YomiHustle/Mutant: Difference between revisions
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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|pounce]] in order to reach the ground after accending. | *'''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|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 [[YomiHustle/Combo Mechanics#Proration|proration]], leading to an even lower overall damage output. | *'''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 [[YomiHustle/Combo Mechanics#Proration|proration]], leading to an even lower overall damage output. | ||
*'''Damage vulnerability''': Mutant takes 10% additional damage from all sources, making it have effectively | *'''Damage vulnerability''': Mutant takes 10% additional damage from all sources, making it have effectively ~91% 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 [[#Juke|jukes]] to close the gap. | *'''Very short range (Without Jukes)''': Mutant has a very short effective range compared to other fighters, requiring [[#Juke|jukes]] to close the gap. | ||
*'''Difficulty approaching''': | *'''Difficulty approaching''': | ||
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|hitbox= | |hitbox= | ||
|input=[[Image:YH_Mutant_Pip.png]] | |input=[[Image:YH_Mutant_Pip.png]] | ||
|caption= | |caption= So like, imagine Ninja's backsway, except the commitment is gone. Yeah. | ||
|name=Juke | |name=Juke | ||
|data= | |data= | ||
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** Juke moves Mutant in the selected direction. | ** Juke moves Mutant in the selected direction. | ||
** Costs two pips per use. | ** Costs two pips per use. | ||
** 1 pip is restored upon hitting an enemy (successful hit or on block). | ** 1 pip is restored upon hitting an enemy (successful hit or on block,) using Dash with 100 distance, or starting and continuing a Super Dash. | ||
** 2 pips are restored upon hustling. | ** 2 pips are restored upon hustling. | ||
** Can hold 10 pips max. | ** Can hold 10 pips max. | ||
* Holding a [[YomiHustle/Glossary#Free Cancel|free canceled]] move and applying Juke opens the door to niche knowledge checks and similar shenanigans. | * Holding a [[YomiHustle/Glossary#Free Cancel|free canceled]] move and applying Juke opens the door to niche knowledge checks and similar shenanigans. | ||
* Cannot Juke after blocking and not being hit by an attack. | |||
}} | }} | ||
}} | }} | ||
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|input= | |input= | ||
|caption=frail little creature | |caption=frail little creature | ||
|name=Glass | |name=Glass Cannon | ||
|data= | |data= | ||
{{AttackData-YH-Mechanic | {{AttackData-YH-Mechanic | ||
|description= | |description= | ||
* Mutant takes 10% additional damage. | * Mutant takes 10% additional damage. | ||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right"></font>==== | |||
{{MoveData | |||
|image=YH_Mutant_Howl.png | |||
|hitbox= | |||
|input= | |||
|caption= Such a lust for revenge!? | |||
|name=Bloodlust | |||
|data= | |||
{{AttackData-YH-Mechanic | |||
|description= | |||
* Mutant receives ~1.2x-1.5x more sadness. | |||
}} | }} | ||
}} | }} | ||
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* "auto" toggle will cause Mutant to turn around mid dash to always be dashing towards the opponent. | * "auto" toggle will cause Mutant to turn around mid dash to always be dashing towards the opponent. | ||
* Low profiles. | * Low profiles. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Always interruptible when opponent is able to act. | * Always interruptible when opponent is able to act. | ||
* Does not become actionable if opponent uses forward movement. | ** Does not become actionable if opponent uses forward movement. | ||
* Grab immune frames 1-7. | * Grab immune frames 1-7. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 400 | |damage= 480, 400 (sourspot) | ||
|startup= 4, 3 (with [[YomiHustle/Glossary#Initiative|initiative]]) | |startup= 4, 3 (with [[YomiHustle/Glossary#Initiative|initiative]]) | ||
|active= 2 | |active= 2 | ||
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|description= | |description= | ||
* Very fast jab with high proration. | * Very fast jab with high proration. | ||
* | * Sourspot is very difficult to hit, only possible on aerial opponents at specific heights. | ||
}} | }} | ||
}} | }} | ||
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|blockadvantage=0 | |blockadvantage=0 | ||
|description= | |description= | ||
* Covers good distance, somewhat functional anti-air. | * Covers good distance, somewhat functional and low committal anti-air. | ||
}} | }} | ||
}} | }} | ||
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|blockadvantage=0 | |blockadvantage=0 | ||
|description= | |description= | ||
*Low profiles. | |||
}} | }} | ||
}} | }} | ||
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|airok=Yes | |airok=Yes | ||
|description= | |description= | ||
* Multi hit move good for building up juke charge | * Multi hit move good for building up juke charge. | ||
* Land cancel has a hitbox. | |||
}} | }} | ||
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|blockadvantage=+1 | |blockadvantage=+1 | ||
|description= | |description= | ||
*Can become active deceptively fast depending on distance to the ground and fall speed. | |||
}} | }} | ||
}} | }} | ||
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|hitbox2=YH_Mutant_ForwardDashFollowupHB4.png | |hitbox2=YH_Mutant_ForwardDashFollowupHB4.png | ||
|hitbox3=YH_Mutant_ForwardDashFollowupHB6.png | |hitbox3=YH_Mutant_ForwardDashFollowupHB6.png | ||
|hitboxCaption3= | |hitboxCaption3=Note that this is still the first hit | ||
|hitbox4=YH_Mutant_ForwardDashFollowupHB18.png | |hitbox4=YH_Mutant_ForwardDashFollowupHB18.png | ||
|input=[[Image:YH_Mutant_DashAttackIcon.png]] | |input=[[Image:YH_Mutant_DashAttackIcon.png]] | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=1200 | ||
|startup=15 (to spawn), 21 (explosion) | |startup=15 (to spawn), 21 (explosion) | ||
|active=6 | |active=6 | ||
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|airok=Yes | |airok=Yes | ||
|description= | |description= | ||
*Cannot hit grounded opponents. | *Cannot hit grounded opponents. | ||
*Has a large amount of forward and upwards movement, applied on frame 10. | *Has a large amount of forward and upwards movement, applied on frame 10. | ||
*Very committal without the use of a [[YomiHustle/Glossary#Free Cancel|free cancel]]. | |||
}} | }} | ||
}} | }} | ||
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|airok=Yes | |airok=Yes | ||
|description= | |description= | ||
*Cannot hit grounded opponents. | *Cannot hit grounded opponents. | ||
*Has a large amount of forward and upwards movement, applied on frame 10. | *Has a large amount of forward and upwards movement, applied on frame 10. | ||
*Very committal without the use of a [[YomiHustle/Glossary#Free Cancel|free cancel]]. | |||
}} | }} | ||
}} | }} | ||
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|hitbox2=YH_Mutant_TwistAttackHB13.png | |hitbox2=YH_Mutant_TwistAttackHB13.png | ||
|input=[[Image:YH_Mutant_CorkscrewIcon.png]] | |input=[[Image:YH_Mutant_CorkscrewIcon.png]] | ||
|caption= | |caption= [https://www.youtube.com/watch?v=ve1889zS030 "It's treason, then."] | ||
|name=Corkscrew | |name=Corkscrew | ||
|data= | |data= | ||
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*Very powerful as an [[YomiHustle/Glossary#Okizeme|okizeme]]. | *Very powerful as an [[YomiHustle/Glossary#Okizeme|okizeme]]. | ||
*Useful tool that allows Mutant to combo out of [[#Envenom|Envenom]]. | *Useful tool that allows Mutant to combo out of [[#Envenom|Envenom]]. | ||
*The projectile hitting low allows for [[#Juke|Juke]] backwards Shockwave to be used in blockstrings. | |||
}} | }} | ||
}} | }} | ||
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* 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 can be achieved by landing a counter hit [[#H Acid Slash|H. Acid Slash]] | **Another setup for this can be achieved by landing a counter hit [[#H Acid Slash|H. Acid Slash]]. See [[#H Acid Slash|H. Acid Slash]] for details. | ||
}} | }} | ||
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|guard=High | |guard=High | ||
|firstactionable= | |firstactionable= | ||
|frameadvantage= | |frameadvantage=15 | ||
|proration=0 | |proration=0 | ||
|blockadvantage=0 | |blockadvantage=0 | ||
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*Bubbles will not [[YomiHustle/Combo Mechanics#Damage Scaling|scale]] the combo. | *Bubbles will not [[YomiHustle/Combo Mechanics#Damage Scaling|scale]] the combo. | ||
**This combined with their relatively high [[YomiHustle/Combo Mechanics#Hitstun|hitstun]] allows for Mutant to rack up high damage in combo. | **This combined with their relatively high [[YomiHustle/Combo Mechanics#Hitstun|hitstun]] allows for Mutant to rack up high damage in combo. | ||
*Bubbles can be destroyed when hit by an attack from the opponent. | |||
**However, when Mutant hits the bubbles they will be pushed around rather than destroyed. | |||
***Additionally, when Mutant hits a bubble with a melee attack, the attack will become [[YomiHustle/Glossary#Free Cancel|free cancelled]] even if the move was not [[YomiHustle/Glossary#Free Cancel|free cancelled]] when it was used. Be sure to disable [[YomiHustle/Glossary#Free Cancel|free cancel]] if your move will hit a bubble. | |||
}} | }} | ||
}} | }} | ||
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*Opponent will be in [[YomiHustle/Combo Mechanics#Hitstun|hitstun]] until hitting the ground, upon which they will suffer a [[YomiHustle/Combo Mechanics#Knockdowns|knockdown]]. | *Opponent will be in [[YomiHustle/Combo Mechanics#Hitstun|hitstun]] until hitting the ground, upon which they will suffer a [[YomiHustle/Combo Mechanics#Knockdowns|knockdown]]. | ||
*The lack of disjointed hitboxes makes Pounce susceptible to anti-airs. | *The lack of disjointed hitboxes makes Pounce susceptible to anti-airs. | ||
*Whiffing this will cause Mutant to tumble, before ending in a [[YomiHustle/Combo Mechanics#Knockdowns|knockdown]] (the downward version of this move will not tumble). | |||
}} | }} | ||
}} | }} | ||
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*Has a decent amount of forward movement. | *Has a decent amount of forward movement. | ||
*Immense horizontal hitbox makes it a good tool for catching dodges. | *Immense horizontal hitbox makes it a good tool for catching dodges. | ||
* | *When landed as a counter hit at all but the max range and [[YomiHustle/Combo Mechanics#Directional_Influence|DI]] out (or point blank and [[YomiHustle/Combo Mechanics#Directional_Influence|DI]] in), following up with [[#Shockwave|Shockwave]] and then [[#Envenom|Envenom]] allows you to continue the combo after [[#Envenom|Envenom]]. Note that depending on range, applying [[#Juke|Juke]] (either forward to chase at longer range or backward to ensure that the projectile doesn't hit before [[#Envenom|Envenom]]) to the [[#Shockwave|Shockwave]] may be required. | ||
*A good move to use with Flippies, where Mutant does a flipped move after dashing directly into an enemy, phasing through them. The distance of can be modified using [[#Juke|Juke]]. Note that this only works if Mutant is to the right of the opponent. | *A good move to use with Flippies, where Mutant does a flipped move after dashing directly into an enemy, phasing through them. The distance of can be modified using [[#Juke|Juke]]. Note that this only works if Mutant is to the right of the opponent. | ||
}} | }} | ||
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|description= | |description= | ||
*Has a decent amount of downwards movement. | *Has a decent amount of downwards movement. | ||
*[[YomiHustle/Combo Mechanics#Ground bounces|Groundbounces]]. | *[[YomiHustle/Combo Mechanics#Ground bounces|Groundbounces]] grounded opponents. | ||
}} | }} | ||
}} | }} | ||
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*Projectile immune frames 1-3 | *Projectile immune frames 1-3 | ||
*Can select the arc of the jump. | *Can select the arc of the jump. | ||
*[[YomiHustle/Combo Mechanics#Ground bounces| | *Taller hitbox [[YomiHustle/Combo Mechanics#Ground bounces|groundbounces]]. | ||
}} | }} | ||
}} | }} |
Latest revision as of 10:44, 11 June 2024
Under Construction
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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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Move List
Unique Mechanics
Juke
Glass Cannon
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Bloodlust
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Projectile Invun
Projectile Invun on Hit
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Movement
Dash
Toggle Hitboxes Toggle Hitboxes
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Back Dash
Toggle Hitboxes Toggle Hitboxes
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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
Toggle Hitboxes Toggle Hitboxes
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Up Swipe
Toggle Hitboxes Toggle Hitboxes
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Low Swipe
Toggle Hitboxes Toggle Hitboxes
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Slash
Toggle Hitboxes Toggle Hitboxes
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Shred
Toggle Hitboxes Toggle Hitboxes
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Sweep
Toggle Hitboxes Toggle Hitboxes
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Kick
Toggle Hitboxes Toggle Hitboxes
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Overhead Claw
Toggle Hitboxes Toggle Hitboxes
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Dash Attack
Toggle Hitboxes Toggle Hitboxes
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Backwards Dash Attack
Toggle Hitboxes Toggle Hitboxes
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Grab
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
Toggle Hitboxes Toggle Hitboxes
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Air Kick
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
Leap Slash
Toggle Hitboxes Toggle Hitboxes
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Leap Slash (up)
Toggle Hitboxes Toggle Hitboxes
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Corkscrew
Toggle Hitboxes Toggle Hitboxes
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Shockwave
Toggle Hitboxes Toggle Hitboxes
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Envenom
Toggle Hitboxes Toggle Hitboxes
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Pounce
Toggle Hitboxes Toggle Hitboxes
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H Acid Slash
Toggle Hitboxes Toggle Hitboxes
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V Acid Slash
Toggle Hitboxes Toggle Hitboxes
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Vault
Toggle Hitboxes Toggle Hitboxes
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Sneak Attack
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
Toggle Hitboxes Toggle Hitboxes
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Caustic Barrage
Howl
Slop Dash