Street Fighter X Tekken/Marduk

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Marduk

Sfxt marduk face.jpg

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

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Speccancel.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
Speccancel.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Knockdown.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png
Groundbounce.png
crossup


Unique Attacks

Name
Command
Notes
Revolving Trap Kick
(far) Lk.png ---.png Mk.png or Hk.png
Jab Body Combo
(far) Mp.png ---.png D.png + Hp.png
Speccancel.png
Knockdown.png vs airborne on 2nd hit
Left Right Combo
(far) Mp.png ---.png Hp.png
Knockdown.png vs airborne on 2nd hit
Left Right to Gut Check
(far) Mp.png ---.png Hp.png ---.png
Mk.png ---.png Mp.png + Hp.png
Speccancel.png
Knockdown.png vs airborne on
2nd and 3rd hit
Hardknockdown.png on 4th hit
Left Right to
Power Elbow Combo
(far) Mp.png ---.png Hp.png ---.png
F.png + Mp.png or Hp.png
Knockdown.png vs airborne on
2nd and 3rd hit
Quick Elbow Combo
(far) Hp.png ---.png Mp.png or Hp.png
Speccancel.png on 2nd hit
Knockdown.png vs airborne on 2nd hit
Catapult Tackle Combo
(far) Hp.png ---.png
D.png + P.png + P.png
2nd hit causes "floaty"
juggle/reset vs airborne
Craig Rush
(far) Mp.png ---.png Hp.png ---.png
F.png + Mp.png ---.png
D.png + P.png + P.png
Knockdown.png vs airborne on
2nd and 3rd hit
4th hit causes floaty
juggle/reset vs airborne
Mongolian Chop
P.png + P.png
High.png
Knockdown.png vs airborne
Spinning Backfist
B.png + Mp.png
Armored.png
Wake Up Hammer
(when lying facedown) P.png
Wake Up Sweep
(when lying facedown)
D.png + P.png
Low.png
Hardknockdown.png

Throws

Name
Command
Notes
Knee Breaker
F.png or N.png + Lp.png + Lk.png
Throw.png
Around the World
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Gator Slam
Dp.png + P.png
Ex.png
Throw.png vs airborne
Northern Lights Suplex
Hcb.png + P.png
Ex.png
throw
Double Leg Takedown
Hcb.png + K.png
Ex.png Chrg.png
Throw.png
Wallbounce.png on Ex.png
can catch airborne
   Mount Mongolian Chop
Double Leg Takedown on hit ---.png
P.png
not available on Ex.png
   Hercules' Hammer
Double Leg Takedown on hit ---.png
K.png
not available on Ex.png

Super Combo

Name
Command
Notes
Mount Rush
Hcb.png + 3k.png
Throw.png

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 {{ D.png + P.png + P.png }} , 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

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