Post
by Iori E » Fri Sep 09, 2005 08:58
Sorry if I'm getting into a mini-rant here, but I'm starting to hate Mudman. He excels in both pressure and keepaway, and the Mud Air Rider is very, VERY annoying. That is all...
Throws
Dakitsuki Punch
b/n/f+ CD when up close
Basic throw. Mudman leaps onto the opponent and attacks him/her while two of his blue spirit buddies dance.
Command Moves
Mud Slider
df+ D
Mudman slides along the ground, hitting the opponent's feet with the edge of his mask. Hits low (obviously), and sweeps the opponent off his/her feet.
Mud Kick
f+ D
Mudman raises both feet to kick the opponent. Just like his far standing D, except that he moves forward more and seems to attack quicker.
Mud Air Rider
mid-air d+ B
Mudman instantly falls down knees-first. This move is Mudman's best move by far. An overhead with good priority, this is the reason why Mudman is so cheap. Done immediately after the start of a jump, this move becomes a near-instant overhead that is hard to counter. You can even cross-up effectively with this move. Because of this move, no one beats Mudman at the high-low game.
Mud Flight
mid-air ABC
Mudman extends the length and duration of his jump using this move, where he flaps his arms like wings. This move makes Mud Air Rider even more dangerous, since it allows him to travel farther in one jump.
Mud Dance
d,d+ ABC
Mudman dances along with two of his blue spirit buddies. This seems to be no more than a taunt, but I notice that Mudman's super meter goes up when he does this. This move may have other uses I'm not seeing.
Special Moves
Mud Cutter
qcb+ B/D (can also be done in mid-air)
Mudman hovers in the air as he thrusts what looks like his loincloth (which seems to become razor sharp) a few times at the opponent. Good priority. You can move left or right using the joystick during this move. If you're in mid-air while doing this move, you can perform Mud Air Rider afterwards, before you land.
Mud Gyro
charge d,u+ A/C
Mudman quickly spins upward and then lands back down just as quickly. A really fast anti-air.
Mudman Attack
qcf+ A/C
Mudman summons one of his blue spirit buddies from his mask, and the spirit runs along the ground toward the opponent. A common fireball projectile, and an important part of Mudman's keepaway game.
Mud Launcher
qcf+ B/D
Mudman summons one of his blue spirit buddies from his mask, and the spirit is launched far into the air and then back down. Basically a projectile that travels in an arc. Another important part of Mudman's keepaway game, since it's both an anti-air and a method of zoning.
Super Moves
Super Mudman Attack
qcf,qcf+ A/C
Mudman summons a huge blue spirit from his mask, and the spirit runs along the ground toward the opponent. I believe you can cancel into this move from Mudman Attack, making for some nasty super combos. This move consumes 1 Super Bar.
Seirei Kyuu
qcf,qcf+ B/D
Mudman summons a huge sphere of glowing blue energy that appears near the top of the screen, which comes down toward the opponent. Mudman wears a different mask while performing this move. Good for anti-air, zoning, or just plain block damage, but keep in mind the distance or else the move will not touch the opponent at all. This move consumes 1 Super Bar.
Heaven's Cross
hcb,f+ A/B/C/D
Mudman summons a pillar of light somewhere on the screen (the location depending on the button pressed). If this move connects, the opponent is stuck in the light as two large and muscular spirits fly slowly down, and then back up again as they take the opponent with them. Once they reach the very top, the opponent is thrown back to the ground. Mudman wears a different mask (looking like a baboon) and plays bongo drums while performing this move. If placed correctly, this move will hit the opponent instantly, or at least the opponent will be unable to move toward you because of the obstruction caused by the pillar of light. But if placed incorrectly (and I've seen it happen), you're a sitting duck for several seconds. Keep in mind that this move can be blocked, and if it is, Mudman will recover from the move early. This move consumes 2 Super Bars.
Combos
Here's a combo that Mudman players seem to use a lot:
Mud Air Rider, crouching B, crouching A, Mud Slider
This combo is a vital part of Mudman's pressure tactics, and optimum results are achieved if the opponent is in the corner. Mix up the Mud Air Rider and the crouching B for an incredible high-low game.