It only just occured to me that thanks to tagging, Free-Super combos might actually be somewhat viable in this game, or maybe Free-Super Resets/ setups, to be more realistic.
I actually think Characters with Grappling Supers might actually have an edge in that regard, since they don’t need to combo into a Hyper, they just need to set it up.
For those of you that haven’t watched the WNF video, Mike Ross uses both Marduk and Zangief and really, makes them look rather effective. Either click the links which contain timecodes or skip in.
[LEFT][media=youtube]D2vHB1aMRko[/media][/LEFT] Marduk and Zangief versus Paul and Ken 21:15 -> 31:00
He seems to combo into his Super here which is interesting. It also seems like at a certain range, it’s rather easy to avoid through jumping. Much like Zangief, it looks like throw
Marduk and Zangief versus Chun Li and Rufus 47m15 -> 57:00
This one skips a tiny bit at the start because there was a break in the uploaded stream.
Although he loses overall, it looks like Mike Ross was still testing what he could do. Look at the awesome end of the first round but then in other rounds, it looks like he’s testing out the properties of Marduk’s armoured punch. :eek:
He struggled a bit in this one. Bad match-up for Gief and Marduk or just lack of experience? I feel it’s the latter more than the first. While it was interesting to see Marduk’s punch absorb a fireball, I don’t really think that’s the best use of it, ha ha.
Perhaps it would be hell versus the likes of Sagat and Ryu but if nothing else, this team looks fun.
marduk looks like one of those characters that can do a lot with only a few tools, like guile. simple bully tactics, and nimble for a character of his archetype. dat j.rh
For serious, Marduk’s EX Gator Slam just snatches everything at that delicious jump-in angle. It’s really crazy, makes people consider coming in from the ground where Marduk is the strongest as long as you’re scaring them with that meter.
Mike Ross is comboing that slow, armored arm swing into his EX command grab… So either that moves allows grabs to connect, or EX Northern Lights Suplex can hit during hitstun. In either case, that’s quite interesting.
I’m surprised no one has really considered this in any discussions I’ve seen: While a full free super is unlikely with a grappler there is a really dirty potential trick with them once frame data is compiled:
Do a combo that ends by going into a command grab, but since you can’t combo grabs you CHARGE the throw for the number of frames required so that the throw becomes active at the same moment the opponent gets out of blockstun. Basically it allows any grappler to do something akin to a blockakusa where there is no time for the opponent to be able to jump/backdash/throw/ect between hitstun/blockstun and your throw connecting.
You can ALWAYS jump or backdash out of throws. Doing what you’re describing works, but unless your move leaves you at frame disadvantage, it’s better and less telegraphed to just do a tick throw.
what are you guys using for Marduk tag in combos, I can’t find anything outside of Mongolian Chop. Seems like he doesn’t really have anything. In other news though, Far St.hp, hp chain is godlike for buffering into mounted tackle.