The Craig Marduk Thread

the lp and ex gator slams are actually made to go through all aerial attacks so uh

yeah

I just did a bit more training tonight and am starting to figure it out a lot more. Doesnt seem quite as bad as I first thought. I still feel like hes going to be pretty low tier once people have had enough time with the other characters but at least hes quite fun. I will probably drop him from my main team for now though and downgrade to one of those endless battle mains just to mix things up sometime.

So this might be obvious, so my fault if it is… but here it is haha.

I noticed that with Marduk people have been liking to back dash or jump on wake up to get out of mix ups.

So (once again, might be obvious) on characters with back dashes where they are in the air for a split second, like Ogre. You can gator slam them out of the wake up back dash. I can try to record if that helps but it’s really been messing people up and if you read them you have to force them to sit there and take the mix up.

that brings up something I had been wondering about, but have been too lazy to check (even though i have the bradygames guide right here haha), is every character airborne in their back dash?

edit: I’M COOL AND MISSED THE PART WHERE YOU SAID SOME AREN’T. IGNORE THIS POST I GUESS.

Well I just checked and according to the guide everyone seems to.

But I can’t for the life of me get the gator slam to hit Xiaoyu out of her back dash, I can try to test it on other characters as well and see what comes up.

so am i mistaken for does marDUKE get a free spd after they roll towards you?Are people just stupid and not jumping?

He doesn’t they could hold up. But you could also meaty jab them… so it is what it is.

Lately ive been doing alot of dash cancel cr.hp after crossup mk. Leads to big damage on hit and It seems semi safe on block. I should test it to see what the actual disadvantage is but it seems to work pretty well, helps keep you close.

Been messing with Chun/Marduk since Chun’s footsies are pretty good and she can worm her way in but I find getting Marduk in with mixups is the fun part. Tag canceling her heavy spinning bird kick leads to a few things.

-Cross Up (have to dash a bit)
-Jump roundhouse
-Overhead (The spinning bird kick hits once if they are crouching)
-Gator Slam/
-Command throw- The few times I tried this online I just stood there or walked forward during the block stun if they were scared to move after either suplex or if they jump AA

-I’ve yet to try with a Spinning Back Fist gimmick especially since not a lot of people know what to do against a Marduk and catch those people that enjoy pressing buttons

If the SBK actually hits then you can punish with what you’d like.

Oh cool, thanks. I’ve gotten into this bad habit of using punches for everything, guess thats what i get for picking steve during my first time playing a 6-button fighter right?
And i think that I’ll have marduk as a secondary (tertiary i suppose? seeing as I’m already using 2) behind sagat and steve for when i have to deal with other grapplers, steve cant do anything do hugo lol

So I did a little testing at It seems like Marduk dash cancel cr.hp on block is about -5. So not bad at all! Ive been using this after crossups to go for mixups or if its hits you get a pretty good combo 369 damage… not bad at all. I think this is a good addition to Craigs game.

whats his best air to air i keep getting destroyed out of the air

He’s absolutely terrible air to air, probably the worst in the game. MP or LK are your best bet, but even those will get beaten by almost everything.

ok ground game it is

j.MP is solid air-to-air, but Marduk should never be trying to meet them in the air with LP and EX Gator Slam both having invincibility against air attacks.

I’ve been having a lot of success mixing in his far MK-HK string after c.lp x3. On block, it moves Marduk in close enough to LP Northern Lights Suplex afterwards, while the HK can also be delayed. If they twitch to avoid the command grab, the HK hits and can be canceled (I prefer tackle xx dash cancel for pressure or space) or Boost Combo’d afterwards.

I’ve had more opportunities to use the overhead as a result of players being scared of eating the string into a combo. I’m going to do some more exploring with it and see if there are any available option selects to be found.

LP Gator for AA is godlike but you have to have good reactions. I spent about 20 minutes just practicing getting the LP Gator out quick as possible. Since then during online play I’ve snatched everyone outta the sky without needing to think about it.

Also I’ve had tons of success with Jab Body (MP>c.HP, xx DLT>P). The hitboxes on Jab Body are amazing in mid range footsies just outside your c.LP range.

As far as air2air I’ve resorted to using j.LK and I’m actually happy with it over j.MP. If you read their jump and do an early j.MP then its superior, but if you need a quick A2A in normal situations j.LK comes out much faster than j.MP and even tho it has a smaller hitbox it also seems to have a much smaller hurtbox.

Now if I can just remember to use Mongolian Chop more often :confused: I keep forgetting it exists!!

Marduk’s trial 18 (j.HP, j.HK, s.LK > cr.MK > cr.HK) is really screwing with my mind. I have no idea how to connect that s.LK after the ground bounce. Been at it for almost an hour, I think. I know it’s not really a practical combo, but really want to get through Marduk’s trials. Any tips on this one?

I cheated a bit for this one. After the j.HP, j.HK, I did the EX takedown. After they wall bounce, I hit with the LK, waited for them to fall a bit and just chained c.MK, c.HK

One of the things about the trials in this game is that you don’t need to follow them exactly, as long as you have the moves listed connect.

Air to airs, I try to avoid for the most part. On reaction, LK is probably the safest bet. If I read (or in my case GUESS) a jump, then I’ll do an early jump MP. Half the time I end up slapping nothing but air… but I do use jump back MP. If you can read people correctly though, because of the speed of his MP, done early you may counterhit them. This happens more often than I would have thought. Free mp xx gator after that, at least.

srry for the late reply i was stuck in the middle of the australian desert with no internet connection for a week, yea i agree with you. i think marduk SHOULD jump. he doesnt have any moving forwards moves that are safe on block or have really good range so that leaves him with jumping and dashing and getting hit and rolling. duk should be using all 3 when hes on point as he wont do a lick of good from outside of his far fierce range especially when people arent stupid enough to just jump into his AA’s…

HOWEVER, ive been experimenting with his far fierce poke… and yo, man that shits good. i just zone with it and try to use it like a fireball ala john choi style, basically baiting them to try and jump over it so i can AA them (not many characters afaik have a normal move that can really compete with its speed whe its done at near max range.

the far fierrce strat works WAAY better against non fireball characters than those that have them. i’d even go as far to say that marduk is a polarized character in the vein of honda in that he does well against/destroys non fireballers and gets shat on by fireballers. which in a nutshell means to me that he is strong against tekken characters and weak against the capcom plasma chuckers.

also got the guide about right before i left last week and marduks regular jump is 34-35 (cant remember exactly) frames. his HIGH JUMP is 31 frames… so basically ALWAYS USE HIS HIGH JUMP. its the fastest standard jump in, in the game. high jump is the same motion as it is in marvel games (down then up)

-dime

what are his good far pokes to land chain combos? with gief i can l.k mp all day for great preasure…whats marduk version of that

You have to hit j.HK as late as you can (so j.HP must be very deep too).
If you want to cheat it, you can also dash cancel an ex DLT to get a few more frames of hitstun after j.HP