The Craig Marduk Thread

I meant tag from marduk too another character he doesn’t really have anyways to set that up. You can actually tag cancel the gator slam but it seems like nothing will juggle outside of supers so not that useful.

Good to see some familiar names in this thread. Looking forward to getting in training mode and working out some strats. The main “issue” I’m having with him so far is that I’m having trouble finding longer hit confirms into tackle than 1 hit xx tackle.

However, his EX grab damage is scary, and he just puts out a lot of punishment. I actually won a copy of the game last night using Abel and Marduk in a store tourney. Some stuff is pretty apparent to me though. Like how he needs to be good at maintaining backfist spacing to deal with zoning, and that he seems to be looking good normals for air-to-air.

In any case, I’m sure training and experimentation will yield good results in time.

ok found it! . it’s that hella noob shit .

press light punch + hard punch and the game does a preset combo. to you let you know that it is doing it it flashes white

So yeah, you can actually combo into his command grab. Not sure why, but Spinning Backfist combos into it (b.MP -> HCB. LP). You can do more damage by linking into his st.LK/LP magic series though; probably a better way to do damage even. You can then spend a bar to cancel out of that to an EX move; I’m hitting mid 300 damages, not that great. Mid 400s if you super out of it.

Also, anyone found out a good combo after his EX double leg takedown? Right now I’m going with cr :mp: xx :dp: :hp:

Edit: You can combo into all his command grabs off the backfist, but it’s a tight link. Wonder how unsafe the backfist is so if you can do any setups where a blocked backfist gives them a 50/50 on anti-air grab or normal grab

Found some sweet combos:

Very early :uf:+:hp:, :mp::hp:xx EX DLT, Trap Kick xx Gator Slam - At least 450 dmg

:uf:+:hk:, :u:+:hp: as you fall down, :hp: xx Gator Slam - Around 420 dmg

He has some basic lights into his MP xx DLT but not a whole lot of damage.

Yea, I’ve been trying to get the most out of his tag stuff. Haven’t tested the game out much yet, but I’m thinking most of his tag cancels will be of cr.H. I’m sure he can get some fun stuff off his H, d.2P/M, H, f.M, d.2P series if you tag out of d.2P.

I bet he might be able to do some nasty wake up/pressure stuff with tag cancel out of stomp.

I’ve been running through the Trials, and I’ve finished 14 characters so far. Marduk’s trials were EASILY the hardest of the bunch. It’s not that the timing is super tight or anything like that; it is just that some of his trials are not intuitive. It takes awhile to figure them out. For example, his Trial 20 needs to start off with a Counter Hit. Which means that before you even start the combo, you need to do an EX charge, then dash out so you can start the combo with a Counter Hit. Of course, it gives you no hints that you need to start the combo this way.

^ ^ I know, the cr.LP into Body Jab link is still giving me a shit ton of trouble. Same with getting the s.LK to hit after j.HP > j.HK

Marduk trial 19 is too hard lol… also combos into tackle are easy, cr.lp x2 or 3, cr.mp xx tackle, eithe rone best damage after ex tackle is st.mp, d+fp xx dp+h or dp + ex.
I meant trial 18… also trial 20 is easy and you don’t need a ch you just dash cancel double leg take down, super easy.

This is another one (you’re talking about the Mongolian Chop, cr.LPx3, Body Jab, right?). You don’t link the cr.LP into Body Jab, it’s actually a chain. Took me awhile to figure out that you could even chain into Tekken strings.

For the s.LK after (j.HP, j.HK), you have to take a step forward after you land from the j.HK (taking a step back will sometimes work too). It’s just a timing issue, but a step will set up the timing correctly.

You’re right. I don’t think CH even knocks them up higher. That’s what I get for having no sleep yesterday, then staying up late…lol. Still, it works as a CH :wink:

This character is Godlike

c.lp links into c.mp and close s.mp. He relies on links for his combos, but they still do great damage.

400+dmg off of overhead O_O

b+mp = full combo or a command throw if you’re lazy

I’m having difficulty figuring out how tag the partner in during EX tackle or EX air throw :frowning: I hit mp+mk but can’t ever get it to work unless it’s off of a normal.

Its not worth it to do it after ex airthrow, you can’t connect anything but a super. The timing is also super tight, you can plink it though. Also you can do it off regular air throw doesn’t have to be ex.

He’s more advanced than i thought he would be. Still practicing though.

I thought it might have been something along those lines. Appreciate it :smiley: Can the regular air throw be juggled after off of a tag?

So far Marduk is the only char I’m confortable with. Still need a partner (King or Rufus?). But my thoughts so far…

His qcb lp throw is pretty cheap. jump in hp (but close enough to the ground that the moves never actually comes out, only the animation) then land and throw is kinda dirty.

l, m, h, qcb k+k, (far away) mp, d+hp, f,d,df hp is pretty strong but uses one meter. I find sometimes using EX moves in combos are not worth it, due to the increase in damage being so little at times, but in this instance it is well worth it. And right now I’m using this combo to keep Marduk in. Seems to work well when I don;t want to complete lmhh and tag out, but instead want to continue with Marduk.

His lack of moves that deal block damage is concerning when they are low on health.

Outside of combos i see no need for qcb k. it’s -10,000 frames on block.

His jumping mk is very good. crosses up easily and seems to have a huge hit box.

Jumping hk’s hit box is so frustrating. it looked much larger before they game was released. Now it is pretty small, making this move pretty risky. But on hit, it’s easy to hit confirm with hp, f,d,df hp.

I hope you are correct about this. This was one of the only trials I couldn’t finish last night. If this is in fact correct and you can chain into certain Tekken strings, the game got a whole lot more interesting.

Thanks for the heads-up.

nope : (

Damn, how is everybody else getting tag cancel after air throw? Even if your partners can only get super, it seems like you could charge it for no meter if the tag cancel happens at the beginning of the animation.

How does everybody feel about partners? Personally I think he’ll benefit from somebody with some good mobility/block stun to get in, tag cancel and set Marduk for some fun stomp/throw/tick mix-ups.

Debating between Julia/Paul/Jin right now.

Fun combo: (w/ Paul) cl.MP, s.MP xx lk Raze, cr.LP, hk Shredder xx[tag], j.HK, s.HP, hp gator slam.

Should do upwards of around 400, plus you can throw in an EX tackle after stomp and follow up with Body Jab xx gator slam.

my theory fighter team is akuma/marduk. akuma builds meter with gems and air fireballs and has great mobility, akuma can safe tag marduk in with fierce srk (is blocked 3 times all hits are slooooow) marduk can finish off akumas combos for good damage and soak up some damage for akuma to heal.

-dime

I’m using Abel to assist in getting in close. I had a lot of trouble vs. Dhalsim as Craig, and I expect other characters with solid zoning might have the same advantages. Unless EX tackle has armor >.>