YomiHustle/Mutant

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< YomiHustle
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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
First Hit Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 5 2 39 15 High 0 +2
  • Projectile immunity frames 1-5.
Second hit Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 7 2 39 15 High 0 +2
Third hit Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1100 19 3 39 45 High 0 +2

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

* 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
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
120 15 (to spawn), 21 (explosion) 6 15 30 High 0 +2 Yes
  • Spike toggle deletes active caustic spike
  • Being hit deletes active caustic spike

Corkscrew
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
170, 150 (in combo), 4 hits 11 3 active, 1 inactive 40 20 High 0 +2 Yes
  • Can be aimed in any direction.
  • Multi hit, good for building juke.

Shockwave
Melee Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700, 15 (minimum) 12 2 22 8 High 0 +2
  • If blocked, the projectile will not spawn.
Projectile Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700, 15 (minimum) 14 (projectile spawn) - - 24 Low 0 +2
  • Moves along the ground.

Envenom
so do all the fighters taste the same, or...
so do all the fighters taste the same, or...
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600, 400 (in combo), 100 (minimum) 13 2 30 0 N/A 0 N/A
  • 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.
Bubble Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
30 - - - 24 High 0 0

Pounce
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
930, 700 (in combo) 13 until landing on landing varies High 1 +1 Yes
  • 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.

H. Acid Slash
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
900, 800 (in combo), 100 (minimum) 14 3 26 28 High 0 +2 Yes
  • Has a decent amount of forward movement.

V. Acid Slash
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
870, 750 (in combo), 100 (minimum) 10 3 20 16 High 0 +1 Yes

Vault
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 7 Until landing 40 - - - - Yes
  • 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.
Followup Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
670 1 3 23 18 High 0 +2
  • Projectile immune frames 1-3
  • Can select the arc of the jump.
  • Groundbounces.

Sneak Attack
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 12 1100, 400 (minimum) 22 18 High (Guardbreak) 0 0
  • Can only use after forward dash, slop dash, dash attack, or air dash.
  • Collision with opponent disables frames 1-10
  • Turns around frame 7.

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
YH-Rebirth.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
1250, 350 (minimum) 12 3 26 23 High 0 -1 3 Yes
  • Pulls opponent (frames 1-13)
  • On hit or block, provides benefits to mutant:
    • Heal 250 health
    • Restore 2 pips
    • Restore all air options

Caustic Barrage
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
800, 200 (in combo) 6 - 18 18 High 1 +2 Yes
  • Does not scale combo.

Howl
AWOOOOOOOOOOOOO
AWOOOOOOOOOOOOO
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- - - 18 - - - - Yes
  • Restores 3 uses of juke (6 pips).
  • Allows for one use of Slop Dash.
    • Multiple charges of Slop Dash cannot be stacked.

Slop Dash
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- - - 15 - - - - Yes
  • 360 dash.
  • Does not consume an air option, even if used in the air.