Don't bother getting up! CRAIG MARDUK thread

Thread for discussing the big man Craig Marduk.

some useful Marduk terms:
VTS: Vale Tudo Stance- 3+4
VTSc: Vale Tudo Stance cancel- 3+4, 3+4
GT: Ground Throw- db+1+3/2+4 on grounded opponent

Bread and Butter Juggles:

standard launchers: df+1/d+1+2/CH uf+3

2, df4,2 !B db+3,1,1
2, df4,2 !B df+3,1, f+1+3/2+4
2, df4,2 !B df+3,1,2, VTSc, ff+1+2

class 1 launcher: db+1+2

uf+3, df+4,2 !B db+3,1,1
2, df4,2 !B df+3,1, f+1+3/2+4
uf+3, df+4,2 !B df+3,1,2, VTSc, ff+1+2
f+3,2 !B df+3,1,2, VTSc, ff+1+2

ff+1+2 throw

dash, df+3,d+1,2, !B uf+3+4
dash, df+3,1+2, !B df+3,d+1, b+1,2
dash, f+3,2 df+3,1,2 b+1,2

GT- on head or feet

uf+3, df+4,2 !B db+3,1,1
2, df4,2 !B df+3,1, f+1+3/2+4
uf+3, df+4,2 !B df+3,1,2, VTSc, ff+1+2

safe pokes:

1,2/d+2 h,h/h,m
2,1 h,m
b+4 m
b+2 m
df+3,1,2/d+2 m,h,h/m,h,m
uf+3 m

wall combos:

low splat-
df+2,1
1+3/2+4/ff+1+2
df+3,1,d+2

high splat-
f+1,2,1, 1+3/2+4/ff+1+2

just some stuff to get the ball rollin’

Craig’s Okizeme

thought I’d keep one post for juggles/combos and one for setups/mindgames

Some Okizeme (Ground Game) options and scenarios for Marduk.

Okizeme tools:
d+3
b+1+2
b+4
FC,df+4
GT
db+4(on grounded opponent)
b+3
df+2>1
VTS,d+1+2

After Throws:

1+3 throw

a) d+3 > 3+4, 1+2 = if they try to stand up immediatelly the d+3 will make them stand up backwards and give you enough hitstun to go into VTS and do the tackle. usually they will try to duck and escape which will put them at the perfect distance to hit them with the spear version of the tackle.

2+4 throw

a) b+4 = b+4 will catch them in the back if they try to get right up and will CH if they try a getup kick or ws. you can also use b+4 in a similar fashion if they break the throw. if they try to attack or rush in they will get hit, but if they backdash you’ll be in some trouble…

1+3 airthrow

a) uf+4 > db+3,1,1 = after this airthrow many oponents will go for the getup 3 sweep since for many characters they have substantial juggle options off of it. uf+4 will crush the sweep and let you juggle them for a little extra damage with db+3,1,1. I believe uf+4 will trade with getup 4. If they lie there to dodge the uf+4 they can getup 3 but it must be quick or you will have enough time to recover and block.

b) b+1+2 or GT = if they just lie there here are some options. b+1+2 does good damage and you can use it for more reliable damage. the GT has juggle potential, but they can roll away at the last second or break it. However if the opponent is just going to lie there waiting for you to do something GT’em!

c)b+3 = use on opponents who try to backroll right away. it will kick them in the ass and put them back on the ground FDFT. Plus it just looks demoralizing!

more to add later…

I need to watch some videos of this guy.

You listed so much but didn’t mention anything about his d/f+3, d/f+1 string. It’s easy his best launcher, has a ton of range, and yields full juggle. Also, NIN is playing marduk now, so that makes 3 amazing Marduk players out there that players can check out. Anyone looking to find some marduk vids can just check youtube and search the following names

Nin
Narak hof
Chunrae

All 3 have great marduks. Also, a quick tech catch that all 3 of these guys can be seen using. After any bound move, you can do his stomp (u/f+3+4) then immediately go into d/f+3,d/f+1. It catches rolls and techs, and can be used to condition your opponent to simply wait on the ground, at which point you use d/f+1+3_2+4 to pick them up for more damage :tup:

^d/f+3, d/f+1 is really unsafe on block.

Assuming the information I’ve read is correct, it’s -13, which means jab punishment =/ If you think that’s really unsafe on block it sounds like you’re playing the wrong game, because the risk/reward is hugely in marduk’s favor. The added range on it seriously makes it fucking amazing. You can punish people tossing out magic 4 with it the range is so damn good, not to mention you still have the option of doing the 2 at the end. If you’re trying to just throw it out there then you’re already not playing tekken correctly, just one backdash and you’ve got a setup with it, it’s ridiculously good.

Yes, df+3,df+1 is indeed a good move. I can’t believe I forgot to mention it since I use it alot. It really isn’t unsafe as was mentioned just jabs or maybe kazuya and kings b+1,2 at most however it can be easily ss’ed or backdashed if you are just spamming it.

 However it is a very good whiff punisher or string interrupter when used at max range.  I would advise against using the 2 followup in anything but juggles as you will either be jab before it comes out or they will duck it and WS you.  It is safe on block though...

A good alternative to d/f+3,d/f+1 is the d/f+3/1/d+2 string.  Doesn't launch but it is a natural combo for decent damage that is safe.  does a decent amount of damage too for a poke string.  However if you are ahead in a match and they have like 40% health to your 70%, it's worth the gamble to go for a d/f+3,d/f+1 to finish them off with a juggle for just some jab damage.  Just wish Marduk had a safe launcher besides CH u/f+3.  Safe d/f+1 would be too good! :rofl:

Nice I seen some of those videos

yea i shouldnt have said really unsafe.

So the Tackle from VTS, how exactly does that work. I notice that, people who press no buttons, will always get hit by either the 1 or 2 follow up. However, if they press no buttons 1+2 or 3+4 will automatically get countered. Do they need to press and button and have their character flinch in order for me to get off the 1+2 or 3+4 follow up?

Blocking the vts tackle mount followups is similar in fashion to getting tackled by all the characters then blocking the punches. Marduk has 8 options out of the mount
1, 2, 1+3, 2+4, 1~2, 2~1, 1+2, and 3+4. They can be broken down into 3 escape groups: 1, 1+3, 2~1 can all be blocked with 2. 2, 2+4, 1~2 are all blocked with 1. 1+2, 3+4 are blocked by not pressing any buttons. So this is why you were experiencing people block your followups without seemingly doing anything.

Excellent! Thanks a lot.

I also can’t seem to find out exactly how you do a certain command with Marduk…

Most of the juggle combos I’ve seen online go from the Down+Right 3 kick into the stream of punches which goes into threat stance and than FF 1+2 air grab. Now how do you cancel threat stance and go into that air grab? Is it just press threat stance again? Cause you’d have to do that lightning fast.

On a side note, I was just wondering why this thread was called “Don’t bother getting up!”, and than I saw the Tekken 4 ending, and cried a little. Maybe we should have somethin a bit more Tekken 6 for the title? Somethin like “Two for flinchin’!” Cause it amuses me when people try to block my tackle beatdowns and I just Mongolian Chop them or bash their skull into the ground :stuck_out_tongue:

Yes, in order to do that juggle you have to cancel VTS however there is a trick you can do that I find makes it a bit easier. So normally the notation for this juggle would be !B d/f+3,1,2~3+4~3+4~ff+1+2 but it might be easier if you do d/f+3,1,2~[4]~3~3~ff+1+2. Because the 4 is not a valid string option nothing will come out, then i find it easier to hold the 4 and then press 3 twice as sometimes double tapping 3+4 twice can lead to error.

Usually i stick to just df+3,1, f+1+3 because it hard to mess up and gives you better okizeme imo. Plus it is better to do like 8 less damage then to mess up and do 25 less damage! :sweat: However if you can get it down consistently go for it. My finger dexterity has gotten worse in my old age lol!

And about thread name I just love that quote because in the Japanese version of tekken 4 for ps2 Marduk was voiced by what sounded like an angry black woman, it was hilarious. Good times! :rofl:
Compare [media=youtube]Up-Hde6crcM#t=0m58s VS http://www.youtube.com/watch?v=M7GjLFrH3mI#t=2m37s[/media] :tup:

Yeah, I figure I will just stick to the normal 1+3 air grab, as it seems canceling out of VTS is kinda unnecessarily tricky and tough on my Xbox 360 controller. But yeah, the Jap dub is hilarious.

vstc into ff 1+2 grab ender is hard any way you slice it…i can do it sometimes, but it’s really difficult because you have to pause for a second, then do ff1+2 which has NO range.

i just end combos with 1, f+1+3 does like 3 points less and is way, way more consistent.

btw some of the combos int he OP can be extended with 2, or 2, 1 during a the juggle as fillers.

for ex:

ch u/f 3 you can do either

ch u/f+3, u/f1+2, d/f 4,2, B! df3,1, f+1+3 (this does like 91 damage…lol)

and instead of u/f 1+2 you can sacrifice a little damage(like 4 points, half a jab…) for the much more consistent 2, 1. max damage isn’t as important in tekken if you cant consistently even land the combo in a tense situation. especially if it puts you in the same position after.

btw the command for ground throw is d/b 1+3_2+4 not d/f. and yes after stomp post b! D/F+3, 1 or ground throw is a true mixup. the best way to set up stomp with bound is D/F, 3, 1, 2 B!

b+4 is a godlike move…use it a lot.

d+3 really good (against good players, dont use it against someone going random with launchers because it doesnt crush, but has ridiculous range/damage)

d+4 is his other bs low poke. unparryable, crushes, retarded range…etc.

b+4/d+4 mixup is good on wakeup.

Uhm… Found another weird thing, I somehow swayed during the Mounted Tackle Punches? Like faked to left and right, hows that done?

Do you mean the 2~1 or 1~2 feint into opposite punch or something different?

Yeah, that was it, I just never figured it out.

<— Silly lol.