Psychoblue (talk | contribs) (Updated frame data for v2013) |
Psychoblue (talk | contribs) (Added Boost Chain Frame Data for v2013) |
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| Cross Art **LC || qcf+MP+MK || H || 150+ || 9 || 2(21)2(23)2 || 34 || switch || -15 || - || 3,3,3 || 0,0,4 || - || 65 frames cinematic freeze before attack begins, Invulnerability frames 1-10 | | Cross Art **LC || qcf+MP+MK || H || 150+ || 9 || 2(21)2(23)2 || 34 || switch || -15 || - || 3,3,3 || 0,0,4 || - || 65 frames cinematic freeze before attack begins, Invulnerability frames 1-10 | ||
|} | |||
== Boost Chain Frame Data == | |||
{| class="wikitable" | |||
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! "Notes | |||
|- | |||
| " | |||
|- | |||
| Far MP || H || 49 || 9 || 4 || 20 || -3 || -7 || EX,SA,CA || - | |||
|- | |||
| Far HP **LC || H || 70 || 12 || 6 || 28 || -9 || -14 || - || - | |||
|- | |||
| Far MK || H || 49 || 11 || 4 || 17 || 0 || -4 || - || - | |||
|- | |||
| Far HK || H || 70 || 19 || 4 || 26 || -5 || -10 || - || - | |||
|- | |||
| Close MP || H || 49 || 6 || 3 || 19 || -1 || -5 || EX,SA,CA || - | |||
|- | |||
| Close HP **LC || H || 70 || 14 || 4 || 29 || -8 || -13 || EX,SA,CA || - | |||
|- | |||
| Close MK || H || 49 || 10 || 4 || 21 || -4 || -8 || EX,SA,CA || - | |||
|- | |||
| Close HK || H || 70 || 14 || 4 || 26 || -8 || -10 || EX,SA,CA || - | |||
|- | |||
| Crouch MP || H || 49 || 6 || 3 || 21 || -3 || -7 || EX,SA,CA || - | |||
|- | |||
| Crouch HP **LC || H || 70 || 10 || 4 || 28 || knockdown || -12 || EX,SA,CA || - | |||
|- | |||
| Crouch MK || L || 49 || 9 || 3 || 25 || -7 || -11 || - || - | |||
|- | |||
| Crouch HK || H || 70 || 14 || 4 || 61 || hard knockdown || -45 || EX,SA,CA || - | |||
|} | |} | ||
== Move Analysis == | == Move Analysis == |
Latest revision as of 14:35, 3 October 2023


Marduk
Ideal Team Position: Anchor
A more traditional grappler than his storyline partner King, Craig Marduk’s throw game is very strong as his standing jab has very little pushback and great frame advantage, forcing opponents to commit to a reversal or neutral jump on a moment’s notice or get planted by Marduk’s Northern Lights Suplex. Marduk has an assortment of great buttons that can pester opponents in neutral, and if he has meter to burn he can EX CADC certain moves to quickly dash into the opponent’s face while still in excellent position to bait a reversal or use his command throw. His combo ability is not too bad either, using his Gator Slam (dp+p) as a lethal juggle ender and wall game setup depending on what side of the screen he is on. Furthermore, his LP Gator Slam has a massive hitbox and Air Crush properties, allowing him to snatch opponents out of the air for big damage and a hard knockdown. CADCing cr.HP in particular can be very intimidating against opponents without a strong reversal to keep him from pressuring them into another throw. You should use Marduk as an anchor character as his large hitbox makes him vulnerable to crossups and he is very slow, necessitating a partner that can clear the gap in his stead. Furthermore, once Marduk is in he has very limited options to bring his partner back if he’s in trouble, which means Marduk is going to be expected to finish the match once he’s tagged in.
Strengths | Weaknesses |
---|---|
+High damage output +Long limbs to pester opponents in footsies, although he doesn’t have notable boost combo ability with these limbs +LP and EX Gator Slams have complete air crush invulnerability and large hitboxes to grab opponents out of the air +Fastest command grab in the game +Tick Throw game is exceptionally strong thanks to his jabs not having much pushback. +Most of his combo enders leave the opponent in a position where they are vulnerable to more grappler pressure +b+mp has a point of armor and long hitstun, and can be linked into his Northern Lights Suplex (hcb+P) for more damage +Launching property of cr.HP gives Marduk access to CADC juggles +j.HP has a very low hitbox which combined with his low jump arc makes it difficult to anti-air +Fast super jump +j.HK instant overhead that causes a ground bounce |
-Strings have limited uses despite their quantity -Very slow walkspeed and mobility -Overhead is slow and has limited range -Vulnerable to cross-ups -Limited block strings -Lack of options to tag partners in safely |
Moves
Normal Attacks
















































































crossup





crossup
Unique Attacks
























2nd and 3rd hit

Power Elbow Combo








2nd and 3rd hit











juggle/reset vs airborne











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












Throws









Special Moves







throw







can catch airborne






Super Combo



Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | H | 40 | 7 | 3 | 9 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MP | H | 70 | 9 | 4 | 16 | +1 | -3 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far HP | H | 100 | 12 | 6 | 19 | 0 | -5 | - | 3 | 1 | 1 | - | |
Far LK | H | 40 | 7 | 3 | 10 | +4 | 0 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MK | H | 70 | 11 | 4 | 17 | 0 | -4 | - | 2 | 1 | 1 | - | |
Far HK | H | 100 | 19 | 4 | 17 | +4 | -1 | - | 3 | 1 | 1 | - | |
Close LP | H | 40 | 4 | 5 | 10 | +3 | -2 | SM,EX,SA,CA | 1 | 1 | 1 | Forces standing | |
Close MP | H | 70 | 6 | 3 | 12 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HP | H | 100 | 14 | 4 | 20 | +1 | -4 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Close LK | H | 40 | 4 | 2 | 12 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Close MK | H | 70 | 10 | 4 | 17 | 0 | -4 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HK | H | 100 | 14 | 4 | 17 | +1 | -1 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Crouch LP | H | 40 | 5 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MP | H | 70 | 6 | 3 | 14 | +4 | 0 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | H | 100 | 10 | 4 | 22 | knockdown | -6 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Crouch LK | L | 40 | 5 | 3 | 11 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 70 | 9 | 3 | 20 | -2 | -6 | - | 2 | 1 | 1 | - | |
Crouch HK | H | 100 | 14 | 4 | 52 | hard knockdown | -36 | SM,EX,SA,CA | 3 | 1 | - | - | |
Jump LP | M | 50 | 6 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 80 | 8 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 110 | 14 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump LK | M | 50 | 8 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MK | M | 80 | 10 | 9 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HK | M | 110 | 13 | 6 | until ground+4 | ground bounce | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal MP | M | 80 | 10 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HP | M | 110 | 15 | 8 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal MK | M | 80 | 11 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HK | M | 100 | 14 | 6 | until ground+4 | ground bounce | +8 | - | 3 | 1 | 2 (regular) / 0 (CH) | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 130 | 13 | 3 | 38 | hard knockdown | -9 | - | - | - | - | Invulnerability frames 1-15, Resembles Spinning Backfist |
Knee Breaker | LP+LK | throw | 150 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Around the World | b+LP+LK | throw | 150 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Mongolian Chop | f+PP | M | 100 | 23 | 3 | 21 | +8 | -1 | - | 2 | 1 | 0 | Forces standing, Knockdown on airborne opponent |
Spinning Backfist | b+MP | H | 100 | 30 | 3 | 30 | +5 | -6 | - | 2 | 1 | 0 | 1 point of armor during frames 1-29, +8 on counter hit, Knockdown on airborne opponent |
Wake Up Hammer | P (lying face down on ground) | H | 120 | 19 | 4 | 25 | +2 | -11 | - | - | - | 0 | Invulnerability frames 1-10, +5 on standing counter hit, Forces standing |
Wake Up Sweep | d+P (lying face down on ground) | L | 110 | 18 | 2 | 32 | hard knockdown | -16 | - | - | - | 0 | Invulnerability frames 1-10 |
Revolving Trap Kick | (far) LK > MK or HK | H | 50 | 8 | 4 | 12 | 0 | -2 | SM,EX,SA,CA | 2 | 1 | 0 | - |
Jab Body Combo | (far) MP > d+HP | H | 40 | 7 | 3 | 14 | 0 | -2 | SM,EX,SA,CA | 2 | 1 | 0 | Knockdown on airborne opponent |
Left Right Combo **LC | (far) MP > HP | H | 40 | 10 | 6 | 29 | -15 | -18 | - | 3 | 1 | 0 | Knockdown on airborne opponent |
- | (far) MP > HP > MK | H | 40 | 12 | 4 | 21 | -8 | -10 | BC, LA | 2 | 1 | 0 | Doesn't combo |
Left Right to Gut Check **LC | (far) MP > HP > MK > MK+HK | H | 100 | 8 | 5 | 29 | hard knockdown | -15 | SM,EX,SA,CA | 3 | 1 | 0 | - |
Left Right to Power Elbow | (far) MP > HP > f+MP or HP | H | 30 | 9 | 3 | 13 | +1 | -5 | - | 2 | 1 | 0 | Knockdown on airborne opponent |
Craig Rush | (far) MP > HP > f+MP > d+PP | H | 70 | 7 | 3 | 20 | flip | -5 | - | 3 | 1 | 0 | - |
Quick Elbow Combo | (far) HP > MP or HP | H | 30 | 9 | 3 | 13 | +1 | -5 | SM,EX,SA,CA | 2 | 1 | 0 | "Knockdown on airborne opponent |
" | |||||||||||||
Catapult Tackle Combo | (far) HP > d+PP | H | 70 | 7 | 3 | 20 | flip | -5 | - | 3 | 1 | 0 | - |
Gator Slam LP | f,d,df+LP | air throw | 150 | 6 | 4 | 37 | hard knockdown | - | - | 3 | - | - | Crushes airborne attacks frames 1-9 |
Gator Slam MP | f,d,df+MP | air throw | 160 | 5 | 4 | 37 | hard knockdown | - | - | 3 | - | - | - |
Gator Slam HP | f,d,df+HP | air throw | 180 | 9 | 4 | 37 | hard knockdown | - | - | 3 | - | - | - |
Gator Slam EX | f,d,df+PP | air throw | 200 | 6 | 4 | 35 | hard knockdown | - | - | 3 | - | - | Crushes airborne attacks frames 1-10 |
Northern Lights Suplex LP | hcb+LP | throw | 160 | 4 | 2 | 38 | hard knockdown | - | - | - | - | - | - |
Northern Lights Suplex MP | hcb+MP | throw | 170 | 4 | 2 | 38 | hard knockdown | - | - | - | - | - | - |
Northern Lights Suplex HP | hcb+HP | throw | 180 | 4 | 2 | 38 | hard knockdown | - | - | - | - | - | - |
Northern Lights Suplex EX | hcb+PP | throw | 240 | 4 | 2 | 38 | hard knockdown | - | - | - | - | - | Invulnerability frames 1-3 |
Double Leg Takedown | hcb+K | H | 30 | 8 | 3 | 46 | hard knockdown | -31 | P, K | 3 | 4 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 8-17 |
Mount Mongolian Chop | P during Double Leg Takedown | - | 110 | - | - | - | hard knockdown | - | - | 0 | - | 0 | - |
Hercules Hammer | K during Double Leg Takedown | - | 160 | - | - | - | hard knockdown | - | - | 0 | - | 0 | - |
Double Leg Takedown EX **LC | hcb+KK | H | 140 | 8 | 3 | 64 | wall bounce | -48 | - | 3 | 4 | - | Chargeable: 51F for Super Art, Whiffs on airborne opponent, Airborne frames 8-17 |
Mount Rush | hcb+KKK | H | 350 | 3 | 3 | 110 | hard knockdown | -96 | - | 3 | 0 | - | 72 frames cinematic freeze before attack begins, Invulnerability frames 1-5, Airborne frames 4-15 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2(21)2(23)2 | 34 | switch | -15 | - | 3,3,3 | 0,0,4 | - | 65 frames cinematic freeze before attack begins, Invulnerability frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far MP | H | 49 | 9 | 4 | 20 | -3 | -7 | EX,SA,CA | - |
Far HP **LC | H | 70 | 12 | 6 | 28 | -9 | -14 | - | - |
Far MK | H | 49 | 11 | 4 | 17 | 0 | -4 | - | - |
Far HK | H | 70 | 19 | 4 | 26 | -5 | -10 | - | - |
Close MP | H | 49 | 6 | 3 | 19 | -1 | -5 | EX,SA,CA | - |
Close HP **LC | H | 70 | 14 | 4 | 29 | -8 | -13 | EX,SA,CA | - |
Close MK | H | 49 | 10 | 4 | 21 | -4 | -8 | EX,SA,CA | - |
Close HK | H | 70 | 14 | 4 | 26 | -8 | -10 | EX,SA,CA | - |
Crouch MP | H | 49 | 6 | 3 | 21 | -3 | -7 | EX,SA,CA | - |
Crouch HP **LC | H | 70 | 10 | 4 | 28 | knockdown | -12 | EX,SA,CA | - |
Crouch MK | L | 49 | 9 | 3 | 25 | -7 | -11 | - | - |
Crouch HK | H | 70 | 14 | 4 | 61 | hard knockdown | -45 | EX,SA,CA | - |
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
- cr.HP xx CADC, cl.MP, cl.MP xx dp+HP (352)
(0bar, medium)
- b+MP, hcb+HP (280)
(0bar, armored, medium)
Post-launch Combos
- cr.HP xx CADC, cl.MP, cl.MP xx dp+HP
(0bar, medium)
Hit Confirm Combos
- cr.LP, cr.LP, cr.MP xx hcb+K>K (253)
(0bar, medium)
- cl.MP, cr.MP xx hcb+K>K (276)
(0bar, medium)
- st.MP>d+HP, xx hcb+K>K (246)
(0bar, easy)
Advanced Combos
- f+PP, cl.MP, cl.MP, cr.MP xx hcb+K>K (373)
(0bar, overhead, medium)
- f+PP, cl.MP, cl.MP, cr.MP~cl.HP xx hcb+KK, cr.MP xx dp+HP(469)
(1bar, overhead, medium)
- j.HK, nj.HP, cl.HP xx dp+HP
(0bar, overhead, easy)
Combos Into Supers
- N/A