World Heroes Perfect/Mudman: Difference between revisions

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=Frame Data=
=Frame Data=
Far LP: 7f, -1 on standing block, +0 on crouch block, -1 on standing hit, +1 on crouching hit
Far MP: 6f, +5 on standing block, +6 on crouch block, +5 on standing hit, +6 on crouching hit
Far HP: 13-14f, +1 on standing block, +3 on crouch block, +6 on standing hit, +7 on crouching hit
Far LK: 5f, +2 on standing block, +3 on crouch block, +2 on standing hit, +1 on crouching hit
Standing MK: 5f, +6 on standing block, +7 on crouch block, +9 on standing hit, +7 on crouching hit
Far HK: 7-17f, -5 to +5 on standing block, -3 to +7 on crouch block, +0 to +10 on standing hit, +1 to
+11 on crouching hit
Far f+HK: 7-17f, -5 to +5 on standing block, -3 to +7 on crouch block, +0 to +10 on standing hit, +1
to +11 on crouching hit
d/f+LK: 8-19f, -12 to -1 on block
d/f+MK: 9-23f, -15 to -1 on block
d/f+HK: 10-28f, -20 to -2 on block
Close LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit
Close MP: 6f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit
Close HP: 8f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit
Close LK: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Close HK: 9-13f, +4 on standing block, +6 on crouch block, +12 on standing hit, +10 on crouching hit
Close f+HK: 8f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit
Crouching LP: 3f, +6 on block, +5 on standing hit, +4 on crouching hit
Crouching MP: 4f, +3 on block, +5 on standing hit, +3 on crouching hit
Crouching HP: 9f, +5 on standing hit, does not hit crouchers
Crouching LK: 4f, +6 on block, +5 on standing hit, +4 on crouching hit
Crouching MK: 5f, +3 on block, +5 on standing hit, +3 on crouching hit
Crouching HK: 5f, -1 on block
Jumping LP: 6f
Neutral Jumping LP: 8f
Jumping MP: 5f
Neutral Jumping MP: 5f
Jumping HP: 5f
Neutral Jumping HP: 5f
Jumping LK: 4f, +3 or worse on standing block, +4 or worse on crouch block, +3 or worse on standing
hit, +5 or worse on crouching hit
Jumping MK: 7f
Neutral Jumping MK: 10f
Jumping HK: 7f
Neutral Jumping HK: 10f
Dashing LP: 7f, +1 on standing block, +2 on crouch block, +1 on standing hit, +3 on crouching hit
Dashing MP: 6f, +4 on standing block, +5 on crouch block, +4 on standing hit, +5 on crouching hit
Dashing HP: 8-11f, -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit
Dashing LK: 5f, +2 on standing block, +3 on crouch block, +2 on standing hit, +1 on crouching hit
Dashing MK: 5f, -2 on standing block, -1 on crouch block, +1 on standing hit, -1 on crouching hit
Dashing HK: 8-18f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit
Dashing d+LP: 3f, +2 on block, +1 on standing hit, +0 on crouching hit
Dashing d+MP: 4f, -1 on block, +1 on standing hit, -1 on crouching hit
Dashing d+HP: 9f, +1 on standing hit, does not hit crouchers
Dashing d+LK: 4f, +2 on block, +1 on standing hit, +0 on crouching hit
Dashing d+MK: 5f, -1 on block, +1 on standing hit, -1 on crouching hit
Dashing d+HK: 5f, -6 on block
ABC: Taunt, can’t be canceled, does nothing, you’re screwed if you ever use this
ABC in air: Can perform another ABC or an air attack after 21f
qcb+LP: 17f, -3 on standing block, -2 on crouch block
qcb+MP: 17f, -10 on standing block, -9 on crouch block
qcb+HP: 17f, -12 on standing block, -11 on crouch block
qcf+LP: 10f, -23 or better on standing block, -22 or better on crouch block, -23 or better on
standing hit, -22 or better on crouching hit
qcf+MP: 16f, -13 or better on standing block, -12 or better on crouch block, -13 or better on
standing hit, -12 or better on crouching hit
qcf+HP: 22f, -3 or better on standing block, -2 or better on crouch block, -3 or better on standing
hit, -2 or better on crouching hit
qcf+LK: 10-46f, +9 on standing block, +12 on crouch block, +11 on standing hit, +13 on crouching hit
qcf+MK: 18-54f, +16 on standing block, +19 on crouch block, +18 on standing hit, +20 on crouching hit
qcf+HK: 26-62f, +25 on standing block, +28 on crouch block, +27 on standing hit, +29 on crouching hit
d,u+LP: 10f, -22 on standing block, -20 on crouch block
d,u+MP: 14f, -31 on standing block, -29 on crouch block
d,u+HP: 16f, -41 on standing block, -39 on crouch block
qcf+LP w/ full meter: 9f, -7 or better on standing block, -6 or better on crouch block, -7 or better
on standing hit, -6 or better on crouching hit
qcf+MP w/ full meter: 15f, -2 or better on standing block, -1 or better on crouch block, -2 or better
on standing hit, -1 or better on crouching hit
qcf+HP w/ full meter: 21f, +5 or better on standing block, +6 or better on crouch block, +5 or better
on standing hit, +6 or better on crouching hit
hcb,f+HP/MP+LK/HK: 71f startup, additional 163f before he can move
hcb,f+HP/MP+LK/HK w/ full meter: 71f startup, additional 163f before he can move
NOTES: The jumping LK is a unique move. It can be blocked high or low, and it can repeatedly be
performed immediately after leaving the ground to create a strong corner lockdown game. This takes a lot of practice to execute properly but helps to make Mudman one of the better characters in the game. Note that when blocked standing, even if performed perfectly, there is a 1-frame gap for the opponent to perform some sort of reversal; if the lockdown is not performed perfectly, autoguard normals can also be used. Even with this in mind, the corner is still a hellish place to be for characters like Muscle, Jack, & Ryofu.
Those recovery frames make the super a very risky proposition outside the corner, since the opponent can backdash on wakeup. The problem is that the beam is considered a projectile, so the opponent can use a move that destroys projectiles and dash in with a combo. Even in the corner, it is vulnerable to certain EX moves & supers on wakeup.
Neutral and f+HK are a major part of his rushdown. Try to find ways to set them up from their max distance, and keep the pressure on!
Look at how safe the slides are at max distance - you can catch people off-guard with slide into d,u+P, and then begin rushing them down once they're scared!
You can combo the EX fireball, but it is probably better saved for defensive situations thanks to its invincibility and safety. The MP version is probably the best one overall – gives you frame advantage anywhere except point-blank, and the startup isn’t a major downside like it is with the HP version.
Contrary to what the frames would suggest, qcb+HP is usually safe as long as you make sure to move backwards during the last hit. Look for opportunities to cancel normals into this, as the chip damage is huge.


=Strategies=
=Strategies=

Revision as of 14:13, 9 May 2008

Introduction

Mudman is an interesting one. Some nice projectiles, slides, a hopkick, and a no-charge anti-air special. His hurricane does nice chip and is safe. His EX is a fast invincible projectile. Lacks in damage, but his other well-rounded tools make up for it. He becomes especially dangerous once his life is in the red - his super is unblockable, and he can land it from a few different knockdowns in the corner. Outside the corner is risky since people can backdash on wakeup. Seems to have difficult matchups with great poking characters.

Moves List

Normal Moves

Command Normals

Normal Throws

Special Moves

Super Moves

Combos

Frame Data

Far LP: 7f, -1 on standing block, +0 on crouch block, -1 on standing hit, +1 on crouching hit

Far MP: 6f, +5 on standing block, +6 on crouch block, +5 on standing hit, +6 on crouching hit

Far HP: 13-14f, +1 on standing block, +3 on crouch block, +6 on standing hit, +7 on crouching hit

Far LK: 5f, +2 on standing block, +3 on crouch block, +2 on standing hit, +1 on crouching hit

Standing MK: 5f, +6 on standing block, +7 on crouch block, +9 on standing hit, +7 on crouching hit

Far HK: 7-17f, -5 to +5 on standing block, -3 to +7 on crouch block, +0 to +10 on standing hit, +1 to +11 on crouching hit

Far f+HK: 7-17f, -5 to +5 on standing block, -3 to +7 on crouch block, +0 to +10 on standing hit, +1 to +11 on crouching hit

d/f+LK: 8-19f, -12 to -1 on block

d/f+MK: 9-23f, -15 to -1 on block

d/f+HK: 10-28f, -20 to -2 on block


Close LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit

Close MP: 6f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit

Close HP: 8f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit

Close LK: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit

Close HK: 9-13f, +4 on standing block, +6 on crouch block, +12 on standing hit, +10 on crouching hit

Close f+HK: 8f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit


Crouching LP: 3f, +6 on block, +5 on standing hit, +4 on crouching hit

Crouching MP: 4f, +3 on block, +5 on standing hit, +3 on crouching hit

Crouching HP: 9f, +5 on standing hit, does not hit crouchers

Crouching LK: 4f, +6 on block, +5 on standing hit, +4 on crouching hit

Crouching MK: 5f, +3 on block, +5 on standing hit, +3 on crouching hit

Crouching HK: 5f, -1 on block


Jumping LP: 6f

Neutral Jumping LP: 8f

Jumping MP: 5f

Neutral Jumping MP: 5f

Jumping HP: 5f

Neutral Jumping HP: 5f

Jumping LK: 4f, +3 or worse on standing block, +4 or worse on crouch block, +3 or worse on standing hit, +5 or worse on crouching hit

Jumping MK: 7f

Neutral Jumping MK: 10f

Jumping HK: 7f

Neutral Jumping HK: 10f


Dashing LP: 7f, +1 on standing block, +2 on crouch block, +1 on standing hit, +3 on crouching hit

Dashing MP: 6f, +4 on standing block, +5 on crouch block, +4 on standing hit, +5 on crouching hit

Dashing HP: 8-11f, -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit

Dashing LK: 5f, +2 on standing block, +3 on crouch block, +2 on standing hit, +1 on crouching hit

Dashing MK: 5f, -2 on standing block, -1 on crouch block, +1 on standing hit, -1 on crouching hit

Dashing HK: 8-18f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit

Dashing d+LP: 3f, +2 on block, +1 on standing hit, +0 on crouching hit

Dashing d+MP: 4f, -1 on block, +1 on standing hit, -1 on crouching hit

Dashing d+HP: 9f, +1 on standing hit, does not hit crouchers

Dashing d+LK: 4f, +2 on block, +1 on standing hit, +0 on crouching hit

Dashing d+MK: 5f, -1 on block, +1 on standing hit, -1 on crouching hit

Dashing d+HK: 5f, -6 on block


ABC: Taunt, can’t be canceled, does nothing, you’re screwed if you ever use this

ABC in air: Can perform another ABC or an air attack after 21f


qcb+LP: 17f, -3 on standing block, -2 on crouch block

qcb+MP: 17f, -10 on standing block, -9 on crouch block

qcb+HP: 17f, -12 on standing block, -11 on crouch block


qcf+LP: 10f, -23 or better on standing block, -22 or better on crouch block, -23 or better on standing hit, -22 or better on crouching hit

qcf+MP: 16f, -13 or better on standing block, -12 or better on crouch block, -13 or better on standing hit, -12 or better on crouching hit

qcf+HP: 22f, -3 or better on standing block, -2 or better on crouch block, -3 or better on standing hit, -2 or better on crouching hit


qcf+LK: 10-46f, +9 on standing block, +12 on crouch block, +11 on standing hit, +13 on crouching hit

qcf+MK: 18-54f, +16 on standing block, +19 on crouch block, +18 on standing hit, +20 on crouching hit

qcf+HK: 26-62f, +25 on standing block, +28 on crouch block, +27 on standing hit, +29 on crouching hit


d,u+LP: 10f, -22 on standing block, -20 on crouch block

d,u+MP: 14f, -31 on standing block, -29 on crouch block

d,u+HP: 16f, -41 on standing block, -39 on crouch block


qcf+LP w/ full meter: 9f, -7 or better on standing block, -6 or better on crouch block, -7 or better on standing hit, -6 or better on crouching hit

qcf+MP w/ full meter: 15f, -2 or better on standing block, -1 or better on crouch block, -2 or better on standing hit, -1 or better on crouching hit

qcf+HP w/ full meter: 21f, +5 or better on standing block, +6 or better on crouch block, +5 or better on standing hit, +6 or better on crouching hit


hcb,f+HP/MP+LK/HK: 71f startup, additional 163f before he can move


hcb,f+HP/MP+LK/HK w/ full meter: 71f startup, additional 163f before he can move


NOTES: The jumping LK is a unique move. It can be blocked high or low, and it can repeatedly be performed immediately after leaving the ground to create a strong corner lockdown game. This takes a lot of practice to execute properly but helps to make Mudman one of the better characters in the game. Note that when blocked standing, even if performed perfectly, there is a 1-frame gap for the opponent to perform some sort of reversal; if the lockdown is not performed perfectly, autoguard normals can also be used. Even with this in mind, the corner is still a hellish place to be for characters like Muscle, Jack, & Ryofu.

Those recovery frames make the super a very risky proposition outside the corner, since the opponent can backdash on wakeup. The problem is that the beam is considered a projectile, so the opponent can use a move that destroys projectiles and dash in with a combo. Even in the corner, it is vulnerable to certain EX moves & supers on wakeup.

Neutral and f+HK are a major part of his rushdown. Try to find ways to set them up from their max distance, and keep the pressure on!

Look at how safe the slides are at max distance - you can catch people off-guard with slide into d,u+P, and then begin rushing them down once they're scared!

You can combo the EX fireball, but it is probably better saved for defensive situations thanks to its invincibility and safety. The MP version is probably the best one overall – gives you frame advantage anywhere except point-blank, and the startup isn’t a major downside like it is with the HP version.

Contrary to what the frames would suggest, qcb+HP is usually safe as long as you make sure to move backwards during the last hit. Look for opportunities to cancel normals into this, as the chip damage is huge.

Strategies

Match-ups

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