Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

View Stats:
ILOVEYOU Dec 10, 2024 @ 6:37pm
how do you win (mutant)
i bought this yesterday cause i am bed ridden rn and been playing it for a consecutive 17 hours of mutant only and i cant get a single win and all the fkn guides are in fighting game community moon runes and take a toll on my already pre-addled brain by buying and playing a fighting game for the first time;since i cant refund it i would like to atleast win before 24 hours; all the advice i get is about the cyan cheese wheel and bursting but i swear to god mutant is underpowered everyone else has time powers and bombs or lasers but thats just me crying like a baby after getting an@lly gaped for all my health in a moments notice my best combo is sweep into shockwave and kick; sometimes things come together at the start of a match and manage to string together some aerial leap swipes but i never managed to put down any considerable damage outside of spamming caustic barrage over and over again like a noob and u also kind of need it set up for you already and i can tell it really isnt that good considering i havent killed anyone with it anyHOW i dont really wanna switch characters either so i am somewhat stuck in hell but this video game has a fun gameplay loop for me to keep playing for those single hits i get every moment or so also why is everyone so fkn stoic that they cant talk for a little bit its turn based ffs so if u read all of this i guess i would like some tips and tricks for mutant for prosperity and success going forward THANK YOU
< >
Showing 1-7 of 7 comments
Jet_Motivation Dec 10, 2024 @ 8:54pm 
so first mutant is the rushdown playstyle. basically ur supposed to rush the opponent and apply pressure to them so they make a mistake and u get big punish. he has really good close ranged moves and oki. oki is short for okizeme, which refers to what you do when an opponent is getting up from hard knockdown (that state where you can only get up or tech dodge). mutant is really bad in air and neutral. air is in the air, and neutral refers to when no one is blocking or in a combo. mutant also takes like 10% more damage. Juking is super good cuz it makes u way more unpredictable, so if u think "oh shoot he might see this one coming" juke for big money. it can also be used for better spacing, so if ur thinking "oh shoot this normal might whiff" (whiff means miss)(normal is an attack that isn't a special or super) juke for MORE big money. so TLDR: rush players, good close up, bad in air and far away. you take more damage. juke for big money.

(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))
ILOVEYOU Dec 11, 2024 @ 9:43am 
yeah i failed my own challenge i couldnt get a single win in 24 hours of playing thats it folks the only cool thing i learned while playing mutant is that u can dodge cowboy bullets and darts with envenom cause it squishs ur hitbox otherwise i got nothing to show for my 24 hours that said this character stinks ass and havent seen anyone else except me play this room temperature dog water character i was so mad i went cowboy and won the first time because he has teleports so no need for neutral game or spamming wholesome ranged abilities like caustic spike/shockwave just for a small crumb of neutral game when i can just impale for 2k damage on a whim and now i just feel defeated and used up like that lady who had sex with 100 men in 24 hours recently i dont know really know what to do next other than to jump out a window desu
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???
Last edited by ILOVEYOU; Dec 11, 2024 @ 9:57am
Ataraxia Dec 11, 2024 @ 7:23pm 
major yapping ahead, you have been warned
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
ILOVEYOU Dec 11, 2024 @ 11:17pm 
hey u guys are a nice shining example of the community here; i love to say that ive been winning now(mutant can u believe it) and the advice given here and by others ive met in the game have led me up to this point and if nobody gave a sh1t to spend real life time typing out esoteric frame data out to me or explain a interaction then i would shrimply prawn toast without my yomi internet pals if any nub is reading this then dont be stranger and feel free to type something out in the chat (ingame) since people are generally happy to chat in this game, but the players suffer the same problem as the game in being overbearing at times with their explanations and perhaps you dont really understand what/why they're trying to convey too you when they give u pointed advice.i will conclude my postings with the last things i learned about mutant for others 2 see in spirit of my other posts so... mutant can get around parry with jukes as the hitbox isnt omni directional(kinda), corkscrew is unparriable and u can just go thru projectiles like a boss and i realize that u dont have to find specific 'beast mode' strings to copy and u can just focus/consider on stringing abilities that dont launch too hard so you dont have to waste frames chasing them afterwards and uhm flip pounce for crazy effects - oh and if u hit the centre button on the juke keypad ur momentum will fully stop. can u believe though ive been playing mutant only i still didnt know all of this stuff so be sure to ask questions and more importantly get into a ditto mirror match if ya can cause then you'll learn alot more just by looking at the same character twice every turn lolz
DEMOPLS Dec 12, 2024 @ 5:02am 
im too lazy to see what other people wrote so uh if someone already posted this advice mb

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.
DEMOPLS Dec 12, 2024 @ 5:15am 
the turn before they enter soft knockdown, you can sometimes do a h acid with no fc to make yourself a little bit minus. after doing this their only option is to get up, and you can get a meaty without the risk of them rolling

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
DEMOPLS Dec 12, 2024 @ 5:16am 
Originally posted by ILOVEYOU:
corkscrew is unparriable
huh
< >
Showing 1-7 of 7 comments
Per page: 1530 50