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(i dont main mutant so all of this info could be entirely wrong, don't quote me(i also have the literary skills of a 9 year old))
edit in reterospect there actually was a mutant in my lobby but i never got the chance to play and 2 add i will give my insights to say that mage is a good match up for him also why cant i kick players out of my new player lobby when they're fkn arent NEW???
mutant gameplan is basically to dance around and either run up to them and win rock paper scissors, or gamble your life savings on something like juke forwards slash or juke forwards low swipe. if you have meter, barrage is a great way to safely cover a lot of space. if you're far away, throwing out spike will force them to play around it, even if it doesn't do much on its own. shockwave is good at this too as it'll eat a single projectile, but its much slower so its riskier.
if you manage to land a weak stray hit like swipe, low swipe, or slash, then go into sweep ASAP. use sweep > caustic spike > juke back free cancel shockwave. this puts them in an incredibly tough situation where you can either corkscrew to deal a bajillion chip damage and fill up all of your jukes, or disable your spike and envenom to throw them into the shockwave, letting you combo off of it. this tech is called mongolian ball detonation (yes really), and its a staple of mutant wakeup pressure. keep in mind envenom starter makes the rest of your combo deal incredibly low damage despite the poison and bubbles, so route into sweep again or a throw ASAP.
if you land something stronger like overhead, horizontal acid, etc, go into corkscrew just barely angled upwards. this will account for their blue cheesewheel going up or down. the main moves you want to use in a combo for damage are shockwave (only if you hit both the initial hit and the projectile), acid slashes, overhead, and barrage.
barrage in particular is incredibly powerful if used early on because it doesn't decrease combo damage when it hits. leap slash makes for some decent glue but generally try to avoid bringing them airborne.
vault is a good DI check near the ground because it groundbounces them and lets to react to wherever they go. its pretty bad up high though, dont use it there.
a neat thing you can do if they go in the air is to flip pounce and juke forwards to hit them as soon as it becomes active. pounce is great high in the air because it deals a metric ♥♥♥♥ ton of hitstun, letting you follow them to the ground and do whatever you want when they land. make sure to always, always, always, ALWAYS route your combo into a knockdown, preferably sweep but throw is acceptable too. once knocked down, detonate their balls.
when you get some meter, use howl as soon as its safe. this gives you a bunch of juke pips as well as slop dash. slop dash is basically ninja's airdash but it can be used on the ground. you can only use it once, but you get it back if you use a melee move the turn after. this means if you're in the air, you can slop dash downwards without touching the ground, then use a move so it cancels when you touch the ground, giving it back for free. slop dash is also just really good for moving around in general, it can get you out of some situations that dashing back just cant.
mutant is particularly great at attacking their block because his jab is a frame faster than everyone else's. on top of that, pounce can be used to avoid them attacking (you wont be able to punish if they do), shred avoids grab if you're +2 and deals a lot of chip damage, kick avoids grab at any blockstun, slash covers a lot of ground if they pushblock, and combined with juke back, corkscrew can do a lot of funny shenanigans that beat their options.
overall, mutant is pretty good when he has meter and they're in hitstun/blockstun, but really bad in neutral and disadvantage. you pretty much have to win a stray hit and try to snowball that into a victory without letting them get up
most of your combo starters are ♥♥♥♥ due to proration (forward swipe has 5 lol). your best combo starters imo are
-sweep, good damage and routes into shockwave
-overhead claw, -1 proration but it launches unforunately
-dash attack, assuming you hold for the second hit
-horizontal acid, probably the best due to it giving an insane amount of frame advantage.
if you start with H acid you can place down a shockwave, then do envenom. envenom normally drops combo, but if you position the shockwave correctly you will knock them into it after using envenom and continue your combo. this causes them to take damage over time, and also spawns slop bubbles that can help continue combo when you hit them.
if you are near your opponent and you have enough momentum, you can flip an attack to end up on the opposite side of them and hit them. juke can be used to get momentum if you need.
i dont play mutant much so maybe someone can correct me if need be, but h acid and c barrage are good for flippies.
also, always end combo in knockdown, preferably hard knockdown. if you are on the ground, use sweep to set up mongolian ball detonation (not gonna explain cause i think someone mentioned it already). if you are in the air, throw can hard knockdown if they hit the ground in time. if you think they'll DI up, use pounce. its only a soft knockdown, but it has infinite hitstun until they reach ground.
dont block, it removes access to juke
if you need slop, use howl (costs 2 super) or hit them multiple times with corkscrew
to farm meter or reduce sadness, spam up swipe with no fc. it gives a pretty good amount of meter and it ends quickly. when im out of slop i like to do this until i have access to howl
also read this doc, its how i learned mutant
https://docs.google.com/document/u/0/d/19lol9FXPihuREGMnA03biZBdBCe1f9rRcM7c-gwJ7lA/mobilebasic