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Asterio
July 27th, 2009, 09:56 PM
This is my first stab at a guide. Criticism is appreciated.
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Muscle Buster


Overview
Well, here it is. The long awaited upgrade to Pro Wrestling that wowed Youtubers and is an improvement in pretty much every way. The only thing that remains the same is the stance. The rest, however, is so wildly different from Pro that it could stand alone as its own scroll.

First off, it takes away the main weakness of Pro: the piss-poor range. The combos have great reach. It also adds a fairly easy juggle. MB inherits Pro's handy omnigrab, but loses the even more handy fence combo.

Combos
P = punch K = kick

I. PPPP - Pretty solid combo with stuns of a kick, meaning that people generally won't be able to block in the middle of it like regular punch combos. What sucks about this is the startup, which is Exile-first-punch slow. What's also sad is that this is going to be your main angling combo. The knockback and damage are solid, however.

II: KKKK - Pretty much one of the main highlight of the scroll outside of the grabs. The knockback is INSANE, equal to an Avenger kG without all the hassle of actually finding a moment to land that SOB. The first kick of the combo has good reach and goes high enough for a bit of an anti-air. The downside of this is that its a tad hard to angle. You have to angle the third kick for the last one to hit at an angle.

III: KKP - This is the juggle launcher for Muscle Buster. It's one of those faceplant launchers, meaning you slam your opponent down and they bounce back up (The effect reminds me of a fish out of water). This type of launcher gives you plenty of time to recover and nail that juggle. Angles pretty well too.

IV: P+G (from front) - This is the front grab. It's a powerbomb pretty much. You lift your opponent, sit his legs on your shoulder and slam the fuck out of them. It goes pretty far, about as much as DM's. The only downside as with all the grabs, is that the animation is REALLY LONG. Your opponent could hop in the car, go to 711, buy some chips, come back, and he still wouldn't be slammed. The big downside is that it, along with all the other grabs, is really easy to glitch out of.

V: P+G (from back) - This is a fairly handy back grab, but DO NOT expect this to edge at all. The knockback is pitiful, and as such Judo's back grab has better knockback, which is really saying something.

VI: K+G - This is the special, which is also a grab. From the front, it's a spinny grab, swinging your opponent around about 4 times before throwing them an INSANE distance. This is the only grab that throws in the opposite direction. This does a pretty good amount of damage, and can easily get 300+ damage.
If done from the back, it does the back grab, but with the boosted damage.


VII: G+K (Counter) - This is Muscle's custom counter. It looks like a normal counter until your character grabs your opponent's arm, pulls them toward you, and PLOWS him down with a fist. This does a good 200+ damage. Unlike Sambo, this isn't for edging. Your opponent will end up behind you. I'll demonstrate this with a highly comprehensive, college educated diagram.

* (You) * (Opponent) -Counter- * (Opponent) * (You)


General Use

Do not be afraid to grab spam with this scroll. The grabs are meant to be abused in every way possible; that's why the scroll has three of them. If they don't unblock or turtle, grab them. Don't hesitate. However, don't forget about the other combos and the counter. They are highly useful, and work together to cripple your opponent. Muscle gives you a lot of options, and I suggest switching them up and trying new things.

Now, the juggle. The juggle is pretty simple; KKP P P KKKK. It's easy enough, but by all means, DO NOT DELAY when it comes time for the kicks. If you don't act quick enough, it won't work. The kicks themselves are fine, it's just the punch recovery that can fuck up your juggle.
__________________________________________________ ___________


That's the end of my guide (or attempt at one). Any questions, comments, suggestions, death threats, post em'.

KingOnion
July 27th, 2009, 10:13 PM
Thanks for the guide.

Supan00b
July 28th, 2009, 03:26 AM
Any questions, comments, suggestions, death threats, post em'.

Uhm yah. Exile's first punch slow? Less lies please.

And If you disagree with some nonsense, (if its a disagreement, its auto-nonsense) then i'm sending death threats next...with Exile

Asterio
July 28th, 2009, 03:54 PM
Uhm yah. Exile's first punch slow? Less lies please.

And If you disagree with some nonsense, (if its a disagreement, its auto-nonsense) then i'm sending death threats next...with Exile

It's more of an opinion. To me, Exile's first punch is slow as shit.

Yoshi13
July 28th, 2009, 08:28 PM
It's more of an opinion. To me, Exile's first punch is slow as shit.

the motions of exile's punch looks slow.

However the time between the key input (the moment you press "z") and when the attack comes out is not instant like most punches should be.

That's why it's slow.

kinezumi
July 28th, 2009, 08:28 PM
It's more of an opinion. To me, Exile's first punch is slow as shit.

Like Drunken Master?

Asterio
July 28th, 2009, 09:16 PM
Like Drunken Master?

You've GOT to be kidding.

windfang
July 28th, 2009, 09:29 PM
Like Drunken Master?

Drunken master's punches are pretty fast.

BloodyK3n
July 28th, 2009, 10:40 PM
Drunking is mostlt an edging, it's also good in 1on1 and eazy to us.

It's the second best carat scroll right now.

windfang
July 28th, 2009, 10:52 PM
Drunking is mostlt an edging, it's also good in 1on1 and eazy to us.

It's the second best carat scroll right now.

eriuagiwrugb?!?! second?!?!!

Asterio
July 29th, 2009, 12:08 AM
uh, please remember that this took actual work to do and this is not a dm discussion thread

slpyboyzZ
December 12th, 2009, 07:31 PM
yay muscle buster guide! ^^

Asterio
December 26th, 2009, 03:00 PM
bump

RedLight
December 26th, 2009, 04:05 PM
MB`s counter can edge on MLVs bridges or any bridge if angled right. Since the counter has some slide after knockdown it should be enough to make someone fall. Guaranteed counter knockoff someone when facing north of the map. Happend to me a few times.

Faiz
December 27th, 2009, 12:56 AM
This is my first stab at a guide. Criticism is appreciated.
__________________________________________________ _____________
Muscle Buster


Overview
Well, here it is. The long awaited upgrade to Pro Wrestling that wowed Youtubers and is an improvement in pretty much every way. The only thing that remains the same is the stance. The rest, however, is so wildly different from Pro that it could stand alone as its own scroll.

First off, it takes away the main weakness of Pro: the piss-poor range. The combos have great reach. It also adds a fairly easy juggle. MB inherits Pro's handy omnigrab, but loses the even more handy fence combo.

Combos
P = punch K = kick

I. PPPP - Pretty solid combo with stuns of a kick, meaning that people generally won't be able to block in the middle of it like regular punch combos. What sucks about this is the startup, which is Exile-first-punch slow. What's also sad is that this is going to be your main angling combo. The knockback and damage are solid, however.

II: KKKK - Pretty much one of the main highlight of the scroll outside of the grabs. The knockback is INSANE, equal to an Avenger kG without all the hassle of actually finding a moment to land that SOB. The first kick of the combo has good reach and goes high enough for a bit of an anti-air. The downside of this is that its a tad hard to angle. You have to angle the third kick for the last one to hit at an angle.

III: KKP - This is the juggle launcher for Muscle Buster. It's one of those faceplant launchers, meaning you slam your opponent down and they bounce back up (The effect reminds me of a fish out of water). This type of launcher gives you plenty of time to recover and nail that juggle. Angles pretty well too.

IV: P+G (from front) - This is the front grab. It's a powerbomb pretty much. You lift your opponent, sit his legs on your shoulder and slam the fuck out of them. It goes pretty far, about as much as DM's. The only downside as with all the grabs, is that the animation is REALLY LONG. Your opponent could hop in the car, go to 711, buy some chips, come back, and he still wouldn't be slammed. The big downside is that it, along with all the other grabs, is really easy to glitch out of.

V: P+G (from back) - This is a fairly handy back grab, but DO NOT expect this to edge at all. The knockback is pitiful, and as such Judo's back grab has better knockback, which is really saying something.

VI: K+G - This is the special, which is also a grab. From the front, it's a spinny grab, swinging your opponent around about 4 times before throwing them an INSANE distance. This is the only grab that throws in the opposite direction. This does a pretty good amount of damage, and can easily get 300+ damage.
If done from the back, it does the back grab, but with the boosted damage.


VII: G+K (Counter) - This is Muscle's custom counter. It looks like a normal counter until your character grabs your opponent's arm, pulls them toward you, and PLOWS him down with a fist. This does a good 200+ damage. Unlike Sambo, this isn't for edging. Your opponent will end up behind you. I'll demonstrate this with a highly comprehensive, college educated diagram.

* (You) * (Opponent) -Counter- * (Opponent) * (You)


General Use

Do not be afraid to grab spam with this scroll. The grabs are meant to be abused in every way possible; that's why the scroll has three of them. If they don't unblock or turtle, grab them. Don't hesitate. However, don't forget about the other combos and the counter. They are highly useful, and work together to cripple your opponent. Muscle gives you a lot of options, and I suggest switching them up and trying new things.

Now, the juggle. The juggle is pretty simple; KKP P P KKKK. It's easy enough, but by all means, DO NOT DELAY when it comes time for the kicks. If you don't act quick enough, it won't work. The kicks themselves are fine, it's just the punch recovery that can fuck up your juggle.
__________________________________________________ ___________


That's the end of my guide (or attempt at one). Any questions, comments, suggestions, death threats, post em'.

One thing. Delaying your combos in a juggle is good. Why? Your opponent goes farther in range. You can delay the kick combo like this k*kkk (*= delay)