Muscular

Muscular is a playable character and part of the starting roster. Muscular is a powerhouse, doing short but damage-rich combos and making even larger dents in the enemy's health with his various Beast Arm Stages. His playstyle revolves around his powerful Quirk attacks, using mindgames and conditioning to keep the opponent on their toes throughout the match.

## **Moveset**

#### **Target Combo (A)**

Muscular's target combo is a simple three-hit chain, consisting of a right hook, a left hook, and an uppercut to finish. Muscular's jab comes out at a below average 15 frames, and the final hit of his target combo will launch the opponent. He can follow up on this launch with his Q2 without using a Dash Cancel.

In the air, Muscular's target combo only has a single hit, a sweeping movement with his arm that knocks the enemy into the air slightly above his head. As such, Muscular is weak in the air compared to most other characters. His target combos are so short that they are often seen as unnecessary outside of pressuring block.

While this combo usually functions the same when the opponent's in the air and Muscular's on the ground, it is worth noting that it behaves differently with each Beast Arm Stage. On Stage 1 Muscular will land 2 hits, the second one knocking the opponent onto the ground. On Stage 2, one hit will knock the opponent down. This is important to know, as unknowingly knocking down your opponent can either deny you a combo or (if the opponent lands on a wall) give the opponent a combo as they tech off the wall and pummel you.

#### **Counter Attack (TA)**

Muscular's tilt attacks are average. On the ground, Muscular delivers a straight kick from the hip into the enemy's abdomen, causing them to stagger back. Due to the stagger on this move, it is safe on block, and will allow you to chain together alternating target combo hits and TAs, provided your opponent does not use their TA to escape.

In the air version of his TA, Muscular winds up briefly, then punches straight downwards, knocking the enemy to the floor. Unfortunately, since this move is so quick it is not optimal for air armor trading, and will not allow you to combo from it. In some situations air TA can allow you to avoid being punished for a careless use of Q2, but this situation does not occur very often.

#### **Unblockable Attack (UB)**

Muscular's unblockable attack is a short-range move in which he slams down his fist onto the opponent, knocking them into the floor and causing an unrecoverable floorsplat. This unblockable cannot be used to start a combo. It deals 60 damage, and has good framedata. However, this move is overshadowed by Muscular's other unblockable, TQ2, which is a command grab that can be used to combo.

#### **Beast Arm (Q1)**

Muscular's Q1 is a unique move in which Muscular will flex his arms, slowly building up muscle in each arm to advance his Beast Arm Stage. It takes roughly 2 seconds to enter the next stage. If Muscular hits an opponent, an opponent's block, or an opponent's sidekick with the initial animation of this move, he will instantly enter the next stage. The initial animation can also deflect projectiles but will not instantly enter the next stage.

In Stage 0, Muscular takes on his normal appearance. In Stage 1, his right arm will become enveloped in muscle tissue. In Stage 2, both arms will be covered in muscles.

Stage 1 changes the properties of his TQ1, and his Target Combo framedata changes in Stage 2 (from 15 frames to 8 frames), making his jab the fastest in the game. Both stages will decay over time, taking around 24 seconds for either stage to drop back to Stage 0. Muscular will also gain Stage 2 from using his L1 or L2, but the duration for Stage 2 will be shorter due to the length of the animation (with Stage 2 lasting almost 5 seconds after the L2).

On Stage 2, Q1 and TQ1 are functionally identical, both activating Beast Arm: Attack.

#### **Beast Arm: Attack (TQ1)**

Muscular's TQ1 releases the power of his musclebound arms into one explosive thrust. On Stage 0, this attack is a projectile with similar framedata to his target combo, dealing 25 damage and launching the opponent parallel to the ground a considerable distance. On Stage 1, TQ1 is a stronger and much more versatile move, doing 45 damage and sending the opponent up into the air. On Stage 2, it is a yellow attack which has priority over all other yellow attacks in the game, deals 97.75 damage, and puts the enemy into a tumble fall state while launching them with enough velocity to cross the map. Muscular's Stage 2 TQ1 is the most powerful armor move in the game, and since it is safe on block is an excellent tool for wakeup pressure.

While Muscular's Stage 2 TQ1 is impressive on his own, his Stage 1 TQ1 will usually see much more use on the field. After it launches the opponent into the air, it can cancel directly into a Q2 (or a TQ2 if Muscular is already in the air). It can also extend a combo if cancelled into by a Q2 or a TQ2.

#### **Bull Smash (Q2)**

Muscular's Q2 is considered the most powerful move in his kit, and with good reason. It is the closest move to a DP, or Dragon Punch, in One's Justice, and is an incredibly useful tool for punishes out of block and whiff punishes. Muscular's Q2 is a 2 hit combo consisting of a vertical uppercut, followed by a horizontal diving attack. A full Q2 will deal a total of 62 damage, which is possibly the highest per hit combo damage in One's Justice. Q2 is active from around frame 4, and wallsplats fairly easily. This is the most common move used to begin Muscular's combos, but it is unsafe on block and a competent opponent can deal with its large potential simply by being aware of the move and being cautious of how they approach Muscular.

#### **Alligator Grab (TQ2)**

Muscular's TQ2 is a fast Unblockable attack where Muscular grabs the enemy character and raises them above his head before slamming them onto the floor, causing them to bounce. This grab can be used to start combos, and since it has very little in the way of activation frames it becomes a powerful tool when combined with successive dashes. An enemy player can often be caught out by dashing around them to set them on edge, then engaging with a dash straight towards them and cancelling into TQ2. Caught unaware, the enemy will often block on reflex, leading them straight into a full combo. It is also worth mentioning that TQ2 has a small aerial hitbox, which can interrupt enemy aerial moves in certain situations. This is by no means consistent. However there is a particular scenario where this is very useful; Kirishima players will often jump away after using their PU1 on block in order to make it safe, and Muscular's TQ2 can catch them mid jump.

#### **Dino Buster (L1 Plus Ultra)**

Muscular's Level 1 Plus Ultra has a really short windup and tracks the opponent a small distance. Muscular enters Stage 2 and smashes the ground with his left fist, sending the opponent flying after 96.88 damage is inflicted. Since this move technically hits the opponent 4 times, it is safe to guard break with it as it will still do 90.25 damage (while it won't guard break on its own, it will guard break on a wall with 2 or 3 Attacks). Wallsplatting is practically guaranteed, allowing Muscular to pull off a combo with the damage boost from Stage 2. Unfortunately, it's painfully punishable on a whiff, and extending is difficult as Muscular doesn't get up quickly enough to attack the opponent more after an extension.

#### **Ogre Rush (L2 Plus Ultra)**

Muscular's Level 2 Plus Ultra attacks about as quickly as his Level 1, but it doesn't track nearly as far. Muscular beefs up both of his arms before punching the opponent straight in the gut with his right fist. Afterwards, the player finds Muscular and his opponent somehow in midair, with Muscular plowing his fists into their abdomen and bouncing them off the floor higher into the sky. Muscular then slams his opponent towards the ground and chases after them, delivering a fierce barrage of punches once he crashes his opponent into the floor. He then finishes off the enemy with a double punch to the gut, cracking and raising the ground around the two.

Muscular's 22-hit Level 2 Plus Ultra does 132.12 damage and gives Muscular very brief beefy arms. It is susceptible to scaling. Not much can be said about this Plus Ultra aside from using the brief Stage 2 to put wakeup pressure on your opponent, immediately flinging them into the walls if caught off-guard by a TQ1 or doing as much of a combo as you can with nearly 5 seconds of damage boost.

## **Known Combos**

Because of how Muscular's combos change with each Beast Arm Stage, it is important to note what Stage Muscular is in while performing a combo. Muscular's moves meld fairly well into each other, so his combos really depend on the situation that Muscular is in relative to the map.

These combos will be listed by what Stage Muscular is in when he starts them.

### **Stage 0**

**Ground BnB (Front Wallsplat)**

AAA Q2 Q2

This combo does less damage than the one below but is useful if you have a wall in front of you. If there are no walls around, use the one below.

**Ground BnB (Back Wallsplat)**

AAA DC A TQ2 Q2 Q2

This combo is very reliable and usually results in a wallsplat if there is a wall behind you when you start the combo. Unfortunately, more than half of the combo is in the air, so you can only L1/L2 during one of the beginning A's.

Note that, in most cases, the first Q2 whiffs.

**Ground -> Stage 1**

AAA DC A Q1

This short but sweet combo will have Muscular leaving it with one beefy arm. This is only slightly better than Muscular's Normal combo (AA DC A Q1). Since your opponent will be free to beat you up if you linger in the air for long, knowing the opponent's pattern is key here. If the opponent is going to attempt to attack with a normal or grab attack, a Q2 Q2 would be the best answer. If the opponent is going to use a Yellow attack or drop to the floor, simply TQ2 Q2 Q2 them.

**Ground - Guardbreak**

AA TA AA TA AAA TQ1

Muscular's AA TA is difficult to get out of on block, and most people assume that AA TA cannot be continued as quickly as it does. Be prepared to do another combo if they get hit by the 3rd A. Should the opponent remain vigilant enough to keep guarding, Muscular can punish them by shattering their guard and getting in position to do another combo.

**Corner (Front Wallsplat)**

AAA Q2 DC A Q2 Q2

Usually, Muscular's Q2 would knock the opponent at such an angle that a DC A wouldn't be able to reach them before they hit the ground. However, if your opponent is in a corner, they won't be able to move far back enough for you to whiff, making extra damage possible.

**Corner (Back Wallsplat)**

AAA Q2 DC A TQ2 Q2 Q2

As mentioned before, the inability for the opponent to escape Muscular's wrath should be taken advantage of to squeeze as much damage out as possible. Use this when a wall is behind you to attempt a wallsplat (note that many maps are too big for you to launch the opponent from one side of them to the other with a Q2).

**Corner -> Stage 1**

AAA Q2 DC A Q2 Q1

The timing for the Q1 will have to be precise, as its hitbox is small and doesn't go after the enemy. Note that you will be left in the air right next to someone who is probably eager to pummel your face. Act accordingly.

**Wall -> Guardbreak**

TQ1

Simply said, Muscular's TQ1 on Stage 0 is strong enough to shatter a guard on the wall. Remember that this will count as a reset since they guarded, so another wallsplat is right around the corner.

**Wall -> Guardbreak and Wall Reset**

AA TQ1

While Muscular's TQ1 is enough to shatter the enemy's guard on a wall, they will not get stuck in another wall if Muscular tries to launch them into one immediately after splatting them, as they need to spend a bit more time guarding to do so. This combo will make sure that you can immediately send them back into a wall.

**Wall -> Lv. 1 Guardbreak**

AAA L1

If your opponent is foolish enough to continue guarding on the wall (or if they stop guarding and attempt a Counter Attack), you can punish them by doing a L1. If you are facing a wall, rest assured that they will enter that wall, and they will be open to a brutal beating once you catch up to them (particularly Muscular's Stage 2 Reset).

### **Stage 1**

**Ground BnB (Front Wallsplat)**

AA TA AAA Q2 Q2

Because of Stage 1's extra stagger after each A, a TA can be squeezed in to extend the combo and do just a little bit more damage. Take note, however, that this extra kick and extra Attacks will usually end up getting your opponent into a corner. Be prepared to shift gear if this occurs. Also remember that the opponent can only take one TA per combo--another one will knock them onto the ground, a dangerous thing if you are on a wall.

**Ground BnB (Back Wallsplat)**

AA TA AAA DC A TQ2 Q2 Q2

Read Ground BnB (Front Wallsplat).

**Ground BnB to Stage 0 (Front Wallsplat)**

AA TA AAA DC A TQ2 TQ1 TQ2 Q2 Q2

Muscular's Stage 1 TQ1 can combo really nicely if he is in the air, cancelling right into a TQ1 or a Q2. For this combo, we will use the TQ1 to toss the opponent back onto the ground and then use a Q2 Q2 to send them flying into the wall. Note that this combo will lead to Muscular degrading to Stage 0.

**Ground BnB to Stage 0 (Back Wallsplat)**

AA TA AAA DC A TQ2 TQ1 Q2 Q2

While this combo is not too reliable (the lift from the TQ1 may not be enough to make both Q2s hit), it is pretty neat. Timing is everything here.

**Ground, Opponent in Air to Stage 0**

A DC A TQ2 TQ1 TQ2 Q2 Q2

If your opponent is in the air, hitting them with two A's will send them crashing down to the ground--a deadly mistake if you are on the wall, as they will immediately bounce back up and likely attack you. Instead, you can dash cancel to lift yourself off the ground and continue with attacking. Note that if you don't want to drop to Stage 0, mastering the timing for the next combo is key.

**Ground, Opponent in Air, Back Wallsplat**
A DC A TQ2 Q2 Q2

It is crucial that you time out the Q2s so that you lift the opponent high enough on the first Q2 to land the second Q2. Too early, and the first Q2 will leave them too low to the ground and allow them to tech. Too late, and they'll drop to the ground (and bounce right back up if on the wall).

**Corner (Front Wallsplat)**

AA TA AAA Q2 DC A Q2 Q2

Like with Muscular's Ground BnBs, the extension from the TA is always a nice bonus of damage.

**Corner (Back Wallsplat)**

AA TA AAA Q2 DC A TQ2 Q2 Q2

**Corner to Stage 0 (Front Wallsplat)**

AA TA AAA Q2 DC A Q2 TQ1 Q2 Q2

In this scenario, Muscular uses up his Stage 1 to output a bit more damage, launching his opponent upward for extra Q2 damage.

**Corner to Stage 0 (Back Wallsplat)**

AA TA AAA Q2 DC A Q2 TQ1 TQ2 Q2 Q2

**Corner to Stage 0 Back to Stage 1**

AA TA AAA Q2 DC A Q2 TQ1 Q2 Q1

Why lose your Stage 1 damage when you can do extra damage AND come out of the combo with one cool arm? Note that this combo, like other Stage buffers, will leave the opponent right next to you in the air ready to punch you. However, the next combo will be able to catch them off guard and maybe even put you in a bit of a damaging loop.

**Stage -1 (in corner in air)**

Q2 TQ1 Q2 Q1

This "combo" can be looped quite a bit if your opponent isn't used to Just Guarding or doesn't pull a Yellow out anytime soon. While it isn't the most effective loopable pattern of attacks, it's Muscular's only cheap option at easy damage (and considering how much damage it does, you won't even have to do it that much before your opponent finds themselves on the ground dead).

### **Stage 2**

Most combos of Stage 1 that don't drop to Stage 0 will work normally with Stage 2. Unfortunately, Stage 2 cannot drop to Stage 0 quite as flexibly as Stage 1 does.

**Ground BnB to Stage 0 (Front Wallsplat)**

AA TA AAA DC A Q1

If there is a wall nearby when you activate Stage 2 Q1, rest assured that your opponent will enter it vigorously. Be prepared to dash towards them and beat them up further.

**Ground BnB to Stage 0 (Back Wallsplat)**

AA TA AAA DC A TQ2 Q1

**Corner to Stage 0 (Back Wallsplat)**

AA TA AAA Q2 DC A TQ2 Q1

**The Reset**

AA DC (combo drop) TQ2 Q1

This "combo" should immediately be done after a wallsplat. The damage will reset since the combo is dropped, and the "combo" should be inescapable if the timing is right. While this won't result in a wall reset, this will allow some damage to be done. In the likely event that they bounce off of a wall, you can do Q2 Q2 as they fall back towards you for a bit more damage.

## Neutral

Muscular has a limited combo game by nature, as many of his moves are combo enders and his target combos are short and of limited use. However, this means that a Muscular player is required to put extra effort into mastering their neutral game.