The Craig Marduk Thread

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.

[INDENT=1] [/INDENT]

Part two of my notes exploring J.HK. Experimenting with connecting EX.DLT from a Groundbounce into all the new possible finishers.

The two groups of combos below are almost identical except for the execution of the post-EX.DLT juggle.

[INDENT=1] [/INDENT]

I’ve found what I believe to be Marduk’s optimized combo after launcher. For the sake of reference, I’ll refer to the viable post-launch Marduk combos as variations #1-3

The optimized variation #1
launch>cr. fierce>cadc>cl.mp>cr.fierce xx fierce gator slam
(434 Damage)
(~45-50% Meter gain)

launch>cr. fierce>cadc>cl.mp>cr.fierce xx rh DLT xx punch variant
(399 Damage)
(~60% Meter gain)

launch>cr. fierce>cadc>cl.mp>cr.fierce xx rh DLT xx kick variant
(424 Damage)
(~50% Meter gain)

As opposed to the easier variation #2
launch>cr. fierce>cadc>cl.mp>cr.mp xx fierce gator slam
(413 Damage)
(~40% Meter gain)

Or the easiest variation #3
launch>cl.mp>cl.mp>cr.mp xx fierce gator slam
(383 Damage)
(~30% Meter gain)

Variation #1 is the most difficult to perform and powerful of the three, gaining more meter and damage than the other two variants. Its timing and spacing is particularly touchy. If the cl. mp following the first cr. fierce>cadc is performed too quickly, it will push Marduk underneath the airborne character, dropping the combo. If done too late, the airborne character will be too low for the second cr. fierce to hit, again dropping the combo. After some practice, it’s pretty easy to eyeball a late cl. mp and salvage it mid combo to follow up with variation #3.
Another important note, cr. fierce canceled into DLT won’t combo without charging a split second beforehand until they fall into its hitbox.

These combos began with a raw launch. Obviously, meter gain and damage will vary depending on what precedes the launch.

I’m not sure if this is common knowledge or not. But it seems all launchers are not created equal. I mean, outside of the obvious differences such as Jin’s two-hitting launcher, it seems launches have varying height.
I discovered the Marduk combo I posted about earlier, starting with launcher, is partner specific. Simply put, this works with a Rolento/Marduk team and not a Guy/Marduk team. I tested all of the Street Fighter side of the cast to see who the **launch>cr.fierce>cadc>st.mp>cr. fierce xx gator slam **combo does and doesn’t work with.
[INDENT=1]Does Work With (Easily)[/INDENT]
[INDENT=1]Rolento, Vega, Poison, Hugo[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Does Work With[/INDENT]
[INDENT=1]Abel, Ryu, Ken, Bison, Zangief[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Does Work With (With Difficulty)[/INDENT]
[INDENT=1]Akuma, Ibuki, Sagat[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Doesn’t Work With[/INDENT]
[INDENT=1]Guile, Chun, Cammy, Rufus, Sim, Balrog, Juri, Sakura, Blanka, Cody, Elena, Guy[/INDENT]
[INDENT=1] [/INDENT]
With Guy, I couldn’t even land the first cr. fierce. I couldn’t determine what caused the difference. Whether the problem is the height or some form of recovery varying. Or both. I’ll do the rest of the cast later. Also, let me know if you guys were already aware of character specific launchers.

I’m sure you probably tested for this, but was it a case of positioning? For example, if you’re in the corner, it’s a lot easier to land combos than if you have the opponent in the corner because of how long it takes for your partner to run out.

^While positioning is a factor, its also just a fact that some launchers launch much higher/lower than others and/or have more/less recovery. For example, anyone who plays King will know that its simply impossible to land a knee after some characters launchers regardless of where you are on the screen. Anyway, great combos.

I’m looking to experiment with splitting my team into two separate ones. Currently running Gief/Marduk and it feels like Gief has turned into more of an anchor in v2013. Who would you guys recommend as an ideal point character for Marduk that would compliment him well, maybe even cover his weaknesses?

SFxT Marduk forums FTW! Thanks guys