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[b]Muscle Power (Chris Hangger （クリス・ハンガー）)[/b] This character special.... [i]Characteristics[/i] has been one of the major sources of critics within the series itself... be as it may; it's exactly due to that fact that Muscle Power perfectly represents what the World Heroes games are, and what are they aiming to achieve. Muscle Power 'borrows' concepts & elements from another character that happened to appear in a [i]well renowed game[/i], and builds a personal style adding to that 'core' elements, tastes & factors that are 'personal' to him. In a personal note Muscle Power made the perfect sin of being [i]there[/i] in a good SNES port when my curiosity for fighting games was completely peaked. In short terms, Muscle Power is a character that demostrates great strenghts not only when he is close to the enemy, but he can use pretty buff moves when the enemy is afar as well. As a character that can both, destroy near by enemy, as well as making his life miserable when they choose to retreat, the main issue with him is getting a proper hold of his game play rhythm and knowing what to do best in order to not let his slow speed being the cause of losing the pacing of the match. Advantages -> + Strong mix up game. + Power, not only in damage, but Muscle Power is a character that is hard to attack, and is hard to defend against. Disadvantages -> - While he is not weak, he lacks flexibility from afar, and unless you learn how to place dashes & jumps, it's hard to move this character. - He doesn't posses 'cream puff' damaging moves or combos, you really need to work your damage hit per hit. # Long range game -> -> Running into 360º. Learn it. Quick. It's not a sugestion. Muscle Power's dash is not slow, and on the very few oportunities that you CAN use this, make sure that you can pull it out with '100% under pressure accuracy'. -> Muscle Power crouching jabs and crouching weak kicks are very quick and very strong, they are your main weapon to 'buy time' for either charging the Muscle bomber (charge back, foward with kick) or following them up with a strong attack. A Muscle Power that abuses his crouching jabs is a very difficult character to aproach to most of the rest of the cast; or he can also be a difficult character to have on your face. Remember that keeping the enemy away is not Muscle's [i]main game[/i], so knowing when to mix up these jabs with other moves is what dictaminates success & failure to the character. Muscle's trademark pressure game since WH1 has been crouching jab x 2 -> muscle bomber -> crouching jab x 2 -> muscle bomber. If the enemy chooses to 'wait' & block this pattern, you can (at any time or any hit) change any attack with a running 360º Tornado Breaker. Be careful because, unlike WH1 & 2, there is a decent gap for the enemy to counter attack before and after the muscle bomber. So knowing when to lunge foward and when to not, quickly becomes essential. -> His crouching strong kick has insane range but it's albeit slow. One of it's main uses is to have it blocked at maximum range, helping with the pressure. An example of this is to exchange a Muscle bomber for this kick within the previously discussed pattern. -> His far standing strong kick has incredible speed & strenght, however it will miss against some ducking enemies. You can abuse it against tall people, of course :P In the proper angle this kick can shut down jumping attacks pretty cleanly. Learn at what angle you need to use this move to stop jumps, and for those jumps that you can't, you can usually stop them with a crouching strong punch & proper timming. If neither of those two defenses works due to weird jumping angle, consider the possibilty of fighting air to air with your moves. When I checked WH1 I was pretty much amazed with how complete Muscle's air defense & offense was. -> His Aerial Drop Kick (2369 + kick) is a very quick, very long range move that leaves you very open if blocked. However it's speed, priority & angle make it a great move to anticipate enemy actions. Keep in mind that the move doesn't start inmediatly, but first Muscle Power jumps foward and in mid air he launches the kick (you can't really distingish this by sight only); and as such, in order to stop enemy attacks you must give this move enough space so that the kick is on it's strongest point. Learning when to use this move to shut down the enemy greatly increases the fun that Muscle Power can provide. Also remember that it's huge range & speed make it a good tool to when the enemy does a mistake from affar. -> Muscle Power has a very slow Jump, however he can perform some very good attacks from it. His neutral strong punch from Jump is good in his close range game and as such will be reviewed later, his either weak or strong kick posses huge range and are great when counter attacking, however my personal favourite from his jump is his down + punch move, this move is the same regardless of the strenght used to perform it; and has some very neat characteristics: first, it hits in a very sharp angle and as such, is very strong from Air to ground attacks, secondly, it has some very good guard stun time, so having it blocked somewhat early in the jump at mid distance makes an excellent gateway for a thick throw with his 360º Tornado breaker move (Which was the easiest way to whack that damned insane broken MudaMuda monster Dio in 2), remember to mix it up. His jumping down strong kick is good for hisinclose game. -> Muscle Power has access to very different attacks if you do a neutral jump. The most important thing to notice here is that you lose the jumping strong kick and gets replaced by a command attack that leaves you vulnerable when he touches ground. As such you should use the weak kick in order to have a long range kick from this jump. -> Remember that Muscle Power has two of those 'two bodies away' normal throws. While they are not extremely important to his game, one of those is a very strong submission hold (the punch one). A very easy way to use it is putting yourself at the right distance, use the feint button and then attempt the normal throw. Since you can't walk while using the feint, you won't have problem with doing a close standing throw because Muscle accidentally gave one step. -> While I haven't noticed differences in speed, range & damage, his Muscle bomber (charge back, foward with kick) moves have different effects when they hit, being the strong one the one who offers more time to chase after the enemy. # Short range game -> -> In [i]every[/i] World Heroes game Muscle Power can perform his command throw with the marvelous 'plus sign' command (6428 + punch, aka foward, back, down up + punch). My advise is that, instead of focusing in one method of doing the move, learn in which circunstance you can pull out with more reliability & speed each method. I know I use them both. -> Muscle Power can't cancel his jabs or weak kicks into special moves in this game, but since they are so quick to recover, linking them into a Muscle bomber (charge back, foward + kick) or linking them with a sweep is quick enough to be something hard to deal with. -> Neutral jump with strong kick, or even better yet, backwards jump with down + strong kick (if you can input it at light speed) is one of your main overheads, while this means inferno on block, Muscle's power strong, abusable weak low kick game makes this hit more than it should. Remember that you [b]can[/b] do some extremely evil set ups such as crouching weak kick -> overhead / low / throw. Cross over strong punch -> over head / low / throw, among others. From most of these 'jumping overheads' in the game, this is the perhaps the only one that is completely safe when it hits (It even gives you an offensive edge), in every circunstance. Remember that, you can also link and combo a cr low kick or a cr jab with a neutral jumping strong kick, can sometimes be advisable from jump, but has very little range, so be careful. -> A close standing blocked jab, followed by close standing strong punch is more evil than it should. -> His jumping strong punch has some pretty decent decent cross up frames. In this World Heroes game, and this only; Muscle Power does not enjoy incredible broken combo options to follow up this attack. So even if it's blocked or if it hits, you should always be thinking on either pressuring the enemy with jabs or weak kicks, or mix his mind up with a cls strong punch, or jab -> feint -> command throw, or close standing jab (whiffed) -> command throw, blocked close standing weak kick -> walk -> command throw, among others. Muscle Power has many set ups, so remember to try out many strategies & adjust you to the ones you can pull out more easily or think that are more effective. Strangely enough, even your most simple option, as a combo (cross over strong punch followed by 3 crouching jabs) is decent pain. -> Muscle Power's BEST [i]définition[/i] characteristics is his strong punch. The attack will come out either you are standing close or far (this is important). Secondly, while the attack itself is very slow, once it hits it will provide HUGE movement advantage to him. For example if you connect a close standing strong punch, you can link a strong Drop Kick (2369) and it will combo. You can even link jabs after a successful punch... The important part is that due to such block stun, doing simple strategies like strong punch -> crouching strong kick (this does combo on hit, btw) or strong punch -> running 360º are deadlier than what it seems. You can even do close standing strong puch x2 to do some long range guard stun manuevers. Remember that from a close standing strong punch x 2 you can easly charge the Muscle Bomber. -> Muscle Power can certainly do some very sharps throw set ups in the corner. For example doing close standing strong punch -> feint button eliminates the push back that the strong punch has on the corner. It's obvious that without puch back, a blocked punch into the command throw couldn't be any easier. And as such, if the enemy chooses only to block, you could, in theory, do close standing strong punch into feint button infinitely, this 'infinite pressure' can be easily stopped if the chooses to attack, but if you don't feint and do a cls strong punch x 2, or a strong sweep after the punch or a jab, then an enemy that missplaced a retaliation will be nailed for sure. For an enemy that tries to jump the throw after the close standing throw you have a crouching strong punch, or your almost impossible to do ground to air throw. Being able to fore-read the enemy in this circunstance can certainly create great fun.
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