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Line 540: |
Line 540: |
| * While difficult, in tandem with [[#Shockwave|Shockwave]] it is possible to combo out of Envenom. | | * While difficult, in tandem with [[#Shockwave|Shockwave]] it is possible to combo out of Envenom. |
| ** A setup for this (known colloquially as a Mongolian Ball Detonation) is to utilize the frame advantage gained if the opponent DIs away after [[#Sweep|Sweep]], which results in a [[YomiHustle/Combo Mechanics#Knockdowns|hard knockdown]] and gives the Mutant ~41 frames of advantage. Following the sweep, use [[#Caustic Spike|Caustic Spike]], followed by a [[YomiHustle/Glossary#Free Cancel|free cancelled]] [[#Shockwave|Shockwave]]. The Caustic Spike acts as a [[YomiHustle/Glossary#Meaty|meaty]], hitting the opponent on the first frame of their getup, making the only option to avoid being hit to block. If a fighter recently blocked a move, they are immune to grabs, causing envenom to whiff. However, thanks to the ability to disable the Caustic Spike manually by use of the toggle, the opponent will block nothing while allowing Envenom to hit, which if sucessful will then cause the opponent to be hit by the aformentioned Shockwave, leading to a full combo. However, if the opponent suspects you to use this tech is is possible for them to interupt or otherwise evade the envenom, making this a 50/50 mix. | | ** A setup for this (known colloquially as a Mongolian Ball Detonation) is to utilize the frame advantage gained if the opponent DIs away after [[#Sweep|Sweep]], which results in a [[YomiHustle/Combo Mechanics#Knockdowns|hard knockdown]] and gives the Mutant ~41 frames of advantage. Following the sweep, use [[#Caustic Spike|Caustic Spike]], followed by a [[YomiHustle/Glossary#Free Cancel|free cancelled]] [[#Shockwave|Shockwave]]. The Caustic Spike acts as a [[YomiHustle/Glossary#Meaty|meaty]], hitting the opponent on the first frame of their getup, making the only option to avoid being hit to block. If a fighter recently blocked a move, they are immune to grabs, causing envenom to whiff. However, thanks to the ability to disable the Caustic Spike manually by use of the toggle, the opponent will block nothing while allowing Envenom to hit, which if sucessful will then cause the opponent to be hit by the aformentioned Shockwave, leading to a full combo. However, if the opponent suspects you to use this tech is is possible for them to interupt or otherwise evade the envenom, making this a 50/50 mix. |
| **Another setup for this mid combo can be achieved with [[#H Acid Slash|H. Acid Slash]], but requires the opponent to be approximately 1~2 stage lines away after hit, though at ranges further than approximately 1.5 stage lines applying [[#Juke|Juke]] to shockwave is required. | | **Another setup for this can be achieved by landing [[#H Acid Slash|H. Acid Slash]] in neutral, but requires the opponent to be approximately 1~2 stage lines away after hit, though at ranges further than approximately 1.5 stage lines applying [[#Juke|Juke]] to shockwave is required. |
| }} | | }} |
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Revision as of 11:57, 29 February 2024
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Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
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Profile
Mutant (colloquially known as slop man) is an aggressive rushdown character whith fast ground mobility, extremely quick normals, and extremely unpredictable mixups.
Strengths |
Weaknesses
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- Good ground game:
- Fast normals: Mutant has some of the fastest normals in the game, resulting in a constant threat when they are in range.
- Great blockstrings: Fast moves and even debuffs such as Envenom result in the strongest block strings any of the fighters can offer.
- Powerful oki: Shockwave and Caustic Spike make for easy and effective okizeme.
- Jukes: As the name implies, jukes are very effective at making sudden shifts in your movement, in order to create space or close the gap quickly.
- Snowballs (positive):
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- Incredibly weak air game: Mutant's selection of air moves is rather limited, making airborne play difficult. Additionally, while every other character has a fast and easy way to reach the ground, Mutant has to rely on basic fall speed or a riskier downwards dodge or pounce in order to reach the ground after accending.
- Low damage combos: Mutant's moves have low damage overall, with many dealing lower damage in combo. Additionally many of Mutant's moves have high proration, leading to an even lower overall damage output.
- Damage vulnerability: Mutant takes 10% additional damage from all sources, making it have effectively 90% as much health as other fighters. Additionally many of Mutant's moves are a lot less disjointed than other fighters, making it easy to be counterhit.
- Very short range (Without Jukes): Mutant has a very short effective range compared to other fighters, requiring jukes to close the gap.
- Difficulty approaching:
- Snowballs (negative):
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Mutant
Move List
Unique Mechanics
Juke
Juke
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- Mutant's unique movement mechanic.
- Juke moves Mutant in the selected direction.
- Costs two pips per use.
- 1 pip is restored upon hitting an enemy (successful hit or on block).
- 2 pips are restored upon hustling.
- Can hold 10 pips max.
- Holding a free canceled move and applying juke opens the door to niche knowledge checks and similar shenanigans.
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Glass cannon frail little creature frail little creature
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- Mutant takes 10% additional damage.
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Movement
Dash
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Movement Starts At
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Consumes Air Option
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First Actionable
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-
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No
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8-15
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- Always interruptible when opponent is able to act.
- IASA increases as the speed slider is increased.
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Grounded Normals
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Swipe
Swipe
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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400, 480 (sweetspot)
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4, 3 (with initiative)
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2
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14
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6
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High
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5
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0
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- Very fast jab with high proration.
- Sweetspot on furthest hitbox.
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Toggle Hitboxes Toggle Hitboxes
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Up Swipe
Swipe (up angle)
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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510
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5
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2
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12
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25
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High
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1
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0
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- Covers good distance, somewhat functional anti-air.
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Toggle Hitboxes Toggle Hitboxes
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Low Swipe
Low Swipe
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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600
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5
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2
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17
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13
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Low
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1
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0
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Toggle Hitboxes Toggle Hitboxes
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Slash
Slash
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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750
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6
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4
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-
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11
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High
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1
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+1
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- Fast and lots of forward movement.
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Toggle Hitboxes Toggle Hitboxes
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Shred
Shred
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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190 x5
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7
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2 active, 2 inactive
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38
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15
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High
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1
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+1
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Yes
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- Multi hit move good for building up juke charge, land cancel has a hitbox.
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Landing
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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190
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on landing
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1
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-
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15
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Low
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0
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+1
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Toggle Hitboxes Toggle Hitboxes
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Sweep
Sweep
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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950, 800 (in combo)
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10
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3
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25
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varies
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Low
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0
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-3
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- Opponent will be in hitstun until hitting the ground, upon which they will suffer a hard knockdown.
- Very minus on block making it useless for blockstrings.
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Toggle Hitboxes Toggle Hitboxes
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Kick
Kick
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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850, 800 (in combo)
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11
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3
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24
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16
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High
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0
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+2
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Toggle Hitboxes Toggle Hitboxes
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Overhead Claw
Overhead Claw
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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1000, 900 (in combo)
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12
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3
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23
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23
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High (Guardbreak)
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-1
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+1
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- Groundbounces.
- Projectile immunity frames 5-13.
- By using a Juke with Overhead Claw it is possible to cause it to hit the opponent on the second active frame rather than the first, which can result in a guardbreak.
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Toggle Hitboxes Toggle Hitboxes
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Dash Attack
Dash Attack Take note that this is still the first hit
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First Hit
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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600
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5
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4
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39
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15
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High
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0
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+2
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- Projectile immunity frames 1-6.
- Low profiles frame 1-6.
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Second Hit
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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1100
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19
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3
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39
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45
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High
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0
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+2
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Toggle Hitboxes Toggle Hitboxes
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Backwards Dash Attack
Dash Attack (Backwards)
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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650
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8
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2
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35, 8 (after landing)
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15
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High
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0
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-1
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- Can launch Mutant forwards if flipped.
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Toggle Hitboxes Toggle Hitboxes
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Grab
Grab
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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1500
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3
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3
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37
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Varries
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N/A
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0
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N/A
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Yes
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- Universal grab, though Mutant's is above average.
- Grounded grab will result in a knockdown, while air grab will result in a hard knockdown.
- Carries Mutants momentum through the throw, resulting in vastly different distances based on throw direction and opponent DI.
- Using neutral Juke during a grounded throw will result in a groundbounce rather than a knockdown.
- This combined with Jukes can lead into a combo or an Oki.
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Toggle Hitboxes Toggle Hitboxes
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Aerials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Air Swipe
Air Swipe haven't i seen this somewhere before... haven't i seen this somewhere before...
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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650
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5
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2
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20
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15
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High
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0
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+1
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Toggle Hitboxes Toggle Hitboxes
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Air Kick
Kick
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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800
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6
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2
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15
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16
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High
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0
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+2
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Toggle Hitboxes Toggle Hitboxes
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Specials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Caustic Spike
Caustic Spike tandem spike tandem spike
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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120
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15 (to spawn), 21 (explosion)
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6
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15
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30
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High
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0
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+2
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Yes
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- Spike toggle deletes active caustic spike.
- Being hit deletes active caustic spike.
- A powerful okizeme tool.
- Spike toggle allows for an easy 50/50 mixup after knockdowns by deleting the spike the same turn you use Envenom.
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Corkscrew
Corkscrew
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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170, 150 (in combo), 4 hits
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11
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3 active, 1 inactive
|
40
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20
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High
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0
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+2
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Yes
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- Can be aimed in any direction.
- Multi hit, good for building juke.
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Toggle Hitboxes Toggle Hitboxes
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Shockwave
Shockwave
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Melee
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Damage
|
Startup
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Active
|
First Actionable
|
Frame Advantage *
|
Guard
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Proration
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Block Advantage
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700, 15 (minimum)
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12
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2
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22
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8
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High
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0
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+2
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Projectile
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
750
|
14 (projectile spawn)
|
-
|
-
|
24
|
Low
|
0
|
+2
|
- Projectile slowly moves along the ground.
- Very powerful as an okizeme.
- Useful tool that allows Mutant to combo out of Envenom.
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Toggle Hitboxes Toggle Hitboxes
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Envenom
Envenom so do all the fighters taste the same, or... so do all the fighters taste the same, or...
|
Bite
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
600, 400 (in combo), 100 (minimum)
|
13
|
2
|
30
|
0
|
N/A
|
0
|
N/A
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- Command grab that has a lot of moving parts.
- Low profiles.
- Applies venom to opponent on hit.
- Venom does 50 damage every 15 frames for 600 frames, for 2000 total damage.
- Envenomed opponents spawn 2 bubbles on being hit or blocking an attack, with a 35 frame internal cooldown.
- Opponent can cleanse venom by landing a hit on Mutant.
- While difficult, in tandem with Shockwave it is possible to combo out of Envenom.
- A setup for this (known colloquially as a Mongolian Ball Detonation) is to utilize the frame advantage gained if the opponent DIs away after Sweep, which results in a hard knockdown and gives the Mutant ~41 frames of advantage. Following the sweep, use Caustic Spike, followed by a free cancelled Shockwave. The Caustic Spike acts as a meaty, hitting the opponent on the first frame of their getup, making the only option to avoid being hit to block. If a fighter recently blocked a move, they are immune to grabs, causing envenom to whiff. However, thanks to the ability to disable the Caustic Spike manually by use of the toggle, the opponent will block nothing while allowing Envenom to hit, which if sucessful will then cause the opponent to be hit by the aformentioned Shockwave, leading to a full combo. However, if the opponent suspects you to use this tech is is possible for them to interupt or otherwise evade the envenom, making this a 50/50 mix.
- Another setup for this can be achieved by landing H. Acid Slash in neutral, but requires the opponent to be approximately 1~2 stage lines away after hit, though at ranges further than approximately 1.5 stage lines applying Juke to shockwave is required.
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Bubble
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
30
|
-
|
-
|
-
|
24
|
High
|
0
|
0
|
- Bubbles being generated on block can make Mutant blockstrings truely oppresive.
- Bubbles will not scale the combo.
- This combined with their relatively high hitstun allows for Mutant to rack up high damage in combo.
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|
Toggle Hitboxes Toggle Hitboxes
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Pounce
Pounce
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Air OK
|
930, 700 (in combo)
|
13
|
until landing
|
on landing
|
varies
|
High
|
1
|
+1
|
Yes
|
- Projectile immunity frames 2-8.
- Grab immune frames 1-8.
- Opponent will be in hitstun until hitting the ground, upon which they will suffer a knockdown.
- The lack of disjointed hitboxes makes Pounce susceptible to anti-airs.
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Toggle Hitboxes Toggle Hitboxes
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H Acid Slash
H. Acid Slash
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Air OK
|
900, 800 (in combo), 100 (minimum)
|
14
|
3
|
26
|
28, 15 (in combo)
|
High
|
0
|
+2
|
Yes
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- Has a decent amount of forward movement.
- Immense horizontal hitbox makes it a good tool for catching dodges.
- If the opponent is approximately 1~2 stage lines away after landing H. Acid Slash in neutral, following up with Shockwave into Envenom and continuing the combo is possible, however at ranges further than approximately 1.5 stage lines applying Juke to Shockwave is required.
- A good move to use with Flippies, where Mutant does a flipped move after dashing directly into an enemy, telporting behind them. The distance of the teleport can be modified using Juke. Note that this only works if Mutant is to the right of the opponent.
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|
Toggle Hitboxes Toggle Hitboxes
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V Acid Slash
V. Acid Slash
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Air OK
|
870, 750 (in combo), 100 (minimum)
|
10
|
3
|
20
|
16
|
High
|
0
|
+1
|
Yes
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Vault
Vault Detection hitbox WEEEEEEEE WEEEEEEEE
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Air OK
|
-
|
7
|
Until landing
|
40
|
-
|
-
|
-
|
-
|
Yes
|
- Can only be used in the air.
- Detection hitbox, activated when colliding with a player or projectile, upon which Mutant will perform Vault Followup.
- Projectile immune frames 6-16.
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Followup
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
670
|
1
|
3
|
23
|
18
|
High
|
0
|
+2
|
- Projectile immune frames 1-3
- Can select the arc of the jump.
- Groundbounces.
|
|
Toggle Hitboxes Toggle Hitboxes
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Sneak Attack
Sneak Attack
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Air OK
|
-
|
12
|
1100, 400 (minimum)
|
22
|
18
|
High (Guardbreak)
|
0
|
0
|
Yes
|
- Can only use after forward dash, slop dash, dash attack, or air dash.
- Collision with opponent disables frames 1-10.
- Turns around frame 7.
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|
Toggle Hitboxes Toggle Hitboxes
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Supers
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Rebirth
Rebirth detection box for pulling in the opponent
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Super Cost
|
Air OK
|
1250, 350 (minimum)
|
12
|
3
|
26
|
23
|
High
|
0
|
-1
|
3
|
Yes
|
- Pulls opponent for the entire duration of the move
- On hit or block, provides benefits to mutant:
- Heal 250 health
- Restore 2 pips
- Restore all air options
|
|
Toggle Hitboxes Toggle Hitboxes
|
Caustic Barrage
Caustic Barrage
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Super Cost
|
Air OK
|
800, 200 (in combo)
|
6
|
-
|
18
|
18
|
High
|
1
|
+2
|
1
|
Yes
|
|
|
Howl
Howl AWOOOOOOOOOOOOO AWOOOOOOOOOOOOO
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Super Cost
|
Air OK
|
-
|
-
|
-
|
18
|
-
|
-
|
-
|
-
|
2
|
Yes
|
- Restores 3 uses of juke (6 pips).
- Allows for one use of Slop Dash.
- Multiple charges of Slop Dash cannot be stacked.
|
|
Slop Dash
Slop Dash
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Super Cost
|
Air OK
|
-
|
-
|
-
|
15
|
-
|
-
|
-
|
-
|
-
|
Yes
|
- 360 dash.
- Does not consume an air option, even if used in the air.
|
|