PLAY

FIGHTER 14 OF 18

WELLNESS COACH

Breathe in. now breathe through the floor

  • BODY#5DFF8A
  • PANTS#FF2BD6
  • ACCENT#2EF2FF
  • MIRROR#B78BFF
  • MIRROR PANTS#2EF2FF
  • ← 1 (hold)TREE POSEstance: 4 crane kick, 3 sweep, 2 out
  • ← 1, 4CRANE KICKlaid-back high kick, launches
  • ← 1, 3ROOT SWEEPlow sweep, knocks down
  • 1, 3, 4SUN SALUTATIONstring, overhead split kick
PLAY AS WELLNESS COACH

ON THE BOOKS

How often WELLNESS COACH 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).

HEALTH104
out of 100+4 vs TEMP
WALK1.02x
walking speed+2% vs TEMP
BACK WALK1.07x
stepping back+7% vs TEMP
RUN1.02x
running speed+2% vs TEMP
JUMP1.08x
jump height+8% vs TEMP
DASH1.00x
every glide and lungesame as TEMP
WEIGHT0.98x
heavier flies less far-2% vs TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN1.20x
how fast stamina refills+20% vs TEMP
DAMAGE1.03x
every hit he lands+3% vs TEMP

BODY

SIZE
0.98xthe whole rig
HEIGHT
1.01xhead to feet
ARMS
0.98xshoulder to fist
LEGS
1.06xhip to foot
LIMBS
0.88xthickness (hitbox and hurtbox)
LEAN
-1°leans back

REACH, ROOT TO FIST OR FOOT

JAB
84 pxTEMP 88 px
CROSS
112 pxTEMP 116 px
SNAP KICK
94 pxTEMP 92 px
ROUNDHOUSE
93 pxTEMP 92 px

MECHANICS

  • STANCETREE POSE is a stance. Out of it: 2 EXHALE, 3 ROOT SWEEP, 4 CRANE KICK.

UNIQUE MOVES

Frames are at 60 fps, from the animation's own timing. Damage is before WELLNESS COACH's 1.03x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.

TREE POSE

← 1

Stance: 4 crane kick, 3 sweep, 2 out

DAMAGE
—
HEIGHT
—
STARTUP
—
ACTIVE
—
RECOVERY
—
ON BLOCK
—
STAMINA
10
REACH
—
  • stance

CRANE KICK

← 1, 4out of TREE POSE

Laid-back high kick, launches

DAMAGE
12
HEIGHT
MID
STARTUP
1f
ACTIVE
7f
RECOVERY
16f
ON BLOCK
-10
STAMINA
20
REACH
71 px
  • launch
  • ducks highs
  • from the stance

ROOT SWEEP

← 1, 3out of TREE POSE

Low sweep, knocks down

DAMAGE
10
HEIGHT
LOW
STARTUP
9f
ACTIVE
5f
RECOVERY
13f
ON BLOCK
-13
STAMINA
18
REACH
96 px
  • knockdown
  • ducks highs
  • from the stance
  • glides 24 px

EXHALE

← 1, 2out of TREE POSE

From the stance, no hit

DAMAGE
—
HEIGHT
—
STARTUP
—
ACTIVE
—
RECOVERY
—
ON BLOCK
—
STAMINA
0
REACH
—
  • from the stance
  • no hit

SUN SALUTATION

1, 3, 4ends SUN SALUTATION

String, overhead split kick

DAMAGE
15
HEIGHT
OVERHEAD
STARTUP
11f
ACTIVE
11f
RECOVERY
13f
ON BLOCK
-13
STAMINA
30
REACH
87 px
  • ender
  • knockdown
  • ducks highs

STRATEGY

How to beat WELLNESS COACH's own moves. Here → is toward WELLNESS COACH 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.

TREE POSE

← 1

  • The pose has no guard. Hit her while she's standing on one leg: up close any button works, and the cross (2) or →2 reaches from a step back.
  • Out of it she picks a mid (CRANE KICK, 4) or a low (ROOT SWEEP, 3). No block stops both, so don't stand there waiting to find out.
  • Holding ← walks you out of the kick's reach, but the sweep is longer and can still catch a standing block up close.
  • If she steps out with EXHALE (2) nothing comes at you. Right next to her a jab (1) catches the step out. From farther back she has recovered first.

CRANE KICK

← 1, 4out of TREE POSE

  • It's a mid, so stand-block it. Crouching gets you launched, blocking or not.
  • Blocked, she's open: snap kick (3) or →2.
  • It comes out the instant she presses, so once she's in the pose don't wait for it. Hit her first, or parry it with →.

ROOT SWEEP

← 1, 3out of TREE POSE

  • Crouch-block it. It's a low, and it reaches farther than the kick.
  • It's the slow one of the two, but don't wait to see it. A body blow (→1) or a snap kick (3) thrown while she's still in the pose beats it.
  • Blocked, →2 punishes.
  • ↘ parries it.

SUN SALUTATION

1, 3, 4JAB › SNAP KICK › SUN SALUTATION

  • Stand-block all three hits.
  • Blocked, she's stuck for a long time. As soon as you can move, the cross (2) or →2 punishes.
  • Or crouch from the start. The first jab goes over your head, the string stops there, and a low kick (↓3) punishes.

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

CELEBRATION

Win the match and WELLNESS COACH breaks into this under the WINS banner.

PERFECT

Win a round without taking a hit and WELLNESS COACH ends it with SALUTE TO THE LENS: the beaten body goes into the camera, hits the glass and squeaks down it.

SALUTE TO THE LENS

Lifted overhead and held there in tree pose, then a long pushing exhale that sends it up and out at the camera; then a bow.

  • stamped on the glass: NAMASTE

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, 3, 4 SUN SALUTATIONUNIQUE JAB › SNAP KICK › SUN SALUTATION knockdown, overhead2969
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2355
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3785
1, 1, 1 TRIPLE JAB JAB › JAB › JAB —1951
1, 2, 4 ONE-TWO KICK JAB › CROSS › ROUNDHOUSE knockdown3360
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2760
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3890
2, 3 CROSS SNAP CROSS › SNAP KICK —1843
2, 1, 4 SPIN HEEL CROSS › JAB › SPIN HEEL knockdown, wall splat3268
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown3174
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1648
↓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 —1637

SHARED BASICS

Every fighter has these.

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

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161784
2 CROSS 10high14-1821112
3 SNAP KICK 7mid7-92294
4 ROUNDHOUSE 16high14-182293 knockdown
→ 1 BODY BLOW 9mid4-71984
→ 2 LUNGE CROSS 11mid11-1822130
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-211997 glides 57 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430159 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262094 glides 69 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-2224101 knockdown, glides 82 px
→ 4 OVERHEAD KICK 13mid14-72291
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92294 knockdown
↓1 LOW JAB 5low4-101580 ducks highs
↓2 UPPERCUT 9mid9-62461 launch
↓3 LOW KICK 6low5-151889 ducks highs
↓4 SWEEP 9low11-212296 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101785
release ↓, 2 RISING UPPERCUT 11mid9-42461 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122293
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 6overhead2-11280
2 in air JUMP CROSS 9overhead5-11593
3 in air FLYING KICK 10overhead3-21689
4 in air AIR ROUNDHOUSE 13overhead5-11887 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).