Also, off of a hp Gator Slam. just straight up neutral jump hk is so good.Because of the roll animation, they don’t know what ide you’ll end up on. Of course, the hk can only hit one side, but it still is so ambiguous that you might get lucky.
^^^ nice stuff :tup: i definitely approve.
we should probably make a thread and consolidate this info there, so it will be easier to digest. as i know it we need mixups for:
lp,mp,hp and ex gator slams respectively
siberian suplex
if we take out ex slam thats still 3 different knockdows (plus rolls) for 6 different wakeup okizeme options…
hmm… well maybe i will do it, when i get some time, but im notoriously bad at keeping up threads, as im not much for actual cataloguing.
-dime
OK, so, every now and then ill get the tag off gator slam. Its so ransom I’m never ready for it. But for once I did HP.slam, and as they were falling from the bounce I did guilds razer kick. It passed right through them.
Does anyone know why? Is it only ex you can follow up?
If anyone has any info on this, that would be awesome.
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the only thing ive gotten to juggle is super, ibukis super in my case.
also, craig has problems with tagging in his partner but i think maybe ive found a workaround;
max range far hk, tag.
LOL his far hk has so much range that it will be hard to punish a switch especially if the tagged in character holds up back.
-dime
wow, I was unaware that command grabs could be tag cancelled, or is it character specific?
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This is what I’ve been doing, it’s just too bad that the roundhouse has such a lengthy startup that the people I play with are usually able to react with a jump or a counter poke. Right now, for me at least, the best way to tag in my other character is simply just doing a combo into the launcher. It’s still not very good though since you actually have to get a hit in first unlike many other characters.
In this case I’m talking only about his air grab.
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I land. CR.LK and S.close.LK alot into launcher.
Also, spamming close S.LK is fun. Tick tick throw. Tick throw. Tick tick tick throw. If one lands, go to launcher combo. No one sees this coming. Kind of an evil close range mix up for his dmz grabs.
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Same thing
c.HP xx SDC is a good move to punish people trying to jump or backdash away, on hit it launches them and you can juggle with c.lk, c.mp xx gator hp, on block is -3 I think, but unless you start abusing, your opponent won’t probably be expecting it.
Also, you can easily hitconfirm c.mp into DLT if you hold the button for a moment. You can do it with c.lk too but of course you don’t have as much time to react.
Stomp > Pandora (guile) > super 454 DMG
J.FP > Stomp > Pandora (guile) > super 502 DMG
OH I love marduks new hair! And day glow gloves! Weeeeee!
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S.hp xx launch is good for catching tag in also
Just here to ask if anyone else is having a hard time getting in with Marduk. I feel like his approach is heavily staunched by zoning in general. I also feel like he doesn’t have any way to get opponents to stop mashing backdash away from his ground mixups. I’ll go into more details if someone wants to discuss or share strategies.
Try walking forward…
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I can’t tell if your being sardonic, so I’ll just be oblivious to it.
Walk forward and do what? It’s not like Marduk can whiff punish very good. His fastest normal is cl.LK, and one tick grab setup won’t stop a ‘smart’ opponent from backdashing away from the next mix up. b.MP only works once and people will usually just stay out of it’s range afterward. I have safe jump setups after the command grab but I can’t OS with anything fast enough to punish a backdash.
try catch there backdash with a trip or overhead? theyre slow and kinda meaty and most back dashes have some recovery right? i have the same problem.
I guess he is more like an anchor for me, but you gotta keep moving forward or you will not have any chances for that damage.
Maybe come play me and you’ll see what I mean. Feel free to add me and we’ll do some endless.
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How do you guys tag cancel with Gator Slam ? It’s hard to do, especially with the light and medium versions…
Do it fast and plink it.
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Ok i’ll try that thanks.
Anyway i’ve found an ambiguous setup to open the guard on average sized opponent (probably works better on bigger ones, haven’t tried yet). If an opponent blocks your j.HP, do a st.jab in front of him and then jump forward HP. The attack will likely hit in a very ambiguous way if opponent isn’t crouching, allowing you to combo afterward. It’s kinda similar to instant jf.HK but the animation is different so it can be handy at some point I guess.