______ ______ ________ _______ _______ / ____/ / ___ \ / ___ / /__ __/ / _____/ / / / /__/ / / /__/ / / / / /___ / / / _____ / / ___ / / / / ____ \ / /___ / /---- \ / / / / __/ /__ / /___/ / \_____//_/ /_//_/ /_/ /______/ \_____ / __________ ________ ______ _______ __ __ __ ___ / __ __ // ___ // ___ \ / __ // / / // / _=_= / / / / / // /__/ // /__/ / / / / // / / // /_=_= / / / / / // ___ // _____ / / / / // / / // __-_ / / / / / // / / // /---- \ / /__/ // /___/ // / =_=_ /_/ /_/ /_//_/ /_//_/ /_//______//_______//_/ =_=_ ----------------------------------------------------------------- FAQ/WALKTHROUGH Written by: Asianskyblue Email: Kyuunull@gmail.com Maintained by: Wild Man X (firstname.lastname@example.org) Website: Tekkenomics (http://www.tekkenomics.com) Version: 1.00 Written on: January 24, 2011 ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ Use the Search Tags on the far right; press CTRL+F, then type the codes in to find the section you are looking for, with or without the brackets. 1. VERSION UPDATES 2. LEGAL STUFF 3. INTRODUCTION 4. PROS & CONS 5. TEKKEN 6 BR MARDUK'S MOVE LIST - GRAPPLING ARTS - SPECIAL ARTS - ITEM MOVES - VALE TUDO STYLE ARTS - UNBLOCKABLE ARTS - TENSTRINGS 6. MOVE ANALYSIS [mv_spar] - VALE TUDO STANCE: MOVES & PROPERTIES (Coming soon) [mv_vtsm] - THROWS [mv_thro] 7. POKES & MIXUPS [ot_pkmi] 8. COMBOS [ot_comb] 9. CLOSING & CREDITS [go_away] ______________________________________________________________________________ VERSION UPDATES ______________________________________________________________________________ ver# - (mm-dd-yy) 1.00 - (01-24-11) First release. ______________________________________________________________________________ LEGAL STUFF ______________________________________________________________________________ You may download and print this FAQ, but under no circumstances can you put this FAQ on your web page without our permission. You MAY NOT ALTER IT IN ANY WAY or claim it as your own. From this point on, I will only be sending FAQ updates to GameFAQs, IGN, and Tekken Zaibatsu. Anyone who has recevived permission to host any of the Tekkenomics FAQs also has permission to host any of our future text-based FAQs (unless specified), and can obtain updates from any of the previously mentioned websites. ______________________________________________________________________________ INTRODUCTION ______________________________________________________________________________ Welcome to my yet another guide on Marduk. Inspired by other character specific forums, I decided to write this guide on Tekken 6 BR Marduk. I know there are good guides on him already & its little too late for Tekken 6 too as Tekken Tag Tournament 2 is going to be out, still I wanted to do this because he is one of my favourite characters. Why? He is strange in appearance, has a large array of bizarre and effective attacks, is fun to play, and is a crowd pleaser (Although I don't like showing much). He has his downsides, of course but with skillful play these can be compensated for. He packs a hell of a punch, has good range, and has so many different attacks that you can keep opponents guessing until their life bar is empty. A lot of people don't respect Craig because of his size and his looks, well I love to show them that he is a real character (Big doesn't mean blunt always). The purpose of this guide is to let you know what Craig's ins & outs are. Whatever I know, it'll be reflected in it. I cannot claim that it'll make you a top Marduk player but it'll definitely provide you with stuff thats needed to play him effectively. I won't rant for long. You just read & decide where this guide stands. ______________________________________________________________________________ PROS & CONS ______________________________________________________________________________ What is this 'PROS & CONS,' you ask? This is simply a rhetorical term for 'Strengths & weaknesses.' I thought it would be nice change of pace from the other dreadfully formal opinions on this character. Each character is ranked according to three things: How slow or fast he is, juggles, range & overall how powerful he is. Hmm? That was four things? Nonsense! The more intricate details are given below. Just kidding :P Here's the stuff: Marduk's advantages: 1. Tackle: Although toned down in some aspects, still spammable. 2. Okizeme: Marduk's okizeme is deadly, especially when it comes from his throws. Not to forget tackle is a tool for this purpose too. 3. b+1+3 & 2+4 reversals: No need to guess high-mid anymore :) 4. Lots of mixups from 11-frame WS+1 now. 5. Unchickenable airthrows & the new wallthrow. 6. Kickass juggles. Marduk's disadvantages: 1. Size: BIG. I think I don't need to elaborate on it much. When juggled, he gets hit like a toy. 2. No 15-frame launcher from standing or crouch (Let's hope for it in the upcoming Tekken Tag Tournament 2) 3. Hitbox: If you hit a Lar's with a qcf+2 & try to follow with a b+4, he can interfere with a u/f+3 there. What is this NAMCO !!!? >.< 4. Although he's gained some good moves to close gaps, he still lacks some quick mid that knocks down on hit. ______________________________________________________________________________ Tekken 6 BR MARDUK'S MOVE LIST ______________________________________________________________________________ This is Craig's movelist for your reference. Everything mentioned here is same as on Tekken Zaibatsu except: I haven't included the basic arts. I've myself added a little info on special items. Everything is correct according to my knowledge, but if there's something wrong or anything extra I need to add, please tell me about it. ------------------------------------------------------------------------------ = GRAPPLING ARTS ------------------------------------------------------------------------------ Command Name Damage Escape Properties ------------------------------------------------------------------------------ (1+3_F+1+3) Rolling Splash 35 1 front (2+4_F+2+4) Knee Crusher 35 2 front VTS 1+3 Giant Choke Slam 35 1 front VTS 2+4 Body Slam 35 2 front VTS 1+2 Spear Tackle 12 1+2 #1 = (1_2) = Melon Masher 35 (1_2) = (1~2_2~1) = Feint Melon Masher 35 (2_1) = 1+2 = Mongol Chop 40 #3 = 1+3 = Neck Snap 40 2 = 2+4 = Leg Lock 40 1 = 3+4 = Skull Crush 40 #3 f,hcf+1 Jack Hammer 50 1 front f,f+1+2 Atomic Buster 30 1+2 JG front qcb+1+2 Back Freaker 40 1+2 front qcf+1+3 *Changed* Northern Lights 25 1 front Suplex = 1+2 = Mount 15 #2 qcf+2+4 *Changed* Power Slam 25 2 front = 1+2 = Mount 15 #2 d+1+3 Power Bomb 45 1 Crouch-front d+2+4 Ultimate Knee 45 2 Crouch-front f,f+1+2 Air Suplex 27 None Air (1+3_F+1+3) Gator Slam 22 None Air (2+4_F+2+4) Olympus Screw 22 None Air (1+3_2+4_f,f+1+2) *New* Angry Ape 35 None Wall d/b+(1+3_2+4) Hercules Toss 20 (1_2) #4 JG Ground d/b+(1+3_2+4) Rib Buster 30 (1_2) #5 Ground d/b+(1+3_2+4) Body Blow 12 (1_2) #6 Ground b+(1+3_2+4) *Changed* Vale Tudo Trap #7 Reversal [F+] (1+3_2+4) Reverse Head Crusher 45 1 Left [F+] (1+3_2+4) Lift Drop 40 2 Right (1+3_F+1+3) Back Drop 60 None Back (2+4_F+2+4) Reverse Air Splash 60 None Back ------------------------------------------------------------------------------ #1 Tackle is not escapable when started from a long distance away #2 Follow up with Tudo Mount extensions, reduces initial throw damage to 15 #3 Craig will dismount when you do not attempt to escape the mount attack OR press 1+2 only #4 Opponent's grounded position needs to be KND, SLD, PLD or FCD #5 Opponent's grounded position is face down and sideways #6 Opponent's grounded position is face up and sideways, follow up with Tudo Mount extensions #7 High and mid attack reversal, follow up with Tudo Mount extensions ------------------------------------------------------------------------------ = SPECIAL ARTS ------------------------------------------------------------------------------ Command Name (Stance) Damage Level Properties ------------------------------------------------------------------------------ 1,2 One Two Punch 8,14 hh = f+1 = Elbow Sting 25 h MS FCDc = 3,1+2 = Kick Tudo Noogie 14,33 mh KS B! = 3+4 = Vale Tudo Style VTS - - 1,d+2 Gut Punch Rush 8,15 hm MS d/f+1 Swing Upper 18 m JG d+1 Tank Elbow 24 m KS SLDc b+1 Knuckle Dunk 20 M KS SLDc OCb = 2 *New* = Double Dunk 12 M KS SLDc OCb WS+1 Health Tap 16 m = <2 Heavy Artillery 21 m KND CFc = 3+4 *New* = Vale Tudo Style VTS - - qcf+1 *Changed* Blister Elbow 25 m JG = <2 = Blister Knuckle 28 m KND = <2° = Kong Blister Knuckle 48 m GB KND 1+2 Guard Push 0 m GB f+1+2 Cyclone Knuckles 25 h PLDc d/f+1+2 Tudo Noogie 27 m KS TC d+1+2 Shoulder Impact 28 m JG d/b+1+2 Sway Power Hammer 27 m JG b+1+2 *New* Earthquake 25 M SLD b,b+1+2 *New* Heave Hitter 30 m KND u/f+1+2 Mongolian Crush 25 h CF SS+1+2 Tall Hammer 30 m SLD GB B! WS+1+2 Quick Upper 14 m FC+1+2 Craig Horn Toss 30,10 m #1 MS TT f+1+4 *New* Blitz SLD 30 m KND 2,1 Kong Combo 12,14 hh MS 2,d+1+2 Kong Shoulder Impact 12,18 hm JG f+2 Hammer 24 h MS CFc = <1 = Hammer Hook 30 h CF =
2 Heavy Artillery 21 m KND CFc = 3+4 *New* Vale Tudo Style VTS - - 1+2 Spear Tackle 12 s TT = u_d = Side Step Cancel VTS - - d+1+2 *New* Python Explosion 24,24 Lm KND 2 *New* Tornado Hook 21 m MS CSc f+2 Power Straight 26 m SLD 3 Raid Kick 21 m JG 3+4 Vale Tudo Style Cancel - - #1 (u/b_u_u/f)+3+4 Gator Stomp 30 M KS SLDc OCb 4 Kong Knee 25 m KND CFc u/f+4 Jump Gut Kick 21 m JG ------------------------------------------------------------------------------ #1 VTS can be canceled really fast, creating a pseudo wave dash. You cannot cancel after Backdash VTS ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ =UNBLOCKABLE ARTS ------------------------------------------------------------------------------ Command Name(Stance) Damage Level Properties ------------------------------------------------------------------------------ b+2+3 Craig Cannon 84 ! = b,b = Cannon Feint - - = 1+2 *New* = Spear Tackle 12 - #1 f+3+4 *Changed* Alligator Tackle 36 (!) JG ------------------------------------------------------------------------------ #1 Cancels the previous hit, follow up with Tudo Mount extensions ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ =TENSTRINGS ------------------------------------------------------------------------------ Command Hits Damage Level ------------------------------------------------------------------------------ 2,1,3,1,2,1 12,14,9,7,14,9 hhmmhm = 2,2,3,2 10 7,15,7,26 mmLh = 4,3,1,4 10 8,12,14,30 Lmmh ------------------------------------------------------------------------------ ______________________________________________________________________________ MOVE ANALYSIS [mv_spar] ______________________________________________________________________________ Here we start the real meat of the file, the Move analysis. Of special note, i've tried to cover every move in his movelist, except: Basic arts Reversals (Coming Soon) Unblockables (Coming Soon) Tenstrings (Coming Soon) Special items Vale Tudo Stance moves (Coming Soon) Other than that, i'm assumming you're already familiar with the legend needed to understand Craig's moves. If not, i'd recommend that you go through it first otherwise there'll be nothing here you'll be able to associate your reading with. NOTE: Damages aren't included. Look for them in his movelist. WS moves will be covered under Vale Tudo Stance section (will be done soon) Shall we begin..? 1,2 One Two Punch hh The basic 10 frame punches Craig has. Natural combo of course. Can setup a lot of things on hit including new options from VTS stance. Since every character's punches are 10 frames now, so its not a bad idea to start a round with it. Useful. 1,2,f+1 Elbow Sting hhh This option remains unchanged in Tekken 6 too. Craig throws out his left elbow after 1,2 which is little slow but gives advantage on block (+4) & hit (More advantage on hit. Opponent is briefly stunned), although its very rare that you land a normal hit. Most of the time its going to be blocked or you'll land a CH. When it does, it happens mostly because the opponent is used to various mixups & attacks after a blocked 1,2 or when he ducks the 1,2 try to retaliate with a WS move. When this happens, opponent falls in FCD position, from where you can do:- * d/b+4 (Groundstomp) * Dash groundthrow * d/b+3,1,1 This is what I know about this move but you shouldn't forget that its slow & HIGH so it shouldn't be overused. 1,2,3,1+2 Kick Tudo Noogie hhmh At first this move don't seem to have any good uses but in high level play you can't overlook it. Used mostly against those chronic duckers who are used to various mixups like 1,2,f+1, 1,2,3+4 mixups etc. They usually react to 1,2 (Make sure the 1,2 connects & doesn't whiff) followups by ducking or trying to interrupt & this is where the 3 in the string comes handy. They will eat it for guessing wrong (Most of the time you can do 1+2 as soon as you see the 3 hittin them. It's not confirmed as a natural combo but many Craig players use it & has worked for me too) & will do very nice damage if you included the last 1+2 too. Opponent will be short stunned & you get advantage. Mixups? Yes but keep this fact in mind too that the last 1+2 is a high so don't throw it out everytime they blocked the previous 3. Hell..its launch punishable on block too (1+2 is safe though. 0 on block & will stop them if they try to retaliate with anything) so better not abuse it. Use 3,1+2 occasionaly only when you're sure 3's gonna hit them or your tricks will get exposed. 1,2,3+4~3+4 Vale Tudo Style - The VTS stance extension after two jabs. You can cancel it immediately by doing 3+4~3+4. Although not seen much in T6 as previous games still a strong way of performing Craigs enormous juggles. Better to use it after hitting them with 1,2 than a blocked one as you risk yourself of getting interrupted. Also, don't just get into the stance and do nothing. Rather use the extensions afterwards to open up the possibilites. They are really good. 1,d+2 Gut Punch Rush hm One of the best pokes Craig has. Natural combo. 10 frame speed. High-mid string so you don't have to worry about duckers. Provides enough frames on hit so use it for pressuring, punishing, countering etc but do remember that in case its blocked the disadvantage is a little higher than previous versions (-9)...oops! This means you can't keep the pressure going with it. Don't worry though. It's still SAFE & tracks well too. Use it wisely. d/f+1 Swing Upper m Animation's changed a bit now but its the same old, good 16-frame uppercut. Craig's fastest launcher (Normal hit). Great punisher to blocked or whiffed attacks. Sometimes they duck misjudging it for a throw & eat it, so launches crouchers too. Tracks to Marduk's left & only jab punishable on block. NOTE: Juggles aren't range dependent in T6 now or better say they are less dependent. This means no matter where you connect d/f+1 from, if you're confident with juggling abilities you can still do the best juggle of you're choice. d+1 Tank Elbow m Not as effective as it used to be in 5.0. Still an IRREVERSIBLE elbow that forces opponent into crouch but no advantage on block now (0 frames) which means no uninterruptible followups, just guessing games. Frames only on hit now & puts opponent in SLD position when hits them as CH, although its very rare that you hit them with it as its slow, short ranged & easily SSable. b+1 Knuckle Dunk M = 2 Double Dunk M Just one more extension to b+1 which looks almost the same except it comes from right hand. Force crouch on block or hit, should anyone or both of them connect. b+1,2 itself is a good juggle finisher but when it comes to hitting standing opponents, i'd suggest stick to b+1 only as its safe on block where as the 2 isn't. You'll eat generic WS+4's. Also b+1 itself is a good bait for reversal on block. P.S. b+1,2, is a Natural combo on counter. qcf+1 Blister Elbow m The same old f,f+1 uppercut launcher from 5.0 & DR coming from his left hand now with a new command. The qcf input is little tricky & needs some time to get used to. I'm saying so bcoz sometimes when you try to do it you may end up with a Jack-Hammer (f,hcf+1 throw). It may be OK till you're landing the throw instead of the uppercut but the annoying part comes when they break it or duck...Ouch! Also it can't be used to punish the lows that stagger the opponents. Thanks to qcf command. Now you're restricted to u/f,N+4 or WS+3 only. Well done, Namco, great job! keep up the nonsense.... Although this move has so many things aganist it, its still one of his STRONG launchers. Its better to use it after some frame advantage i.e; after a successful 2,1 mixing it with qcf+2, qcf+1+3_2+4 throws etc. P.S. Don't do it too close. You'll eat jabs. Do it from a distance. qcf+1 Blister Elbow m = 2 Blister knuckle m Not too many uses. The last 2 can be used to surprise the opponents who are used to qcf+1 or see it whiffing & come charging in. Be careful, if its whiffed you'll be stucked in some hard place. qcf+1 Blister Elbow m =2* Kong Blister Knuckle m Natural combo. If you hit them with qcf+1, press and hold 2 to make combo compelete. Not too fancy from juggle point of view but good when there's a wall nearby. The last 2 will thrust the opponents into the wall, giving you a chance to do either:- > A d/b+4 (Groundstomp) > A Groundthrow There's a rumuor that (qcf+1),2*, iWR+3 works in Tekken 6 also. I'm not sure about it. 1+2 Guard Push m The same "Offensive Push" from 5.0 & DR, a little slower now (15 frames) instead of 13 & more disadvantage on block. Does no damage itself (whether normal hit or CH) but gives frames (+3 on normal hit)& pushes opponent back a little (They are pushed wierdly, as if there was a wall behind them). On CH (Learn to note the stun effect) 1+2 now guarantees a free d/f+1 which you can juggle from. This wasn't possible in previous Tekkens. A f,f+2 after a CH 1+2 is still there. Only useful near walls. Lastly, even though its safe on block, i've heard it doesn't track anymore. Need to check it whether its true or not. f+1+2 Cyclone Knuckles h One of the Craig's long range moves, now SAFE. Good for punishing the moves that push far on block e.g.; Paul's qcf+2, Lee's d,d/b+4, DJ's d/f+4,4 etc & as whiff punisher When no other move would reach. This should be done only against those moves that don't recover crouching e.g.; AK's d/b+3 which he performed from far. If you tried f+1+2 at this moment, it'll whiff & you'd be punished. It is 15 frames so it is good speed but it is a high. Use it in the same way as Bryan's f,f+2. d/f+1+2 Tudo Noogie m This move was a HIGH CRUSH in previous Tekkens, & it continued to be so in Tekken 6 too, which is good. It stops any type of high attacks such as jabs, *Magic*4s, Feng's b+1, EWGF, Steve's 1,2,1 etc & puts opponent in brief stun (opponent is slightly forced to crouch position). Gives frames on hit (+3) so you can build up pressure with moves like 1,2_d+4_b+4, throws etc. Sometimes its also nice to throw it out after the attacks that are negative on hit e.g., f+1+2_d+4 etc. These moves don't give any frames & if your opponent knows this he usually throws out moves like 1,2_4s etc & simply messes up to eat d/f+1+2. Thats one way how it should be used but you can create your own setups too. Tracks well but if its blocked you're going to eat jabs so be careful. d+1+2 Shoulder Impact m This is one of his HUGE launchers. Great counter to blocked sweeps e.g., DJ's f,N,d,d/f+4, Paul's d/b+4, Nina's d,d/f+4 etc (Although you need to do a crouch cancel first) & sometimes goes under highs as well, although its NOT a high crush. Craig can be jabbed, countered with 4s, even thrown sometimes. This move can be used when your opponent is at distance & throws out 1,2 in which 1st 1 whiffed & 2 was to connect. Beware, if the opponent goes for further strings, you'll be hit e.g., Steve's 1,2,1,2. Don't do it here or you'll be hit. Use d/f+1+2_d+4_d/b+1 instead. Also don't throw it out randomly whenever u like (Some rushdown kindof Marduk players do it though). Its only jab punishable on block but good comp can get more than that by making it whiff as its extremely SSable. That way you're gonna eat even more damage. Be careful when you're throwing it out. d/b+1+2 Sway Power Hammer m Another powerful launcher in Craig's arsenal. He briefly turns around while he sends the opponent high up into the air, just as Hwoarang's Skyrocket. However, you might get weird angle after the launch. It may happen bcoz Craig briefly sidestepps to right while performing this move. To prevent this from happening, you can do a manual SSL to get a proper juggle but launching them that way in a match too is less practical. Instead what really helps in a match is doing a SSR before throwing the d/b+1+2. This way you're going to evade a lot many things that you couldn't by doing a SSl e.g., jabs,4s, & some mids too. Wierd angle won't be a problem once you know the juggles BUT its emphasized, don't get it blocked because:- * Recovery is really ass (-22) which means you'll be murdered (However, your opponent should know this too) * There is NO PUSHBACK on block as it used to be in previous tekkens. This is the worst setback for him which means even if your opponent doesn't know about the disadvantage, he'll hit you easily with anything like Paul's qcf+2 DJ's f,f+2_EWG, Steve's f,f+2, King's b+3 etc. This part used to save Marduk's ass in previous games but now its not the case. P.S. d/b+1+2 tracks to Marduk's right although it doesn't look so. b+1+2 Earthquake M One of the best ground hitting attacks he got in T6 now. Best for okizeme purposes & has lot of setups whether they eat it or block it. Craig brings both of his hands down as if he's gone nuts. If you hit an opponent trying to quickstand (And u usually will. Standing ones will block it nearly everytime) with it he'll fall in SLD_PLD depending which position he was trying to getup from, right in front of Craig. You can combo with a WS+3_FC d/f+4_groundthrow (Breakable) afterwards as he recovers crouching (However,if you hit a grounded opponent with it you don't get any followups). Catches backrollers too but only from KND position. Does solid damage & overshadows f+4 when it comes to hitting grounded opponents as its more damaging, got good range (better or almost same as f+4), provides good positioning afterwards and SAFE. Yep, its safe, so you can use it as a bait for reversals too should this move get blocked. More setups in POKES & MIXUPS section. b,b+1+2 Heavy Hitter m Craig hits the opponent with his both hands like a "Swinging Bat" animation knocking the opponent off. Although safe, its not used much by the players in their matches as its slow. A few combo vids show juggles are possible if it hits as CH (Opponent is thrown away in the same way as DJ's WS+2), but they aren't easy. You need to dash in to connect a d/f+3,1 to start a juggle. If you manage to hit them with it-it'll be pure luck coz using it deliberately is just a wastage of opportunity. Avoid it i'd say. u/f+1+2 Mongolian Crush h The 'Ear Slap' is much better than before. Causes collapse stun in the same way but good juggles are possible now, for most of the Tekken cast except a few small characters. Now you can do: u/f+1+2, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2. Works on medium to bigs. u/f+1+2, d/b+3,1,1 Works on any character but better use it against smalls only like Wang, Roger etc. This move can be done from FC too & is 17 frames so now it can be used to punish them after ducking throws or any high attacks ( Not the ones that recover crouching) This way it can be a better punishment than WS+3 as it is faster by 1 frame & also provides much more damaging juggles compared to the latter one. Practice as its the only SAFE launcher he's got unless they duck it. SS+1+2 Tall Hammer m Same Tall Hammer from Tekken 5 DR. Everything same as before except its got less advantage in block now (+1) which means limited followups ( Jabs, d/b+1 d+4, throws are good to start with). Still a nice move to do. Its used in the same way as other character's d/f+2 i.e., SS their attacks & punish it with. Great evading tool & a really nice move to mixup with d/b+1+2. On hit, opponent falls in SLD position (Same as CH WS+4) where you can combo afterwards with a d/b+4 or a Groundthrow juggle (Breakable). Sometimes the Groundthrow won't juggle due to angle from which you hit them after SSing their attacks. Craig'll land a Rib Buster, one in which he kicks the opponent from sideways. No problem you still get good chunk. Good tool to start pressure again after finishing a wall combo against a rising opponent. Wait till they get up-then throw it out to get back to advantage. Bounds in juggles too. Again only useful when opponent hits the walls (Hard to do though). A nice move altogether & overshadows d/b+1+2 as its safe. Very effective against rushers but if an opponent is turtuling, check the distance you're throwing it from. If you're not careful, it might whiff! WS+1+2 Quick Upper m Crap! Less range, less damage & you always have a way better WS+1 instead. Avoid. FC+1+2 Craig Horn m Craig raises his head to hit them...as if, he smelled something ;p On medium to far hit, it stuns the opponent briefly like Paul's d/b+2 so u can start your mixups afterwards and, if you're close enough, Craig will toss them behind for a throw transition plus additional damage. This is a move you'd do more accidentally than intentionally, if you haven't used it much. Sometimes you'll get this after you messed up trying a d/b+1+2. Having said this, I don't intend to say its bad. Actually, this move's got its places. Its really good when Craig's already in crouch position & opponent is advancing with jabs e.g., Nina's 1,2,1,2_DJ's repeated 1,1s etc. If you want to crush those jabs without compromising on safety & damage this is it. It becomes high-crush from crouch & is safe too, so you don't have to worry even if they blocked it. It also picks grounded opponents that try to backroll (Exact circumstances for this to happen evades me at the moment) & slide friendly Laws & Lees- Once u block it you can float them with it to start a mini-juggle with d/f+4,2 B! stuff. Nice. f+1+4 Blitz m Opponent getting hit by a truck ;p Big damage too. One of his great tools to cover gaps. Craig lunges & hits them like John Cena. Opponent falls right in front of him & Craig ends up in SLD which is usually a good position for him (That only if they eat it. Not if its blocked). You can combo afterwards with a SLD 2_d+2 if they lie there, not if they tech forward or roll back (A d+2 will still hit if they try teching forward) so wait a little to see what do you need to do next. As far as disadvantage on block is concerned, it doesn't look bad (Atleast on paper) but actually is. You're at -frames (-12) & you'll eat some free oki everytime they block it (Unless your opponent is stupid) so use it less often. It looks cool but isn't that amazing. 2,1 Kong Combo hh Best jab punishment string Craig has, if you ask me. True combo & does more damage than other 10 frame jabs he has. On hit, opponent is briefly stunned. He's not pushed back & Craig gets very good advantage (+5) so you can mixup with a lot of things afterwards including throws (qcf+1+3_2+4, qcb+1+2, f,f+1+2), d+2,4, qcf+2, b+4 etc. This string has got advantage on block too (+3) but that depends if they don't duck it. Yes, unlike 1,2 & 1,d+2, 2,1 is not jail which means if they block the first 2, they can duck the 1. So never use it for countering. Only for punishing. 2nd hit of 2,1 is unparryable (Don't know whether its reversible or not) Just for telling its properties. 2,d+1+2 Kong Shoulder Impact hm This move still continues to be unchanged. Same properties, same purposes. No combo, whether the 1st 2 hits normal or CH. However d+1+2 will launch on hit. Mostly used in juggles only & if the opponent fancys ducking & sees the 2 coming, expecting a 1 afterwards, the d+1+2 part may be used. Other than that, don't go too far with this move. Its more show than go. f+2 Hammer h = <1 Hammer Hook h = Craig's f+2 resembles me of AK's f+2,1 series but is a bit different. Though it doesn't create a comboable stun on regular hit & the strings starting from it aren't a Natural combo either but they're still far better than AK's. Craig's f+2 is 16 frames, minor stuns on hit so you get advantage. On CH Crumple Stuns where you can juggle from. The Best part starts here. The CH f+2 stun isn't dependent on groundthrow for high damaging juggles anymore. Instead just do:- CH f+2, d/f+3,1, d/f+4,2 B! d/f+3,1, f+2+4 CH f+2, d/f+4,2 b! d/f+3,1,2,VTSc, f,f+1+2 Old d/b+4 & groundthrow juggles are still there, but its upto you. Whether you want guaranteed damage or 50/50 guessing games. Other than that: f+2,1 : The 1 alone stuns on hit irrespective of the fact whether its a CH or not. You can combo again just like CH f+2 stuff. 1 can be delayed a lot too which means you can throw out f+2 & wait for almost a second before throwing the last 1. Catches a lot of opponents off-guard. Very safe until its ducked. f+2,d+1,2 : This portion is for duckers basically. If they see f+2 coming & try to crouch or if you're sure they'll do it expecting a 1, burst out the d+1,2 part. Natural combo & juggle starter. Leads to massive damage juggles (About 75+ to 99 depending upon your skills). Although it recovers horribly slow on block (-15 on blocking the 2 & -13 on d+1) so that every character gets a free launcher on you, still you should think about using it once in a while as it has great damaging juggles & can really decide the round. Just as 1, d+1,2 can be delayed too. f,f+2 Elbow Sting h Things speeding up. This move is very nice. Sheer speed (11 frames, depends upon your execution but can't be slower than 14), good reach & IRREVERSIBLE. Knocks down the opponent on hit, with no guaranteed followups (Except near walls). Comes out of a dash, so very reliable whiff punisher. Other things might fail but this won't unless the foe recovers crouching. On block, slightly turns their left side towards Craig, so you can evade most stuff they try to throw on you like jabs, crouch jabs, some mids etc just by SSR (SSR 1+2 or d/b+1+2 is good). Still guaranteed after a CH 1+2 (Only near walls) & is safe on block (Just -1 so u haven't lost momentum completely). The only thing that may stop u from overusing it is the fact that its a high. d/f+2 = >1 Double Impact mm Mid gut punch followed by a left one. Not too special. Natural combo on counter only. Used basically as a juggle ender (Mostly near walls) & sometimes as a wakeup tool to catch quick standers, backrollers etc depending upon the situation. The last 1 on hit sends opponent flying a bit to Craig's right so if there is a wall there, you can get a mini wall splat plus some additional hits too. The 1 after d/f+2 is delayable & can be mixed with other attacks too but works best after a wall throw or any throw which leaves them near walls. Make d/f+2 whiff & they think its over, let the 1 fly to splat them to walls. Not safe, jab punishable. d+2 Alligator m =4 Gator Knee m Finally, an interesting move to write about. Right elbow to right knee. It has many things good about it. Natural combo & good damage (More than average throws!). IRREVERSIBLE & no push back on hit like before. Instead it briefly stuns the opponent just like Paul's d/b+2 from where you can start your mixups like qcf+2_1, throws, d+4_d+3, d/f+3,1 etc. On block, its totally SAFE, however, the last 4 fails to connect sometimes. Still no worries. Its not easy to punish Craig at this point. Opponent has to be really good to take the advantage of the situation. On the same issue, if d+2 is blocked or whiffed & 4 connects as CH, it stuns the opponent. Same as CH WS+4 except you can insert d/f+4,2 B! b+1,2 here. Old d/f+3,1 juggles aren't possible anymore. For some reason, people don't use it much but you should. When combined with other pokes, it can quickly chew away opponent's health. Start using it if u haven't to get all the ideas. That's all I can say. d/b+2 Flash Tomhawk m HALT! That's the way it looks like when it hits as a CH. The same old d/b+2 from T5 series now got properties changed a bit. Still the same 14 frame startup so good speed. Forces opponent into crouch on normal hit & block. On CH however, opponent is knocked down right in front of Craig exactly the same way as Steve's f,f+2. This part is great. Now you can follow with a d/b+4 (Groundstomp) or a groundthrow (Breakable) for more damage. It can stop any rushing game in its track & is safe too but against turtuling opponents be careful about the distance you are throwing it from coz its short ranged so it can be easily backdashed. Also, this move has no tracking ability. b+2 Rolling Back Chop m Now its a HOMING ATTACK (Tracking move) plus SAFE. Can be used from time to time to check SSers but its not that fast, so should be used either after some frame advantage or from a distance so that it doesn't get interrupted. Besides that, a CH b+2 stuns just like Paul's b+2 so you can start some combos like: * d/b+3,1,1 * SS Groundthrow (Breakable) These are some basic stuff, more could be there. This move's got good range & never whiffs but the speed factor makes it less dependable. qcf+2 Babel Smasher L Awesome new attack! Animation's somewhat like old VTS 2 hitting low. Does good chunk of damage. On hit, opponent kinda "Staggers" & you get frames so there are a lot of mixups afterwards like qcf+2, throws, qcf+1, d+1+2, d+2,4 etc. This move goes under highs as well so if someone's goes jab friendly with u, throw it out to put a break to their agression. On block, its only -12. You'll eat generic 11 frames WS+4s only so no worry. The only thing that might annoy you is the slow speed (Really. Its the only thing that'll make you feel bad about it) but that can be compensated with the various setups he's got for this. I wish it had some extra CH properties but still its OK. SS+2 Backhand Spin Knuckle m The good old SS+2. Now has different properties & purposes. Now you can instantly follow with a VTS stance by pressing 3+4 right after a SS+2, which is nice. On hit, SS+2 now forces opponents into crouch & provides enough frames from where you can start your juicy 3+4 mixups like: SS+2~3+4,d+1+2 SS+2~3+4,1+3_2+4 SS+2~3+4,1+2 SS+2~3+4, 4. On block, its still an interesting move, it doesn't provide any frames but if u immediately follow with a 3+4 afterwards, Craig gets advantage (+2) which u can exploit. Now SS+2(Blocked)~3+4,1 is almost UNINTERRUPTIBLE, if not 100% & even the 1 after 3+4 can be followed with a 3+4 again for some more mixups, if you're feeling dry. Use this fact to your advantage & mixit up with other options he has to start pissing them off. Although its slow, it can bring u back in the game. SLD 2 Wakeup Hammer m SLD d+2 Wakeup Sweep L This is one damn good reason why a SLD Craig shouldn't be rushed at. These two sweet things are still there in T6 & can be very useful if used correctly. SLD 2 is a wakeup headbutt. Semi-fast, irreversible (Obviously) & safe. Gives slight advantage on hit so you can mixup afterwards with d+4_3, b+4, jabs etc. SLD d+2, however, is a low sweep that knocks opponent of his feet just like any Mishima's hellsweep. You can follow afterwards with a d,d/f+4_u/f+3+4 to start a mini-combo (Sometimes you can sneak a groundthrow too) but be sure it hits as d+2 is horribly launch punishable if blocked (Tough u/f,N+4s coming ur way). Any of the above moves can be used in situations like after eating a Paul's qcf+2, Bryan_DJs' 2+4 throw etc. I won't say Craig has a lot of setups for these moves but whatever he's got, he comes across them quite often so use them wisely. f+3 Knee Lift m =2 Mammoth Charge m Giant knee followed by a mid punch. Quite similar to what we see in d/f+3,d+1,2 series. Used mostly as a juggle filler in most combos & groundthrows. The 2 in the string bounds airborne opponents but against standing opponents the whole string becomes NC. Does huge damage (little less than Jackhammer throw!) & forces opponent into crouch. Marduk gets disbalanced a bit while performing it but still gets advantage on hit. On CH the knee will launch them with 2 as a followup that bounds but whole string is so slow that CHing them with it is a rare event to happen. On block entire string is safe but I'd say don't go for the 2 if f+3 is blocked. It can be reversed, parried & SSed left, so if the opponent knows this he'll punish you for it with any 15 frame or faster launcher. An average, unexiting move altogether. For the attacks starting from d/f+3,1 I won't list the names as they are too many of them. Just running info on them quickly. d/f+3,1: Very nice poke. Advantage on hit & block. Same as a standing 1. Totally safe & not easy to punish Craig even if it whiffs. e.g., you are against a DJ. You did a d/b+3+4, SS+3+4~3+4~3+4 to which DJ didn't respond. You did a d/f+3,1 from here that whiffed. DJ, seeing this retaliates with a f,f+2 which you blocked. Got it? d/f+3,1 also leads to some other useful pokes. You can add 2 or d+2 after it for more damage. They're Natural combos too, and safe. Sometimes if you like you can go for d/f+3,1,2,f+1 for building pressure (Just like 1,2,f+1) or d/f+3,1,2,3+4 part for VTS mixups (There are a lot of them even if you cancel the VTS stance by doing 3+4 Just like 1,2,3+4~3+4. See pokes & mixups section too). Other things are just like the ones starting from 1,2. They're not as useful. d/f+3,d+1: Perhaps, one of his best natural combos & whiff punishers. Although slower than d/f+1 for 1 frame, it still holds its own. Range is good due to kick. No matter where you throw d/f+3 from, if it connects anyhow, d+1 will connect too. Great counter to blocked attacks including lows that stagger (You need to do a crouch cancel first) like DJs f,N,d,d/f+4, Paul & Law's d/b+4, AK's d/b+3 etc, attacks that got whiffed via SSing, backdashing or simply use it as a interrupter against rushers. Juggles on hit & damage potential is very good. 78 to 87 depending on your skills. If there is a wall nearby, you can get near 100 too! Block vulnerability's not worse than -13 which means, usually, you're going to eat jabs only but some characters like Cat's (King & Armor King ;p) will get b+1,2, Paul: b+1,2_d+1+2, Law: f+4,3 etc. To avoid this mixitup with d/f+3,1 series. Sometimes they get confused between 1 & d+1 after d/f+3 & eat the d+1 (The d+1 in the string juggles alone too). Reasons for this, as I've understood till now, may be: * They were expecting d/f+3,1 so they ducked. * They saw d/f+3 whiffing so they rushed in. These are some situations for it to happen but these are not the only ones. Start using it. Attack, pull back, do whatever u like. Dance around them with quick pokes & keep looking for a small hole for d/f+3 to connect. If it does, let the combos do the talking. d/f+3,d+1,2: The last 2 is good for juggles only. It bounds & you can follow after -wards with some moves depending upon the distance you hit them from. If you're looking beyond, let me tell you-It's absolute nonsense against standing opponents. Why? The last 2 is a high, can be sidestepped right & can be interrupted with jabs. Wanna know anything else? d/f+3,1+2: The kick to headbutt is same as in 1,2,3,1+2. Natural combo & bounds in juggles (Sometimes it can replace the staple d/f+4,2 to do more damage). Good damage & safe but the last 1+2 is a high, maybe thats why people don't use it as much as compared to other pokes starting from d/f+3. Maybe they don't wanna take risks. That doesn't mean its bad. Its good. Use it if you want some variation or just change of taste. Just make sure d/f+3 hits. d/b+3 Revolver L = 1,1 Double Barrel hm = 4 Trap Kick m One more new addtion to Craig's arsenal. Not a thing that'll overwhelm you but a good poke alone. Hits grounded opponents & the entire d/b+3,1,1 string is used mostly in juggles. However, it should not be used too much against standing opponents as it has a lot of weaknesses: * d/b+3,1,1 is not a combo. Neither on normal hit nor on counter. Also the fact that CH (d/b+3),1 does a comboable stun, doesn't increase its rate of use compared to d/b+3,4. * The 1 after a d/b+3 is high so they can duck it & interrupt from there (Alt -hough d/b+3,1 is safe on block & becomes a NC on counter!). * The last 1 in d/b+3,1,1 is jab punishable on block. Even noobs will block it. The d/b+3,4 part, however, is much better compared to 1,1 punches. Its a Lm string & a natural combo on counter. Good for opponents who like to duck after eating or blocking d/b+3 or those who like to strike back with a WS+4 after blocking it. The 4 in the string is same old d/f+4 from T5 series & is jab punishable on block too but its only jabs & opponent must block it close otherwise it may not be easy for him to punish Craig (Character's like Xiaoyu with short hands will have troubles punishing him for this). It's good overall but less range, less damage (unless it hits as CH) & "no natural combo on regular hit" properties make it a bad choice compared to the following move. d+3 Step Shin Kick l Its still there. Earlier I thought namco removed it but they've restricted it to d+3 now (Earlier it was done as d/b+3 too). Properties remain unchanged though, & its still good as before. It has range (Although it doesn't look so. You don't need to get close for hitting them with it), does OK damage (Much better than a d/b+3) & is a very nice tool to mix your attacks with. Doesn't hit grounded opponents but very handy in oki situations if you doubt anything else. On block, you'll eat WS+4s only so its not that bad. As per the frame data, its slow but isn't that bad for a low. Though not threatening, still a nice poke Craig has. b+3 Sasquatch Cannon m Missing the old b+4 "Bazooka Heel" anyone? It isn't there anymore but Namco has given Marduk a new b+3 which has near about same properties as old b+4 except its a mid. Looks powerful but not as safe on block. Jab punishable from close range, nothing from far (Maybe because it doesn't provide any pushback on block). On hit, knocks them down with no guaranteed followups but thats if they roll back. If they don't, you get a chance to do >> A runup groundthrow >> d/b+4(Stomp)_b+1+2_b+1,2 Range is good but looks aren't (Very uncivilized, kicks like he's going to break someone's door!). A step up from the old b+4, but not by much. u/f+3 Knee Sling m Really, one top of the line knee. Only move you'd like to spam a lot despite its slow speed. Its powerful & knocks down on hit, just like Mishimas' 1,1,2. From here you don't have anything guaranteed but if they backroll, you can connect a d/f+3 with followups; d/f+3,d+1,2 B! d/b+3,1,1 is just an example. On CH, launches them for some really insane juggles that'll destroy them like no one's business. 85+ will come like ABC & if you're skilled you can get beyond 95 too. Can be performed in various ways ( From crouch, VTS stance, d/b+3+4 etc) & crushes lows too (Not everytime however, I don't know why so don't rely on it much for that). Is SAFE (Actually its more than just SAFE) Craig remains at neutral (0-frames) which means everything that your opponent thinks he can do, you have an answer for it (Jabs d+4_d/f+1+2, SS+1+2 are good to start with). Also, if you hit an airborne opponent with it, you can connect a d/b+3,1,1 for a mini-juggle. Don't think, just use it. This is a move you need to learn to play with in every possible way. Sure, be careful about *Magic* 4s & SSers. WR_f,f,f+3 Bicycle Kick M One of his "Maximum effort minimum result" moves. This bullshit started since T4 & still continues to be here in T6. Marduk jumps & performs somewhat a side flip with his left leg to hit them. Hits grounded oppoents, crushes lows & even bounds airborne opponents ( And I can bet you've never used it for any of the above reasons). Its slow, can be sidestepped & random jabs can float Marduk out of it very easily. Not a special move to write about, if you manage to hit them with it consider yourself lucky. 3+4 Vale Tudo Style - His regular VTS stance. More talks on it in the further section. d/b_b+3+4 Backdash Vale Tudo Style - The VTS backdsh, now can also be done by b+3+4. This used to be Marduk's life saver in previous games but now its not the case. Namco's toned it down a bit. Its not that fast as it used to be & even the moves from this stance take some time to come out compared to previous versions making it less abusable. However, you can still think about it. Its good & can be effective if used correctly. Here's some quick info on it: * Its main purpose was evasion & it still is. Baiting is secondary to it. It can be good to do a normal backdash first (b,b,d/b,b,b,d/b). This way it'll evade their attacks much better. * Its used mostly in those situations where opponent is advancing with moves like DJ's b/f+2,1 or Lars' f+1,2,3 Dynamic_Silent entry stuff. If you successfully evaded their attack(s) or made it whiff, there are quite a things you can do: > 1+2 : The ultimate tackle. Use it only when nothing else would reach. > WS+3 : The only launcher (Normal hit) you have from d/b+3+4 & fits best in the situation where there is only a little distance between Craig & his foe or if there's a wall behind him (Craig). > d/f+4 : Same as above except when WS+3 doesn't reach. * Sometimes when you didn't time the VTS backdash right: > WS+1,2: Very reliable if you didn't time the d/b+3+4 right & they come rushin towards you. Can leave the last 2 sometimes as its a high. > WS+4 : Same as above but be careful don't get it whiffed. > SS+3+4~3+4~3+4: The only option you have if you do not want to take any chances & end up safely. Cancels both normal 3+4 & d/b+3+4 stances. > f+2 : Only if you're teasing them. Its slow but got lots of range & lots of priority. You'll have to use it to understand it. These are just a few examples but there are still a lot of possibilities. Use it but only to a degree. Don't rely on it completely. Its OK but not the way it used to be in T5 series ;___; (u/b_u_u/f)+3+4 Gator stomp M An OK ground hitting mid. Dirty looks,limited uses. Nothing special used mostly as a juggle ender from the juggles & combos starting from f,f+1+2, SSR,d/b+1+2, (When opponent gets launched weirdly), WS+3, SLD d+2, CH d,d/f+4, etc. Leads to oki. If blocked, forces opponent in slight crouch position. SS games from here can work sometimes like SSR, d/b+1+2 or SS either side 1+2_2 to build pressure etc. Other than this: u+3+4 is suicide in this game now. Earlier it was used to punish blocked slides. It even did more damage but now its hardly got any uses. u/b+3+4 can be useful sometimes, as an evading tool after a d/b+3+4 or simply the way its done to avoid their attacks like Law_Lee's slides, Lars f,f+3+4 (Its a slide too) etc but don't rely on it everytime as it recovers really slow now. If done incorrectly, you'll eat something! That's all about it. Pretty straightforward move. Use it when the opportunity says so & don't look beyond. Its not a thing to experiment with. f+4 Wild Stomp M Although its his fastest ground hitting mid (i16), its not that special. Its unsafe; you'll eat generic 11 frame WS+4s so try not using it against standing opponents but grounded. It can also be beaten by the wakeup kicks so make sure you train them to eat d+4, b+4, tackle, etc first then mixit up. It also guarantees a d/b+4 stomp on CH, but thats most probably going to happen in a ghost battle, not against a challenger. Its not bad but overshadowed by other options Craig has now. A move that's good as long as it hits. f,f+4 Windmill m Roundhouse kick from his right leg. HOMING ATTACK & knock down on hit. Slight whiff punisher & has got a lot of preference over b+3 as it tracks. Good range good damage & if an opponent eats it with his back near walls, you get a free wall splat to start a wall combo. f,f+4 W! d/f+4,2 B! d/f+2,1 is reliable & good. Its jab punishable but thats if they know it. An OK move altogether. d/f+4,2 Compressor mm Craig's fastest new mid. 13 frames, natural combo & bounds in juggles. Does very good damage (38, more than normal throws!) so a very nice punishment to attacks that recover -13 or slower but are unpunishable by a launcher (note that Craig's fastest launcher is d/f+1, 16 frames) e.g., Paul's WS+2, Lars' SE 3 etc. On hit forces opponent into crouch but leaves Craig at -3. You know what that means, if your opponent knows this too he'll take advantage of it, so don't make it a habit to attack afterwards everytime you hit them with it. On block its as bad as -17 but sometimes you can restrict yourself to d/f+4 alone. Its OK. Train them to it & throw the last 2 from time to time. If it lands as CH, they fall in FCD position, from where you can follow with the same options as from CH(1,2),f+1. Also i've heard that d/f+4,2 bounds the opponent if it hits them while they're backrolling. The exact circumstance for that to happen evades me at the moment. Use it but only for punishing coz the recovery both on hit & block is the main thing that makes it unpopular among Marduk players. They trust a 1-frame slower but very reliable b+4. d+4 Knee Slicer l Eh..Its a knee too (Never seen any other character using a knee as a low) :p This move too has disadvantage on hit & block but its still one of his best lows. 14-frames, crushes highs & UNPARRYABLE. Good damage & tracks to Craig's right. Has got little disadvantage on hit, -5 so you have limited options afterwards such as d/f+1+2_d/b+1_another d+4 to crush any fast pokes coming your way like *Magic*4s, throws (Reminds me of King's GS ) & similar stuff Sometimes it's also good to sidestep or backdash to avoid getting predictable. Just don't get it blocked. If it happens; say goodbye & don't ask questions =/ d/b+4 Crab Leg l Technically the "Sweep" he has. Both, Marduk & his foe fall down in KND position after he hits them. From here you have a free "quick getup d+3" for some extra tick damage. If its a CH, it'll turn into a "Leg Trip Takedown Throw" in which the opponent falls right in front of him in standard FCD position, same as the one after 1+3 throw. Whatever you feel should connect like b+1+2, tackle, b+1 etc as the CH part is not a thing to happen frequently, so chances are less they'll try to avoid the followups. Safety issues shouldn't bother you much. Its good as it can't be punished by a hopkick, little bad you gave them free Oki (Only generic d+3_4s, nothing much though). Use it from time to time, just don't make a pattern. That's all. b+4 Quick Bazooka m This is something that Craig lacked in previous games. Now getting around quick pokes is easier. No old high b+4 anymore instead Namco's given him a quick mid kick which looks somewhat like Ganryu's 4,3,4 Ogre kicks. Range is good (If you blocked DJ's f,f+2, you can connect it without a dash) with 14-frame startup which is very nice. Doesn't knock down on hit but gives good frames to start a little mixup like another b+4, d+4_d+3, tackle etc. On CH knocks them down with no guaranteed followups. Can stop almost any move your opponent likes to rush towards you with. Tracks to Marduk's right & safe on block. Any reason why you shouldn't use it? NO. (u/b_u_u/f)+4 Jump Gut Kick m Forget about the u_u/b versions. They're absolute nonsesnse. u/f+4 part has got some good uses though: >> Crushes lows including special mids like d/b+1. >> Starts a mini-combo. You can follow with a d/b+4 or a d/b+3,1,1. >> Is SAFE on block & forces opponent into crouch so good bait for reversals sometimes. Its range is short & juggle damage is little less too but its the right tool when it comes to crushing those pesky lows. Use it everytime if you're not as confident with your low parrying skills. (d,d/f_FC,d/f_3+4,d/f_d/b+3+4,d/f)+4 Gator Sweep L The longest range move in Craig's arsenal & its very special. Not because of the damage, not because of the speed but the advantage it gives on hit. They are stunned for so long that you can do almost anything you like. Here is a list of some staple followups (With uninterrupibles) that players like to use a lot: >> A WS+4_1 UNINTERRUPTIBLE or >> Another d,d/f+4 or >> Throws or >> u/f+3 For pressuring or >> cc SS+1+2 For pressuring The first option in the list is an uninterruptible followup while others are just mixups. On CH, it knocks them down in the same way as getting hit by a Kaz's f,N,d,d/f+4 giving you a chance for some comboable followups: >> Another d,d/f+4 >> cc d/b+4 (Stomp) >> u/f+3+4 >> A groundthrow (Not a 100% guaranteed followup. Sometimes they can abvoid it by throwing those wakeup kicks. They can break it too) A very good move for pressuring. I personally like to throw it as 3+4~d/f+4 or after i've successfully evaded any attack with d/b+3+4 so its a good whiff punisher too sometimes. More than horrible if blocked. SS+4 Thor Kick m Umm...what does Thor mean? Some German God? Whatever it is but the move surely is an uber-sucky. Knocks down on hit just like DJ's CH f,f+2 but speed is slow so can't be used in fast games,(so slow u can't punish their whiffed attacks with it). Range is iffy, sometimes fails to connect but a small good thing about it-its delayable, meaning you can sidestep & wait for a moment before pressing the 4. This way it surprises the opponent sometimes who like to rush towards Craig a lot. Damage is good & is safe. It can be an OK addition to Craig's arsenal, just make sure it doesn't whiff. ______________________________________________________________________________ VALE TUDO STANCE: MOVES & PROPERTIES [mv_vtsm] ______________________________________________________________________________ Coming soon... ______________________________________________________________________________ THROWS [mv_thro] ______________________________________________________________________________ Marduk's throws = Grappler's Delight Though not as many in number as King or Nina's but whatever he has, they're all his garden variety throws. They are DAMAGING plus give a lot of opportunities for follow-ups. A few like crouch throws & sideones aren't good for anything except flashiness but rest all are special for their own reasons. We'll see them one by one. NOTE: Crouch-throws & side-throws aren't going on the list as there are hardly any instances where you'll be going to need them. Back-throws will be will be done by next update. COMMAND------------------------------------ESCAPE [F]+1+3 1 Rolling Splash front Powerbomb with a rolling startup. A good throw to use. Whether they eat it or break it, Craig will always switch sides. Once landed, opponent ends up in FCD position with Craig close to their feet. For here, anything isn't guaranteed but you can sneak some good oki mixups to increase the damage: If they try to roll away: Tackle them (3+4,1+2. No dash required) OR Dash in f+2+4 backthrow If they stay there OR try to quickstand : b+1+2 Also, if you grab them with their back near walls, the throw oki becomes even more easier: If they try to quickstand or throw wakeup kicks : d/b+4 (Stomp)* OR b+4* OR d/f+2>1* OR * Both options are safe even if you guess wrong & they laid there. You can still block or parry the kicks they throw on you (Which they shouldn't). If they sideroll : Groundthrow (Breakable) If they try to roll away: Same as mentioned above. Thats some ways of getting maximum damage from the throw. What & when, you'll learn from experience. COMMAND------------------------------------ESCAPE [F]+2+4 2 front Good throw to mix your attacks with, quite similar to one of King's sidethrows. Craig grabs opponent's feet & slams him/her on his knee. Although its escaped a lot, its still good in itself as now in T6 you can get an additional throw oki nearly everytime you landed it. Now a b+4 is guaranteed if they try doing anything else besides lying there on the ground (They'll get hit in the back) & if this throw is done while their back near walls, you can get something more damaging (Groundthrows, d/b+4 etc depending on the situation). On breaked, this throw switches sides too. COMMAND------------------------------------ESCAPE f,f+1+2 1+2 Atomic Buster front Marduk's ultimate grab. Needs no introduction, an absolute gem in his throw arsenal. Its got everything-Looks, range (due to dash), double button escape, JUGGLES (most importantly) & very good oki potential afterwards (Now he's got a lot of juggles that lead to it). Could be a little difficult to land as its easily escaped, but once they're caught with it, you're all set to deliver the the pain e.g., f,f+1+2, d/f+3,d+1,2 B! u/f+3+4, b+1+2. This is one easy & staple setup that players like to use. From here, you can eliminate almost half-life bar with it so that can't be ignored, even if they've had success breaking this throw a lot previously. Keep mixing your attacks & look for the opportunity to throw it out. Once landed this throw is a killer. COMMAND------------------------------------ESCAPE 3+4,2+4 2 Body Slam Also known as "The Hogan Slam. here we go brother" :P Though not damaging as f,f+1+2 but its speed & oki-options afterwards make up for it. Very Fast, comes out like a spark (3+4~2+4 should be done as fast as possible so that you barely see the stance animation. The lesser you see it, the better you're doing it) so not escaped much. Once landed, opponent falls in a tempting KND position close to Craig's feet. You can follow afterwards with moves like d/b+4 stomp_b+1+2_d/f+3,d+1,2_d/f+2>1_Tackle etc depending upon the situation (See POKES & MIXUPS for more). Only issue with it- short range so make sure you're close to them. As it has a low escape rate, mix-it up always with your pokes (Can be done, its really fast), throws etc to suprise them from time to time. COMMAND------------------------------------ESCAPE 3+4,1+3 1 Giant Choke Slam The Choke Slam looks quite similar to Undertaker's. Speed & damage are same as 3+4~2+4 but very little or almost none wakeup games make it less special when compared to 3+4~2+4 (A tackle or dash in f+2+4 will still catch them if they try to roll away). OK for mixing up with the above throw sometimes but unlike others it'll only keep you on the offense than granting some extra hits. COMMAND------------------------------------ESCAPE qcf+2+4 2 Power Slam A very important throw to use. It was good & still is (The new command too doesn't take too long to get used to). Can be used in any way you like such as after advantage, SSing or blocking the moves which are safe or if you're going for throws as such. After grabbing them with it, press 1+2 immidiately to follow with a guaranteed mount plus follwups (Breakable). Though its not recommended, you can leave out the mount part sometimes. This way the throw will do extra 10 points of damage & opponent will be in some good oki position for you to do a few extra hits from here like d/b+4, d/f+3,d+1, d/f+2>1 etc. Whatever you like, I'd suggest your emphasis should always be on mount than anything else coz a free mount is always better, much better when your tackles are escaped a lot. COMMAND------------------------------------ESCAPE qcf+1+3 1 Northern Lights Suplex Break with 1, rest things same as qcf+2+4. Very good for mixing with above throw but given time & practice, you can always replace it with Jack Hammer (f,hcf+1) for guaranteed 50 damage + oki. COMMAND------------------------------------ESCAPE f,hcf+1 1 Jack Hammer The most damaging throw in Craig's arsenal (f,f+1+2 juggle damage & backthrows not included). Shares the same command as of King's GS but doesn't share its range & speed. It's little slower & range is short too (That of an average throw only) however, it still has its reasons why you should think about it:- * It does a guaranteed 50 points of damage which is not tech-rollable as in case of GS. * Very good oki. Once landed, Craig remains close to his opponent facing his belly from the side. This is an advantageous position which you can exploit with a d/b+4 (Stomp), b+1+2, groundthrow, d/f+2>1, d/f+3,d+1 etc. NOTE: Just as in the case of 2+4, a b+4 will beat anything they might try besides staying there or siderolling. * Just as GS this throw can be buffered a lot too. Can be setup in many ways like- after some advantage like jabs, d/f+1+2, qcf+2, CH+1+2 (Yes, it can be done), d/f+3,1 etc. Only gripe about this throw, it can come out when you don't want it to (The qcf+1 bug), otherwise throw it out whenever you want to & it'll do its job. COMMAND------------------------------------ESCAPE qcb+1+2 1+2 Back Freaker Painful throw that is self-explanatory by its name. Good range (More than generic throws), good damage & since it doesn't require a dash, not easy to break on reaction (Atleast not as much as f,f+1+2). Speed is OK & opponent's positioning afterwards is sweet too, just as JH so follow with the same options you had earlier. It doesn't has too much to say, just mix it up with other throws to reduce chances of getting predictable. COMMAND------------------------------------ESCAPE [F]+1+3 Air None Gator Slam His best airthrow in terms of oki. Marduk grabs their left ankle with his left hand & slams them on the ground,leaving them in FCD position close to his feet. Doesn't do too much damage but the wakeup games afterwards make up for it. You have lots of setups from here (See POKES & MIXUPS for more) & you'll be able to connect them almost everytime, thus, increasing the damage too. Only thing that bugs is the fact that it can't be used in long combos plus the 'F' version too has less range than F+2+4, although they both look the same. COMMAND------------------------------------ESCAPE [F]+2+4 Air None Olympus Screw Was I saying something about 'range'? With this ender (F+2+4) you don't have to worry about that. Weird angle juggles or the long ones can be finished with this throw reliably, however, you won't get any oki afterwards as you did with 1+3. (You'll get some only if there's a wall on Craig's right as he'll throw them into it. Damage will be increased by a few points too). Still, its a good ender as it does the same damage as 1+3. Go for it if you doubt anything else. COMMAND------------------------------------ESCAPE f,f+1+2 Air None Air Suplex And this is the secret behind his damaging juggles. The most damaging ender of all airthrows-also requires not terrible but good skills (That can be achieved with practice) to land. Since its range is short & unlike other airthrows it doesn't have any "Extended arm versions" you'll have to use it in juggles that involve 3+4~3+4 to make it cover that extra distance & maximizing the damage. Doesn't provide any oki options afterwards (Or it does...in a different way. See POKES & MIXUPS again) so you can avoid it if you're not confident with it. However, if you don't like guessing games then you'll have to incorporate it in your juggles as its the only way to deal GUARANTEED, sick damage, atleast in open areas. COMMAND------------------------------------ESCAPE 1+3_2+4_f,f+1+2 Wall None Angry Ape What does it mean to be Berserk? Craig's new wall throw is a clear example of this. Craig grabs them by their feet & slams to the wall like...whack!! beating the crap out of them (Sorry for saying that). No other character has options this easy at wall so there's no excuse why you should miss it. Looks painful & does solid damage too (35). If that doesn't sound much combine it with those juggles to see what it means. Opponent lies down near Craig's feet at his mercy so you can say damage's not over yet. Overall, this is a throw that's made Craig's wall option elite. Doing it is real easy too so you can afford to miss it only if you messed your juggles or if something else's going in your mind. COMMAND------------------------------------ESCAPE d/b+1+3_2+4 Ground 1_2 Hercules Toss Marduk grabs the opponent by the head/foot and launches them high into the sky. Spectacular to watch but not terribly effective without a follow-up due to low damage and one button escape. Some staple juggles after a groundthrow are: u/f+3, d/f+4,2 B! d/f+3,1, f+1+3_2+4 u/f+3, 2, d/f+4,2 B! d/f+3,1, f+2+4 f+3,2 B! d/f+3,1,2,VTSc, f,f+1+2 Opponent must be in KND/PLD/FCD/SLD for these throws to land. Setups, for establishing them, are a lot. Sometimes they'll be guaranteed ( I mean throw attempt will be guaranteed) & sometimes you'll have to guess (As an oki). True, its a 50/50 game for both sides but if you land it once, the rewards afterwards are worth the effort. NOTE: These throws catch sideroll too. COMMAND------------------------------------ESCAPE d/b+1+3_2+4 Ground 1_2 Rib Buster Marduk grabs the opponent & kicks his/her belly from side. Looks very painful but you'll be seeing it on limited occasions like: After hitting them with SS+1+2 (When they get hit weirdly) After hitting them with CH (WS+1),2 After a 2+4 Backthrow. These are some setups, more can also be there. This is the only groundthrow that doesn't require a juggle, does the damage itself. COMMAND------------------------------------ESCAPE d/b+1+3_2+4 Ground 1_2 Body Blow And this one leads to mount. It doesn't juggle & doesn't do any damage too... oops, it does (Sorry for the mistake). Marduk grabs the opponent, delivers a punch into the belly that does 12 pts of damage & mounts. MOUNT..? That means they can break it again so its got 2 breaking points which makes it the most undesired groundthrow in his repertoire, IMHO. However, there are a lot of occasions when you'll get a chance to land it e.g., After a Jack-Hammer After a f,f+1+2 juggle like: f,f+1+2, dash d/f+3,1+2 B! u/f+3+4,(Insert throw) After a qcb+1+2 After a mount-1+3_1+2 etc Note that throw attmept after these isn't guaranteed, its just a mixup. The throw looks cool till he mounts but once they break the followups, its all gets bitter again so just avoid it or pray they don't break it when you get a chance. Backthrows: Coming Soon... ______________________________________________________________________________ POKES & MIXUPS [ot_pkmi] ______________________________________________________________________________ This section was created just for giving an idea about what options Craig has when he's in advantage either by hitting them or by making them block something. Sure, its just for start. You yourselves can get better ideas with practice but in-case people wanna know where to start, they may have a look here. It may help. These are just a few mixups that you can try following after certain moves. If I mentioned something as Guaranteed, it'll be shown here otherwise consider everyting to be a guessing game. They are combined in a logical order so that they create some confusion for your opponents but putting just anything won't make any sense e.g., After a 1,2--> qcf+2 or qcf+1 is a good low-mid mixup but a d+3 or f+4 isn't (No offense. It's just my opinion). Lets start again... 1,d+2= d+3_d/f+3,1,2 qcf+2_qcf+1 b+4 qcf+1+3_2+4, qcb+1+2 or any throw that works for u.(Only when their back is near walls) 2,1= qcf+1+3_2+4_qcb+1+2 1+2_b+4_d+2,4 qcf+2_qcf+1 d+3_d/f+3,1,2 1,2= 3+4~d+1+2_3+4~u/f+3_3+4~2+4 d+3_d/f+3,1,2 3+4,1+2 3+4,d+4 (1,2),3,1+2= f,f+1+2_qcf+2+4_1+3 b+4_d+4_qcf+2 d+2,4_3+4~d+1+2 WS_VTS+1= 3+4~d+1+2_3+4~u/f+3 3+4~1_3+4~2+4_1+3 3+4,1+2 f+2= 1_d+1 Throws d+4_3+4~d+1+2 SLD 2= Tackle Throws d+3_d/f+3,1,2 d,d/f+4 1+2 (Normal Hit)= d+3_d/f+3,1,2_d/f+3,d+1 qcf+2_qcf+1 u/f+3_3+4~d+1+2_3+4~3 d,d/f+4 d/f+1+2= Throws d+4_b+4 d/b+3_d/f+3,1,2 FC+1+2= d+4_b+4 d+2,4_qcf+2+4_1+3 f,f+1+2 or any throw. 4= d/b+3_d+4 Tackle Throws( Only if their back is near walls) d+4= d+4 (If you're anticipating jabs or whatever.) d/f+1+2(If you're anticipating jabs, *Magic*4s or any high move) SSR, d/b+1+2 (If they attack stupidly, works most of the time.) Above mixups work for f+1+2 too but you need to know that both d+4 & f+1+2 do not provide any frames on hit so sometimes it won't be a bad idea to get back instead of attacking. b+4= b+4 d+4_d/f+1+2 (If they try retaliating with jabs) qcf+2 Throws [d/f+3],1,2,f+1 (Blocked)= Throws d/b+2 qcf+2_3+4~d+1+2 d/f+3,1= 2_d+2 ( I generally emphasize not going for 2_d+2 because of frame advantage ) Throws 2,3+4~1+2_3+4~d+1+2 d/b+3_d/f+3,1,2 u/f+3 (Blocked)= d+4_d/f+1+2 (If they try to throw jabs) Throws u/f+3_u/f+4 (If they throw crouch jabs) FC,d/f+4= WS+4 ( Uninterruptible ) Another d,d/f+4 u/f+3 cc qcf+2_cc 3+4~d+1+2 Throws( Including qcf+1_2, qcb+1+2,JH) NOTE: In above throws you can replace qcf+1+3 with JH for guaranteed damage & more oki opportunities. CH d,d/f+4= CC, d/b+4 (Guaranteed) cc, b+1+2 (Guaranteed) d,d/f+4 (Guaranteed) u/f+3+4 (Guaranteed) Groundthrow ( Must be done quick, as soon as d,d/f+4 hits. Its not 100% guaranteed. 2 possible ways in which they can avoid it are:- Either rolling away OR breaking the throws. Chances for avoiding the groundthrow by wakeup kicks are also there, but possibility is less) d/f+3,d+1 ( If they try to get up in a panic.) 3+4,1+2 ( If they try to roll away. You'll land a BT mount most of the time.) dash f+2+4 ( If they try to roll away.) 3+4~d+1+2= qcf+1_qcf+2 ( If they try to tech roll) d/b+3,1,1 ( Will hit them if they do anything besides tech roll) dash in u/f+3_3+4~d+1+2 dash in + throws 1+3 airthrow= d/f+3,d+1 (If they try to quickstand) b+1+2 (If they try to quickstand) b+4 (If they try to quickstand, rollaway, or throw kicks. Can be avoided only by siderolling) d/b+4 (Beats quickstand & wakeup kicks.Can only be siderolled or avoided via rolling away.) Ground throws (Can't be escaped by siderolling.) 3+4,1+2 (You'd land a BT mount most of the time. Only if they try to roll away.) dash f+2+4 (Only if they try to roll away.) f,f+1+2 airthrow= d/b+3_d+4_f+4 (Will catch them most of the time if they try anything besides getting up quickly.e.g., sideroll, backroll etc.) d/b+1,WS+1,2 (Only if they try to quickstand. d/b+1 will float them for a mini-combo) 1+3_F+1+3= 3+4,1+2 (Only if they try to roll away.) b+1 (Unconfirmed, tried it against Asuka & worked for me.) d/f+3,d+1 (Only if Marduk's back is near walls.) dash f+2+4 (Only if they try to roll away.) d/b+4 (If throw is done when their back is close to walls. UNINTERRUPTIBLE but can be siderolled or avoided completely by rolling away) b+4 (If they try to quickstand, rollaway or throw wakeup kicks) More coming soon... ______________________________________________________________________________ COMBOS [ot_comb] ______________________________________________________________________________ And this is the reason why players learn a character. Here are some juggles that I know of. Not an exhaustive coverage but every juggle starter or stuns have been mentioned with their sample combos. Juggles have been taken from various forums, vids plus a few I know. More will be added soon as stuff comes to my mind. Right now, damages are mentioned for a few select juggles only. If there is a highest damaging juggle or a staple one I know of, its been mentioned there. For this section i'll mention 3+4~3+4 as VTSc so if you see a: 1,2,VTSc OR d/f+3,1,2,VTSc, it means---1,2,3+4~3+4 and d/f+3,1,2,3+4~3+4 respectively. NATURAL COMBOS: --------------- 1,2 1,d+2 [d/f](1,2),3,1+2 qcf+1,2* 2,1 d+2,4 d/f+3,1,2 d/f+3,1,d+2 d/f+3,d+1 d/f+3,1+2 d/f+4,2 (f+2),d+1,2 f+3,2 NATURAL COMBOS ON COUNTER: ------------------------- f+2,1 d/f+2,1 WS_VTS+1,2 b+1,2 d/b+3,1 d/b+3,4 Low PARRY (d/f)= instant FC+1+2, 1,2,VTSc, 1,2,VTSc, f,f+1+2 : MAX DAMAGE (Taken from Golden-Eggs latest low-parry juggle cmv) d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2 : STAPLE d/f+3,1,2,VTSc, 1, f+1+3 : STAPLE & OKI f,f+1+2 = SSR f+3,2 B! d/f+3,1,2,VTSc, b+1,2 = SSL f+3,2 B! d/f+3,d+1, b+1,2 = SSL f+3,2 B! d/f+3,1,2,f+1 : STAPLE & OKI = d/f+3,d+1,2 B! u/f+3+4 : STAPLE & OKI = d/f+3,1+2 B! u/f+3+4 : OKI* = SSR f+3,2 B! d/f+3,1, d+1 : OKI = dash d/f+3,1,2,VTSc, d/f+4,2 B! d/f+3,1,2,VTSc : Wall Carry = dash d/f+3,d+1,2 B!, d/f+3,d+1 : Wall Carry d/b+1+3_d/b+2+4 = u/f+3, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 = f+3,2 B! d/f+3,1,2,VTSc, f,f+1+2 : STAPLE = u/f+3, d/f+4,2 B! d/f+3,1, f+1+3_2+4 : STAPLE = u/f+3, 2, d/f+4,2 B! d/f+3,1, f+2+4 = u/f+3+4 (When Marduk's back was near walls) : OKI qcf+1 = u/f+1+2, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 = 3+4~D/F+1+2, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 = 2, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 : STAPLE = u/f+1+2, d/f+4,2 B! d/f+3,1, f+1+3_2+4 = 2, d/f+4,2 B! d/f+3,1, f+1+3_2+4 d/f+1 = 2, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 : 78 STAPLE MAX DAMAGE = d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 = 2, d/f+4,2 B! d/f+3,1, f+1+3_2+4 : 69 = 1,2,VTSc, d/f+4,2 B! d/f+3,1, f+2+4 : inconsistent = 1,2,VTSc, 1,2,VTSc, d/f+4,2 B! d/f+3,1,2,VTSc : WALL CARRY = 2, d/f+3,1,2,VTSc, d/f+4,2 B! d/f+3,1,2 : WALL CARRY = 2, d/f+3,1,2,VTSc, d/f+4,2 B! qcf+1,2 : WALL CARRY = 2,d+1+2, d/f+4,2 B! d/f+3,1,2,VTSc : WALL CARRY = 2,d+1+2, 1,2,VTSc, d/f+4,2 B! dash iWS+1,2 : WALL CARRY WS_VTS+3 = 1, d/f+3,1+2 B! u/f+3+4 : STAPLE & OKI = 1, d/f+4,2 B! d/f+3,1, b+1,2 = 1, d/f+3,1,2,VTSc, d/f+4,2 B! d/f+2,1 = 1, d/f+4,2 B! d/f+3,1,2,VTSc, b+1,2 : inconsistent = d/f+4,2 B! d/f+3,d+1, b+1+2 = d/f+4,2 B! d/f+3,1, d+1 : OKI d/f+3,d+1 = 2, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 : 87 STAPLE MAX DAMAGE = 2, d/f+4,2 B! d/f+3,1, f+1+3_2+4 : 78 STAPLE = 1,2,VTSc, d/f+4,2 B! d/f+3,1, f+2+4 : inconsistent = 1,2,VTSc, 1,2,VTSc, d/f+4,2 B! d/f+3,1,2,VTSc : WALL CARRY = 2, d/f+3,1,2,VTSc, d/f+4,2 B! d/f+3,1,2 : WALL CARRY = 2,d+1+2, d/f+4,2 B! d/f+3,1,2,VTSc : WALL CARRY d/f+3,d+1 (When opponent is backturned) = 2, d/f+4,2 B! d/f+3,1, b+1,2 = 2, d/f+3,1,2,VTSc, d/f+4,2 B! d/f+2,1 CH 1+2 = d/f+1 launch & juggle of choice. = f,f+2 (Near walls only) = f,hcf+1 throw u/f+1+2 = d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 : 80 STAPLE MAX DAMAGE = d/f+4,2 B! d/f+3,1, f+1+3_2+4 = d/f+4,2 B! d/b+3,1,1 = d/b+3,1,1 NOTE: d/f+4,2 whiffs against small characters. Use the last juggle against them. d+1+2 = 2, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 : 88 STAPLE MAX DAMAGE = 2, d/f+4,2 B! d/f+3,1, f+1+3_2+4 : 79 STAPLE = 1,2,VTSc, d/f+4,2 B! d/f+3,1, f+2+4 : inconsistent = 1,2,VTSc, 1,2,VTSc, d/f+4,2 B! d/f+3,1,2,VTSc : WALL CARRY = 2, d/f+3,1,2,VTSc, d/f+4,2 B! d/f+3,1,2 : WALL CARRY = 2,d+1+2, d/f+4,2 B! d/f+3,1,2,VTSc : WALL CARRY d/b+1+2 (Sometimes you may need to SS left briefly after the launch to adjust angle for the juggle) = u/f+3, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 : MAX DAMAGE = f+3,2 B! d/f+3,1,2,VTSc, f,f+1+2 = u/f+3, d/f+4,2 B! d/f+3,1, f+1+3_2+4 : STAPLE = u/f+3, 2, d/f+4,2 B! qcf+1,2 When d/b+1+2 launches them awkwardly or from their side: = f+3,2 B! d/f+3,1,2,f+1 = SSR, 1, d/f+3,1+2 B! u/f+3+4 : EASy & OKI CH f+3,2 B! = d/f+3,1,2,VTSc, f,f+1+2 = d/f+3,1,2,VTSc, 1, f+1+3_2+4 = d/f+3,1,2,VTSc, 1,2,VTSc, 1,2,VTSc : WALL CARRY CH 4 = f+2+4 = f+1+3 (Works from slight angle) CH (1,2),f+1 = Dash in db+1+3_2+4 = d/b+3,1,1 = db+4 = uf+3+4 = FC df+4 CH WS 2 or VTS 2 = d/f+3,1+2 B! d/f+3,1,2,VTSc, f,f+1+2 = d/f+3,1+2 B! d/f+3,1, f+1+3_2+4 : 76 & EASY = d/f+3,d+1,2, B! d/b+3,1,1 b+1+2 (All the following moves will hit them only if they get hit by b+1+2 while standing or quickstanding from the ground) = WS+3 = d,d/f+4 = Groundthrow f+3+4 (If the opponent doesn't tech) = Dash in, db+1+3_2+4 = Dash in, uf+3+4 = Dash in, d/b+4 CH u/f+3 = f,f+2, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 : 102 (From Guc11's latest combo act) = u/f+1+2, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 : 96 = u/f+1+2, d/f+4,2 B! d/f+3,1, f+1+3_2+4 = 2, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 = 2, d/f+4,2 B! d/f+3,1, f+1+3_2+4 b+3 = Dash in Groundthrow = Dash in d/b+4 CH (d/b+3),1 = d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2 : 80 = d/f+4,2 B! d/f+3,1, f+1+3_2+4 d/b+4 = quick stand d+3 f+1+4 = SLD 2 (Not guaranteed if they quickroll back or tech forward) = SLD d+2 (Not guaranteed if they quickroll back. If they tech forward you can still hit them with d+2) CH FC df+4 = crouch cancel, db+4 = FC df+4 u/f+4 = d/b+4 = d/b+3,1,1 CH (d+2),4 = d/f+4,2, B! b+1,2 = d/b+3,1,1 CH WS_VTS+4 =d/b+1+3_2+4 ( Breakable) = d/b+4 CH f+1+2 = Dash in b+1,2 CH f+2 = d/f+3,1, d/f+4,2 B! d/f+3,1, f+2+4 : EASY & STAPLE = 3+4~D/F+1+2, d/f+4,2, B! d/f+3,1,2,VTSc, f,f+1+2 = d/f+4,2, B! d/f+3,1,2,VTSc, f,f+1+2 = d/f+4,2 B! d/f+3,1, f+1+3_2+4 = db+1+3_2+4 = sidestep left, db+1+3_2+4 = db+4 (f+2), 1 (First hit whiff) = d/f+3,1, d/f+4,2, B! d/f+3,1, f+2+4 : EASY & STAPLE = d/f+4,2, B! d/f+3,1, b+1,2 (f+2),d+1,2 = 2, d/f+4,2 B! d/f+3,1,2,VTSc,f,f+1+2 : MAX DAMAGE = 2, d/f+4,2 B! d/f+3,1, f+1+3_2+4 : EASY Rest same as the ones starting from d/f+1. CH (d/f+4),2 = Groundthrow = d/b+4 = d/b+3,1,1 CH b+2 = d/b+3,1,1 : STAPLE = u/f+3+4 : OKI CH (WS_VTS+1),2 = d/b+3,1,1 : 51 = SS, Groundthrow : STAPLE SS+1+2 = d/b+4 (Stomp) = Groundthrow CH d/b+2 = d/b+4 (Stomp) = Groundthrow Wall combos: = d/f+4,2, B! d/f+2,1 : STAPLE = Wallthrow (1+3_2+4_f,f+1+2) : STAPLE = d/f+3,1, Wallthrow = 1,2, b+4 = 1,2,3 More coming soon... ______________________________________________________________________________ CLOSING & CREDITS [go_away] ______________________________________________________________________________ Don't let the search tag throw you off. I really am that unfriendly! Okay, just kidding there. This guide isn't complete yet & there's still a lot of stuff to be added so expect more updates in future. Although I've tried to keep this guide error-free, I can't deny there can't be any. Please contact me if you come across any such mistakes, typos or if u think there's something that should've been included here. I'll always be glad to hear from all Marduk fans :) Below are reasons for which you may send me an email, and reasons for which you may NOT, respectively. You may contact me for any of the following reasons: * Corrections * Stuff that's not covered here. * ASCII artwork * etc :P (Should be strictly related to Tekken though) Under the following, you may NOT contact me: * Advertisements of ANY kind (will be sent back, along with a Trojan horse, with my compliments) * Hatemail (will be deleted) * Letters with bad grammar/spelling. This is not to offend coz my English isn't good either but if you try to talk to me then thats good enough :) * ANYTHING IN A FOREIGN LANGUAGE! I speak & write ONLY English so any other language WILL not be accepted. My Special thanks go to: ----------------------- WildManX - For the patience & support he's shown in me. BIIIIIIIIIIIG Thanks to you sir. Namco - For all the good games. To Vicky, Abhay & all my sparring partners. You guys have taught me many things. We should do it again sometime.... And finally you, for giving your precious time in reading this guide. I hope it was bearable ;) End of FAQ and file. No llamas or penguins were harmed in the production of this FAQ.