World Heroes Perfect/Muscle Power: Difference between revisions

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Muscle Power has the traditional grappler tools and some extras. The dropkick beats lots of things and is FAST, knocks down too. j.MP is one of the highest priority moves in the game, period - I have beaten DPs with it! His sweep, great to begin with, can be jump-canceled, allowing him to harass characters without DPs. One of his strongest features is his ability to do 35-40% damage from a low short: Low LKx2, Low MK xx LK Lariat, Low MK xx Dropkick. He also has a decent overhead (Neutral HP) that combos into the dropkick. More importantly, he is the only character who can throw you from the d/b position (d/b+HP), allowing him to function sorta like ST Honda against characters without fireballs. EX and super are just more command grabs, don't add anything new to his game but they are beefy. His biggest problem is that he has practically no good way to get around projectiles like all the other big guys do, so he often tends to be restricted to a more SF-style game. He also has a hard time against characters who can punish his LK Dropkick, as that is one of his most important moves.
Muscle Power has the traditional grappler tools and some extras. The dropkick beats lots of things and is FAST, knocks down too. j.MP is one of the highest priority moves in the game, period - I have beaten DPs with it! His sweep, great to begin with, can be jump-canceled, allowing him to harass characters without DPs. One of his strongest features is his ability to do 35-40% damage from a low short: Low LKx2, Low MK xx LK Lariat, Low MK xx Dropkick. He also has a decent overhead (Neutral HP) that combos into the dropkick. More importantly, he is the only character who can throw you from the d/b position (d/b+HP), allowing him to function sorta like ST Honda against characters without fireballs. EX and super are just more command grabs, don't add anything new to his game but they are beefy. His biggest problem is that he has practically no good way to get around projectiles like all the other big guys do, so he often tends to be restricted to a more SF-style game. He also has a hard time against characters who can punish his LK Dropkick, as that is one of his most important moves.
<br>
<br>
== Pros and Cons ==
=== Pros and Cons ===
<br>
=== Pros ===
=== Pros ===
+Excellent normals, with 5D and 2CD being jump-cancellable and j.B having huge priority
+Excellent normals, with 5D and 2CD being jump-cancellable and j.B having huge priority <br>
+Decent mixup game with 2C and 5AB on knockdown
+Decent mixup game with 2C and 5AB on knockdown <br>
+Can throw out pretty high damaging combos from a low
+Can throw out pretty high damaging combos from a low <br>
+Dropkick is very useful, especially the light version; beats a lot of things and is fast
+Dropkick is very useful, especially the light version; beats a lot of things and is fast <br>
+Great command grabs
+Great command grabs <br>
+Has a down-back throw (the only character in the game to have a down-back throw)
+Has a down-back throw (the only character in the game to have a down-back throw) <br>
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<br>
=== Cons ===
=== Cons ===
-Poor mobility
-Poor mobility <br>
-Bad recoveries
-Bad recoveries <br>
-Weak to zoners (every grappler's nightmare)
-Weak to zoners (every grappler's nightmare) <br>


=Moves List=
=Moves List=

Revision as of 03:25, 19 January 2025

Introduction

Muscle Power has the traditional grappler tools and some extras. The dropkick beats lots of things and is FAST, knocks down too. j.MP is one of the highest priority moves in the game, period - I have beaten DPs with it! His sweep, great to begin with, can be jump-canceled, allowing him to harass characters without DPs. One of his strongest features is his ability to do 35-40% damage from a low short: Low LKx2, Low MK xx LK Lariat, Low MK xx Dropkick. He also has a decent overhead (Neutral HP) that combos into the dropkick. More importantly, he is the only character who can throw you from the d/b position (d/b+HP), allowing him to function sorta like ST Honda against characters without fireballs. EX and super are just more command grabs, don't add anything new to his game but they are beefy. His biggest problem is that he has practically no good way to get around projectiles like all the other big guys do, so he often tends to be restricted to a more SF-style game. He also has a hard time against characters who can punish his LK Dropkick, as that is one of his most important moves.

Pros and Cons

Pros

+Excellent normals, with 5D and 2CD being jump-cancellable and j.B having huge priority
+Decent mixup game with 2C and 5AB on knockdown
+Can throw out pretty high damaging combos from a low
+Dropkick is very useful, especially the light version; beats a lot of things and is fast
+Great command grabs
+Has a down-back throw (the only character in the game to have a down-back throw)

Cons

-Poor mobility
-Bad recoveries
-Weak to zoners (every grappler's nightmare)

Moves List

Normal Moves

5A
WHP MusclePower 5A.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Standard jab.


5B
WHP MusclePower 5B.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Standard jab but better.


5AB
WHP MusclePower 5AB.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Muscle Power's primary overhead that he uses in his mixup game. Can also be used for oki


5C
WHP MusclePower 5C.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

This is a very long range normal, and a great poke for Muscle Power.


5D
WHP MusclePower 5D.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Your new favorite button. It hits low, has quick startup, is plus on hit and EVEN CRAZIER IT CAN BE JUMP CANCELLED!!! This is the normal that solves all your problems. Wanna increase your pressure? Use this button. Wanna do a link? Use this button baby!


5CD
WHP MusclePower 5CD.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


Crouching Normal Moves

2A
WHP MusclePower 2A.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Standard jab but it looks like it could hit low, but doesn't.


2B
WHP MusclePower 2A.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


2AB
WHP MusclePower 2AB.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Standard anti-air normal. It can probably beat most jump-ins but doesn't knock down.


2C
WHP MusclePower 2C.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Low kick. This is a very important part of Muscle Power's neutral as it's his fastest low.


2D
WHP MusclePower 2C.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Standard special-cancellable low.


2CD
WHP MusclePower 2CD.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Muscle Power's sweep. It is a strong normal to begin with due to the jump cancel property.


Jumping Normal Moves

j.A
WHP MusclePower j.A.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Standard jab.


j.B
WHP MusclePower j.B.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Your best air normal. Arguably one of the best air normals in the entire game. This normal has loads of priority and you can even beat DPs/Anti-Airs with it! it is a solid pressure tool as well. Just make use of this button and you'll be winning games in no time.


j.AB
WHP MusclePower j.A.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


j.C
WHP MusclePower j.C.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


j.D
WHP MusclePower j.C.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


j.CD
WHP MusclePower j.C.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


Command Normals

Normal Throws

Special Moves

Super Moves

Combos

Frame Data

Strategies

Match-ups

Game Navigation

General
FAQ
HUD
Controls and Notation
Game Mechanics
Strategy
Characters
Brocken
Captain Kidd
Carn
Dragon
Erick
Fuuma
Hanzou
Jack
Janne
Johnny Maximum
Mudman
Muscle Power
Rasputin
Ryofu
Ryoko
Shura
Son Gokuu
Neo-Dio