![](/images/8/8c/Icon_patch_notes.png) |
Under Construction
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Profile
Mutant 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 canon 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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600
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7
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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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Third 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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-
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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
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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
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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120
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15 (to spawn), 21 (explosion)
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6
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15
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-
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High
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0
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+2
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- Spike toggle deletes active caustic spike
- Being hit deletes active caustic spike
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Supers
Rebirth![YH-Rebirth.png](/images/7/77/YH-Rebirth.png)
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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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1250, 350 (minimum)
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12
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3
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26
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-
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High
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0
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-1
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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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