Craig Marduk - Crushing people to dust, Combo thread.

Bubonic CraigBubonic Craig I don't need a reason, I just like to fight.Joined: Posts: 105
Hey guys, thought I'd make a combo thread for Craig Marduk, just had to pick him for obvious reasons ;)

I will cover some BnB's, Tag Combo's and Command throw set ups.

BASIC BnB's

Damage - 299 or 274, Meterless
jump.:mk:, cr.:lp:, cr.:lp:, cr.:mp:, :hcb::hk: + :p: (274) or + :k: (299)

Damage - 426, Meterless (440 with EX)
jump.:hp:, jump.:hk:, :hk:, :dp:.:hp:

(Overhead punish, Damage - 276 or 241)
:p:p:, cr.:lp:, :hcb:.:hk: + :p: (241) or + :k: (276)

Damage - 324, One Meter, Anywhere
jump :mk:, cr.:lp:, cr.:lp:, cr.:lk:, cr.:mp:, cr.:hp:, :dp::p::p:

Damage - 348, One meter, Anywhere
jump.:mk:, cr.:lp:, cr.:lp:, cr.:lk:, :mp:, :hp:, :hcb:.:k::k: [wall bounce] :lk:, :dp::hp:

Damage - 377, One Meter, Anywhere
jump.:mk:, cr.:lp:, cr.:lp:, cr.:mp:, :hcb:.:k::k: [wall bounce] :lk:, :dp:.:hp:

Damage - 447, One meter, Anywhere
jump.:mk:, cr.:mk:, :hk:, :hcb:+:k::k: [wall bounce] cr.:mp:, :hp:, :f: :hp:>:hp:, :dp:.:hp:

Damage - 431, Two meters. (Super Art), Anywhere
jump.:mk:, cr.:lp:, cr.:lp:, cr.:lk:, :mp:, :hp:, Super Art

(Anti-Air that requires Juri) Damage - 534, One meter
cr.:hp:, JC, jump:hp:, :hp:, :qcf::hp: (store), Tag, (release), jump.:hk:, :hp:, :dp::hp:

TAG IN COMBO'S

For these, I will calculate damage from doing a raw Cross Rush ( :hp:+:hk: ).

Marduk doesn't have many options coming in and almost all of the time, your Cross Rush combo will end in a Heavy Gator Smash, Marduk cannot combo into his Super Art from a cross rush.

Damage - 383 (395 if EX is used)
:mp:, :mp:, cr.:mp:, :dp::hp:

The Above combo is only best after doing a RAW LAUNCHER.

IMPORTANT: When tagging into Marduk from a character who has done a basic launcher combo, and NOT a raw launcher your best option is;

:mp:, cr.:mp:, :dp::hp:

This is because doing three reps of medium punches actually does LESS damage than doing two reps after a longer combo. True Story.

COMMAND THROW SET UPS

For most set-ups, :lk: is key, it's quick and a very effective block string, It also moves Marduk forward ever so slightly, but so much that your opponent will be in perfect range for a throw, if you time it right you can use about 2 or 3 to see if your opponent is chicken blocking and then input the throw.

Damage - 180 + 180 (240 if EX is used)
jump:mk:, cr.:lp:, cr.:lp:, :lk:[delay] :hcb: :p:

Damage - 140 + 160 (240 if EX is used, LP version of Suplex is safer for this set-up)
:b::mp:, :lk:[delay] :hcb: :p:

Thanks to:
- FullMetalRoss
- The Mullah
- thekoolaidman
- Plot Armor
- HellFire
- Yuenyun
- Icege
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Comments

  • Bubonic CraigBubonic Craig I don't need a reason, I just like to fight. Joined: Posts: 105
    Reserving Spot, just for a laugh :P
  • FullMetalRossFullMetalRoss That Hurt! Liar... Joined: Posts: 3,860 ✭✭✭✭✭ OG
    How come you didn't list his real bnb, cr.lp (x1 or 2) cr.mp xx hcb+k,p or k
    <<>>
  • Bubonic CraigBubonic Craig I don't need a reason, I just like to fight. Joined: Posts: 105
    How come you didn't list his real bnb, cr.lp (x1 or 2) cr.mp xx hcb+k,p or k

    Okay, just did it in Training and I will make a note of it. :)
  • The MullahThe Mullah lk kara throw repeat Joined: Posts: 2,666
    I like j.hk > cr.hp x dc > cr.mp x hp srk move.
    Or j.hp > j.hk > st.hp x hp srk
  • thekoolaidmanthekoolaidman Ohhh Yeah!!! Joined: Posts: 2
    447 Damage - One bar - Anywhere on screen
    J.MK>CR.MK>ST.HK>HCB+KK(Wall-bounce)>CR.MP>ST.HP>Forward HP>HP DP

    Timing takes a while to get right, but its worth it for the damage
  • Bubonic CraigBubonic Craig I don't need a reason, I just like to fight. Joined: Posts: 105
    Thanks for the contribution guys

    The Jump Heavy Punch into Jump Heavy Kick is such a weird link, the timing is pretty odd, but pretty solid if you can pull it off.
  • Plot ArmorPlot Armor I SLAUGHTER GALACTUS AND SENTINEL using JUST A DOG Joined: Posts: 327
    My tag in combo:
    cr.mp cr.mp HP gator slam
    "I'm sorry Plot Armor. My bad. You were right."
    -Dont Jump-
  • HellFireHellFire Joined: Posts: 13
    Already posted in the general thread, but it fits here better.

    Anti-Air Combo (Requires Juri): 534 Damage (556 Damage on Counter Hit)
    cr.HP, JC, j.HP, s.HP, HP Fuhajin (store), Tag, Fuhajin (release), j.HK, s. HP, HP Gator Slam
    Shout-out to Ghost Rider and Steve giving me shout-outs!
  • yuenyunyuenyun Joined: Posts: 50
    off tag ins you can get 2 standing mp into c.mp xx HP gator.

    His jump HK is pretty good, considering the hit angle. I throw it out during mixups, like jump in attack, go right into jump HK.
    After that I go straight into EX tackle, juggle with LK, MP>d+HP (body blow target combo), HP gator. Any other jab combo though, I just do stand LK to crouch MP since scaling gets pretty bad. I'll test some more when I get home.
  • FullMetalRossFullMetalRoss That Hurt! Liar... Joined: Posts: 3,860 ✭✭✭✭✭ OG
    off tag ins you can get 2 standing mp into c.mp xx HP gator.

    His jump HK is pretty good, considering the hit angle. I throw it out during mixups, like jump in attack, go right into jump HK.
    After that I go straight into EX tackle, juggle with LK, MP>d+HP (body blow target combo), HP gator. Any other jab combo though, I just do stand LK to crouch MP since scaling gets pretty bad. I'll test some more when I get home.

    here is a video of said thing off tag in

    <<>>
  • IcegeIcege Scott f'n Summers Joined: Posts: 2,327
    I didnt explain very well originally. Craig Rush cannot be canceled but the last hit results in a slow fall state similar to anti air counterhit c.hp. The last hit of Craig Rush puts the opponent in that state without being on CH (during a juggle).

    What i posted was that a player can switch cancel off of the last hit and get their usual post launcher follow up. Ie: in the corner overhead, s.mp-hp xx ex tackle, craig rush xx tag cancel in abel off of the last hit, step kick~dash x2, s.hp xx air throw

    If it would be easier i can record something tomorrow showing what im trying to convey.

    Sent from my DROID RAZR using Tapatalk
    Rest in Peace Kevin "Gohan" Craft
    March 2, 1986 - April 7, 2010
    "Dude yea"
  • yuenyunyuenyun Joined: Posts: 50
    *Note: Played around using another ender (again)*

    It's body blow into c.MP. Harder to time than this one for 5-10 more damage lol, maybe less... up to you to decide if it's worth it.

    First and foremost, I apologize for the amount of space this post will take lol. That being said, let's begin!

    [All of these will be EX takedown combos]
    Marduk has standard meterless bnb combos as well, but I feel that what really makes him shine is his EX tackle. Many combos have been listed already, but I do a slightly different ender. In some cases, it does more damage, in others slightly less. However, in my opinion it is much easier to execute.

    [EX takedown, standing LK, standing MP, crouching MP xx HP gator]
    Occasionally, the HP gator will actually whiff. To make sure that doesn't happen, after the EX tackle, just hold forward (walk forward) during the LK and the first MP. Once you hit that first MP, you should be close enough for a c.MP xx HP gator to connect. (Videos below)

    Many variations of these combos have been posted already, but I'll make a list of the ones I use along with the damage and some notes.

    [j.MK, (c.LP x 1-2), c.MP xx EX takedown, LK, MP, c.MP xx HP gator]
    Standard jump in combo with MK for crossup or mixup jump ins
    1 jab = 415 damage, 2 jabs = 390 damage
    OR (standard light medium heavy chain xx EX) = 397 damage, (medium hard xx EX) = 445 damage
    MK will probably be the main jump in you connect with. Here are 4 different options.

    [Backfist, c.LP, c.MP xx EX takedown, LK, MP, c.MP xx HP gator] = 435 damage
    A combo off of backfist. I've heard people say that you can't link lights after a backfist except for counterhit, but you can. It's just a 1 frame link, from how it feels. I could be wrong. Easier variations to swap out for the c.LP, c.MP links are:
    [...c.LK xx EX takedown...] = 429 damage, easier because you can plink c.LK
    […c.LK > MP > HP xx EX takedown...] = 417, less damage than just LK, but easier to hit confirm

    [Mongolian chop, c.LP, c.MP xx EX takedown, LK, MP, c.MP xx HP gator] = 435 damage
    Since the overhead chop (PP) does the same damage as a heavy jump in and the backfist (100 damage) all of the damage values will be the same. See the last combo section for numbers.

    [j.HK, EX takedown, LK, MP, c.MP xx HP gator] = 463 damage
    You may be wondering, why j.HK? It's excellent for mixups. For example, j.MK, immediate neutral/forward jump HK. Since the stomp extends downward, it will hit very quickly. Anyone trying to jab, throw, or hold forward expecting you to throw out a crossup j.MK will get groundbounced. j.HK does not crossup however.

    [j.HP, j.HK, EX takedown, LK, MP, c.MP, xx HP gator] = 509 damage *video below*
    The highest damage you'll get off of one meter with this ender. This is my day 2 Marduk, so this is just the ender that I've grown used to using. It's the easiest to pull off for me while getting the damage that I can.

    [Tag combos]

    For these combos, I used Vega as a combo extender. Below are combos with Vega/Marduk damage values.

    Vega: [(j.HP or j.HK), HP, c.MP xx MK ST, cosmic heel, ST xx tag] Marduk: [MP, MP, c.MP xx HP gator] = 493 damage, 1 meter
    Example air juggle combo

    Vega: [(j.HP or j.HK), HP xx HP roll xx tag] Marduk: [j.HP, c.HP xx takedown dash cancel, c.LK, c.MP xx HP gator] = 488 damage, 1 meter
    Standing combo extender with a dash cancel for fun. Forgot to record haha.

    Vega's roll pushes the opponent out of range midscreen, so the next 2 combos would be corner specific. However, there may be other partners with special moves that hold your opponent in place while keeping them standing allowing you to do these midscreen. Just play around with that.

    Vega: [(j.HP or j.HK), HP xx HP roll xx tag] Marduk: [Charge normal takedown, release on EX to ender] = 488 damage, 1 meter*video below*
    Not bad for a tag in combo. Costs one meter just like all the other combos listed.

    Vega: [(j.HP or j.HK), HP xx HP roll xx tag] Marduk [Charge EX takedown, hold until super] = 470 damage, 2 meter *video below*
    This combo was more or less just to see if it would connect. It costs 2 bars, but is actually easier than the other tag in combo because it doesn't rely on you releasing the tackle at the moment of EX flash. The super will come out after being held long enough. Plus if you're gonna kill someone, it looks cooler xD

    And below is a video with the last 3 combos to give you an idea of how the timing works. Once again, I didn't really contribute too much besides a different ender since most of you have figured out the other combos above already, but here's a compilation of some of that info. Hope this post helps give people ideas for future combos that may do even more combo! :)

  • Bubonic CraigBubonic Craig I don't need a reason, I just like to fight. Joined: Posts: 105
    I didnt explain very well originally. Craig Rush cannot be canceled but the last hit results in a slow fall state similar to anti air counterhit c.hp. The last hit of Craig Rush puts the opponent in that state without being on CH (during a juggle).

    What i posted was that a player can switch cancel off of the last hit and get their usual post launcher follow up. Ie: in the corner overhead, s.mp-hp xx ex tackle, craig rush xx tag cancel in abel off of the last hit, step kick~dash x2, s.hp xx air throw

    If it would be easier i can record something tomorrow showing what im trying to convey.

    Sent from my DROID RAZR using Tapatalk

    Yeah man, That'd be sweet :)
  • Bubonic CraigBubonic Craig I don't need a reason, I just like to fight. Joined: Posts: 105
    Already posted in the general thread, but it fits here better.

    Anti-Air Combo (Requires Juri): 534 Damage (556 Damage on Counter Hit)
    cr.HP, JC, j.HP, s.HP, HP Fuhajin (store), Tag, Fuhajin (release), j.HK, s. HP, HP Gator Slam

    I love you HellFire, My team is Juri and Marduk xD

    I shall be practicing this in the lab...too bad c.HP can be pretty unreliable at time, I prefer her c.MP for Anti-Airing...

    But enough of this Juri Talk, onto MarDUKE!
  • BlblblblBlblblbl Joined: Posts: 17
    I'll have to give that giant post a read at some point and hope I can incorporate some of tag stuff into my hwo/mardook team somehow, haha

    on the note of tags though, i have a baby easy hwo/marduck tag in combo that does ~475 (this is going off of memory so I'm not sure if it's completely right) for the one meter used to tag

    Hwoarang: j.hk, [s.mlk], s.hk xx qcb+hk xx tag Marduk: s.hk xx hp gator slam


    edit: after a little bit of messing around (because the ground bounce followup with marduk was really just split second thinking that I never bothered fixing), I have raised the damage from 475 to 490.
    Marduk: s.hk xx hp gator slam is now Marduk: j.hp, cr.mp xx hp gator slam

    I'm going to keep messing with it to see what happens, but this does remind me about something I'd been meaning to ask. What do you guys think is the best possible way to follow up on a ground bounce after a tag into Marduk?
  • DuskBRINGADuskBRINGA D. Hawk Joined: Posts: 92
    this thread is funny because this is all marduk really has.
  • Bubonic CraigBubonic Craig I don't need a reason, I just like to fight. Joined: Posts: 105
    this thread is funny because this is all marduk really has.

    It's funny because it's true, ah well, he is fun to use and ultimately satisfying to win with.
  • IcegeIcege Scott f'n Summers Joined: Posts: 2,327
    He's a tank, not a gundam :P
    Rest in Peace Kevin "Gohan" Craft
    March 2, 1986 - April 7, 2010
    "Dude yea"
  • CowboydayCowboyday Pad Warrior Joined: Posts: 292
    Jin: shun massatsu x median line destruction( tag on the first hit )
    Marduk: jump towards roundhouse, fierce x fierce gator slam 493

    Possible to do jump roundhouse, neutral jump fierce, fierce x fierce gator slam
    don't know about marvel
    don't know about meter
    traded in my pimp coat
    for a lab coat
  • MuT3SiL3Nc3MuT3SiL3Nc3 Joined: Posts: 625
    I love you HellFire, My team is Juri and Marduk xD

    I shall be practicing this in the lab...too bad c.HP can be pretty unreliable at time, I prefer her c.MP for Anti-Airing...

    But enough of this Juri Talk, onto MarDUKE!
    Have you tried N.jump MP? That's my goto anti air.aside from LP (edit: anti air ) command grab.

    Sent from my DROID RAZR using Tapavtalk
    Playin' piano! Rawr!
  • Bubonic CraigBubonic Craig I don't need a reason, I just like to fight. Joined: Posts: 105
    Have you tried N.jump MP? That's my goto anti air.aside from LP command grab.

    Sent from my DROID RAZR using Tapatalk

    What can you usually get off a counter hit? I can imagine if you don't get one, you usually land at the same time so you do LP command grab...
  • MuT3SiL3Nc3MuT3SiL3Nc3 Joined: Posts: 625
    What can you usually get off a counter hit? I can imagine if you don't get one, you usually land at the same time so you do LP command grab...
    The reach is so long they are pretty far away. Scrubs just jump again. Anyone good stops jumping. I think you could tag off it maybe? Not sure if you can in the air.
    Maybe CR.MP looking for another counter hit when you land, into launch combo. Honestly I've been so happy just stuffing the air game that I never tested anything off it. ;-) let me know if it works and if you do find anything off it.

    Sent from my DROID RAZR using Tapatalk
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  • JdokJdok Joined: Posts: 3
    Damage - 377, One Meter, Anywhere
    j.MK, c.LP, c.LP, c.MP, HCB.KK [wall bounce] s.LK, DP.HP


    Rather than that combo, I noticed Mike Ross was doing
    j.MK, s.MK, HCB.KK, s.LK, DP.HP
    It does 398

    I struggle with consistently hitting the c.LP, c.LP, c.MP and I just figured I share. Any tips on hitting the c.LP, c.LP, c.MP links though?
    Also, I'm sure there are benefits to doing the c.LP, but not sure what does are.
  • DuskBRINGADuskBRINGA D. Hawk Joined: Posts: 92
    cr.lp into cr.lp are 2 frame links which i find are best done rhythmically or just short pauses after one another. and the cr.lp into cr.mp is a one frame link! easily done with plinking. basicly hitting cr.mp into lp at almost the same time.
  • DuskBRINGADuskBRINGA D. Hawk Joined: Posts: 92
    i usually go

    off a cross up jp.mk into 3cr.lp's plinked into cr.mp cancelled into double leg take down into mount punch.
    does average dmg for no meter off a hit confirm and leaves them in ideal close position.

    this is really his bnb. i like doing 3 cr.lp's because his cr.mp goes far and its just easier to confirm than 2 cr.lp's.

    i also go those x3 cr.lp into cr.lk into boost combo or boost combo trip.
  • DuskBRINGADuskBRINGA D. Hawk Joined: Posts: 92
    oh yeah and that cr.lp plink into cr.mp
    should got cr.mp plinked with lk not lp or youll get the overhead on accident.
  • DuskBRINGADuskBRINGA D. Hawk Joined: Posts: 92
    also
    jp.hp into s.hp xx ex.DLT, far.mp down.hp,cr.mp xx hp DP = 502 dmg (pretty beefy combo for 1 meter!!!!)
  • Bubonic CraigBubonic Craig I don't need a reason, I just like to fight. Joined: Posts: 105
    Rather than that combo, I noticed Mike Ross was doing
    j.MK, s.MK, HCB.KK, s.LK, DP.HP
    It does 398

    I struggle with consistently hitting the c.LP, c.LP, c.MP and I just figured I share. Any tips on hitting the c.LP, c.LP, c.MP links though?
    Also, I'm sure there are benefits to doing the c.LP, but not sure what does are.

    To be honest, the 2 crouching light punches I just used as a hit confirm or fake out into command grab (see the Command Grab set up section)

    Those links, it's best off like; c.LP, link into c.LP, chain into c.MP - into whatever, but has to be EX or launcher if you chain it
  • andy127810andy127810 Joined: Posts: 10
    I'm having major trouble landing his BNB after C.L P and C m p into xxhcb K it doesn't go threw

    any suggestions
  • Bubonic CraigBubonic Craig I don't need a reason, I just like to fight. Joined: Posts: 105
    I'm having major trouble landing his BNB after C.L P and C m p into xxhcb K it doesn't go threw

    any suggestions

    c.LP into c.LP is simple.

    c.LP into c.MP you have two options;

    - Chain it., but you have to use the EX tackle.
    - Plink it with c.LK, since plinking it with c.LP will do his overhead move

    If you don't have an arcade stick or don't know what plinking is, either look it up or stick to chaining it or doing his simpler combo's, it's just a 'no meter' alternative.
  • andy127810andy127810 Joined: Posts: 10
    c.LP into c.LP is simple.

    c.LP into c.MP you have two options;

    - Chain it., but you have to use the EX tackle.
    - Plink it with c.LK, since plinking it with c.LP will do his overhead move

    If you don't have an arcade stick or don't know what plinking is, either look it up or stick to chaining it or doing his simpler combo's, it's just a 'no meter' alternative.

    Thanks for the response

    I do have an arcade stick and I was not using the EX tackle I see but the plinking thing I googled it seeing how it gives you frame advantages I'll go ahead and see what happens
  • DuskBRINGADuskBRINGA D. Hawk Joined: Posts: 92
    pft pretty sure i answered that not even a page ago lol
  • andy127810andy127810 Joined: Posts: 10
    pft pretty sure i answered that not even a page ago lol
    cool story

    didnt ask
  • DuskBRINGADuskBRINGA D. Hawk Joined: Posts: 92
    stfu you just did ask, learn to read before you ask the same damn question again. damn chimp had to as such a derp question.
  • beedub321beedub321 "only posers die!!" Joined: Posts: 67
    so has anyone figured out a reliable way to switch cancel out of ex gator slam, i mean does the character need to be at a certain height or is it just strict timing ?
    XBL= beedub321
    psn= beedub321
  • ViolentDjangoViolentDjango KEEP CALM and EWGF Joined: Posts: 1,170
    so has anyone figured out a reliable way to switch cancel out of ex gator slam, i mean does the character need to be at a certain height or is it just strict timing ?

    You mean switch cancel into it...? Pretty sure you can't trigger a switch cancel off of a grab.
    SFxTK: Lars/Kazuya, Bryan/Marduk | P4U: Undecided | BBCS: Valkenhayn
    Fundamentals: [OO~~~] | Theory: [OOOO~] | Execution: [OO~~~] | Beast Mode: [OO~~~]
    Check out my Nerd Dating/Life Advice Blog: www.AskGeekLink.com
  • beedub321beedub321 "only posers die!!" Joined: Posts: 67
    they do it in this video at 24:07 and i have done it solo but just cant get it consistently


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    psn= beedub321
  • MDogMDog I hate vaga Joined: Posts: 249
    Have you done it when using non-EX? I haven't been able to do it, wondering if it has to be EX'd in order to work.
    come and get me whoaaaa if you love and respect me
  • beedub321beedub321 "only posers die!!" Joined: Posts: 67
    yeah I've done it with the lp gator but not the hp, although i do think its possible i just cant get the timing and was hoping some one here could help figure it out .the timing is like really strict like you have to tag as his arm goes up to grab them, and the farther you have to reach for the grab the easier it seems but I'm hoping there's a simpler way to do this
    XBL= beedub321
    psn= beedub321
  • MikeflameMikeflame Joined: Posts: 29
    Not sure if the newer mardoook users know this but charging hcb.k to yellow to get the counter hit gives a nice bit of extra damage after knock down. Great for the j.hk/j.HP mix ups and every bit of extra damage helps!
    TE fightstick is the bomb diggity
  • ViolentDjangoViolentDjango KEEP CALM and EWGF Joined: Posts: 1,170
    Not sure if the newer mardoook users know this but charging hcb.k to yellow to get the counter hit gives a nice bit of extra damage after knock down. Great for the j.hk/j.HP mix ups and every bit of extra damage helps!

    You can also CADC his crouching roundhouse for luls. He's one of only 7 characters in the game who can do that. On block, after forward dash you're at +2~4, back dash you're completely safe (basically making it into a projectile that causes a knockdown), but you can't capitalize on a hit with a backdash. Crouching Roundhouse xx CADC Forward, Northern Lights Suplex LP is a pretty nice paper pistol, if they do anything other than jab, jump, or back dash you've got them. EX NLS and all they can do is jump or back dash -- if you're feeling frisky you can try to condition them to jump and capitalize with Gator Slam LP/EX or try and guess for a free DLT if you think they'll backdash (character dependent), but that requires a level of control (mind game wise) I wouldn't bet my bottom dollar on.
    SFxTK: Lars/Kazuya, Bryan/Marduk | P4U: Undecided | BBCS: Valkenhayn
    Fundamentals: [OO~~~] | Theory: [OOOO~] | Execution: [OO~~~] | Beast Mode: [OO~~~]
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  • MuT3SiL3Nc3MuT3SiL3Nc3 Joined: Posts: 625
    yeah I've done it with the lp gator but not the hp, although i do think its possible i just cant get the timing and was hoping some one here could help figure it out .the timing is like really strict like you have to tag as his arm goes up to grab them, and the farther you have to reach for the grab the easier it seems but I'm hoping there's a simpler way to do this
    I have done it off HP. I don't have a follow up though. Everything Wiffs after the throw. I've tried normals, flash kick, ex flash kick. Those all wiffing off HP gater slam, and ex. If you try LP or MP see it you.can juggle with anything else?

    There is a desk combo. He does gater slam and the juggles with a chain combo.

    Sent from my DROID RAZR using Tapatalk 2
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  • ViolentDjangoViolentDjango KEEP CALM and EWGF Joined: Posts: 1,170
    I have done it off HP. I don't have a follow up though. Everything Wiffs after the throw. I've tried normals, flash kick, ex flash kick. Those all wiffing off HP gater slam, and ex. If you try LP or MP see it you.can juggle with anything else?

    There is a desk combo. He does gater slam and the juggles with a chain combo.

    Sent from my DROID RAZR using Tapatalk 2

    Means it must set the juggle potential really high -- EX probably has a lower juggle number. Being able to SC off of it, its technically is a hit, meaning that you're juggling when you land it to begin with -- so its all a matter of what its juggle number is. HP might ruin its potential, so trying LP would be a good idea since it already has different properties. I'm of the mindset only Supers will juggle with it, though.
    SFxTK: Lars/Kazuya, Bryan/Marduk | P4U: Undecided | BBCS: Valkenhayn
    Fundamentals: [OO~~~] | Theory: [OOOO~] | Execution: [OO~~~] | Beast Mode: [OO~~~]
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  • beedub321beedub321 "only posers die!!" Joined: Posts: 67
    even if it only works with supers its still pretty nice cuz it gives you time to charge a super for the hit instead of wasting all 3 bars, plus that means you'll be getting over 500 damage off a anti air grab witch will more than likely assure that your opponent will be very cautious about jumping in on you again if ever lol
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    psn= beedub321
  • MuT3SiL3Nc3MuT3SiL3Nc3 Joined: Posts: 625
    even if it only works with supers its still pretty nice cuz it gives you time to charge a super for the hit instead of wasting all 3 bars, plus that means you'll be getting over 500 damage off a anti air grab witch will more than likely assure that your opponent will be very cautious about jumping in on you again if ever lol
    Jins chain combo can juggle off the kick. That move is most likely due to get a patch however. Any other moves like that one?

    Desk Notes that you have to tag on the first frame of the grab. And that the grab must hit on the first active frame.
    This is why it seems like sometimes its so easy it will catch you of guard, and sometimes seems imposable, to me at least.

    Check out the notes on his blog.
    Sent from my DROID RAZR using Tapatalk 2
    Playin' piano! Rawr!
  • beedub321beedub321 "only posers die!!" Joined: Posts: 67
    the main switch cancel i've been using is ex northern lights suplex s.lk,s.mk, cr.hp xx switch cancel then just figure out wut ur other
    character can do. i play marduk with either juri or hugo and i like the set up because it usually leaves you in the corner witch is were hugo and juri like to be
    XBL= beedub321
    psn= beedub321
  • el CHINOCUDEIROel CHINOCUDEIRO Joined: Posts: 37
    Just tested:
    J.HP(late)>HP>hcbKKK 505 Damage. Ridiculous
    Also you can do the J.HP(late)>HP>hcbKK>whatever for big damage and just 1 bar. If you finish with lk>cr.HP>HPgator is 487 or so.... if you do the J.HP late enough you can chain it with the HP to avoid damage scalling :)
    Arcadia fighters
  • ViolentDjangoViolentDjango KEEP CALM and EWGF Joined: Posts: 1,170
    Just tested:
    J.HP(late)>HP>hcbKKK 505 Damage. Ridiculous
    Also you can do the J.HP(late)>HP>hcbKK>whatever for big damage and just 1 bar. If you finish with lk>cr.HP>HPgator is 487 or so.... if you do the J.HP late enough you can chain it with the HP to avoid damage scalling :)

    I honestly hate Marduk's Super -- with a good EX Takedown ender you can surpass it in damage and with three bars you can just juggle with his Cross art.
    SFxTK: Lars/Kazuya, Bryan/Marduk | P4U: Undecided | BBCS: Valkenhayn
    Fundamentals: [OO~~~] | Theory: [OOOO~] | Execution: [OO~~~] | Beast Mode: [OO~~~]
    Check out my Nerd Dating/Life Advice Blog: www.AskGeekLink.com
  • Bubonic CraigBubonic Craig I don't need a reason, I just like to fight. Joined: Posts: 105
    I honestly hate Marduk's Super -- with a good EX Takedown ender you can surpass it in damage and with three bars you can just juggle with his Cross art.

    It is truly awful, although it is good because it completely bypass low attacks I find. So it is good for (as scrubby as it is) wake up super, because on the verge of death people usually go for a low attack or grab and Marduk's Super beat them, lol
  • ViolentDjangoViolentDjango KEEP CALM and EWGF Joined: Posts: 1,170
    It is truly awful, although it is good because it completely bypass low attacks I find. So it is good for (as scrubby as it is) wake up super, because on the verge of death people usually go for a low attack or grab and Marduk's Super beat them, lol

    I don't like relying on scrubby stuff, I've been condensing my Marduk's moveset down to its most effective consistency, and honestly his super doesn't factor into that. 2 bars is almost 1,000 damage if you could land EX Takedown instead of the Super...
    SFxTK: Lars/Kazuya, Bryan/Marduk | P4U: Undecided | BBCS: Valkenhayn
    Fundamentals: [OO~~~] | Theory: [OOOO~] | Execution: [OO~~~] | Beast Mode: [OO~~~]
    Check out my Nerd Dating/Life Advice Blog: www.AskGeekLink.com
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