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