Snipe's Guide To Breaking Faces With Marduk!

Snipe's Guide To Breaking Faces With Marduk!

Postby Snipe » Tue Feb 21, 2012 6:43 pm

Craig Marduk: #1 Since Tekken 4

9/22/13 - Alright, sorry for the very long absence, now I feel it is time to finally make a big push in completing this guide. Please stay tuned soon, more info will be on the horizon!

Image
Table of Content:

I - Overview
II - Normal moves and Unique attacks
III - Specials, Super Art, and Cross Art
IV - Combos
V - Team Synergy and Gems
VI - General Strategies and Advanced Tactics
VII - Match-ups and Credits

Updates
3/24/13 - New tag combos has been added.
3/20/13 - Frame data for 2013 has been added.
3/20/13 - Revamped combo section, only Marduk combos have been done.
3/19/13 - Updated the gem list in the Team Synergy and Gems section of the guide.

I - Overview

Tekken History

Craig Marduk is a Vale Tudo fighter, undefeated in the professional league for four years until he was expelled for being connected to a scandal that shamed him amongst his peers and the public. In Arizona, he started a brawl in a bar against an unknown person and ended up killing him. For that reason, he was convicted of manslaughter and was sentenced to ten years in prison. Just two years later, Marduk was bailed by an anonymous person; an envelope was given to him shortly after his release which contains a plane ticket and an article about The King of Iron Fist Tournament 4.

After Marduk was defeated by King, the same man who bailed him out of jail for killing his master, Armor King, he wanted another rematch. He then wore a black jaguar mask, imitating King's mentor Armor King and destroys everyone involved in his match. He also issued a challenge to King via television to settle their scores with each other in The King of Iron Fist Tournament 5.

Once again, King triumphed over Marduk and ended up resolving their differences and became friends. After the fight, Marduk was assaulted, spotting a peak at his culprit, believing it was none other than the man who he was convicted of killing, Armor King. As Marduk was eager to know who the assailant is, he partnered with his now friend King and entered The King of Iron Fist Tournament 6 to show himself.

In his ending, Marduk was in the graveyard digging the dead body of Armor King to make sure he was dead. He did not realize that the other Armor King was standing behind him, so he asked who he was. The man donning the black mask stated he was Armor King. Marduk thought of this as foolishness as he have killed him with his bare hands and the fact that he just seen his body. The culprit specified further, revealing that he is the brother of King's mentor, making him Armor King II. He goes on to say that he will never forgive Marduk for killing his brother.


SFxT History

Continuing their search for Armor King, rumors were predicating that a man resembling Armor King has boarded on a ship to the Antarctic. It was believed that a box was found in a meteorite in the South Pole, so all fighters from around the world are destined to possess it. Marduk, along with his friend King, decided to head to the Antarctic in search of finding the same man linked to King's former master, Armor King I.

Despite failing to find the man looking like Armor King, Marduk and King were able to obtain the box that contains the power of Pandora. What they witnessed was an illusion of King's mentor Armor King that the box was showing. Furious that Pandora was messing with their heads, they both made their choice and thrown the box into the water.


Synopsis

Craig Marduk is a unique and powerful character to use and learn in SFxT. Undoubtedly he has one of the most dangerous mix ups in the game after a wake up and can bring the pain amongst the hardest of his foes. His style of play is more in line of a rushdown and aggressive gameplay once he is in close proximity of your enemy. Outside of his range he should be finding ways of locking down your opponents and placing them in the corner or keeping the pressure going with patience being the important key in obtaining good space. His normals have exceptional reach which can help with his approach to the corner and is apart of his many options that he can utilize to his full extent. Despite being one of the slowest characters in the game due to his walk speed, he makes up for it with his incredibly fast dash. All of his specials are grabs, meaning that he is heavily based on close range combat to get the most damage, and since Marduk is a pretty huge fighter, he is susceptible to ominous cross ups and mix ups himself but is able to get out of such strains and turn the tables around. His most damaging and far reaching normals notably have the longest start up of any move in his array of arsenals; not to mention that with good zoning from your foes it becomes difficult to gain closure against fireball characters such as Guile, which is why he’s great as an anchor to any team to launch or tag him in to get the knockdown and thus the wake up game.

Pros:
- Above average health
- Excellent pressure maintenance
- Gruesome wake up options
- High Damage output, especially with 1 block of meter in stock
- Sneaky, fast dash
- Outstanding range from his normals
- Gator Slam is his solid anti air
- Suitable frame traps

Cons:
- Very slow walk speed
- Wide hurtbox; vulnerable for hard to block cross ups
- Not a whole lot of variations in his combos
- Has no way to shift through projectiles
- Necessary for him to be close range to show progress
- Long start up on some of his normals
Last edited by Snipe on Sun Mar 25, 2012 4:15 pm, edited 14 times in total.
User avatar
Snipe
 
Posts: 498
Joined: Sun Jul 03, 2011 11:02 am
Location: Toronto, Canada

*Winning Champion!*

PSN Gamertag: Snipeclips

Snipe's Guide To Breaking Faces With Marduk!

Postby Snipe » Tue Feb 21, 2012 6:43 pm

II - Normal moves and Unique attacks

Standing Normals
Spoiler: show
________________________________________________________________________________________________________
Light Punch:punch-light:
    Damage: 40
    Start-up: 7
    Active: 3
    Recovery: 9
    On Hit: +5
    On Block: +1
    Properties:
۝ - It hits in a range that will either whiff or a Cl. LP comes out, not much of a chance to land this since you need specific spacing in order to even hit this in any situation. It can link into a Cr. LK by any chance you connect this normal, but there are better options. If you were to continuously mash this move it moves him by a few pixels. I do not know what it was for, just throwing it out.
________________________________________________________________________________________________________
Medium Punch:punch-medium:
    Damage: 70
    Start-up: 9
    Active: 4
    Recovery: 16
    On Hit: +1
    On Block: -3
    Properties:
۝ - Decent poke but lacks some range. Can combo to a St. HP or down + HP which are both target combos.
________________________________________________________________________________________________________
Hard Punch:punch-hard:
    Damage: 100
    Start-up: 12
    Active: 6
    Recovery: 19
    On Hit: 0
    On Block: -5
    Properties:
۝ - Marduk’s most effective poke. It has a lot of reach and comes out pretty fast for a heavy normal. Best used in footsies situations where your opponent would least expect it. As soon as you land a few of these, you know that your foe is now going to be careful with you and be on the defensive. You won’t need to use this move once you see them being scared of it, so now you can start your offense and rush them in with throw set-ups. It is somewhat safe despite the HP being -5 on block, but it pushes you far away from any kind of normal or move to hit you. Surprisingly it is a decent anti-air when people jump towards you at a distance where they cannot likely hit you any closer than usual. It trades quite often so be wary of that.
________________________________________________________________________________________________________
Light Kick:kick-light:
    Damage: 40
    Start-up: 7
    Active: 3
    Recovery: 10
    On Hit: +4
    On Block: 0
    Properties:
۝ - The only thing I knew about this normal at first was that it moves Marduk significantly. Now it’s useful in footsies by punishing lows such as Ryu’s Cr. MK and sweeps. You might need to react well enough in footsies to get the most out of St. LK.
________________________________________________________________________________________________________
Medium Kick:kick-medium:
    Damage: 70
    Start-up: 11
    Active: 4
    Recovery: 17
    On Hit: 0
    On Block: -4
    Properties:
۝ - Almost the same start-up as St. HP and reaches longer than St. MP. Not a bad move but not that useful either considering if you are using this as a poke, St. HP should be your primary poke over this.
________________________________________________________________________________________________________
Hard Kick:kick-hard:
    Damage: 100
    Start-up: 19
    Active: 4
    Recovery: 17
    On Hit: +4
    On Block: -1
    Properties:
۝ - By far his longest normal a natural human has in the game. Mad range; it can hit more than ½ away from your opponent. Try to max out this move by the tip of his foot or else they can hit you out of it randomly. Also do not abuse it because you must learn to space his kick and hit at max range. Just the mere threat of a normal as long as this can terrify your foes and think twice about underestimating him.


Close Standing Normals
Spoiler: show
________________________________________________________________________________________________________
Close Light Punch → Cl. :punch-light:
    Damage: 40
    Start-up: 4
    Active: 5
    Recovery: 10
    On Hit: +3
    On Block: -2
    Properties: Forces your opponent to stand
۝ - Good meaty attack and can be cancelled into a DLT or tick throw to NLS. Unsafe on block unless you meaty, but forces standing your foes. I do not know why it forces standing since you cannot do anything specific to do when they are. Not much in ground situations but makes a very solid anti-air, mostly on neutral jumps.
________________________________________________________________________________________________________
Close Medium Punch → Cl. :punch-medium:
    Damage: 70
    Start-up: 6
    Active: 3
    Recovery: 12
    On Hit: +6
    On Block: +2
    Properties:
۝ - One of his best close standing normals. Very safe on block and is a fast attack to use when Marduk is close. It moves him slightly closer in range for possible options to utilize. It is also one of his staple moves to use and start deadly combos with and gives a hard time for others by using frame traps.
________________________________________________________________________________________________________
Close Hard Punch → Cl. :punch-hard:
    Damage: 100
    Start-up: 14
    Active: 4
    Recovery: 20
    On Hit: +1
    On Block: -4
    Properties:
۝ - Too slow to use alone, so incorporating his Cl. HP in simple punish combos would be the right way to go. On block, it is cancellable, meaning that when you see it block because it has frame disadvantage, Charge Dash Cancel backwards to escape any counter-attacks and loss of life, or dash cancel forward to surprise them with a NLS or a poke.
________________________________________________________________________________________________________
Close Light Kick → Cl. :kick-light:
    Damage: 40
    Start-up: 4
    Active: 2
    Recovery: 12
    On Hit: +3
    On Block: -1
    Properties:
۝ - Good for starting tick throw set-ups and moves him much closer to the enemy. It also does not push him back, so you can start to abuse this move and know when you want to throw him or not. There is a 5 frame gap if you abuse it on block so players can mash DP or jab to get out of that.
________________________________________________________________________________________________________
Close Medium Kick → Cl. :kick-medium:
    Damage: 70
    Start-up: 10
    Active: 4
    Recovery: 17
    On Hit: 0
    On Block: -4
    Properties:
۝ - Much longer start-up than his Cl. MP and leaves him at a -4 disadvantage when blocked. You should stick with Cl. MP because there’s nothing that you can benefit from this move at all.
________________________________________________________________________________________________________
Close Hard Kick → Cl. :kick-hard:
    Damage: 100
    Start-up: 14
    Active: 4
    Recovery: 17
    On Hit: +1
    On Block: -1
    Properties:
۝ - The exact same as Cl. HP in terms of frame data, but is safer on block with -1. Only use this if you are in range or else you will get a St. HK to come out, which can be a good thing sometimes because it’s safe, but also bad that you can get punished on start-up or that the opponent jumped.


Crouching Normals
Spoiler: show
________________________________________________________________________________________________________
Light Punch → Cr. :punch-light:
    Damage: 40
    Start-up: 5
    Active: 2
    Recovery: 9
    On Hit: +6
    On Block: +2
    Properties:
۝ - Standard jab. Pretty slow but is good for some occasions in combos and tick throws. Not that hard to link into itself if you’re playing offline.
________________________________________________________________________________________________________
Medium Punch → Cr. :punch-medium:
    Damage: 70
    Start-up: 6
    Active: 3
    Recovery: 14
    On Hit: +4
    On Block: 0
    Properties:
۝ - Quick normal with good reach. Throw it out once in a while to test your foe and punish their whiffed moves with it. If you see this connect, cancel it to his DLT which is the only thing he can cancel from.
________________________________________________________________________________________________________
Hard Punch → Cr. :punch-hard:
    Damage: 100
    Start-up: 10
    Active: 4
    Recovery: 22
    On Hit: Knockdown
    On Block: -6
    Properties:
۝ - This move is good in combos, but bad overall. The only great thing about it is that it leads to meterless combos by performing a late J. HP or HK, then Cr. HP into a Cr. LK by Charge Dash Cancelling. As an anti-air it is more useless than decent because not only is it too slow to react with for an AA, but you will get hit unless you are psychic in telling when your opponent will jump, and they will possibly gain a free counter-hit on you.
________________________________________________________________________________________________________
Light Kick → Cr. :kick-light:
    Damage: 40
    Start-up: 5
    Active: 3
    Recovery: 11
    On Hit: +3
    On Block: -1
    Properties:
۝ – Great reach and poke for a low. The better poke to use that can lead to a boost combo or cross rush after the enemy whiffs a move or you land this in footsies.
________________________________________________________________________________________________________
Medium Kick → Cr. :kick-medium:
    Damage: 70
    Start-up: 10
    Active: 4
    Recovery: 17
    On Hit: 0
    On Block: -6
    Properties:
۝ – It is almost the same as his Cr. MP but slightly slower, a bit less range, and with a low hitting property. Cannot be cancelled which sucks, but can chain into a boost combo.
________________________________________________________________________________________________________
Hard Kick → Cr. :kick-hard:
    Damage: 100
    Start-up: 14
    Active: 4
    Recovery: 52
    On Hit: Sweep knockdown
    On Block: -37
    Properties:
۝ – Personally I find this move more useful than most people think. It is Marduk’s sweep and can hit nearly ½ away from your opponent. Of course this normal had very bad frame disadvantage on block, but what underestimates it is the fact that it can be cancelled into DLT and therefore is capable of Charge Dash Cancelling it out. By doing so, Marduk will remain at a disadvantage, but it reduces the negative frames immensely to about a few frames on block. So if it hits or gets blocked, always CDC as much as possible, hence being safe. Unfortunately, it does not hit low, but it has hard knockdown properties. Never try to whiff this in any way shape or form or you will eat a combo for the reason that there is no safe option when you miss hitting your foe. Always aim to be at a distance where this normal has a chance to strike whether on hit or block.


Neutral Jumping Normals
Spoiler: show
________________________________________________________________________________________________________
Light Punch → Nj. :punch-light:
    Damage: 50
    Start-up: 6
    Active: 4
    Recovery: Until ground +4
    On Hit: +12
    On Block: +4
    Properties:
۝ – Not much to say about this besides that it is a good air-to-air. It also is a little deceiving in air-to-ground situations where it almost looks like it will hit behind but will hit and land in the front. It can be performed from a diagonal jump.
________________________________________________________________________________________________________
Medium Punch → Nj. :punch-medium:
    Damage: 80
    Start-up: 8
    Active: 6
    Recovery: Until ground +4
    On Hit: +16
    On Block: +5
    Properties:
۝ – Practical if you jump just before or at the same time your opponent did to make this a solid air-to-air normal.
________________________________________________________________________________________________________
Hard Punch → Nj. :punch-hard:
    Damage: 110
    Start-up: 14
    Active: 4
    Recovery: Until ground +4
    On Hit: +20
    On Block: +8
    Properties:
۝ – Marduk comes down with a gigantic hook, striking with the elbow and has a very huge hitbox around it. By using this quite early instead of late you will shed off a few milliseconds or more for your enemy to retaliate or block. Also you can get a Cl. MP or a Cr. MP to connect when it happens, as for hitting it late you will want to use either Cr. HP so you can follow with H GS, or a Cl. HP to follow up with DLT.
________________________________________________________________________________________________________
Light Kick → Nj. :kick-light:
    Damage: 50
    Start-up: 8
    Active: 4
    Recovery: Until ground +4
    On Hit: +12
    On Block: +4
    Properties:
۝ – Same as Nj. LP but hits slightly more upwards. Pretty much another air-to-air which can also be used diagonally.
________________________________________________________________________________________________________
Medium Kick → Nj. :kick-medium:
    Damage: 80
    Start-up: 10
    Active: 9
    Recovery: Until ground +4
    On Hit: +16
    On Block: +5
    Properties:
۝ – I can honestly say that I really do not know how to utilize this normal property. Maybe an early anti-air but that is all I can think of. It has a nifty hitbox though so that can be something.
________________________________________________________________________________________________________
Hard Kick → Nj. :kick-hard:
    Damage: 110
    Start-up: 13
    Active: 6
    Recovery: Until ground +4
    On Hit: Ground bounce
    On Block: +8
    Properties: Hurtbox on the leg appears 3f faster
۝ – Marduk stretches his foot downwards. Looks similar to Doom’s foot dive in the MvC series. The hitbox is quite nice but you must know the reach of his hitbox from his actual feet to determine the gist of it well. This is Marduk’s only move that causes a ground bounce and can net you some good damage from it. You must perform this move as instant as you can get it to be, basically as soon as Marduk jumps you press HK. The only follow up you can do when you hit an instant J. HK is Cl. HP/HK into a GS. As for doing it late, Marduk can continue with a Cr. H and CDC from it to gain some more damage. Overall great move for ambiguous set-ups.


Angled Jumping Normals
Spoiler: show
________________________________________________________________________________________________________
Medium Punch → J. :punch-medium:
    Damage: 80
    Start-up: 10
    Active: 4
    Recovery: Until grounded +4
    On Hit: +16
    On Block: +5
    Properties:
۝ – Not really good for jump-ins, but it has better range than his other air normals, meaning you can use it as an air-to-air very effectively.
________________________________________________________________________________________________________
Hard Punch → J. :punch-hard:
    Damage: 110
    Start-up: 15
    Active: 8
    Recovery: Until grounded +4
    On Hit: +20
    On Block: +8
    Properties: Hurtbox on the arm appears 2f faster
۝ – Even if you try and press HP very early after a diagonal jump, on hit you can follow up with a Cl. MP or any light normal. This should be used only for jump-ins since it is horrendously slow
________________________________________________________________________________________________________
Medium Kick → J. :kick-medium:
    Damage: 80
    Start-up: 11
    Active: 6
    Recovery: Until grounded +4
    On Hit: +16
    On Block: +5
    Properties:
۝ – On wake-up, this move can be deadly because it’s ambiguous. Make sure you hit this deep on cross-up as it can hit as close to your opponent’s ankles. It also increases blockstun in case they keep mashing jab or throw.
________________________________________________________________________________________________________
Hard Kick → J. :kick-hard:
    Damage: 110
    Start-up: 14
    Active: 6
    Recovery: Until grounded +4
    On Hit: Ground bounce
    On Block: +8
    Properties: Hurtbox on the leg appears 3f faster
۝ – Exactly the same as his neutral J. HK but has one extra frame of start-up. There is one thing I can say about the diagonal version of J. HK is that it adds a set-up option for Marduk on wake-up, which is useful if you do not want to spend or have any meter.


Launcher & Cross Cancel

Spoiler: show
________________________________________________________________________________________________________
Launcher:punch-hard: :kick-hard:
    Damage: 100
    Start-up: 13
    Active: 2
    Recovery: 54
    On Hit: Switch, float
    On Block: -34
    Properties: Invincible against crouching attacks, launches opponent while switching characters
۝ - Marduk launches with a clenched hammer fist. Generic launcher much like everyone else in the game. It is invincible to crouching attacks and will blow through them. So if you ever see your enemy trying to jab their way out, throw this out for good measure.

________________________________________________________________________________________________________
Cross Cancel:joystick-right: :plus: :punch-hard: :kick-hard:
    Damage: 130
    Start-up: 13
    Active: 3
    Recovery: 38
    On Hit: Hark Knockdown
    On Block: -9
    Properties: Invincible frames 1-15
۝ - Very similar to Spinning Backfist. Landing this in a blockstring from your opponent will push them back a bit for a hard knockdown.


Unique attacks
*Note: The last move of a string or a target combo is the initial frame data for that move. Also, :punch-light: , :kick-light: , and :punch-hard: are only follow-ups to these target combos and are all performed far away from your opponent.

Spoiler: show
________________________________________________________________________________________________________
Revolving Trap Kick → Far :kick-light: , :kick-medium: or :kick-hard:
:kick-light:
    Damage: 40
    Start-up: 7
    Active: 3
    Recovery: 10
    On Hit: +4
    On Block: 0
    Properties: Input either :kick-medium: or :kick-hard: between frames 9-14 for follow-up
      :kick-medium: or :kick-hard:
        Damage: 50
        Start-up: 12
        Active: 4
        Recovery: 13
        On Hit: 0
        On Block: -2
        Properties:
۝ - On the ground this won't do you much besides a safe frame trap. This works as a juggle and is special cancellable, but there are other better, damaging options.
________________________________________________________________________________________________________
Jab Body Combo → Far :punch-medium: , :joystick-down: :plus: :punch-hard:
:punch-medium:
    Damage: 70
    Start-up: 9
    Active: 4
    Recovery: 16
    On Hit: +1
    On Block: -2
    Properties:
      :joystick-down: :plus: :punch-hard:
        Damage: 40
        Start-up: 7
        Active: 3
        Recovery: 14
        On Hit: 0
        On Block: -2
        Properties:
۝ - Effective in juggles for added damage, but on ground not really. If you somehow find his St. MP useful, then by all means use it to your advantage. It's cancellable and safe on block.
________________________________________________________________________________________________________
Left Right Combo → Far :punch-medium: , :punch-hard:
:punch-medium:
    Damage: 70
    Start-up: 9
    Active: 4
    Recovery: 16
    On Hit: +1
    On Block: -2
    Properties:
      :punch-hard:
        Damage: 40
        Start-up: 10
        Active: 6
        Recovery: 8
        On Hit: -15
        On Block: -18
        Properties:
۝ - The properties on the HP is rather different, especially in spacing. It doesn't move him enough to be safe, and it's punishable on block and hit. Cancel this into his Power Elbow for a safer string.
________________________________________________________________________________________________________
Left Right to Gut Check → After Left Right Combo, :kick-medium: , :punch-medium: :punch-hard:
:kick-medium:
    Damage: 40
    Start-up: 12
    Active: 4
    Recovery: 21
    On Hit: -8
    On Block: -10
    Properties: Input :punch-medium: :punch-hard: between frames 1-20 for follow-up
      :punch-medium: :punch-hard:
        Damage: 100
        Start-up: 8
        Active: 5
        Recovery: 27
        On Hit: Hard Knockdown
        On Block: -14
        Properties:
۝ - Marduk carries on his extension of his Left Right Combo with a Cl. MK and a HP that knocks down. The MK won't connect but you can use this as a frame trap to bait your foe into not blocking. The HP after the MK connects gives a hard knockdown, allowing Marduk to dash in and prolong his pressure and wake-up game.
________________________________________________________________________________________________________
Left Right to Power Elbow → After Left Right Combo, :joystick-right: :plus: :punch-medium: or :punch-hard:
:joystick-right: :plus: :punch-medium: or :punch-hard:
    Damage: 30
    Start-up: 9
    Active: 3
    Recovery: 13
    On Hit: +1
    On Block: -4
    Properties:
۝ - Since because the Left Right Combo is unsafe on both block and hit, going for Power Elbow is a better idea considering that it's -4 on block and safe overall. Unlike the Quick Elbow Combo, this will hit regardless of how far the HP is after it's been pressed.
________________________________________________________________________________________________________
Craig Rush → After Left Right to Power Elbow, :joystick-down: :plus: :punch-2x:
:joystick-down: :plus: :punch-2x:
    Damage: 70
    Start-up: 7
    Active: 3
    Recovery: 20
    On Hit: Knockdown
    On Block: -5
    Properties:
۝ - On a juggle it makes them float but you cannot follow up afterwards, so a switch cancel could be done to extend the combo. Unfortunately there are much better options than this as a juggle, so I wouldn't recommend it to juggle opponents around. Also on a juggle, this only works in the corner, as the MP will whiff mid-screen.
________________________________________________________________________________________________________
Quick Elbow Combo → Far :punch-hard: , :punch-medium: or :punch-hard:
:punch-hard:
    Damage: 100
    Start-up: 12
    Active: 6
    Recovery: 19
    On Hit: 0
    On Block: -5
    Properties:
      :punch-medium: or :punch-hard:
        Damage: 30
        Start-up: 9
        Active: 3
        Recovery: 13
        On Hit: +1
        On Block: -5
        Properties:
۝ - The St. HP gives a pretty huge push back on the opponent, so the elbow will whiff in certain distances. It's good for up close where you won't get a Cl. HP but make sure that you space it well enough for a hit. There's a combo that exploits this attack below. The elbow is cancellable, thus being able to CDC for safety.
________________________________________________________________________________________________________
Catapult Tackle Combo → Far :punch-hard: , :joystick-down: :plus: :punch-2x:
:punch-hard:
    Damage: 100
    Start-up: 12
    Active: 6
    Recovery: 19
    On Hit: 0
    On Block: -5
    Properties:
      :joystick-down: :plus: :punch-2x:
        Damage: 70
        Start-up: 7
        Active: 3
        Recovery: 20
        On Hit: Knockdown
        On Block: -5
        Properties:
۝ - This target combo ends with a shoulder tackle just like his Cr. HP. Again it needs to be spaced properly just like Quick Elbow Combo or else it'll whiff. It doesn't really knockdown since they stand back up instantly but they wouldn't be able to follow up with anything more. And there's almost no use for this during footsies or in juggles unless you aim to use the HP as an anti-air, then the tackle will float much like Craig Rush.
________________________________________________________________________________________________________
Mongolian Chop:joystick-right: :plus: :punch-2x:
    Damage: 100
    Start-up: 23
    Active: 3
    Recovery: 21
    On Hit: +8
    On Block: -1
    Properties: Overhead attack, forces standing on opponent
۝ - Mongolian Chop is Craig's only overhead. Marduk chops down quite slowly with two hands. Despite being slow, it is a great move to use to mix with Cr. LK on wake-up for a high/low situation. On hit you can connect with a Cr. MP or a Cr. LP for easy hit confirm.
________________________________________________________________________________________________________
Spinning Backfist:joystick-left: :plus: :punch-medium:
    Damage: 100
    Start-up: 30
    Active: 3
    Recovery: 30
    On Hit: +5
    On Block: -6
    Properties: One hit of armour frames 1-29, +8 on counter-hit, backturn on hit
۝ - Marduk gets one hit of armour instantly, which allows him to go through any one hit specials and footsies. Spinning Backfist puts the opponent in what is called a backturn, just like Alex's Flash Chop in 3S, meaning you can combo with a throw. You can also combo with a Cr. LP or Cr. LK , but it is a 1 frame combo, so try Cl. LK afterwards for a 2 frame combo.
________________________________________________________________________________________________________
Wake-up Hammer:punch:
    Damage: 120
    Start-up: 19
    Active: 4
    Recovery: 25
    On Hit: +2
    On Block: -11
    Properties: Full body invulnerability frames 1-10, +5 on standing counter-hit, forces standing on hit
۝ - This only works when you are face down after a specific knockdown, like Zangief's SPD. Not a lot of moves will give you the chance to be face down especially most knockdowns that puts Marduk face up such as sweeps and uppercuts. Therefore you need to spot that chance of landing this move as a surprise attack. It is safe, but do not abuse it.
________________________________________________________________________________________________________
Wake-up Sweep:joystick-down: :plus: :punch:
    Damage: 110
    Start-up: 18
    Active: 2
    Recovery: 32
    On Hit: Sweep Knockdown
    On Block: -16
    Properties: Invincible frames 1-10
۝ - Much like the one above, this strikes low. Although it's not safe, it knocks down. So you can change the pace of the match by gaining the advantage.


Throws
Spoiler: show
________________________________________________________________________________________________________
Knee Breaker:joystick-right: or N :plus: :punch-light: :kick-light:
    Damage: 150
    Start-up: 5
    Active: 2
    Recovery: 20
    On Hit:
    On Block:
    Properties: Hard Knockdown
۝ - Marduk bashes the knee of their opponents and flings them in front of him for a forward throw. Mix this up with NLS as both sets up very good wake-up options. This is Marduk's only throw that doesn't change the direction he is in, so that he can keep enemies in the corner and keep his ground.
________________________________________________________________________________________________________
Around the World:joystick-left: :plus: :punch-light: :kick-light:
    Damage: 150
    Start-up: 5
    Active: 2
    Recovery: 20
    On Hit:
    On Block:
    Properties: Hard Knockdown
۝ - Marduk slams the foe behind him. This, along with NLS, sets up options for his wake-up game.
Last edited by Snipe on Sat May 05, 2012 9:42 am, edited 16 times in total.
User avatar
Snipe
 
Posts: 498
Joined: Sun Jul 03, 2011 11:02 am
Location: Toronto, Canada

*Winning Champion!*

PSN Gamertag: Snipeclips

Snipe's Guide To Breaking Faces With Marduk!

Postby Snipe » Tue Feb 21, 2012 6:43 pm

III - Specials, Super Arts, and Cross Arts

Specials

Gator Slam:joystick-right: :joystick-down: :joystick-down-right: :plus: :punch: or :punch-2x:
Spoiler: show
- :punch-light:
    Damage: 150
    Start-up: 6
    Active: 4
    Recovery: 37
    On Hit: Hard knockdown
    On Block: -
    Properties: Crushes airborne attacks form frames 1-9
- :punch-medium:
    Damage: 160
    Start-up: 5
    Active: 4
    Recovery: 37
    On Hit: Hard knockdown
    On Block: -
    Properties: -
- :punch-hard:
    Damage: 180
    Start-up: 9
    Active: 4
    Recovery: 37
    On Hit: Hard knockdown
    On Block: -
    Properties: -
- :punch-2x:
    Damage: 200
    Start-up: 6
    Active: 4
    Recovery: 35
    On Hit: Hard knockdown
    On Block: -
    Properties: Crushes airborne attacks from frames 1-10

۝ - Gator Slam is his anti-air grab that catches opponents as they jump towards you from a distance. He slams the foe in a different direction depending on the strength of the button pressed. The light version has invincibility against all types of jump ins and airborne attacks frames 1-9,so it is recommended to use the light version because it is the best anti-air to use out of the rest of them. Along with the medium version, it slams them behind Marduk, which allows a change in the direction of the screen. The heavy version slams them twice, does more damage, and leaves them in the same side which they jumped from. The heavy version can be used to end combos to rack some damage and is great for use in the corner. Sometimes this can determine the outcome of a match by where you are at all times. The good thing about the Gator Slam is that it can change the pace of a match due to the move changing screen positions. If you are dealt with a player using fireballs and are trapped in the corner, they would not dare to jump or else they end up in the corner. Mainly this move becomes a threat if you know how to punish jumps well later on in matches, as they become more cautious every time you connect the Gator Slam as your main AA. Keep in mind you will get hit by late jump-ins when you execute it rather late. You do not need to have super godlike reactions but if you are capable of anti-airing people with normals with other characters properly, then learning to anti-air with Gator Slam can be quite easy with some time and training. It also learns you to AA effectively in other games beyond SFxT, so more power to you.

EX: - The EX version of Gator Slam will throw your opponent across the screen in the opposite direction Marduk was in. A risky move to use since the most difficult part about EX Gator Slam is that it places you full-screen away from your opponent to dish out damage. Really not worth the meter unless you are put in the corner or just to rack up the most damage to end a round. Like the light version, the EX also has invincibility against jumping attacks as well.

Northern Lights Suplex:joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: or :punch-2x:
Spoiler: show
- :punch-light:
    Damage: 160
    Start-up: 4
    Active: 2
    Recovery: 38
    On Hit: Hard knockdown
    On Block: -
    Properties: -
- :punch-medium:
    Damage: 170
    Start-up: 4
    Active: 2
    Recovery: 38
    On Hit: Hard knockdown
    On Block: -
    Properties: -
- :punch-hard:
    Damage: 180
    Start-up: 4
    Active: 2
    Recovery: 38
    On Hit: Hard knockdown
    On Block: -
    Properties: -
- :punch-2x:
    Damage: 240
    Start-up: 5
    Active: 2
    Recovery: 38
    On Hit: Hard knockdown
    On Block: -
    Properties: Full body invulnerability from frames 1-4

۝ - Craig grabs his opponent and performs a belly-to-belly suplex in which the enemy's head and upper back strike to the ground. Different from his other grabs, it is unblockable and can be punished during the recovery phase. This is Marduk's command grab which has average range relevant to the grabs illustrated from the SF grapplers, more like T. Hawk's grab range in SSF4 than anyone else. Depending on the strength, it positions Marduk to the other side of the screen, making this move very effective to get out of corner pressure and put your opponent in the corner at once to start your own. The light version has greater distance of range but less damage and heavy having the least but greater damage. With a start-up of 4 frames, Marduk has the fastest command grab in the game. This move spaces itself after it connects for you to dash in and set up devastating cross-ups and high/low predicaments afterwards. But nonetheless what he can do is Charge Dash Cancel (CDC) his DLT during a block string into his NLS. If you see your foe not doing anything from a distance, mashing forward to continuously dashing can surprise them and end up blocking in fear. In some situations they will eventually poke you out and will capitalize on it, be careful on how you are gonna approach and try to do such a tactic.

EX: - EX NLS is incredibly damaging, going for 240. It can pretty much take nearly 1/4th of your enemy's life for one meter. And with gems making it easier to build meter, you would want to lay as much damage as possible to get the win easily. It has invincibility on start up, so normals or hittable limbs within the range of his grab will be likely to get caught.

Double Leg Takedown:joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick: or :kick_2x:
Spoiler: show
- :kick-light:
    Damage: 20
    Start-up: 8
    Active: 3
    Recovery: 47
    On Hit: Hard knockdown
    On Block: -31
    Properties: Can be super-charged, now hits airborne foes, airborne frames 8-17, input either :punch: or :kick: between frames 9-42 for follow-up attack
- :kick-medium:
    Damage: 30
    Start-up: 8
    Active: 3
    Recovery: 47
    On Hit: Hard knockdown
    On Block: -31
    Properties: Can be super-charged, now hits airborne foes, airborne frames 8-17, input either :punch: or :kick: between frames 9-42 for follow-up attack
- :kick-hard:
    Damage: 30
    Start-up: 8
    Active: 3
    Recovery: 47
    On Hit: Hard knockdown
    On Block: -31
    Properties: Can be super-charged, now hits airborne foes, airborne frames 8-17, input either :punch: or :kick: between frames 9-42 for follow-up attack
- :kick_2x:
    Damage: 140
    Start-up: 9
    Active: 3
    Recovery: 64
    On Hit: Wall bounce
    On Block: -48
    Properties: Can be super-charged, only hits on ground and ground bounced opponents, airborne frames 9-18

۝ - Double Leg Takedown (or DLT) was one of Marduk's infamous move throughout the Tekken games. You would have options to hit whether left or right then go to a submission move for added damage. In this game it is rather similar in terms of positioning your opponent. The move is unsafe on block and can be highly punishable, leading yourself to eat a game changing combo. Since it can combo, it is indeed blockable not like in the Tekken games he has appeared in. Use this move wisely, during a combo or as a punish to further place your opponent in the corner is best and rather a safe option. It is charge-able, so it provides some scary tactics Craig is capable of, such as CDC into his command grab, or bait opponents during wake-up. Craig lunges at his foe and can do one of three things: pressing nothing will give you but an ordinary takedown, pressing kick will throw your opponent, and pressing punch makes Marduk beat them down.

    Hercules' Hammer → After Double Leg Takedown, :kick:
    Spoiler: show
    - :kick:
      Damage: 160
      Start-up: -
      Active: -
      Recovery: -
      On Hit: Hard knockdown
      On Block: -
      Properties: -

    ۝ - After pressing :kick: , Craig grabs them by the legs, and then tosses them to the other side of the screen for a hard knockdown, almost as switching sides but maintaining his opponent at a solid range. If the move connects, you are at a very steady place for mixing up your opponent if they attempt a tech-roll. Little walking from either side will generate your foe confusion as to where they will land and what to do next. By dashing afterwards, it brings you to close range, the best range you would want Marduk to be in. And if you are stuck in a corner, use this as a means to get out of the corner so than it puts your foe in the corner and gain an early advantage in a match.

    Mount Mongolian Chop → After Double Leg Takedown, :punch:
    Spoiler: show
    - :punch:
      Damage: 110
      Start-up: -
      Active: -
      Recovery: -
      On Hit: Hard knockdown
      On Block: -
      Properties: -

    ۝ - Craig attacks with several punches to the face after the DLT follow up. Players would want Marduk to approach the opponent close range, so this follow up is a great move to end a combo because you are in your opponent's face as you begin pressuring them with faint CDCs and whatnot to keep them alert and on their toes. Having a move that ends with Marduk being in close range on a knockdown can be quite deadly, so you have options that you can swiftly change.

EX: - EX DLT extends Craig's comboability by throwing his opponents by the legs to the wall for a wall bounce. This is truly worth the meter and is the go-to EX move to use when you connect with a combo for additional big damage. He does not have a whole lot of combos compared to many Tekken fighters in this game, but he does make up for it in damaging, ranged normals and set-ups overall.

Super Art

Mount Rush:joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick_3x:
Spoiler: show
    Damage: 350
    Start-up: 4
    Active: 3
    Recovery: 110
    On Hit: Hard knckdown
    On Block: -96
    Properties: 72 frame cinematic freeze before attack begins, full body invulnerability from frames 1-5, airborne frames 4-15

۝ - Marduk jumps forward and mounts himself on top of your foe to give them a barrage full of punches to the face. Similar to DLT, this can be comboed into since it can be blocked. At first, you cannot combo into his super on juggled opponents, but thanks to the 2013 patch, now he is capable of just that. You can get at least 500 damage with a combo to super, but his damage output from his super is a bit wasteful for 2 meters since you can perform combos worth 1 meter and just 30 or so less damage. His damage output are not only from his combos, so some of the times you would end up having some meter for the super or EX moves. Also it is best for punishing enemies who either whiff or have bad frame advantage on their moves for an easy 350 damage. You could also punish foes as an AA, as it does now hit airborne adversaries since the 2013 patch. The good thing about the super is that Craig becomes invincible until it connects, but if you miss, your opponent will literally have minutes to think of a damaging combo. What this means is that a few more options are open for Marduk, both combos and punish tactics.

Cross Art:joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-medium: :kick-medium:
Spoiler: show
    Damage: 150
    Start-up: 9
    Active: 2 per hit
    Recovery: 21 for first hit, 23 for second hit, 34 for last hit
    On Hit: Switch
    On Block: -15
    Properties: 65 frame cinematic freeze before attack begins, full body invulnerability frames 1-10

۝ - Craig's start up on his cross art is pretty fast and can be used as an anti-air. You must hit it on the first hit of the cross art as the other 2 hits will not trigger the cinematic animation and switch your partner in. It does have invincibility frames, meaning that it is a solid move when you fill the entire bar of meter to punish whiffed or unsafe moves and jump ins.
Last edited by Snipe on Sat May 05, 2012 11:04 am, edited 11 times in total.
User avatar
Snipe
 
Posts: 498
Joined: Sun Jul 03, 2011 11:02 am
Location: Toronto, Canada

*Winning Champion!*

PSN Gamertag: Snipeclips

Snipe's Guide To Breaking Faces With Marduk!

Postby Snipe » Tue Feb 21, 2012 6:44 pm

IV - Combos

Marduk does not have a lot of combos but more variations to most of his combos. Reason for that is it will be easy for beginners and newcomers to try out basic combos while at the same time applying good damage. He is already damaging and his combos are no different. Some of these shown will incorporate damage and accessibility for people who are new to SFxT as well as some highly rewarding combos for experts and veterans willing to do them. I will not post every single combo he has, just the more useful and efficient ones in his inventory.

*Note: Most combos you can add any jumping normal for additional damage such as J. HP or J. MK. I will also inform you that Double Leg Take Down will always be performed either the MK or HK version since they do 10 more damage. Here are some abbreviations you need to get familiar with to understand when you look at combos not only from my guide, but as a general standpoint of other combos from other games.

(xx) - Cancel into the upcoming move
(,) - It can link into another move
(SCDC) or Super Charge Dash Cancel - Charging a move then dash to cancel
(lmh) – Chaining normal moves from a cross rush or boost combo
St. – Standing
Cl. – Close Standing
Cr. – Crouching
Nj. – Neutral Jumping
J. – Diagonal Jumping

Meterless

Spoiler: show
|Cl. HK xx Double Leg Take Down|
218 for P 258 for K
→ Very simple combo to punish a huge whiffed move, or from a solid jumping normal, usually a mid to deep hit.

|Cr. HP xx HP Gator Slam|
280 damage
→ Possibly just as good as a punish or a jump in combo than the first due to Cr. HP's more faster start up, even does more damage than the first.

|J. HK, Cl. HP xx HP Gator Slam|
354 damage
→ This is one of my personal favourites and the more practical. Mostly used for 50/50 mix ups on wake up. It provides you easy damage if you are short on meter or need to save some for the finishing blow.

|Cr. LP, Cr. LP, Cr. LK xx Double Leg Take Down|
199 for P 229 for K
→ A quick and easy hit confirm you should learn in order to execute any other combos I have listed down.

|Cr. LP, Cr. LP, Cr. MP xx Double Leg Take Down|
223 for P 253 for K
→ This one very similar to the above combo except a 1-frame link involving Crouching MP. More optimal damage-wise.

|Cl. MP, Cl. MP, Cr. MP xx Double Leg Take Down|
283 for P 313 for K

|Cl. MP, Cr. LP, Cr. LK xx Double Leg Take Down|
229 for P 259 for K

|Cr. LP, Cr. LP, Cl. MP, Cr. LP, Cr. MP xx Double Leg Take Down|
265 for P 285 for K

|Mongolian Chop, Cr. MP xx Double Leg Take Down|
271 for P 306 for K

|Mongolian Chop, Cr. LP, Cr. LP, Cr. LP Quick Elbow Combo xx Double Leg Take Down|
302 for P 317 for K

|Spinning Backfist, Cl. LK xx Double Leg Take Down|
241 for P 276 for K

|Spinning Backfist, Northern Lights Suplex|
260 for LP

|Cr. HP (SCDC), Cr. LK, Cr. MP xx HP Gator Slam|
322 damage

|J. HP, J. HK, Cl. HP xx HP Gator Slam|
426 damage

1 Meter
Spoiler: show
With EX Double Leg Takedown, Marduk has several options to follow it up with. The three listed are in order of easy input to most damage.

St. LK, Cr. MP xx Gator Slam
St. LK, Cl. MP, Cr. MP xx Gator Slam
Jab Body Combo, Cr. MP xx Gator Slam

|Cl. HP xx EX Double Leg Take Down, St. LK, Cr. MP xx HP Gator Slam|
429 damage

|Cl. MP HP xx EX Double Leg Take Down, St. LK, Cl. MP, Cr. MP xx HP Gator Slam|
429 damage

|J. HP, J. HK, EX Double Leg Take Down, Jab Body Combo, Cr. MP xx HP Gator Slam|
512 damage

|Spinning Backfist, EX Northern Lights Suplex|
340 damage


2 Meters

Spoiler: show
|Cl. MP HP xx Mount Rush|
435 damage

|Cl. HP xx EX Double Leg Take Down, Cr. MK HP xx EX Gator Slam|
465 damage

|Cr. HP, Cl. MP, Cr. MP xx Mount Rush|
486 damage


3 Meters
Spoiler: show
Cross Arts are viable in any cancelable normals performed in the meterless combo section

|Cl. HP xx EX Double Leg Take Down, Cr. MK Cl. HK xx Mount Rush|
582 damage



Tag in combos

Here are some tag in combos for Marduk that optimizes the most damage for the following characters.

Akuma
Spoiler: show
|Cr. MP, Cr. HP xx LK Tatsu, Cl. HP xx MP Goshoryuken (tag), J. HK, Cl. HP xx HP Gator Slam|
486 damage

|St. HK, Cl. HP xx LK Tatsu, Cl. HP xx MP Goshoryuken (tag), J. HK, Cl. HP xx HP Gator Slam|
516 damage

|Cr. HP xx EX Tatsu, Cl. HK xx HP Shakunetsu Hadoken, HP Goshoryuken (tag), Nj. HK, Cl. HP xx HP Gator Slam|
608 damage
- Only works in the corner.


Hugo
Spoiler: show
|Cr. MP xx LP Giant Palm Breaker, Cr. MP xx EX Monster Lariat (tag), J. HP, J. HK, Cl. HP xx HP Gator Slam|
568 damage 541 damage without HP

|Body Press, Cr. MP xx LP Giant Palm Breaker, St. MP HP (Launcher), Cl. MP, Cr. MP xx HP Gator Slam|
479 damage

|J. HK, Cr. MP xx LP Giant Palm Breaker, Cr. MP xx LK Monster Lariat (tag), Cl. MP, Cl. MP, Cr. MP xx HP Gator Slam|
485 damage


Cody
Spoiler: show
|Cl. HP, Cr. HP xx HP Criminal Upper (tag), J. HK, Cl. HP xx HP Gator Slam|
519 damage

|Cl. HP, Cr. HP xx Zonk Knuckle, Cl. HP, Cr. HP xx Zonk Knuckle (tag), Nj. HK, Cl. HP xx HP Gator Slam|
537 damage
- Only works in the corner.


Ken
Spoiler: show
|Target Combo xx HP Tatsu (tag), J. HP, Launcher, Izuna Kick, Cr. HP xx HP Shoryuken|
488 damage

|Cl. HP xx LP Shoryuken, Cr. HP xx HP Shoryuken (tag), J. HK, Cl. HP xx HP Gator Slam|
511 damage

|Cl. MK, Cr. MK xx HP Shoryuken (tag), J. HK, Cl. HP xx HP Gator Slam|
451 damage


Heihachi
Spoiler: show
|Cl. HP xx M Rising Uppercut, Cl. HP xx M Rising Uppercut, Cl. HP xx Dragon Uppercut (tag), J. HK, Cl. HP xx H Gator Slam|
453 damage

|Cr. MP, Muso Tettsui, Cl. HP xx Hell Axle (tag), Nj. HK, Cl. HP xx HP Gator Slam|
434 damage
- Only works in the corner.


Law
Spoiler: show
|Cr. MP, Cr. MP xx MP Fury Fist Rush, Cl. HP xx Shaolin Spin Kicks (tag), J. HK, Nj. HP, Cr. MP xx HP Gator Slam|
483 damage

|Cl. HK, Cr. HP xx MP Fury Fist Rush (tag) Super Charge > Mount Rush|
502 damage

|Cl. HP xx HP Fury Fist Rush (tag), Nj. HP, Nj. HK, Cl. HP xx HP Gator Slam|
519 damage
- Only works in the corner.


Bob
Spoiler: show
|Cl. MP, Cr. HP xx Langue Washer, Cr. LK, Cr. HP xx HP Cracker > Pound Cake (tag), Cl. HP xx HP Gator Slam|
399 damage

OR

|Langue Washer, One Two Punch xx Spiral Rocky, Cr. HP xx Spiral Rocky (tag), J. HK, Cl. HP xx HP Gator Slam|
441 damage

|Cortorno Farce (tag), Nj. HP, Cr. HP xDCx , Cr. MP xx HP Gator Slam|
410 damage

|Cr. HP xx HP Spinner Ball > Lyonnaise Break, Cr. MP xx Spiral Rocky, Cl. HP xx Spiral Rocky (tag), Nj. HK, Cl. HP xx HP Gator Slam|
464 damage
- Only works in the corner.


Jack
Spoiler: show
|Cl. HP xx LP Rocket Uppercut x2, Cl. HP xx HP Rocket Uppercut (tag). Nj HK, Cl. HP xx HP Gator Slam|
583 damage 620 in a jump in

|Cl. HP xx LP Rocket Uppercut, Cl. HP xx LP Rocket Uppercut, HP Rocket Uppercut (tag), Nj. HK, Nj. HP, Cl. HP xx HP Gator Slam|
599 damage
- Only works in the corner.


Christie
Spoiler: show
|Cl. HP xx HP Wheel Kicks, Cr. LP, St. HP xx HP Wheel Kicks (tag), J. HK, Cl. HP xx HP Gator Slam|
486 damage

|Cr. HP xx Handstand > Perch Flop Kick, Perch Flop Kick, Helicopter (tag), J. HK, Cl. HP xx HP Gator Slam|
508 damage



Launcher Combos

These are primarily the kinds of combos that will lead you into your launcher more efficiently. There are many variations, but the ones shown bring three different concepts required to lead into the launcher.

Cl. HP Launcher
Cl. MP HP Launcher

Cr. LK Cl. MP HP Launcher

Cr. LP, Cr. LP, Cr. LK Cl. MP HP Launcher
Last edited by Snipe on Sat May 05, 2012 9:15 pm, edited 4 times in total.
User avatar
Snipe
 
Posts: 498
Joined: Sun Jul 03, 2011 11:02 am
Location: Toronto, Canada

*Winning Champion!*

PSN Gamertag: Snipeclips

Snipe's Guide To Breaking Faces With Marduk!

Postby Snipe » Tue Feb 21, 2012 6:44 pm

V - Team Synergy and Gems

Best spot on a team
On Point – In most matches, you would not know who would be up against Marduk at the beginning of the round. It can be Ryu, Akuma, or anyone who is Marduk’s bad match ups. Especially if you count the spacing before the match starts he will be at a disadvantage, and players would try and capitalize on the starting distance to be far off from him as much as they can. So therefore the most useful spot on any team would be as the right hand man or the anchor.

As Anchor - In this position on a team, nearly most grapplers should be in this spot. Marduk is able to end launcher combos with Gator Slam which leads to a guaranteed knockdown and his wake up game. You can also combo into a Cross Art, but unless you tag him in with less but strong hits, it will scale the damage hard. Only thing not to do is tag him in full screen away from your foe, especially if they throw projectiles, then you have to put in a lot of work to pass through fireballs.

Gem Selection
The most controversial feature in SFxT. Gems may be a nice thing to utilize for casuals online and experienced players. It does not make much of a difference in how you play, it only enhances such components that are implemented to every character and does not change a character in any significant way. Assist gems, though, are not needed, and in my opinion may hinder the success of the game. Here I listed some gems that I personally think works great for a character like Marduk. Please don’t take this as a must, but rather a guideline that can help with your decision.

Attack
Attack gems are the gems needed for Marduk’s game plan. One of his advantages is dishing out good damage, so further increasing that stat can finish rounds quite quickly. Aim to use attack gems that activate when you are on the offense, thus allowing every second to count when you apply pressure. Some of his combos can reach over 500 damage with only 10% boost, therefore pertaining his scary grappler mindset.

Spoiler: show
#001 Immense Power Lv. 1
Condition: Connect with 5 normal moves
Effects: Damage output +10%
Duration: 20 sec.
Slots: 1

#009 Immense Power Lv. 1
Condition: Connect with 3 Special Moves
Effects: Damage output +10%
Duration: 20 sec.
Slots: 1

#019 Immense Power Lv. 1
Condition: Your partner connects with 1 launcher
Effects: Damage output +10%
Duration: 20 sec.
Slots: 1

#022 Immense Power Lv. 2
Condition: Use a Super art
Effects: Damage output +20%
Duration: 15 sec.
Slots: 1


Defense
Defense gems boosts Marduk’s already good defense. With things like Iron Wall and Fortitude, he can rival with bigger fighters like Zangief and Hugo, and reduces damage dealt to him, lasting him longer in matches where he would have lost.

Spoiler: show
#082 Fortitude Lv. 1
Condition: Get hit by 4 normal moves
Effects: Incurred damage cut +80
Duration: 20 sec.
Slots: 1

#085 Fortitude Lv. 1
Condition: Block 5 times
Effects: Incurred damage cut +80
Duration: 20 sec.
Slots: 1

#086 Fortitude Lv. 2*(KOIF Pack)
Condition: Block 10 times
Effects: Incurred damage cut +110
Duration: 15 sec.
Slots: 1

#088 Fortitude Lv. 1
Condition: Have your attacks blocked 4 times
Effects: Incurred damage cut +80
Duration: 20 sec.
Slots: 1

#086 Fortitude Lv. 2*(TK Pack 3)
Condition: Block 10 times
Effects: Incurred damage cut +110
Duration: 15 seconds
Slots: 1

#63 Iron Wall Lv. 2*(TK Pack 6)
Condition: Opponent gets the First Attack
Effects: Incurred damage reduction +20%
Duration: 15 seconds
Slots: 1

#107 Fortitude Lv. 1*(TK Pack 10)
Condition: Land 1 Counter Hit
Effects: Incurred damage cut +80
Duration: 20 seconds
Slots: 1

#111 Fortitude Lv. 1*(TK Pack 12)
Condition: Perform a knockdown recovery once
Effects: Incurred damage cut +80
Duration: 20 seconds
Slots: 1


Speed
Marduk lacks in any mobility besides his dash. He has one of the slowest forward walks speed and the slowest backward walk speed in the game, but he does have a very good dash and a short jump arc. Combined with speed gems, it will make his movement and timing much faster and can maneuver around more easily.

Spoiler: show
#117 Divine Speed Lv. 1
Condition: Connect with 5 normal moves
Effects: Movement speed +10%
Duration: 20 sec.
Slots: 1

#123 Divine Speed Lv. 1
Condition: Block 5 times
Effects: Movement speed +10%
Duration: 20 sec.
Slots: 1

#148 Divine Speed Lv. 1*(TK Pack 15)
Condition: Perform a knockdown recovery once
Effects: Movement speed +10%
Duration: 20 sec.
Slots: 1

#129 Divine Speed Lv. 2*(TK Pack 17)
Condition: Get hit by 3 special moves
Effects: Movement speed +15%
Duration: 15 sec.
Slots: 1


Vitality
Vitality gems are much like Fortitude gems, but there are no restrictions. Once it activates, it does its job and allows you to keep the health gain until the end of the round.

Spoiler: show
#172 Life Force Lv. 1
Condition: Your partner escapes 1 throw
Effects: Vitality gradual restoration +60
Duration: 5 sec.
Slots: 1

#168 Life Force Lv. 2*(TK Pack 7)
Condition: Perform a knockdown recovery 3 times
Effects: Vitality gradual restoration +80
Duration: 10 seconds
Slots: 1

#169 Life Force Lv. 2*(TK Pack 7)
Condition: Roll forward after a knockdown 2 times
Effects: Vitality gradual restoration +80
Duration: 10 seconds
Slots: 1

#200 Harmonize Lv. 2*(TK Pack 11)
Condition: When vitality is at 50%
Effects: Vitality instant restoration +60
Duration: 0 seconds
Slots: 1

#173 Life Force Lv. 1*(TK Pack 23)
Condition: When 40 seconds pass from the star of the fight
Effects: Vitality gradual restoration +60
Duration: 5 sec.
Slots: 1


Cross gauge
Cross gauge gems are meter gems that can effectively gain you much meter easily or reduce the usage. The cross gauge is a big factor for Marduk as he needs meter to get his higher, damaging combos a lot more often during a match.

Spoiler: show
#214 Onslaught Lv. 2
Condition: Your partner connects with 1 launcher
Effects: Cross gauge acquisition rate +40%
Duration: 15 sec.
Slots: 1

#229 Onslaught Lv. 2*(TK Pack 13)
Condition: When total team vitality is at 50%
Effects: Cross gauge acquisition rate +40%
Duration: 15 sec
Slots: 1

#271 Resolution Lv.1*(TK Pack 13)
Condition: When vitality is at 50%
Effects: Cross gauge gradual restoration +200
Duration: 5 sec.
Slots: 1

#269 Resolution Lv. 2*(TK Pack 14)
Condition: Perform a knockdown recovery 2 times
Effects: Cross gauge gradual restoration +400
Duration: 10 sec.
Slots: 1

#209 Onslaught Lv. 1*(TK Pack 16)
Condition: Connect with 1 EX special move
Effects: Cross gauge acquisition rate +20%
Duration: 20 sec.
Slots: 1

#217 Onslaught Lv. 3*(TK Pack 20)
Condition: Get the First Attack
Effects: Cross gauge acquisition rate +60%
Duration: 10 sec.
Slots: 1

#276 Motivation Lv. 1*(TK Pack 22)
Condition: Connect with 1 EX Special Move
Effects: Cross gauge instant restoration +200
Duration: 0 sec.
Slots: 1


EX
These gems are a mix of two existing gems, thus why there are slot restrictions. It may be slightly better than a couple of other gems mainly due to the level and duration of these effects, which adds an extra 5-10 seconds before wearing off.

Spoiler: show
#304 EX Divine Speed Lv. 2
Condition: Have your attack blocked 8 times
Effects: Movement speed +15%, Cross gauge instant restoration +200
Duration: 20 seconds
Slots: 2


* - DLC gems.

Assist
Assist gems, in all honesty, are garbage. It only gets you so far into learning fighting games since SFxT is probably the first one to even have these kinds of features, such as Auto Block and Easy Input gems. Those won’t make you any better in any fighting games if you plan to play more games besides SFxT.
Last edited by Snipe on Sat May 26, 2012 1:25 pm, edited 6 times in total.
User avatar
Snipe
 
Posts: 498
Joined: Sun Jul 03, 2011 11:02 am
Location: Toronto, Canada

*Winning Champion!*

PSN Gamertag: Snipeclips

Snipe's Guide To Breaking Faces With Marduk!

Postby Snipe » Tue Feb 21, 2012 9:33 pm

VI - General Strategies and Advanced Tactics

Before reading, I would suggest you all to take a look at The Ultimate Grappler Guide, which I also took part of. Here is a small snippet:

The ultimate, the tyrannical, the immovable objects. Where the heavyweights are contested in their own flow of battle. Relying on muscular strength and dynamic force, Grapplers are a defined class of close range command throwing machines. From limiting options to simple and effective mix ups, all grapplers are forces to be reckoned with, especially the lesser known characters. Be ready for a good experience everyone, and let us get this started!


If you feel that you do have a grasp at grapplers in general, or very good with Marduk at least, then continue on reading below.

Mix Ups

As you may have already heard several times throughout the guide, I keep mentioning about Marduk’s wake up game. It is just that damn good. As soon as you get hit by an ambiguous cross up, it will end in the exact same situation you will be in from before. The important thing is setting them up for that option and how you use his tools to gain the hard knockdown and the right positioning for the cross up. Sometimes but not always you will get hit by a DP or other invincible reversal, like Zangief’s lariat, but by being the more resilient player, you will eventually get the knockdown, acquire space, and still wreck havoc.

These key moves grant Marduk dangerous wake up games that situates them in a hard knockdown. With it there is an assortment of mix ups that leads to near guarantee follow ups.

Jumping Medium Kick

HP Gator Slam
• Occasionally your main combo ender
• Dash and hold forward until the opponent starts to stand
• Jump in accordance to the opponent's wake up, or try to jump at the same time as they start to rise
• When laid on their backs, wakeup animation takes 30f while Duke’s forward jump is 35f, so you could only slip up on your timing

LP/MP Gator Slam
• LP is used for AA, while MP is for screen positioning
• Wake up animation is different from this move, as your opponent will rise in 20f.
• Just walk forward and jump around 10f before the adversary could wake up.

Northern Lights Suplex
• With the command grab, opponent will recover just as soon as you dash in to prepare for the cross up.

Mount Rush
• Self explanatory. Leaves you in a good spot for an early or late J. MK like with all other set ups.

Throws
• Both forward and back throw are similar, just dash in then hold back til they start to rise.

Jumping Heavy Kick

Jumping HK is a pretty vital move Marduk has in order to totally screw your opponent inside out. By incorporating the ambiguous jumping MK along with the ground bounce jumping HK offers in the situations above, it sets up for some of the nastiest guesses in the game. Many reversals are frail on cross up, some may even eat a J. HK.

Frame Traps

*This section will be updated through the day or possible weekend*
Last edited by Snipe on Sun Mar 25, 2012 4:30 pm, edited 2 times in total.
User avatar
Snipe
 
Posts: 498
Joined: Sun Jul 03, 2011 11:02 am
Location: Toronto, Canada

*Winning Champion!*

PSN Gamertag: Snipeclips

Snipe's Guide To Breaking Faces With Marduk!

Postby Snipe » Tue Feb 21, 2012 9:33 pm

VII - Match-ups
*More will be added soon*

Street Fighter

Guile
Spoiler: show
Guile is a character who is basically a pain against everyone. This is not different when he faces Marduk, but then you will realize Guile's zoning will eventually be his downfall in this matchup.

As Guile continue to move back and zone with Sonic Booms, sooner or later he will be up in a corner, and that is where his zoning ends. The most crucial part of the match is to keep him in that very corner. Few things can happen here, either Guile goes on the offense so he can reset the situation, or stays cornered and uses his normals to poke and maintain the defense.


Tekken

Heihachi
Spoiler: show
Heihachi has a lot of things to utilize in almost any situation, making him one of the best characters in the game. He does however have some glaring weak points in his gameplay which many players should exploit, couple that with some extras Marduk provides, it could be a pretty bad day for Heihachi.

Starting with Hei’s mix ups, it can be quite deadly if you’re not prepared for it. Whenever Hei performs Double Palm Strike (F+LP), and does either an overhead or a low follow up, the best means to escape this is by backdashing, keeping you free out of harm's way. A good alternative is to use EX grab just before the follow up hits to take the advantage and deal some good damage.
Last edited by Snipe on Sun Mar 25, 2012 4:30 pm, edited 2 times in total.
User avatar
Snipe
 
Posts: 498
Joined: Sun Jul 03, 2011 11:02 am
Location: Toronto, Canada

*Winning Champion!*

PSN Gamertag: Snipeclips

Re: Snipeclips's Guide To Breaking Faces With Marduk!

Postby Snipe » Tue Feb 21, 2012 9:33 pm

VIII - Credits

Thank you all for reading. I hope you all enjoyed my guide and hopefully learned something from it, even if it is the slighting thing, or not at all. At least you made the effort, and that's something I appreciate.

I would like to thank the following people and their respective sources that started me to make guides like these:

vsDenjin - SFIII Akuma Guide
Keyblade - UMvC3 Zero Guide

*More people will be added momentarily*
User avatar
Snipe
 
Posts: 498
Joined: Sun Jul 03, 2011 11:02 am
Location: Toronto, Canada

*Winning Champion!*

PSN Gamertag: Snipeclips

Re: Snipeclips's Guide To Breaking Faces With Marduk!

Postby Shiranui » Fri Mar 02, 2012 3:52 pm

Looking good man. Nice to see someone who cares taking care of Marduk.
I main SFxT, I play a mean (cute) robot.

27th place at EVO2013. Calculated masher; gentleman and scrub.
User avatar
Shiranui
 
Posts: 1867
Joined: Sun Nov 07, 2010 5:07 pm
Location: Las Vegas NV

*Alex 3s Overseer*

Xbox Gamertag: Shira702
PSN Gamertag: Robatodesu

Re: Snipeclips's Guide To Breaking Faces With Marduk!

Postby Snipe » Sun Mar 04, 2012 12:16 am

Shiranui wrote:Looking good man. Nice to see someone who cares taking care of Marduk.

Thanks dude. There will be a lot more when the game is out for sure. I love the Tekken grapplers, there similar to Alex and T. Hawk, especially Kuma.
|Ultimate Grappler Guide||SFxT Marduk Guide|
Spoiler: show
Little bitches get out, WE DON'T WANT NO SKINNY BITCHES!
We Want Big Booty Bitches, BIG BIG BOOTY BITCHES, OOOOOWP!!!
Image
User avatar
Snipe
 
Posts: 498
Joined: Sun Jul 03, 2011 11:02 am
Location: Toronto, Canada

*Winning Champion!*

PSN Gamertag: Snipeclips

Next

Return to Marduk

Who is online

Users browsing this forum: No registered users and 1 guest