NormalsClose* cl.
is cancel-able.
* cl.
acts as an overhead.
Standing* st.
is whiff cancel-able.
* st.
has some range, but a slight delay.
Crouching*
/
/
are cancel-able.
*
causes tech-able KD but has the shortest range for a sweep move.
*
can link to
.
*
can hit up to 2 times if close enough to opponent.
Jumping*
/
/
looks exactly like Mud Rider, and has the exact same properties and hitbox.
Guard Cancel Tag Attack* Pressing the
button while blocking will allow Mudman to do counter with an attack similar to his cl.
, and he will then tag out.
ThrowDakitsuki Punch:
/
+
*Can be broken. Does 2 hits and puts the opponent far enough to zone.
==Command Moves==
Mud Slider:
+
* Mudman hits the floor and slides, tripping the opponent and causing tech-able KD. This move links from
and can also be used to avoid projectiles while advancing.
Mud Air Rider: (air)
+
* Mudman does a dive attack at an angle. This move has a good priority, and should be used whenever possible. There are a few moves that do beat it like dp anti-air moves, and some standing/crouching normals, but depending on the match-up, you can tell as to whether or not this will be a good move to abuse. This move can also be used to bait out certain attacks if timed right. This move also cancels out of Mud Flight.
Special Moves Mud Flight: (air)
+
+
* As Mudman takes to the air, this move allows him to glide across the screen, or cancel/change his jump arc. This allows Mudman to go over alot of moves, projectiles, and some supers even.
Mud Dance:
+
+
+
* This move is rather dumb. The only purpose this move has is to build meter, but seeing as the game system gives you meter for free and at a fast rate, the only real use for this move would be a taunt. I guess if you're in range, and you have just enough to taunt and throw out a super, it would have some purpose. Mudman is an annoying character, and this would probably add to the annoying factor.
Mud Attack:
+
/
* Mudman spits out a water midget that runs towards the opponent. Button strength determines the speed at which the projectile runs.
Mud Launcher:
+
/
* Mudman spits out a water midget in the air. The button strength determines the arc at which the projectile flies, ultimately changing the distance.
Mud Cutter:
+
/
(air OK)
* Mudman levitates holding onto his mask, while spinning, whipping with his loin cloth. While doing this move, holding
or
will allow Mudman to move at a slow pace. This move can also be performed in the air.
Mud Gyro:
~
+
/
* Mudman does a spinning jump, attacking with his head/mask. This is an ok anti air, but this move can be beaten out and at times can trade in favor of the opponent.
Desperation MovesSuper Mudman Attack:
+
/
* Mudman spits out a super water midget that runs across the screen. This is a great move for projectile setups, and is a quick way to counter a projectile of any type.
Sprite Sphere:
+
/
* Mudman calls out a giant blue orb that falls to the ground at a 45 degree angle. This move is also great for jump in setups and wake up game.
Heaven's Cross:
+
/
/
/
(requires 2 stocks of meter)
* Mudman busts out drumming, summoning a blue beam. If the opponent touches this in any way, 2 muscular beings come down, and lift the opponent in the sky, followed by sending them crashing down to the ground. The beam can be blocked, and if blocked can leave Mudman open for an attack because he doesn't stop drumming for awhile. This can make a good anti air as well if timed right. Button strength determines the position of the beam.
goes behind Mudman,
goes slightly in front of him;
is a bit farther, and
is the farthest.
Combos and strats are found here:
http://dreamcancel.com/wiki/index.php?title=Mudman_(NGBC)