Hey guys, thought I’d make a combo thread for Craig Marduk, just had to pick him for obvious reasons
I will cover some BnB’s, Tag Combo’s and Command throw set ups.
BASIC BnB’s
Damage - 299 or 274, Meterless
jump.:mk:, cr.:lp:, cr.:lp:, cr.:mp:, :hcb::hk: + :p: (274) or + :k: (299)
Damage - 426, Meterless (440 with EX)
jump.:hp:, jump.:hk:, :hk:, :dp:.:hp:
(Overhead punish, Damage - 276 or 241)
:p::p:, cr.:lp:, :hcb:.:hk: + :p: (241) or + :k: (276)
Damage - 324, One Meter, Anywhere
jump :mk:, cr.:lp:, cr.:lp:, cr.:lk:, cr.:mp:, cr.:hp:, :dp::p::p:
Damage - 348, One meter, Anywhere
jump.:mk:, cr.:lp:, cr.:lp:, cr.:lk:, :mp:, :hp:, :hcb:.:k::k: [wall bounce] :lk:, :dp::hp:
Damage - 377, One Meter, Anywhere
jump.:mk:, cr.:lp:, cr.:lp:, cr.:mp:, :hcb:.:k::k: [wall bounce] :lk:, :dp:.:hp:
Damage - 447, One meter, Anywhere
jump.:mk:, cr.:mk:, :hk:, :hcb:+:k::k: [wall bounce] cr.:mp:, :hp:, :f: :hp:>:hp:, :dp:.:hp:
Damage - 431, Two meters. (Super Art), Anywhere
jump.:mk:, cr.:lp:, cr.:lp:, cr.:lk:, :mp:, :hp:, Super Art
(Anti-Air that requires Juri) Damage - 534, One meter
cr.:hp:, JC, jump:hp:, :hp:, :qcf::hp: (store), Tag, (release), jump.:hk:, :hp:, :dp::hp:
TAG IN COMBO’S
For these, I will calculate damage from doing a raw Cross Rush ( :hp:+:hk: ).
Marduk doesn’t have many options coming in and almost all of the time, your Cross Rush combo will end in a Heavy Gator Smash, Marduk cannot combo into his Super Art from a cross rush.
Damage - 383 (395 if EX is used)
:mp:, :mp:, cr.:mp:, :dp::hp:
The Above combo is only best after doing a RAW LAUNCHER.
IMPORTANT: When tagging into Marduk from a character who has done a basic launcher combo, and NOT a raw launcher your best option is;
:mp:, cr.:mp:, :dp::hp:
This is because doing three reps of medium punches actually does LESS damage than doing two reps after a longer combo. True Story.
COMMAND THROW SET UPS
For most set-ups, :lk: is key, it’s quick and a very effective block string, It also moves Marduk forward ever so slightly, but so much that your opponent will be in perfect range for a throw, if you time it right you can use about 2 or 3 to see if your opponent is chicken blocking and then input the throw.
Damage - 180 + 180 (240 if EX is used)
jump:mk:, cr.:lp:, cr.:lp:, :lk:[delay] :hcb: :p:
Damage - 140 + 160 (240 if EX is used, LP version of Suplex is safer for this set-up)
:mp:, :lk:[delay] :hcb: :p:
Thanks to:
- FullMetalRoss
- The Mullah
- thekoolaidman
- Plot Armor
- HellFire
- Yuenyun
- Icege