PLAY

FIGHTER 1 OF 18

TEMP

First day. knows the basics

  • BODY#F0F0F0
  • ACCENT#FFB02E
  • MIRROR#E85D00
  • 1, 2, 3, 4NEON TORNADOlaunches into a juggle
  • →→ 2COMET CROSSwall splat
  • ↓2, 1, 2, 4SKY SPIKEground bounce
  • ↓1, release ↓ 3RISE AND SHINEcrouch jab into the rising kick
PLAY AS TEMP

ON THE BOOKS

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.

INPUTSTRINGHITSPAYOFFDMGSTAMINA
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2255
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3685
1, 1, 1 TRIPLE JAB JAB › JAB › JAB —1851
1, 2, 4 ONE-TWO KICK JAB › CROSS › ROUNDHOUSE knockdown3260
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2660
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3790
2, 3 CROSS SNAP CROSS › SNAP KICK —1743
2, 1, 4 SPIN HEEL CROSS › JAB › SPIN HEEL knockdown, wall splat3168
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown3074
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1648
↓3, ↓3, 4 GROUND RUSH LOW KICK › LOW KICK › RUSH KNEE knockdown2666
↓2, 1, 2, 4 SKY SPIKE UPPERCUT › JAB › CROSS › SKY SPIKE knockdown, ground bounce3592
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1637

SHARED BASICS

Every fighter has these.

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161788
2 CROSS 10high14-1821116
3 SNAP KICK 7mid7-92292
4 ROUNDHOUSE 16high14-182292 knockdown
→ 1 BODY BLOW 9mid4-71988
→ 2 LUNGE CROSS 11mid11-1822134
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-2119101 glides 57 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430164 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262093 glides 69 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-2224100 knockdown, glides 82 px
→ 4 OVERHEAD KICK 13mid14-72290
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92293 knockdown
↓1 LOW JAB 5low4-101584 ducks highs
↓2 UPPERCUT 9mid9-62464 launch
↓3 LOW KICK 6low5-151888 ducks highs
↓4 SWEEP 9low11-212295 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101789
release ↓, 2 RISING UPPERCUT 11mid9-42464 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122292
release ↓, 4 RISING KNEE 12mid4-32461 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11284
2 in air JUMP CROSS 9overhead5-11597
3 in air FLYING KICK 10overhead3-21688
4 in air AIR ROUNDHOUSE 13overhead5-11886 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—1890 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 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).