Marduk combos: Difference between revisions

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; Crouching recovery (e.g. CH FUFT.3)
; Crouching recovery (e.g. CH FUFT.3)
: combo here
: FC.df+1+2 db2 S! f,F+3,2
}}
}}
<references />


== Mini-combos ==
== Mini-combos ==
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; [0] CH 1+2
; [0] CH 1+2
: [+??] df+1 ...
: [+~67] df+1 ...
: [+34] uf+1,2
: [+34] uf+1,2


; [30] CH uf+3+4
; [30] CH uf+3+4
; [18] CH (b+1),2
: [+18] db+4
; [24] CH d+1
; [24] CH d+1
; [18] CH (b+1),2
: [+18] db+4
: [+18] db+4
: [+??] d+3


; [18] uf+4
; [18] uf+4
: [??] ground throw<ref name="techable">Can be tech-ed</ref>
: [+18] db+4
: [+18] db+4


; [25] SS.1+2
; [25] SS.1+2
: [??] ground throw<ref name="techable" />
: [??] ground throw<ref name="techable">can be teched</ref>


; [22] CH FC.df+4
; [22] CH FC.df+4
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: [+20] uf+3+4
: [+20] uf+3+4
: [+18] db+4
: [+18] db+4
; [??] db+4<ref name="clean-hit>must be clean hit</ref>
: [+??] FC.df+4
}}
}}


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{{Staple}}
{{Staple}}
Vale Tudo cancels (VTSc) are an important execution requirement for Marduk's optimal combo routes, for both damage and wall carry. They are performed with the input 3+4~3+4.


{{Combolist|
{{Combolist|
; df+2
 
: combo for df+2 here
; [33] (f+2),d+1,2
; [20] ws3
: [+54] f,F+2 db+2 S! df3,1,2~VTSc 1,2~VTSc b+1,2<ref name="great-carry" /><ref name="hard">hard; 3f link to hit with f,F+2</ref>
: [+52] f,F+2 db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" /><ref name="hard" />
: [+49] f,F+2 db+2 S! df+3,1,2~VTSc b+1,2<ref name="hard" />
: [+49] f,F+2 db+2 S! df+3,1 f,F+1+2<ref name="swaps-sides" /><ref name="hard" />
: [+49] df+4,2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+47] 2,d+1+2 db+3,1,1 S! b+1,2
: [+46] df+4,2 S! df+3,1,2~VTSc b+1,2<ref name="works-bt">works on BT opponents</ref>
: [+46] df+4,2 S! df+3,1 f,F+1+2<ref name="swaps-sides />
: [+45] 2,d+1+2 df+2,1 S! b+1,2<ref name="works-bt" />
: [+44] 2,d+1+2 db+3,1,1 S! f,F+3,2<ref name="wall-splat">can wall splat</ref>
: [+43] df+4,2 S! df+3,1 b+1,2<ref name="easy">very easy</ref>
: [+42] f,F+1+2<ref name="easy" /><ref name="swaps-sides" />
 
; [23] df+3,df+1
; [15] df+1
: [+55] 2,d+1+2 f,F+2 db+2 S! df+3,1,2~VTSc b+1,2<ref name="great-carry">great carry</ref>
: [+54] f,F+2 db+2 S! df3,1,2~VTSc 1,2~VTSc b+1,2<ref name="great-carry" />
: [+52] f,F+2 db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides">swaps sides</ref>
: [+49] f,F+2 db+2 S! df+3,1,2~VTSc b+1,2
: [+49] f,F+2 db+2 S! df+3,1 f,F+1+2<ref name="swaps-sides" />
: [+??] 2,d+1+2 db+3,1,1 S! f,F+3,2
: ''(everything that works for ws3)''
 
; [25] uf,n,4
; [22] d+1+2
; [21] qcf+1
: [+56] f+2,1 S! df3,1,2~VTSc 1,2~VTSc b+1,2<ref name="great-carry" />
: [+54] f+2,1 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+54] f+2,1 S! df+3,1,2~VTSc b+1,2
: ''(everything that works for ws3)''
 
; [21] uf+1+2
: [+54] uf+1+2 db+3,1,1 S! df+3,1,2~VTSc b+1,2<ref name="from-ssr">the first uf+1+2 must hit from a SSR</ref>
: [+51] df+4,2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2
: [+49] df+4,2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+46] df+4,2 S! df+3,1,2~VTSc b+1,2
 
; [23] db+1+2
: [+56] uf+3 uf+1+2 db+3,1,1 S! b+1,2
: [+53] uf+3 uf+1+2 db+3,1,1 S! f,F+3,2<ref name="wall-splat" />
: [+55] uf+3 db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+53] uf+3 db+2 S! df+3,1,2~VTSc b+1,2
 
; [25] (f+2),1
: [+50] SSL db+3,1,1 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+47] SSL db+3,1,1 S! df+3,1,2~VTSc b+1,2
: [+43] db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
 
; [20] f,F+1+2
: [+64] f,F FC.df+1+2 1,2~VTS.f+1,4 S! R.b+1+2
: [+55] SSL FC.df+1+2 db+2 S! df+3,1 ub+1+2 FC.df+4<ref name="around-the-world">[+55] if opponent stays down wakes up (backwards), front rolls or side rolls; no follow-ups. [+59] if opponent stands up; gives you oki/GT mixup. [+62] if opponent tries to wake-up kick, toe kick or spring attack; gives you oki/GT mixup.</ref>
: [??] SSL FC.df+1+2 1,2~VTS.f+1,4 S! d+1 d+3
 
; [0] OTG.db+1+3
: [+53] <uf+3 db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+29] ub+1+2 FC.df+4
 
; [0] low parry
: [+57] FC.1+2 db+2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2<ref name="great-carry" />
: [+55] FC.1+2 db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+52] FC.1+2 db+2 S! df+3,1,2~VTSc b+1,2
 
; [19] CH 4
: [+43] db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="close-range" /><ref name="swaps-sides" />
: [+28] f+2+4<ref name="close-range">must be close range</ref>
 
; [24] CH f+2
: [+57] SSL FC.df+1+2 db+2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2<ref name="great-carry" />
: [+55] SSL FC.df+1+2 db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
 
; [44] (CH f+2),1
: [+26] S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+23] S! df+3,1,2~VTSc 1,2~VTSc b+1,2
 
; [30] CH uf+3
: [+59] uf+3 db+2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2<ref name="great-carry" />
: [+54] uf+3 db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+58] uf+3 db+2,1 S! df+3,1,2~VTSc 1,2~VTSc b+1,2
 
; [47] CH f,F+3,2
; [26] (f,F+3),2
: [+54] f+2,1 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+49] uf+1+2 db+2 S! df+3,1,2~VTSc b+1,2
 
; [28] CH b+2
; [26] CH ws2
: [+57] FC.df+1+2 db+3,1,1 S! df+3,1,2~VTSc b+1,2
: [+57] FC.df+1+2 db+2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2<ref name="great-carry" />
 
; [33] f+3,2
; [20] (f+3),2
: [+52] f,F+2 db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
 
; [31] CH b+3
: [+57] ''(dash)'' FC.df+1+2 db+3,1,1 S! df+3,1,2~VTSc b+1,2
: [+57] ''(dash)'' FC.df+1+2 db+2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2<ref name="great-carry" />
 
; [25] CH (1,2),f+1
: [+47] db+3,1,1 S! df+3,1,2~VTSc b+1,2
: [??] GT
 
; [30] CH (df+4),2
; [24] CH db+2
: [+59] ''(dash)'' FC.df+1+2 1,2~VTSc 1,2~VTSc 1,2~VTSc b+1,2<ref>hold forward during each 1,2</ref><ref name="great-carry" />
: [+57] ''(dash)'' FC.df+1+2 1,2~VTSc 1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+49] ''(dash)'' df+3,1,2~VTSc 1,2~VTSc f,F+1+2<ref name="swaps-sides" />
 
; [21] CH (ws1),2
: [+52] FC.df+1+2 db+2 S! df+3,1,2~VTSc b+1,2<ref>camera can swap during/after the FC.df+1+2 depending on timing</ref>
: [+43] db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
 
; [12] CH FUFT.3
; [12] CH FDFA.3
; [12] CH FUFA.3
; [8] CH FDFT.3
: [+55] FC.df+1+2<ref name="fdft3-inconsistency">The df is important since FC.db+1+2 or FC.d+1+2 do not connect after CH FDFT.3</ref> db+2 S! df+3,1,2~VTSc f,F+1+2<ref name="swaps-sides" />
: [+52] FC.df+1+2<ref name="fdft3-inconsistency" /> db+2 S! df+3,1,2~VTSc b+1,2
}}
}}


=== Rage ===
=== Rage ===
Marduk can utilize his Rage in combos by switching to a RA (R.b+1+2) or RD (R.f+2+3) ender that is done post-tailspin. The RD enders give a Mount mixup.


{{Combolist|
{{Combolist|
; df+2
; S!
: combo for df+2 with rage here
: [+33] df+3,1,2 R.b+1+2
: [+30] df+3,1 R.b+1+2
: [+28] R.b+1+2
: [+17] df+3,1 R.f+2+3
: [+14] R.f+2+3
}}
}}
<references />


== Wall ==
== Wall ==
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{{Combolist|
{{Combolist|
; Regular carry (30% scaling)
; Regular carry (30% scaling)
: combo here
: [+20] qcf+1+2,2
: [+16] 1 1+3{{Body size|Bears only|bears|}}
: [+14] 1+3
: [??] df+3,1 ground throw{{Body size|Males only||}}
: [??] 1 ground throw{{Body size|Females only||}}
}}
}}


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{{Combolist|
{{Combolist|
; df+2
; any launch
: combo when you hit df+2 in the back
: [+46] df+4,2 S! df+3,1,2~VTSc b+1,2<ref>does not work from ws3 or (f+2),d+1,2</ref>
: [+45] 2,d+1+2 df+2,1 S! b+1,2
: [+??] 2,d+1+2 df+4,2 S! df+3,1 ub+1+2 FC.df+4
}}
}}
<references />


== Stage break ==
== Stage break ==

Latest revision as of 22:35, 18 March 2023

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. df+1)
f,F+1+2[1]
Crouching recovery (e.g. CH FUFT.3)
FC.df+1+2 db2 S! f,F+3,2
  1. That's seriously all. It actually does pretty decent damage, and gives oki.

Mini-combos

[21] ub+1+2
[+16] ws3
[28] FC.df+2
[16] ub+1+2
[0] CH 1+2
[+~67] df+1 ...
[+34] uf+1,2
[30] CH uf+3+4
[18] CH (b+1),2
[+18] db+4
[24] CH d+1
[+18] db+4
[+??] d+3
[18] uf+4
[+18] db+4
[25] SS.1+2
[??] ground throw[1]
[22] CH FC.df+4
[??] ground throw[1]
[+20] FC.1+2
[+16] ws3
[25] CH ws4
[+40] db+2+4[1]
[+16] db+4
[24] CH (uf+1),2
[??] ground throw[1]
[+20] uf+3+4
[+18] db+4
[??] db+4[2]
[+??] FC.df+4
  1. 1.0 1.1 1.2 1.3 can be teched
  2. must be clean hit

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki

Vale Tudo cancels (VTSc) are an important execution requirement for Marduk's optimal combo routes, for both damage and wall carry. They are performed with the input 3+4~3+4.


[33] (f+2),d+1,2
[20] ws3
[+54] f,F+2 db+2 S! df3,1,2~VTSc 1,2~VTSc b+1,2[1][2]
[+52] f,F+2 db+2 S! df+3,1,2~VTSc f,F+1+2[3][2]
[+49] f,F+2 db+2 S! df+3,1,2~VTSc b+1,2[2]
[+49] f,F+2 db+2 S! df+3,1 f,F+1+2[3][2]
[+49] df+4,2 S! df+3,1,2~VTSc f,F+1+2[3]
[+47] 2,d+1+2 db+3,1,1 S! b+1,2
[+46] df+4,2 S! df+3,1,2~VTSc b+1,2[4]
[+46] df+4,2 S! df+3,1 f,F+1+2[3]
[+45] 2,d+1+2 df+2,1 S! b+1,2[4]
[+44] 2,d+1+2 db+3,1,1 S! f,F+3,2[5]
[+43] df+4,2 S! df+3,1 b+1,2[6]
[+42] f,F+1+2[6][3]
[23] df+3,df+1
[15] df+1
[+55] 2,d+1+2 f,F+2 db+2 S! df+3,1,2~VTSc b+1,2[1]
[+54] f,F+2 db+2 S! df3,1,2~VTSc 1,2~VTSc b+1,2[1]
[+52] f,F+2 db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[+49] f,F+2 db+2 S! df+3,1,2~VTSc b+1,2
[+49] f,F+2 db+2 S! df+3,1 f,F+1+2[3]
[+??] 2,d+1+2 db+3,1,1 S! f,F+3,2
(everything that works for ws3)
[25] uf,n,4
[22] d+1+2
[21] qcf+1
[+56] f+2,1 S! df3,1,2~VTSc 1,2~VTSc b+1,2[1]
[+54] f+2,1 S! df+3,1,2~VTSc f,F+1+2[3]
[+54] f+2,1 S! df+3,1,2~VTSc b+1,2
(everything that works for ws3)
[21] uf+1+2
[+54] uf+1+2 db+3,1,1 S! df+3,1,2~VTSc b+1,2[7]
[+51] df+4,2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2
[+49] df+4,2 S! df+3,1,2~VTSc f,F+1+2[3]
[+46] df+4,2 S! df+3,1,2~VTSc b+1,2
[23] db+1+2
[+56] uf+3 uf+1+2 db+3,1,1 S! b+1,2
[+53] uf+3 uf+1+2 db+3,1,1 S! f,F+3,2[5]
[+55] uf+3 db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[+53] uf+3 db+2 S! df+3,1,2~VTSc b+1,2
[25] (f+2),1
[+50] SSL db+3,1,1 S! df+3,1,2~VTSc f,F+1+2[3]
[+47] SSL db+3,1,1 S! df+3,1,2~VTSc b+1,2
[+43] db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[20] f,F+1+2
[+64] f,F FC.df+1+2 1,2~VTS.f+1,4 S! R.b+1+2
[+55] SSL FC.df+1+2 db+2 S! df+3,1 ub+1+2 FC.df+4[8]
[??] SSL FC.df+1+2 1,2~VTS.f+1,4 S! d+1 d+3
[0] OTG.db+1+3
[+53] <uf+3 db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[+29] ub+1+2 FC.df+4
[0] low parry
[+57] FC.1+2 db+2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2[1]
[+55] FC.1+2 db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[+52] FC.1+2 db+2 S! df+3,1,2~VTSc b+1,2
[19] CH 4
[+43] db+2 S! df+3,1,2~VTSc f,F+1+2[9][3]
[+28] f+2+4[9]
[24] CH f+2
[+57] SSL FC.df+1+2 db+2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2[1]
[+55] SSL FC.df+1+2 db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[44] (CH f+2),1
[+26] S! df+3,1,2~VTSc f,F+1+2[3]
[+23] S! df+3,1,2~VTSc 1,2~VTSc b+1,2
[30] CH uf+3
[+59] uf+3 db+2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2[1]
[+54] uf+3 db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[+58] uf+3 db+2,1 S! df+3,1,2~VTSc 1,2~VTSc b+1,2
[47] CH f,F+3,2
[26] (f,F+3),2
[+54] f+2,1 S! df+3,1,2~VTSc f,F+1+2[3]
[+49] uf+1+2 db+2 S! df+3,1,2~VTSc b+1,2
[28] CH b+2
[26] CH ws2
[+57] FC.df+1+2 db+3,1,1 S! df+3,1,2~VTSc b+1,2
[+57] FC.df+1+2 db+2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2[1]
[33] f+3,2
[20] (f+3),2
[+52] f,F+2 db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[31] CH b+3
[+57] (dash) FC.df+1+2 db+3,1,1 S! df+3,1,2~VTSc b+1,2
[+57] (dash) FC.df+1+2 db+2 S! df+3,1,2~VTSc 1,2~VTSc b+1,2[1]
[25] CH (1,2),f+1
[+47] db+3,1,1 S! df+3,1,2~VTSc b+1,2
[??] GT
[30] CH (df+4),2
[24] CH db+2
[+59] (dash) FC.df+1+2 1,2~VTSc 1,2~VTSc 1,2~VTSc b+1,2[10][1]
[+57] (dash) FC.df+1+2 1,2~VTSc 1,2~VTSc f,F+1+2[3]
[+49] (dash) df+3,1,2~VTSc 1,2~VTSc f,F+1+2[3]
[21] CH (ws1),2
[+52] FC.df+1+2 db+2 S! df+3,1,2~VTSc b+1,2[11]
[+43] db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[12] CH FUFT.3
[12] CH FDFA.3
[12] CH FUFA.3
[8] CH FDFT.3
[+55] FC.df+1+2[12] db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[+52] FC.df+1+2[12] db+2 S! df+3,1,2~VTSc b+1,2

Rage

Marduk can utilize his Rage in combos by switching to a RA (R.b+1+2) or RD (R.f+2+3) ender that is done post-tailspin. The RD enders give a Mount mixup.

S!
[+33] df+3,1,2 R.b+1+2
[+30] df+3,1 R.b+1+2
[+28] R.b+1+2
[+17] df+3,1 R.f+2+3
[+14] R.f+2+3
  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 great carry
  2. 2.0 2.1 2.2 2.3 hard; 3f link to hit with f,F+2
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 swaps sides
  4. 4.0 4.1 works on BT opponents
  5. 5.0 5.1 can wall splat
  6. 6.0 6.1 very easy
  7. the first uf+1+2 must hit from a SSR
  8. [+55] if opponent stays down wakes up (backwards), front rolls or side rolls; no follow-ups. [+59] if opponent stands up; gives you oki/GT mixup. [+62] if opponent tries to wake-up kick, toe kick or spring attack; gives you oki/GT mixup.
  9. 9.0 9.1 must be close range
  10. hold forward during each 1,2
  11. camera can swap during/after the FC.df+1+2 depending on timing
  12. 12.0 12.1 The df is important since FC.db+1+2 or FC.d+1+2 do not connect after CH FDFT.3

Wall

Regular carry (30% scaling)
[+20] qcf+1+2,2
[+16] 1 1+3Bears only
[+14] 1+3
[??] df+3,1 ground throwMales only
[??] 1 ground throwFemales only

Float

1
combo when you anti-air with jab here

Back-turned opponent

any launch
[+46] df+4,2 S! df+3,1,2~VTSc b+1,2[1]
[+45] 2,d+1+2 df+2,1 S! b+1,2
[+??] 2,d+1+2 df+4,2 S! df+3,1 ub+1+2 FC.df+4
  1. does not work from ws3 or (f+2),d+1,2

Stage break

Howard Estate
big boy break all the walls combo here

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

External links