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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | speccancel }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | speccancel }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Close Light Punch | (near opponent) lp | speccancel }} | {{SFxTMoveListRow | Close Light Punch | (near opponent) {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Medium Punch | (near opponent) mp | speccancel }} | {{SFxTMoveListRow | Close Medium Punch | (near opponent) {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | speccancel }} | {{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Light Kick | (near opponent) lk | speccancel }} | {{SFxTMoveListRow | Close Light Kick | (near opponent) {{lk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Medium Kick | (near opponent) mk | speccancel }} | {{SFxTMoveListRow | Close Medium Kick | (near opponent) {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | speccancel }} | {{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | speccancel }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | speccancel <br> knockdown }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | {{speccancel}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | high }} | {{SFxTMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | high }} | {{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Punch | u + hp | high }} | {{SFxTMoveListRow | Neutral Jump Hard Punch | {{u}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | high }} | {{SFxTMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | high }} | {{SFxTMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | high }} | {{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | high }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | high }} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | ub / uf + hp | high }} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | high }} | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | high <br> crossup }} | {{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | high <br> groundbounce <br> crossup }} | {{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | {{high}} <br> {{groundbounce}} <br> crossup }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Revolving Trap Kick | (far) lk --- mk or hk | }} | {{SFxTMoveListRow | Revolving Trap Kick | (far) {{lk}} {{---}} {{mk}} or {{hk}} | }} | ||
{{SFxTMoveListRow | Jab Body Combo | (far) mp --- d + hp | speccancel <br> knockdown vs airborne on 2nd hit }} | {{SFxTMoveListRow | Jab Body Combo | (far) {{mp}} {{---}} {{d}} + {{hp}} | {{speccancel}} <br> {{knockdown}} vs airborne on 2nd hit }} | ||
{{SFxTMoveListRow | Left Right Combo | (far) mp --- hp | knockdown vs airborne on 2nd hit }} | {{SFxTMoveListRow | Left Right Combo | (far) {{mp}} {{---}} {{hp}} | {{knockdown}} vs airborne on 2nd hit }} | ||
{{SFxTMoveListRow | Left Right to Gut Check | (far) mp --- hp --- <br> mk --- mp + hp | speccancel <br> knockdown vs airborne on <br> 2nd and 3rd hit <br> hardknockdown on 4th hit }} | {{SFxTMoveListRow | Left Right to Gut Check | (far) {{mp}} {{---}} {{hp}} {{---}} <br> {{mk}} {{---}} {{mp}} + {{hp}} | {{speccancel}} <br> {{knockdown}} vs airborne on <br> 2nd and 3rd hit <br> {{hardknockdown}} on 4th hit }} | ||
{{SFxTMoveListRow | Left Right to <br> Power Elbow Combo | (far) mp --- hp --- <br> f + mp or hp | knockdown vs airborne on <br> 2nd and 3rd hit}} | {{SFxTMoveListRow | Left Right to <br> Power Elbow Combo | (far) {{mp}} {{---}} {{hp}} {{---}} <br> {{f}} + {{mp}} or {{hp}} | {{knockdown}} vs airborne on <br> 2nd and 3rd hit}} | ||
{{SFxTMoveListRow | Quick Elbow Combo | (far) hp --- mp or hp | speccancel on 2nd hit <br> knockdown vs airborne on 2nd hit }} | {{SFxTMoveListRow | Quick Elbow Combo | (far) {{hp}} {{---}} {{mp}} or {{hp}} | {{speccancel}} on 2nd hit <br> {{knockdown}} vs airborne on 2nd hit }} | ||
{{SFxTMoveListRow | Catapult Tackle Combo | (far) hp --- <br> d + p + p | 2nd hit causes "floaty" <br> juggle/reset vs airborne }} | {{SFxTMoveListRow | Catapult Tackle Combo | (far) {{hp}} {{---}} <br> {{d}} + {{p}} + {{p}} | 2nd hit causes "floaty" <br> juggle/reset vs airborne }} | ||
{{SFxTMoveListRow | Craig Rush | (far) mp --- hp --- <br> f + mp --- <br> d + p + p | knockdown vs airborne on <br> 2nd and 3rd hit <br> 4th hit causes floaty <br> juggle/reset vs airborne <br> }} | {{SFxTMoveListRow | Craig Rush | (far) {{mp}} {{---}} {{hp}} {{---}} <br> {{f}} + {{mp}} {{---}} <br> {{d}} + {{p}} + {{p}} | {{knockdown}} vs airborne on <br> 2nd and 3rd hit <br> 4th hit causes floaty <br> juggle/reset vs airborne <br> }} | ||
{{SFxTMoveListRow | Mongolian Chop | p + p | high <br> knockdown vs airborne }} | {{SFxTMoveListRow | Mongolian Chop | {{p}} + {{p}} | {{high}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Spinning Backfist | b + mp | armored }} | {{SFxTMoveListRow | Spinning Backfist | {{b}} + {{mp}} | {{armored}} }} | ||
{{SFxTMoveListRow | Wake Up Hammer | (when lying facedown) p | }} | {{SFxTMoveListRow | Wake Up Hammer | (when lying facedown) {{p}} | }} | ||
{{SFxTMoveListRow | Wake Up Sweep | (when lying facedown) <br> d + p | low <br> hardknockdown }} | {{SFxTMoveListRow | Wake Up Sweep | (when lying facedown) <br> {{d}} + {{p}} | {{low}} <br> {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Knee Breaker | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Knee Breaker | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Around the World | b + lp + lk | throw }} | {{SFxTMoveListRow | Around the World | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Gator Slam | dp + p | ex <br> throw vs airborne }} | {{SFxTMoveListRow | Gator Slam | {{dp}} + {{p}} | {{ex}} <br> {{throw}} vs airborne }} | ||
{{SFxTMoveListRow | Northern Lights Suplex | hcb + p | ex <br> throw}} | {{SFxTMoveListRow | Northern Lights Suplex | {{hcb}} + {{p}} | {{ex}} <br> throw}} | ||
{{SFxTMoveListRow | Double Leg Takedown | hcb + k | ex chrg <br> throw <br> wallbounce on ex <br> can catch airborne }} | {{SFxTMoveListRow | Double Leg Takedown | {{hcb}} + {{k}} | {{ex}} {{chrg}} <br> {{throw}} <br> {{wallbounce}} on {{ex}} <br> can catch airborne }} | ||
{{SFxTMoveListRow | Mount Mongolian Chop | Double Leg Takedown on hit --- <br> p | not available on ex }} | {{SFxTMoveListRow | Mount Mongolian Chop | Double Leg Takedown on hit {{---}} <br> {{p}} | not available on {{ex}} }} | ||
{{SFxTMoveListRow | Hercules' Hammer | Double Leg Takedown on hit --- <br> k | not available on ex }} | {{SFxTMoveListRow | Hercules' Hammer | Double Leg Takedown on hit {{---}} <br> {{k}} | not available on {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Mount Rush | hcb + 3k | throw }} | {{SFxTMoveListRow | Mount Rush | {{hcb}} + {{3k}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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=== Unique Attacks === | === Unique Attacks === | ||
* In Marduk's chain combos, there are several instances of a {{ | * In Marduk's chain combos, there are several instances of a {{ {{d}} + {{p}} + {{p}} }} , on an airborne opponent, this will cause them to have a floaty reset, but in a juggle combo, it will actually cause them to fall in a floaty state while retaining juggle potential. Bear this in mind when experimenting with combos. | ||
=== Normal Throws === | === Normal Throws === | ||
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* N/A | * N/A | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:04, 9 December 2020


Marduk
Ideal Team Position: TBW
TBW
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks
Name
Command
Notes
Standing Light Punch


Standing Medium Punch


Standing Hard Punch

Standing Light Kick

Standing Medium Kick

Standing Hard Kick

Close Light Punch
(near opponent)


Close Medium Punch
(near opponent)


Close Hard Punch
(near opponent)


Close Light Kick
(near opponent)


Close Medium Kick
(near opponent)


Close Hard Kick
(near opponent)


Crouching Light Punch



Crouching Medium Punch



Crouching Hard Punch




Crouching Light Kick




Crouching Medium Kick




Crouching Hard Kick




Neutral Jump Light Punch



Neutral Jump Medium Punch



Neutral Jump Hard Punch



Neutral Jump Light Kick



Neutral Jump Medium Kick



Neutral Jump Hard Kick



Angled Jump Light Punch




Angled Jump Medium Punch




Angled Jump Hard Punch




Angled Jump Light Kick




Angled Jump Medium Kick




crossup
Angled Jump Hard Kick





crossup
Unique Attacks
Name
Command
Notes
Revolving Trap Kick
(far)
or




Jab Body Combo
(far)
+






Left Right Combo
(far)




Left Right to Gut Check
(far)
+










2nd and 3rd hit

Left Right to
Power Elbow Combo
Power Elbow Combo
(far)
+
or








2nd and 3rd hit
Quick Elbow Combo
(far)
or






Catapult Tackle Combo
(far)
+
+





2nd hit causes "floaty"
juggle/reset vs airborne
juggle/reset vs airborne
Craig Rush
(far)
+
+
+











2nd and 3rd hit
4th hit causes floaty
juggle/reset vs airborne
Mongolian Chop




Spinning Backfist



Wake Up Hammer
(when lying facedown)

Wake Up Sweep
(when lying facedown)
+




Throws
Name
Command
Notes
Knee Breaker





Around the World




Special Moves
Name
Command
Notes
Gator Slam




Northern Lights Suplex



throw
Double Leg Takedown







can catch airborne
Mount Mongolian Chop
Double Leg Takedown on hit


not available on

Hercules' Hammer
Double Leg Takedown on hit


not available on

Super Combo
Name
Command
Notes
Mount Rush



Move Analysis
Normal Moves
N/A
Unique Attacks
- In Marduk's chain combos, there are several instances of a {{
+
+
}} , on an airborne opponent, this will cause them to have a floaty reset, but in a juggle combo, it will actually cause them to fall in a floaty state while retaining juggle potential. Bear this in mind when experimenting with combos.
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A