YomiHustle/Mutant

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Profile

Mutant is an aggressive rushdown character whith fast ground mobility, extremely quick normals, and extremely unpredictable mixups.

Strengths Weaknesses
  • Good ground game:
  • Fast normals:
  • Great blockstrings:
  • Powerful oki:
  • Jukes:
  • Snowballs (positive):
  • Incredibly weak air game:
  • Low damage combos:
  • Damage vulnerability:
  • Very short range (Without Jukes):
  • Difficulty approaching:
  • Difficulty descending without spending resources:
  • Snowballs (negative):

Move List

Unique Mechanics

Juke
  • 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

Glass canon
frail little creature
frail little creature
  • Mutant takes 10% additional damage

Movement

Dash
Movement Starts At Consumes Air Option First Actionable
- No 8-15
  • Always interruptible when opponent is able to act.
  • IASA increases as the speed slider is increased.

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
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400, 480 (sweetspot) 4, 3 (with initiative) 2 14 6 High 5 0
  • Very fast jab with high proration
  • Sweetspot on furthest hitbox

Swipe (up angle)
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
510 5 2 12 25 High 1 0
  • Covers good distance, somewhat functional anti-air

Low Swipe
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 5 2 17 13 Low 1 0
  • Low attack, good in combo

Slash
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
750 6 4 - 11 High 1 +1

Shred
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
190 x5 7 2 active, 2 inactive 38 - High 1 +1 Yes
  • Multi hit move good for building up juke charge, land cancel has a hitbox
Landing Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
190 on landing ? - 15 Low 0 +1

Sweep
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
950, 800 (in combo) 10 3 25 varies Low 0 -3
  • 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

Kick
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
850, 800 (in combo) 11 3 24 16 High 0 2

Overhead Claw
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000, 900 (in combo) 12 2 23 23 High (guardbreak) -1 +1
  • Groundbounces
  • Projectile immunity frames 5-13

Dash Attack
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 5 2 39 15 High 0 +2
  • First hit of a multi hit move
  • Projectile immunity frames 1-5
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 7 2 39 15 High 0 +2
  • Second hit of a multi hit move
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1100 19 3 39 45 High 0 +2
  • Final and most powerful hit of multi hit
  • Wallsplats

Dash Attack (Backwards)
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 8 2 35, 8 (after landing) 15 High 0 -1
  • Can launch Mutant forwards if flipped

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
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
650 5 2 20 15 High 0 +1

Kick
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 6 2 15 16 High 0 +2

Specials

Caustic Spike
tandem spike
tandem spike
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
120 15 (to spawn), 21 (explosion) 6 15 - High 0 +2
  • Spike toggle deletes active caustic spike
  • Being hit deletes active caustic spike

Supers

Rebirth
YH-Rebirth.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1250, 350 (minimum) 12 3 26 - High 0 -1
  • Pulls opponent (frames 1-13)
  • On hit or block, provides benefits to mutant:
    • Heal 250 health
    • Restore 2 pips
    • Restore all air options