The Craig Marduk Thread

4 frames of start-up with 5 frames of invincibility

what are you referring to here?

-dime

Cr.hk dash cancel into ex grab.

Does anyone know the frames to his dashes? And also the frames after a blocked cross rush?

ill answer this but… BUY THE GUIDE.

forward dash =17 frames
backdash= 27 frames total
blocked launcher = -34
hp=1050

the guide has more…

@ everyone else:

guys have any of you experimented with marduks crossover/fake crossover? i saw something in a mike ross vid where he did jumping HK and it looked like it was a crossup but since the HK hits lower in the air it didnt crossover. the guy seemed to think the same cause he walked into it. just seems like something that could be really good if we invested time into it to figure out what ranges it seems most ambiguous at.

-dime

Ok so mardukes got some set play ala Abel… I haven’t tested versus all reversals but I have tested against blocks and this shit seems very hard to block:

Command grab then if anticipating forward roll:

Forward dash, regular jump backwards, j.mk (this setup requires the opponent to block crossup and isn’t jumpoutable as they will get hit in prejump frames)

  1. Command grab, forward dash, super jump backwards immediate j.mk ( this setup looks the same but makes them block opposite of setup 1. Also note that the opponent will have to mixup there blocking as Marduk will land on opposite side as where there original block originated… Very tricky. Can be jumped out of though)

Now I’m going to look for some against people that stay put. These mixups won’t be to powerful as they will only each have a 25% chance to connect… But if they do hey that’s 180 plus at least 300 so 480 damage when everything all goes well. If you get the easiest damage and bnb’s then it will be more like 240 plus 440 for 680 which could be a round ender…mshit hits even harder with power gems of course ( guess who uses power gems)

After I find some those that stay put then I’m looking for some after gator slam… Ones after gator slam will be the most powerful since Marduk always combos into those off of tags and also gets them on aa’s.

Oh yeah hers a bonus mixup:

Blocked j.mk crossup,cr.lpx2 ( then j.mk crossup or early j.hk non crossup ground bounce) <------ that’s a left right mixup that might prove decently powerful if used in moderation.

-dime

^nice, mixups were just the thing I was gonna start trying to figure out. Great info

Hey guys I’ve just started using Marduk and I noticed after an ex-tackle you can do lk-hp-hp to hp gator slam, it does more damage than the lk-mk I always see people do and its a lot easier with no timing required, I’m not sure if this is known or not.

Post EX tackle, I think far s.mp-d+hp, c.mp xx HP Gator Slam does the most damage

I have posted something very similar to this, just became overlooked now.

Yeah, this is my main finisher.

are there any decent Marduk players on xbl that are willing to spar with me? I play Guile/Hugo but thinking on switching Hugo for Marduk.

Thanks in advance

edit:

gt: iVi a iV 9 o
in: Hawaii

Sent from my LG-LG855 using Tapatalk

Hey iVi I’ll add you, don’t post much but I’m gonna start, I’m pretty good with Rolento/Marduk so let’s spar.

Gamertag
: Sheriff Murphy
in: Toronto

This is a really good mixup, really good.

Also, wanted to post something from the guide about lp/EX gator slam…So frame data for lp version is 6 startup, 4 active. EX is 7 startup, 4 active. In “notes” it says for light “Crushes airborne attacks frames 1-9” and for EX “Crushes airbone attacks frames 1-10”.

People keep saying 4 frames startup 5 frames invincibility, but I think that’s completely wrong. Unless there was a change the moves have no invincibility from ground attacks, so no actual invincibility like a Shoryuken, but they have full crushing (so ya, invincibility) against all air moves except for on the last active frame+recovery frames…but the real difference to note here is frames 1-9 it said. Crushing frames, from frame 1-9. 1 frame AA people, probably the only one in the game. I hope I’m not just interpreting this wrong, but I think I’m right this thing is ridiculously fast, faster than any light punch normal in terms of randomly hitting people when they’re at like ankle height so I think it is 1 frame…

It’s 4f of start-up, 5f of invincibility for the EX Northern Lights Suplex

Crushing is Tekken terminology for “always beats”

ie: crouching will always go under high attacks in Tekken, therefore any move that “crushes highs” will always go under highs at a specific point.

Craig’s anti-air throw works the same. You have nearly 10f of invincibility vs. airborne attacks with the LP and EX versions. This is what makes it such an effective anti-air.

I think you missed my point, the point was the move has virtually no startup on airborn foes, not only is it invincible, but it crushes from frame 1, meaning always beats as you said. This means that on things like dive kicks or meaty, low to the ground wake up shenanigans, marduk will grab in 1 frame, rather than the 4 of startup.

A 1f anti-air is an entirely different option though I understand your enthusiasm for how well Gator Slam works as an anti-air :slight_smile:

c’mon guys… am i the only one working on craig wakeup mixups in here???

anyways i just got back and am now getting crackin’ on some mixups from gator slam… heres what i got so far:

dont use hp gator slam in combos, it pushes craig to far back and only does a bit more damage than mp slam (the combo: ex mount,cr.mp xx mp or hp slam only does 16 more damage than mp slam whereas mp slam leaves craig closer… hp slam only allows craig to dash up and then crossup with meaty j.mk. but allows no mixup opportunity for landing on the other side as far as i can tell.

on wakeup there is a “magic area” that craig wants to be at, at which point he can either crossup with j.mk or do a non crossup with a combination of another button and/or superjump.

mp gator slam more allows craig to be in that area AT THE RIGHT TIMING than hp gator slam does. ALSO note that LP gator slam leaves them in the same exact position as mp slam which means that any mixups that work after mp slam will also work after lp slam. this is another reason to get used to mp slam okizeme… you will be more conditioned to mixup off of LP slam when you hit it as AA.

also im lazy when testing these things so i only test against kazuya… note that fatter hitboxes make for interesting results for instance on fat hitboxes, using the command grab mixups i posted earlier, craig can jump back and j.HK as a non crossup, while jumping mk will crossup, and this is with the same exact jump and dash timing making for an EXTREMELY ludicrous left/right that leaves only a frame or 2 to timing block. unfortunately though it only works on fatties, against skinnier characters you have to get more involved.

i’ll edit and post up my findings on mp and lp gator slam mixups as i get them more polished.

-edit STRIKE EVERYTHING I SAID UP THERE. craig has an easy mode left/right off of hp gator slam which is:

normal block: dash forward, slight walk forward, j.hk.
crossup block: dash forward, slight walk forward, slightly delayed j.mk (the delay is on the button not the jump. the jump in both of these scenarios has the same timing as does the dash. only difference is that j.hk is pressed slightly faster and j.mk is pressed slightly slower.

i think this is an awesome mixup for foes that dont roll, now to come up with some against those that do.

-dime

Can I see a video of someone tag cancelling a gator slam and following it up? I can’t do it consistently and whenever I try nothing will connect. I play Jin/Marduk and I want to hit the glitched overhead off of it

Wow Marduk’s vortex game is sick. I found a mixup off of mp Gator Slam. It’s a 50/50 if they roll.

mp Gator Slam, backdash, slight step backwards, jump forwards mk. Cross up.

mp Gator Slam, backdash, slightly longer step backwards, jump forward hk does not cross up but looks like it will.

Both are super ambiguous, and timed right, you will them right as they get up, making it pretty much inescapable. If they guess wrong three times on wakeup they’re dead.

Command grab, dash forward jump backwards mk, BNB end with mp gator slam, do the above and damn they have no health left at all.

:smiley: