How often TEMP 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
WALK1.00x
walking speedsame as TEMP
BACK WALK1.00x
stepping backsame as TEMP
RUN1.00x
running speedsame as TEMP
JUMP1.00x
jump heightsame as TEMP
DASH1.00x
every glide and lungesame as TEMP
WEIGHT1.00x
heavier flies less farsame as TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN1.00x
how fast stamina refillssame as TEMP
DAMAGE1.00x
every hit he landssame as TEMP
BODY
SIZE
1.00xthe whole rig
HEIGHT
1.00xhead to feet
ARMS
1.00xshoulder to fist
LEGS
1.00xhip to foot
LIMBS
1.00xthickness (hitbox and hurtbox)
LEAN
0°upright
REACH, ROOT TO FIST OR FOOT
JAB
88 pxsame as TEMP
CROSS
116 pxsame as TEMP
SNAP KICK
92 pxsame as TEMP
ROUNDHOUSE
92 pxsame as TEMP
MECHANICS
Nothing special: the shared rules, played straight.
UNIQUE MOVES
TEMP has no unique moves. Every shared move and every shared string, exactly as the game started: the baseline every other fighter is measured against.
STRATEGY
How to beat the strings every fighter shares. TEMP has no moves of its own, so this is the page for all of them. Here → is toward TEMP 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.
ONE-TWO
1, 1, 2JAB › JAB › CROSS
Stand-block all three, then punish the cross with your own cross (2) or →2.
After you block the first jab, low kick (↓3). It goes under the next punch and hits first.
Crouch from the start and the first jab goes over your head. The string stops there, and a low kick (↓3) punishes.
FLASH ROUNDHOUSE
1, 1, 2, 4JAB › JAB › CROSS › FLASH ROUNDHOUSE
Stand-block all four. The roundhouse at the end leaves him open for the cross (2) or →2.
The roundhouse is slow to arrive. After you block the cross, a sweep (↓4) goes under it, or tap → to parry it.
After you block the first jab, a low kick (↓3) goes under the second one and hits first.
Crouch from the start and the first jab goes over your head. The string stops there, and a low kick (↓3) punishes.
TRIPLE JAB
1, 1, 1JAB › JAB › JAB
Stand-block all three, then jab (1) or cross (2) back. He's open after the third.
After you block the first jab, low kick (↓3). It goes under the second.
Crouch from the start and the first jab goes over your head. The string stops there.
ONE-TWO KICK
1, 2, 4JAB › CROSS › ROUNDHOUSE
Stand-block all three, then punish the roundhouse with the cross (2) or →2.
After you block the first jab, jab back (1). His cross is slow to follow and yours lands first.
The roundhouse is slow too. After you block the cross, sweep (↓4) under it, or parry it with →.
Crouch from the start and the first jab goes over your head. The string stops there, and a low kick (↓3) punishes.
UPTOWN
1, 2, 3JAB › CROSS › UPTOWN
Stand-block all three, then punish with the cross (2).
After you block the first jab, jab back (1) or low kick (↓3). His cross is slow to follow.
Crouch from the start and the first jab goes over your head. The string stops there, and a low kick (↓3) punishes.
NEON TORNADO
1, 2, 3, 4JAB › CROSS › UPTOWN › NEON TORNADO
Stand-block it. Blocked, the launcher at the end never comes out: the string dies after the third hit, and your cross (2) punishes.
After you block the first jab, jab back (1) or low kick (↓3). His cross is slow to follow.
Crouch from the start and the first jab goes over your head. The string stops there, and a low kick (↓3) punishes.
CROSS SNAP
2, 3CROSS › SNAP KICK
Stand-block both hits, then punish the snap kick with your own cross (2).
Or crouch from the start. The cross goes over your head, the kick never comes, and a low kick (↓3) punishes.
SPIN HEEL
2, 1, 4CROSS › JAB › SPIN HEEL
Stand-block the opening cross. It pushes you back far enough that the jab behind it falls short, and the spin heel never comes.
Press snap kick (3) as you come out of blocking the cross. It lands before his jab does.
Crouching from the start works too. The cross is a high and goes over your head, and a low kick (↓3) punishes.
CRESCENT
3, 3, 4SNAP KICK › SNAP KICK › CRESCENT
Stand-block it. The kicks are mids, so crouching eats the whole string.
The crescent kick at the end is slow enough to parry. Tap → as it comes around.
Blocked, he's open for the cross (2) or →2, if you press it right away.
LOW RUSH
↓1, ↓1, ↓3LOW JAB › LOW JAB › LOW KICK
It's all lows, so crouch-block the whole string. A standing block gets hit.
After you block the first low jab, press the cross (2). It lands before the next one.
If you block all three, the cross (2) or →2 still catches him, but only if you press at once.
GROUND RUSH
↓3, ↓3, 4LOW KICK › LOW KICK › RUSH KNEE
Crouch-block it. The two low kicks push you back far enough that the knee after them misses.
Then he's stuck, and anything lands: jab (1), cross (2), whatever you like.
A standing block gets kicked in the shin, and crouching without blocking takes all three hits.
SKY SPIKE
↓2, 1, 2, 4UPPERCUT › JAB › CROSS › SKY SPIKE
Stand-block it. It opens with an uppercut, which is a mid, and crouching gets you launched into the rest.
After you block the uppercut, jab (1) or snap kick (3) back. The punches behind it are slow to arrive.
If you block all four he's stuck for a long time. As soon as you can move, punish with the cross (2).
RISE AND SHINE
↓1, release ↓ 3LOW JAB › RISING KICK
Crouch-block the low jab, then stand up to block the kick. He's still recovering after it, and the lunge cross (→2) punishes.
Blocked, only the lunge cross (→2) reaches him. A plain jab or cross is too short.
From a step out, stand-block and the low jab misses: the kick never comes. A sweep (↓4), the overhead (→4) or →2 punishes the miss.
CELEBRATION
Win the match and TEMP breaks into this under the WINS banner.
PERFECT
Win a round without taking a hit and TEMP ends it with TWO-HANDED HEAVE: the beaten body goes into the camera, hits the glass and squeaks down it.
TWO-HANDED HEAVE
A clumsy two-handed heave: he gets the body up by the collar, swings it back between his knees, heaves it up and over at the camera and staggers after it, then a stunned fist in the air.
stamped on the glass: CONTRACT ENDED
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.
INPUT
STRING
HITS
PAYOFF
DMG
STAMINA
1, 1, 2
ONE-TWO
JAB › JAB › CROSS
—
22
55
1, 1, 2, 4
FLASH ROUNDHOUSE
JAB › JAB › CROSS › FLASH ROUNDHOUSE
knockdown
36
85
1, 1, 1
TRIPLE JAB
JAB › JAB › JAB
—
18
51
1, 2, 4
ONE-TWO KICK
JAB › CROSS › ROUNDHOUSE
knockdown
32
60
1, 2, 3
UPTOWN
JAB › CROSS › UPTOWN
—
26
60
1, 2, 3, 4
NEON TORNADO
JAB › CROSS › UPTOWN › NEON TORNADO
launch
37
90
2, 3
CROSS SNAP
CROSS › SNAP KICK
—
17
43
2, 1, 4
SPIN HEEL
CROSS › JAB › SPIN HEEL
knockdown, wall splat
31
68
3, 3, 4
CRESCENT
SNAP KICK › SNAP KICK › CRESCENT
knockdown
30
74
↓1, ↓1, ↓3
LOW RUSH
LOW JAB › LOW JAB › LOW KICK
low
16
48
↓3, ↓3, 4
GROUND RUSH
LOW KICK › LOW KICK › RUSH KNEE
knockdown
26
66
↓2, 1, 2, 4
SKY SPIKE
UPPERCUT › JAB › CROSS › SKY SPIKE
knockdown, ground bounce
35
92
↓1, release ↓ 3
RISE AND SHINE
LOW JAB › RISING KICK
—
16
37
SHARED BASICS
Every fighter has these.
→ is toward the other fighter. Reach is on TEMP's body.
INPUT
MOVE
DMG
HEIGHT
STARTUP
ON BLOCK
STAMINA
REACH
PROPERTIES
1
JAB
6
high
7
-16
17
88
2
CROSS
10
high
14
-18
21
116
3
SNAP KICK
7
mid
7
-9
22
92
4
ROUNDHOUSE
16
high
14
-18
22
92
knockdown
→ 1
BODY BLOW
9
mid
4
-7
19
88
→ 2
LUNGE CROSS
11
mid
11
-18
22
134
→→ 1
BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked
7
high
7
-21
19
101
glides 57 px
→→ 2
COMET CROSSout of a dash or a run
16
mid
11
-14
30
164
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
93
glides 69 px
→→ 4
RUNNING BOOTout of a dash or a run; slow out and very slow back
13
mid
10
-22
24
100
knockdown, glides 82 px
→ 4
OVERHEAD KICK
13
mid
14
-7
22
90
← 4
SPIN KICKnear a wall: Wall Spin
15
high
11
-9
22
93
knockdown
↓1
LOW JAB
5
low
4
-10
15
84
ducks highs
↓2
UPPERCUT
9
mid
9
-6
24
64
launch
↓3
LOW KICK
6
low
5
-15
18
88
ducks highs
↓4
SWEEP
9
low
11
-21
22
95
knockdown, ducks highs
release ↓, 1
RISING JABthe quick one out of a crouch, and a mid
7
mid
6
-10
17
89
release ↓, 2
RISING UPPERCUT
11
mid
9
-4
24
64
launch
release ↓, 3
RISING KICKthe second hit of ↓1, release ↓, 3
11
mid
7
-12
22
92
release ↓, 4
RISING KNEE
12
mid
4
-3
24
61
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
84
2 in air
JUMP CROSS
9
overhead
5
-1
15
97
3 in air
FLYING KICK
10
overhead
3
-2
16
88
4 in air
AIR ROUNDHOUSE
13
overhead
5
-1
18
86
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
90
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
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).