YomiHustle/Mutant

From Mizuumi Wiki
Jump to navigation Jump to search

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
  • 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):
  • 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 or pounce 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 ~91% as much health as other fighters. Additionally many of Mutant's moves are a lot less disjointed than other fighters, making it easy to be counterhit.
  • 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):

Move List

Unique Mechanics

Juke

Juke
YH Mutant Pip.png
YH Mutant DashBackward0.png
So like, imagine Ninja's backsway, except the commitment is gone. Yeah.
So like, imagine Ninja's backsway, except the commitment is gone. Yeah.
  • 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.
  • Cannot Juke after blocking and not being hit by an attack.

Glass cannon
YH Mutant Idle.png
frail little creature
frail little creature
  • Mutant takes 10% additional damage.

Projectile Invun

Projectile Invun on Hit
YH Mutant Idle.png
  • When Mutant lands a sucessful hit on the opponent, Mutant will be immune to projectiles for the remaining duration of that move, I.e. until Mutant does another move or until that move's animation ends.

Movement

Dash

Dash
YH Icon Dash.png
YH Mutant DashForward.gif
YH Mutant DashForwardHB0.png
Movement Starts At Consumes Air Option First Actionable
1 No 10-15
  • Always interruptible when opponent is able to act.
  • IASA increases as the speed slider is increased.
  • "auto" toggle will cause Mutant to turn around mid dash to always be dashing towards the opponent.
  • Low profiles.
Toggle Hitboxes
Toggle Hitboxes

Back Dash

Back Dash
YH Icon DashBack.png
YH Mutant DashBackward0.png
YH Mutant DashBackwardHB0.png
Movement Starts At Consumes Air Option First Actionable
1 No 11
  • Always interruptible when opponent is able to act.
    • Does not become actionable if opponent uses forward movement.
  • Grab immune frames 1-7.
Toggle Hitboxes
Toggle Hitboxes

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
YH Mutant SwipeIcon.png
YH Mutant Swipe2.gif
YH Mutant SwipeHB2.png
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.
Toggle Hitboxes
Toggle Hitboxes

Up Swipe

Swipe (up angle)
YH Mutant SwipeIcon.png
YH Mutant SwipeUp.gif
YH Mutant SwipeUpHB4.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
510 5 2 12 25 High 1 0
  • Covers good distance, somewhat functional and low committal anti-air.
Toggle Hitboxes
Toggle Hitboxes

Low Swipe

Low Swipe
YH Mutant LowSwipeIcon.png
YH Mutant SwipeDown.gif
YH Mutant SwipeDownHB4.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 5 2 17 13 Low 1 0
  • Low profiles.
Toggle Hitboxes
Toggle Hitboxes

Slash

Slash
YH Mutant SlashIcon.png
YH Mutant Slash.gif
YH Mutant SlashHB5.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
750 6 4 18 11 High 1 +1
  • Fast and lots of forward movement.
Toggle Hitboxes
Toggle Hitboxes

Shred

Shred
YH Mutant ShredIcon.png
YH Mutant GroundToAirSpin.gif
YH Mutant GroundToAirSpinHB6.png
YH Mutant LandingHB0.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
190 x5 7 2 active, 2 inactive 38 15 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 1 - 15 Low 0 +1
  • Can become active deceptively fast depending on distance to the ground and fall speed.
Toggle Hitboxes
Toggle Hitboxes

Sweep

Sweep
YH Icon Sweep.png
YH Mutant Sweep.gif
YH Mutant SweepHB9.png
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.
Toggle Hitboxes
Toggle Hitboxes

Kick

Kick
YH Mutant KickIcon.png
YH Mutant Kick.gif
YH Mutant KickHB10.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
850, 800 (in combo) 11 3 24 16 High 0 +2
Toggle Hitboxes
Toggle Hitboxes

Overhead Claw

Overhead Claw
YH Mutant OverheadClawIcon.png
YH Mutant OverheadClaw.gif
YH Mutant OverheadClawHB11.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000, 900 (in combo) 12 3 23 23 High (Guardbreak) -1 +1
  • Groundbounces.
  • Projectile immunity frames 5-13.
  • By using a Juke with Overhead Claw it is possible to cause it to hit the opponent on the second active frame rather than the first, which can result in a guardbreak.
Toggle Hitboxes
Toggle Hitboxes

Dash Attack

Dash Attack
YH Mutant DashAttackIcon.png
YH Mutant ForwardDashFollowup.gif
YH Mutant ForwardDashFollowupHB0.png
YH Mutant ForwardDashFollowupHB4.png
YH Mutant ForwardDashFollowupHB6.png
Note that this is still the first hit
YH Mutant ForwardDashFollowupHB18.png
First Hit Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 5 4 39 15 High 0 +2
  • Projectile immunity frames 1-6.
  • Low profiles frame 1-6.
Second Hit Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1100 19 3 39 45 High 0 +2
Toggle Hitboxes
Toggle Hitboxes

Backwards Dash Attack

Dash Attack (Backwards)
YH Mutant DashAttackIcon.png
YH Mutant ForwardDashBackFollowup.gif
YH Mutant ForwardDashBackFollowupHB7.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
650 8 2 35, 8 (after landing) 15 High 0 -1
  • Can launch Mutant forwards if flipped.
  • Mutant goes airborne frame 1, making it a decent choice for weighted RPS to call out grab, even hitting shorthop forward depending on fighter velocity, though losing if the opponent chooses to jab.
Toggle Hitboxes
Toggle Hitboxes

Grab

Grab
YH Icon Grab.png
YH Mutant Grab.gif
YH Mutant GrabHB2.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1500 3 3 37 Varries N/A 0 N/A Yes
  • Universal grab, though Mutant's is above average.
  • Grounded grab will result in a knockdown, while air grab will result in a hard knockdown.
  • Carries Mutant's momentum through the throw, resulting in vastly different distances based on throw direction and opponent DI.
  • Using neutral Juke during a grounded throw will result in a groundbounce rather than a knockdown.
    • This combined with Jukes can lead into a combo or an Oki.
Toggle Hitboxes
Toggle Hitboxes

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
YH Mutant AirSwipeIcon.png
YH Mutant ForwardDashBackFollowup.gif
YH Mutant ForwardDashBackFollowupHB7.png
haven't i seen this somewhere before...
haven't i seen this somewhere before...
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
650 5 2 20 15 High 0 +1
Toggle Hitboxes
Toggle Hitboxes

Air Kick

Kick
YH Mutant KickIcon.png
YH Mutant Kick.gif
YH Mutant KickHB10.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 6 2 15 16 High 0 +2
Toggle Hitboxes
Toggle Hitboxes

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
YH Mutant CausticSpikeIcon.png
YH Mutant CausticSpike.gif
YH Mutant CausticSpike.png
tandem spike
tandem spike
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1200 15 (to spawn), 21 (explosion) 6 15 30 High 0 +2 Yes
  • 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.

Leap Slash

Leap Slash
YH Mutant LeapSlashIcon.png
YH Mutant AcidSlashJ.gif
YH Mutant AcidSlashJHB9.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
900 10 6 31 20 High 0 -2 Yes
  • Cannot hit grounded opponents.
  • Has a large amount of forward and upwards movement, applied on frame 10.
  • Very committal without the use of a free cancel.
Toggle Hitboxes
Toggle Hitboxes

Leap Slash (up)

Leap Slash (up)
YH Mutant LeapSlashIcon.png
YH Mutant AcidSlashJUp.gif
YH Mutant AcidSlashJUpHB9.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
900 10 6 31 20 High 0 -2 Yes
  • Cannot hit grounded opponents.
  • Has a large amount of forward and upwards movement, applied on frame 10.
  • Very committal without the use of a free cancel.
Toggle Hitboxes
Toggle Hitboxes

Corkscrew

Corkscrew
YH Mutant CorkscrewIcon.png
YH Mutant TwistAttack.gif
YH Mutant TwistAttackHB10.png
YH Mutant TwistAttackHB13.png
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.
Toggle Hitboxes
Toggle Hitboxes

Shockwave

Shockwave
YH Mutant ShockwaveIcon.png
YH Mutant Shockwave.gif
YH Mutant ShockwaveHB11.png
YH Mutant Shockwave.png
Melee Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700, 15 (minimum) 12 2 22 8 High 0 +2
Projectile Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
750 14 (projectile spawn) - - 24 Low 0 +2
  • Projectile slowly moves along the ground.
  • Very powerful as an okizeme.
  • Useful tool that allows Mutant to combo out of Envenom.
  • The projectile hitting low allows for Juke backwards Shockwave to be used in blockstrings.
Toggle Hitboxes
Toggle Hitboxes

Envenom

Envenom
YH Mutant EnvenomIcon.png
YH Mutant BiteGrab.gif
YH Mutant BiteGrabHB3.png
YH Mutant BiteGrabHB12.png
so do all the fighters taste the same, or...
so do all the fighters taste the same, or...
Bite 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.
  • While difficult, in tandem with Shockwave it is possible to combo out of Envenom.
    • A setup for this (known colloquially as a Mongolian Ball Detonation) is to utilize the frame advantage gained if the opponent DIs away after Sweep, which results in a hard knockdown and gives the Mutant ~41 frames of advantage. Following the sweep, use Caustic Spike, followed by a free cancelled Shockwave. The Caustic Spike acts as a meaty, hitting the opponent on the first frame of their getup, making the only option to avoid being hit to block. If a fighter recently blocked a move, they are immune to grabs, causing envenom to whiff. However, thanks to the ability to disable the Caustic Spike manually by use of the toggle, the opponent will block nothing while allowing Envenom to hit, which if sucessful will then cause the opponent to be hit by the aformentioned Shockwave, leading to a full combo. However, if the opponent suspects you to use this tech is is possible for them to interupt or otherwise evade the envenom, making this a 50/50 mix.
    • Another setup for this can be achieved by landing a counter hit H. Acid Slash. See H. Acid Slash for details.
Bubble Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
30 - - - 15 High 0 0
  • Bubbles being generated on block can make Mutant blockstrings truely oppresive.
  • Bubbles will not scale the combo.
    • This combined with their relatively high hitstun allows for Mutant to rack up high damage in combo.
  • Bubbles can be destroyed when hit by an attack from the opponent.
    • However, when Mutant hits the bubbles they will be pushed around rather than destroyed.
      • Additionally, when Mutant hits a bubble with a melee attack, the attack will become free cancelled even if the move was not free cancelled when it was used. Be sure to disable free cancel if your move will hit a bubble.
Toggle Hitboxes
Toggle Hitboxes

Pounce

Pounce
YH Mutant PounceIcon.png
YH Mutant WallTrick4.png
YH Mutant WallTrickFollowupHB3.png
YH Mutant WallTrickFollowup3.png
YH Mutant WallTrickFollowup2HB3.png
YH Mutant WallTrickFollowup23.png
YH Mutant WallTrickFollowup3HB3.png
YH Mutant WallTrickFollowup33.png
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.
  • The lack of disjointed hitboxes makes Pounce susceptible to anti-airs.
Toggle Hitboxes
Toggle Hitboxes

H Acid Slash

H. Acid Slash
YH Mutant HAcidSlashIcon.png
YH Mutant AcidSlashH.gif
YH Mutant AcidSlashHHB13.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
900, 800 (in combo), 100 (minimum) 14 3 26 28, 15 (in combo) High 0 +2 Yes
  • Has a decent amount of forward movement.
  • Immense horizontal hitbox makes it a good tool for catching dodges.
  • When landed as a counter hit at all but the max range and DI out (or point blank and DI in), following up with Shockwave and then Envenom allows you to continue the combo after Envenom. Note that depending on range, applying Juke (either forward to chase at longer range or backward to ensure that the projectile doesn't hit before Envenom) to the Shockwave may be required.
  • A good move to use with Flippies, where Mutant does a flipped move after dashing directly into an enemy, phasing through them. The distance of can be modified using Juke. Note that this only works if Mutant is to the right of the opponent.
Toggle Hitboxes
Toggle Hitboxes

V Acid Slash

V. Acid Slash
YH Mutant VAcidSlashIcon.png
YH Mutant AcidSlashV.gif
YH Mutant AcidSlashVHB9.png
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
  • Has a decent amount of downwards movement.
  • Groundbounces grounded opponents.
Toggle Hitboxes
Toggle Hitboxes

Vault

Vault
TH Mutant VaultIcon.png
YH Mutant ProjectileGrab0.png
YH Mutant ProjectileGrabHB5.png
Detection box
YH Mutant ProjectileGrabJump0.png
YH Mutant ProjectileGrabJumpHB0.png
WEEEEEEEE
WEEEEEEEE
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 box, 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.
  • Taller hitbox groundbounces.
Toggle Hitboxes
Toggle Hitboxes

Sneak Attack

Sneak Attack
YH Mutant SneakAttackIcon.png
YH Mutant DashThroughAttack.gif
YH Mutant DashThroughAttackHB11.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 12 1100, 400 (minimum) 22 18 High (Guardbreak) 0 0 Yes
  • Can only use after forward dash, slop dash, dash attack, or air dash.
  • Collision with opponent disables frames 1-10.
  • Turns around frame 7.
Toggle Hitboxes
Toggle Hitboxes

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
YH-Rebirth.png
YH Mutant Rebirth.png
YH Mutant RebirthHB0.png
detection box for pulling in the opponent
YH Mutant RebirthHB11.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 for the entire duration of the move
  • On hit or block, provides benefits to mutant:
    • Heal 250 health
    • Restore 2 pips
    • Restore all air options
Toggle Hitboxes
Toggle Hitboxes

Caustic Barrage

Caustic Barrage
YH Mutant CausticBarrageIcon.png
YH Mutant CausticBarrage1.png
YH Mutant CausticBarrageIcon2.png
YH Mutant CausticBarrage2.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
800, 200 (in combo) 6 - 18 18 High 1 +2 1 Yes
  • Does not scale combo.

Howl

Howl
YH Mutant HowlIcon.png
YH Mutant Howl.png
AWOOOOOOOOOOOOO
AWOOOOOOOOOOOOO
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
- - - 18 - - - - 2 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

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


General
FAQ
Glossary
HUD
Community
Characters
Ninja
Cowboy
Wizard
Robot
Mutant
Mechanics