592 ducks highs
↓2 UPPERCUT 9mid9-62471 launch
↓3 LOW KICK 6low5-151893 ducks highs
↓4 SWEEP 9low11-2122100 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101796
release ↓, 2 RISING UPPERCUT 11mid9-42471 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122296
release ↓, 4 RISING KNEE 12mid4-32465 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11291
2 in air JUMP CROSS 9overhead5-115106
3 in air FLYING KICK 10overhead3-21692
4 in air AIR ROUNDHOUSE 13overhead5-11890 knockdown
↓4 in air DIVE KICK 11overhead4-51670
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1895 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).