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| ====<font style="visibility:hidden; float:right">H Acid Slash</font>==== | | ====<font style="visibility:hidden; float:right">H Acid Slash</font>==== |
| {{MoveData | | {{MoveData |
| |image=YH_Mutant_HAcidSlash.png | | |image=YH_Mutant_AcidSlashH.gif |
| |hitbox= | | |hitbox=YH_Mutant_AcidSlashHHB.gif |
| |input=[[Image:YH_Mutant_HAcidSlashIcon.png]] | | |input=[[Image:YH_Mutant_HAcidSlashIcon.png]] |
| |caption= | | |caption= |
Revision as of 19:21, 24 January 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 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.
- 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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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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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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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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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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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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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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2
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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.
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Dash Attack
Dash Attack
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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 1-5.
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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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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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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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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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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
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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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Shockwave
Shockwave
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Melee
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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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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
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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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14 (projectile spawn)
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-
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-
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24
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Low
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0
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+2
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- Moves along the ground.
- Very powerful as an okizeme.
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Envenom
Envenom so do all the fighters taste the same, or... so do all the fighters taste the same, or...
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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, 400 (in combo), 100 (minimum)
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13
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2
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30
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0
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N/A
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0
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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.
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Bubble
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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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30
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-
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-
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-
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24
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High
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0
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0
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- Bubbles being generated on block can make Mutant blockstrings truely oppresive.
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Pounce
Pounce
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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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930, 700 (in combo)
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13
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until landing
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on landing
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varies
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High
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1
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+1
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Yes
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- 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.
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H Acid Slash
H. Acid 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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Air OK
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900, 800 (in combo), 100 (minimum)
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14
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3
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26
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28
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High
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0
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+2
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Yes
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- Has a decent amount of forward movement.
- Immense horizontal hitbox makes it a good tool for catching dodges.
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Toggle Hitboxes Toggle Hitboxes
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V Acid Slash
V. Acid 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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Air OK
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870, 750 (in combo), 100 (minimum)
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10
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3
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20
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16
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High
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0
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+1
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Yes
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Vault
Vault WEEEEEEEE WEEEEEEEE
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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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-
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7
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Until landing
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40
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-
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-
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-
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-
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Yes
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- 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
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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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670
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1
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3
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23
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18
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High
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0
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+2
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- Projectile immune frames 1-3
- Can select the arc of the jump.
- Groundbounces.
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Sneak Attack
Sneak Attack
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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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-
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12
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1100, 400 (minimum)
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22
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18
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High (Guardbreak)
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0
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0
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- 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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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
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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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Super Cost
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Air OK
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1250, 350 (minimum)
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12
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3
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26
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23
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High
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0
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-1
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3
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Yes
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- Pulls opponent (frames 1-13)
- On hit or block, provides benefits to mutant:
- Heal 250 health
- Restore 2 pips
- Restore all air options
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Caustic Barrage
Caustic Barrage
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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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Super Cost
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Air OK
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800, 200 (in combo)
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6
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-
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18
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18
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High
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1
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+2
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1
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Yes
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Howl
Howl AWOOOOOOOOOOOOO AWOOOOOOOOOOOOO
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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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Super Cost
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Air OK
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-
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-
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-
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18
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-
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-
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-
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-
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2
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Yes
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- Restores 3 uses of juke (6 pips).
- Allows for one use of Slop Dash.
- Multiple charges of Slop Dash cannot be stacked.
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Slop Dash
Slop Dash
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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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Super Cost
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Air OK
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-
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-
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-
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15
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-
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-
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-
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-
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-
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Yes
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- 360 dash.
- Does not consume an air option, even if used in the air.
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