World Heroes Perfect/Muscle Power

From SuperCombo Wiki

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.

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


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


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

Standard special-cancellable low.


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

Muscle Power's sweep.


Command Normals

Normal Throws

Special Moves

Super Moves

Combos

Frame Data

Strategies

Match-ups

Game Navigation

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Characters
Brocken
Captain Kidd
Carn
Dragon
Erick
Fuuma
Hanzou
Jack
Janne
Johnny Maximum
Mudman
Muscle Power
Rasputin
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Ryoko
Shura
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