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| {{AttackData-YH | | {{AttackData-YH |
| |version=Second hit | | |version=Second Hit |
| |damage=600
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| |startup=7
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| |active=2
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| |guard=High
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| |firstactionable=39
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| |frameadvantage=15
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| |proration=0
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| |blockadvantage=+2
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| |description=
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| }}
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| {{AttackData-YH
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| |version=Third hit
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| |damage=1100 | | |damage=1100 |
| |startup=19 | | |startup=19 |
Revision as of 16:37, 23 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:
- Great blockstrings:
- Powerful oki:
- Jukes:
- Snowballs (positive):
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- Incredibly weak air game:
- Low damage combos:
- Damage vulnerability:
- Very short range (Without Jukes):
- Difficulty approaching:
- Difficulty descending without spending resources:
- Snowballs (negative):
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Mutant
Move List
Unique Mechanics
Juke
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- Mutant's unique movement mechanic.
- Juke applies momentum 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.
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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
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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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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
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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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- Low attack, good in combo.
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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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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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-
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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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?
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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
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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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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
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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
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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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2
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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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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 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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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 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.
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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
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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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- If blocked, the projectile will not spawn.
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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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700, 15 (minimum)
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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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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.
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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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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
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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.
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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 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 *
|
Guard
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Proration
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Block Advantage
|
670
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1
|
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
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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
|
-
|
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
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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)
|
12
|
3
|
26
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23
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High
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0
|
-1
|
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
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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 *
|
Guard
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Proration
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Block Advantage
|
Super Cost
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Air OK
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800, 200 (in combo)
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6
|
-
|
18
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18
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High
|
1
|
+2
|
1
|
Yes
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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 *
|
Guard
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Proration
|
Block Advantage
|
Super Cost
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Air OK
|
-
|
-
|
-
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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
|
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
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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
|
Block Advantage
|
Super Cost
|
Air OK
|
-
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-
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-
|
15
|
-
|
-
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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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