What kind of BS am I reading? Do you have any idea what you are saying? I have to break all of this down to clarify things.

First off, Marduk is a great character. Some can argue otherwise, but he has the tools and options that make him a great character. His normals are good but I don’t see how he can get punished by a jump unless it’s a coincidence. In fact on reaction the jumping opponent will get hit regardless. Gator Slam is a wicked AA and we’ll leave it at that. You’re only talking statistics and not the mental game behind a grappler such as him. He has mix up potential and I emphasized that because I can literally do whatever the hell I want to you and you only have these options to avoid them: block correctly, backdash, jump, or reversal. As for me, my options cover more guesses than one, so here’s a mini list of what my options will beat:

j. MK - backdash, jump, reversals (in some set ups)
Cross up j. MK - backdash, jump, reversals
j. HK - jump, most reversals, backdash (doesn’t hit but lands on the other side vulnerable)
Command grab - block
Empty jump in grab - block
Any normal - jump
Backdash - reversals (whiff punish)
Block - reversals
Gator Slam - jump, most reversals

The only two exceptions are Gief and Hugo, with lariat covering cross up and Hugo’s EX air grab taking the entire front portion of the screen. All of this you have to think of on one knockdown. I didn’t add jab because it beats out grabs with 4 or less frames, and that is the only thing it beats.

Any more BS I see makes you an instant troll in my books.

Don’t sleep on st.fierce. It’s not as long as st.HK but it still goes a distance and it moves Marduk forward.

It sounds like you’re getting tripped up by hwoarang’s mixups and saying it’s a bad matchup cause you’re not sure how to deal with them. The key is to not get caught in the mixups in the first place. Marduk is not designed to deal with pressure, so don’t try to. The only way for Hwoarang to pressure Marduk is if Marduk puts himself in hwoarang’s range, because he can’t get in Marduk’s space without Marduk saying something about it. I have experience with the matchup and I find the matchup to be close to 6-4. 8-2 is what Seth vs. Gief was in Vanilla SF4, back when Seth controlled the entire screen and there was not much gief could do about it. That’s not the case here.

Hwoarang can’t get in Marduk’s face without moving there, and all his mobility options can be punished by Marduk. If he does Special Step that’s a free command grab. If he does Special Step xx Sky Rocket, and I buffer command grab on reaction to the initial Special Step, I’m holding back when it hits and it’s -17 on block; free combo. Hunting Hawk is negative on block and can be gator slammed during the move. I don’t fall for Tk Air Raid cause that’s 22 frame startup; more than enough time for me to Gator slam. I fight a lot of Rufus and Juri players so instant dive kick is not hard to punish. I play a patience Marduk, and unless they have a projectile, they will have to approach me sooner or later. Why should I jump in their face trying to cmd grab all day?

You’re giving Dynamite Heel too much credit. The move is used to make Hwoarang’s strings (or target combos if you want to call them that) safe on block because they’re all minus frames without it. It’s +1, and that’s not a lot. Depending on what he’s doing, you can counter him afterwards. If you know he gonna go for another target combo, then cmd grab him because all of his target combos outside of Flamigo Stance have startup that’s more than 4 frames. If you know he’s gonna go airborne then gator slam. If all else fails and you don’t want to take any risks, then just backdash. You have 3 frames before he can hit you and the only thing that’ll beat backdash is Special Step xx Sky Rocket, and that’s a big risk. Don’t forget you can Alpha Counter if you don’t want to deal with the pressure.

This has been going back and forth for awhile so I’m gonna end with this. Marduk is far from the worse character because he has a lot of strengths. All of his tools have positives and drawbacks (just like most of the cast) so using them without any thought to it is never a good idea. However, depending on what the situation is, they’re pretty useful, which is more than I can say for a few other characters. You can’t determine a character’s standing based on bad examples for use of his/her tools or specific situations where the character can’t do anything. You have to look at the whole picture. Hwoarang has no projectile, his normals are average outside of Flamigo stance, and most of his moves are negative on block. Put him against a character who can punish 80% of his special moves on reaction, who has more range, more vitality, and has the best command grab and one of the best AAs in the game, and you’re telling me he’s weaksauce and goes 8-2 because he has a hard time dealing with Tekken strings?

Sorry, I’m not buying that.

I’m going to go ahead and just say that I have my opinion and you have yours. But I have to say that "Hwoarang has no projectile, his normals are average outside of Flamigo stance, and most of his moves are negative on block. "

Marduk isn’t too different minus the fact that Marduk has no safe specials or any kind of safe pressure except LK/LP strings. You can’t really pressure them as much as the rest of the cast can because in the end if whoever you’re fighting is just blocking he can just wait for you to stop pressing LK and jump or backdash. Guess wrong and its done, you’re pressure is over and the situation is resetted.

Anyways, its as you said, we’re just going back and forth. I never said that Marduk was the worst character in the game, I main him as well. I’ll admit that you seem to be way better than me with Marduk thou!

And to snipeclips: go into training mode and toss out S.HK against anyone that can see it coming, instant punish. Its a good normal but as a poke its risky cause you have to space it perfectly, if you space it wrong by the pixel you’ll get slapped. I’m not trolling, I’m just not trying to glorify a character that is decent at best.

Well i found a team that finally works for me which is Marduk and Poison… I’d like to know how do you do the double gator slam?

Dude, you just stole my team.

Nah, I’m kidding. I think it’s a good team. Poison is the only other character besides Marduk where I have a better success at defending against jump-ins outside of EX moves. They work pretty well together. I like how Poison’s EX DP tag cancel combos into Gator Slam when the opponents goes flying in the right direction.

What’s the double gator slam? Are you talking about when he slams then down then does it again? That’s the hp version.

Can you do Poison’s SRK into J.HK, J.HP, HP xx HP Gatorslam? At least in the corner no?

yea only in the corner.

Marduk’s also one of the few characters who can work with her on tag cancels too.

sorry to bring this bak up but…hworang pressure is simple…block till he does the real over head combo then punish the more u play him the faster youll see the difference between the fake overhead n the real one, one hint is the real one is either 1 kick or 2…the fake one is like 3 or 4…jus block wait for overhead mp into dlt or ABC…simple been maining marduk since day 1 the only real bad matchup is char wit good range/projectiles chunli zangief dhalism raven guile everyone else isnt a issue if u play right n i read he has good normals? where??? range? sumtimes priority? nope he’s very medicore as is ken…which is why im getting that crown with both of them! gamertag Mr OwW see u at the top!

No worries, best of luck with getting to the top!

ughhhh marduk strategy!!! from the #1 marduk in the universeeee!!(paul phoenix voice)

been playin marduk since day 1 n havent switch character or tried new ppl until i got to A rank which was like 3weeks or 4weeks ago since in the begining i went to zero bp like 5times but once i got to 2500 sumthing clicked n that sumthin was patience buh watever heres my strategy guide for marduk pressure,setups.empty jumps, and watever else this messy thing says drank alotta coffee n just started writing

c.lp can b linked up to 3 times then into either c.lk to ABC or c.mp on block to make the duke safe! this is good for pressure because after the 1st or 2nd c.lp u can grab like a boss! which sets up a nice 50-50!

if ur links are crispy n they try to jump/dash the jab will hit them if the try to jump n u can say "where u going bro!"
but during the dash it resets them buh hey any dmg is good dmg

alsoooo! the dlt is an option after 3 jabs or even after mp if u link it 3 c.lp then do dlt hercules hammer is 302! i call that combo the zangief since all u do is jab all day into sumthin

buh bak to c.lp pressure then if they dont fear the grab keep grabbin! then if they love jumpin after 2 punches air grab(risky becuz u can jus keep jabbing n stuff their jump so its ur choice)…only start switching things up after the 3rd time they get out of it they cant punish u for this(except launcher 0_0! buh nobody does raw launchers all the time so w.e. and u can grab them out of launcher if they are doing raw launchers to stuff c.lp so therez a answer 4 everything!) so try not to break the system with risky air grabs

no nobody seems so realize marduk can pressure either! wherez the love? cammy got jabs??? Marduke got knees baby! mardukes close standing lk is mardukes knees and they arent sumthin to b takin lightly! since the knee so fast recovery is quicker it feels to me than a lp n i can grab almost instantly! boom! this is best in the corner if they try to jump it resets they cant dash its a beast! n it also works anywhere on screen just like cammy jabs!

his regular standing lk moves him forward so if ur linking those lp’s n they get out of range link a standing lk out there get n range for the grab.

next uhh his air to airs!!! theres is none lol

buh j.Hp is his best jump in and how i get to projectile heavy chars if ken is almost dead because it hits extremely low! so almost all crouching anti airs gets stuffed(juri.bison,kazuya,etc) buh ur timing has to b perfect i stop most DP’s lariats and most things gonna record sum of this stuff on my cell phone buh until then

next is jump hk…works best on rolls because if u jump back to beat roll its hits n the middle so its another 50/50 and after ground bounce standing mp c.mp H.gator slam is like 380 ridiculous the ex puts that to 402 nicee u can get 3 mp’s in there too buh i havent checked the numbers…

uhhh that backhand armor thing sucks i never do it sumtimes on max distance jump ins buh rarely but if sum1 finds a more useful time to do it tell me…

one last thing empty jumps! marduks are terrifying! empty jump into grab is called the dirty grab if u didnt kno buh anyway the best empty jump is u jump in with either hp or hk buh u do it extremelyyy late n the full animation doesnt come out n its basically a sneaky empty jump u can bait dp’s with it since u can block after or u can dirty grab or abc or c.lp setups or knee pressure

also ive read wat ppl are doing on the EX dlt n ur puny dmg numbers arent high enough! except for the -->mp>hp>c.mp> hp gator slam which does either 10less or 1less dmg than ex dlt> mp down hp(jab body combo)>c.mp> hp gator slam forgot the number buh i think its 350 or 350+ i dunno buh ive done all the other ex dlt followups n this is the most damage n thats counting after a full abc so of course its more if u dont go from light alll the way to heavy then EX buh i cant stop doing it ughh!

his overhead from max distance is to me its only usefullness that chop too slow for me buh even from max distance u can c.mp into dlt,ex dlt, or abc…

the last and most important thing for the duke pressure!!! dash canceling! omg i jus implemented it in my game and its super effective during jab pressure u do it after c.mp u do it after cr.lp links do it after c.hk is blocked u do it! knee after dash if u close enough has priority n will beat most jabs u can go into grab(which is most effective because nobody is use to seeing marduk dash or move fast) ex grab will save u from jabs buh its important n works like a charm c.lk actually beats jabs too kazuya has one of the best jabs n by the time they react lk beat him buh another dash is the ex cancel which is good if ur abc happy like me i do full abc ending with headbutt dash cancel into j.mk cross up or ex grab or regular grab or backdash n it works its a gimmick that works n will continue to work because nobody plays marduk on high level except me n i think ryan hunter who showed me…well beat the hell outta me with the c.lk dash cancel into grab over n over…ughhh gudluck ppl see u at the top

oh yea and u cant frickin ex after u crouch AB(c.lk c.mk) which sucks only standing n buff the dlt it needs armor capcom!

So what does everyone think of Marduk’s v2013 changes?

http://www.capcom-unity.com/dubindoh/blog/2012/10/22/sfxt-ver-2013-change-log-for-megaman-toro-cole-and-some-tekken-characters
http://www.capcom-unity.com/dubindoh/blog/2012/12/14/sfxtk-ver2013-final-balance-changes-part-2-and-more-darkstalkers-resurrection-updates

dlt takedown buff is good great to punish crouching lows but i rarely just throw it out there unless in a combo cr.mp is now safe on block is great due to distance besides that eh…why no armor on dlt why not make his over head faster or make it so his step forward if timed can punish rolls poor marduk but whats your opinion syg? i dont see much improvement but hes still my favorite character in the game n i will main him

At least they didn’t ruin him like they did wit Hugo. What do they think?

-“What could we do to improve this game… I know! Let’s buff Kazuya!”
-“But what about the characters that NEED buffs?”
-“I said… let’s BUFF KAZUYA”

What do I think? I think its fantastic that he wasn’t nerfed at all (in any significant way). But the buffs also seem fairly insignificant too. I like that cr.HP is faster, and I like that close MP is +6 on hit, which opens up some new links. I also like that he seems mostly unaffected by the boost combo nerfs, because I like to hitconfirm with cr.LK~s.MP.

I haven’t really though about what DLT hitting airborne will actually do for him, if anything. Ideas?

The main thing i’m disappointed about is that his target combos are untouched and still serve no real purpose (outside of far MP~dHP). But this is pretty minor.

With Craig’s new buffs I would think this thread would be very active.

Anyone think there might be changes they haven’t listed? I’m really hoping he’ll have some more ways to switch cancel, like from gator or one of the tackle followwups. I really hate how incompatible he is with certain characters in this regard.

His super has at least as much JP as a MP/MK now, something that was not noted in the change list (Originally it had less JP than a light, now allowing you to combo it from j.HK). I was afraid that, even though it can now be juggled into, it wouldn’t combo unless done instantly after a launcher, like EX DLTD -> Super or Cross Rush -> Super.

Hey all, I was experimenting a little with J.HK and found a few new combos off its groundbounce that were not possible pre-v2013. You’ll need to aim DEEP. If you have trouble connecting the NJ.HP after the J.HK, try to aim for the space between their waist and knees otherwise you’ll be too late for the NJ.HP to connect. Alternatively, you can super jump the NJ.HP to save a few frames if you think you may be too late.

I listed different finishers depending on the situation. Some do more dmg but generate less meter and vice versa, some reverse the position of the characters which is useful for corner control or to get some breathing room. Cl.St.HP can be subbed with Cr.HK for a sweep setup. Cr.HP also works but you’ll need to wait for them to fall a little in some cases because it floats too high.

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