Dirty Boots is a new Fullbring (Common) that revolves around fast gap-closing slides and spiral kicks, plus a chunky multi-hit finisher. It’s simple, snappy, and perfect for players who like to pressure with short burst strings and threaten block with a built-in block break.
Kit Summary
Identity: Mobile pressure Fullbring with slide-ins, spiral kicks, and a big AoE ender.
Rarity: Common
Playstyle: Mid-range engage → quick confirms → posture pressure → finish with AoE or block break.
Skills
Mud Slide
What it does: A quick sliding dash that hits the target.
Role: Primary engage and combo starter.
Block Interaction: Blockable.
Notes: Because it’s blockable, use it at angles, off sidesteps, or after conditioning with feints. Great for whiff-punishing recoveries.
Mud Kick
What it does: A spiral kick that pops on hit.
Role: Pressure tool and confirm extender.
Block Interaction: Acts as a block break (the showcase implies it breaks guard rather than just posture chip).
Notes: Your answer to turtles. Rotate it in when you feel the opponent is holding block after seeing Mud Slide.
Mud Barrage (multi-mud hit / last skill)
What it does: A multi-hit, large AoE sequence that deals solid damage.
Role: Ender, crowd chip, anti-scramble.
Block Interaction: Blockable.
Notes: Land it after a confirm (Mud Slide → M1s → Mud Kick KB → step cancel → Barrage) or when you catch dodges on cooldown.
Crit: Spiral kick-style critical.
Use: Snappy punish after parry or as a spacing callout. Pairs well with Mud Slide threat to create a left/right timing mix.
Core Gameplan
Fish for position with spacing steps. Hover just outside enemy M1 range so Mud Slide catches their whiff.
Open with Mud Slide when they swing or after you’ve forced a panic step. If they’re blocking consistently, skip Slide and go straight to Mud Kick to threaten a block break.
Convert with M1s and watch their posture bar—Dirty Boots excels at posture pressure.
Cash out with the AoE when you’ve forced movement or you’ve got a clean knockback/launch angle.
Reset safely—don’t overstay after Barrage. Take a micro-step back and re-enter with Slide or Crit.
Starter Strings & Routes
Safe Poke → Confirm
Step-in M1 → delay → Mud Slide (hit) → M1×2–3 → walk cancel → Mud Kick (block break if they turtle) → M1 → Barrage.
Guard Check Sequence
Mud Slide on block → micro-step to bait M1 → Mud Kick (block break) → M1×3 → Barrage.
Parry Punish
Perfect parry → Crit → M1×2 → Mud Slide chase → M1×2 → Barrage.
Corner Cash-Out
M1×3 → Mud Kick wall bounce/KB → quick turn → Barrage (most hits connect in corners).
Tip: If Slide connects raw at max range, don’t get greedy—take M1×2 into Kick, then decide: reset for space or spend Barrage if you’ve trapped their dodge.
Neutral & Spacing
Diagonal slide lanes: Enter from slight off-angles so Slide tracks without eating a front-parry.
Stutter steps: Short walks forward/back to bait a swing, then Slide.
Meterless pressure: Because only one skill block breaks, your value comes from timing and route variety—keep Slide and Kick cadence unpredictable.
How to Fight Dirty Boots (Counterplay)
Block then sidestep: Slide is blockable—absorb, then strafe cancel to punish the recovery.
Watch for the tell on Mud Kick: If they’re fishing for a break, pre-empt with a backstep or parry; don’t hold full block forever.
Save a dodge for the Barrage: It’s blockable, but dodging early denies their best damage packet.
Punish overextensions: If they whiff Slide, that’s your green light for an M1 start or your own gap-closer.
Strengths & Weaknesses
Strengths
Reliable gap-close and confirm starter (Slide).
Built-in block break (Mud Kick) to crack turtles.
Big, practical AoE ender for damage and crowd control.
Simple, low execution—great secondary set for many builds.
Weaknesses
Two out of three actives are blockable, so predictable flow gets stonewalled.
Barrage needs setup; tossing it raw invites dodges.
Slide can be parried or sidestepped if telegraphed.
Practical Tips
Feint Slide with footwork: Half-commit by stepping, see the block, then Kick to break.
Route discipline: If posture is already high, skip extra M1s—go straight to Kick → Barrage before they escape.
Corner awareness: Herd opponents toward walls; Dirty Boots scales up in cramped spaces.
Cooldown rhythm: Don’t overlap Slide and Kick CDs. Stagger them so you always have either the engage or the breaker ready.