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|hit=+3c | |hit=+3c | ||
|ch= | |ch= | ||
|notes=Unsafe mid that gives plus frames and forces crouch. Not terrible but Marduk has better options than this. | |notes=Unsafe mid that gives plus frames and forces crouch on hit. Not terrible but Marduk has better options than this. | ||
}} | }} | ||
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|hit= Knockdown | |hit= Knockdown | ||
|ch= | |ch= | ||
|notes= One of the best throws in the game. Broken with 1+2. Has a tighter break window than most other throws, making it harder to deal with even with how slow it is. If the second part of the move hits (i30~31) then the break window is | |notes= One of the best throws in the game. Broken with 1+2. Has a tighter break window than most other throws, making it harder to deal with even with how slow it is. If the second part of the move hits (i30~31) then the break window is 2 frames. Gives Marduk a three-way mix-up between a 1, 2, and 1+2 break with 1+3, 2+4, and 1+2/3+4 respectively. Doing nothing will have Marduk stand up after a second without doing a move. Can fake out with 1~2 and 2~1 but this does lower damage than 1+3/1+4, though it can deal some psychological damage. Marduk will also get this whenever he would get an Ultimate Tackle from running 3 or more steps. | ||
}} | }} | ||
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|hit= Knockdown | |hit= Knockdown | ||
|ch= | |ch= | ||
|notes= Cannot be broken. Used as a combo ender that leaves Marduk extremely close to the opponent, though he is -5 so nothing is guaranteed. This lets his generic 1+3 throw beat hop kicks, orbitals, and other options that will leave the opponent in the air. Will do 10 damage at maximum due to scaling only kicking on when the opponent is in the air. | |notes={{Plainlist| | ||
* Cannot be broken. Used as a combo ender that leaves Marduk extremely close to the opponent, though he is -5 so nothing is guaranteed. This lets his generic 1+3 throw beat hop kicks, orbitals, and other options that will leave the opponent in the air. Will do 10 damage at maximum due to scaling only kicking on when the opponent is in the air. | |||
* {{FB}} | |||
}} | |||
}} | }} | ||
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|ch= | |ch= | ||
|notes= Cannot be broken. Can be used as a combo ender. Throws the opponent incredibly far to Marduk's right, leaving them nearly full screen. Does more damage if the opponent hits the wall. It is not possible to get a follow up, though it can be used as a way for Marduk to secure the wall and continue pressure then. | |notes= Cannot be broken. Can be used as a combo ender. Throws the opponent incredibly far to Marduk's right, leaving them nearly full screen. Does more damage if the opponent hits the wall. It is not possible to get a follow up, though it can be used as a way for Marduk to secure the wall and continue pressure then. | ||
}} | |||
{{MoveData | |||
|id=Marduk-mid-air-f,F+1+2 | |||
|name=Mid-Air Suplex | |||
|input=(approach mid-air enemy) f,F+1+2 | |||
|target=t(air) | |||
|damage=60 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup=i12 | |||
|crush= | |||
|recv= | |||
|block= | |||
|hit= | |||
|ch= | |||
|notes={{FB}} | |||
}} | }} | ||
Latest revision as of 17:19, 26 November 2023
Marduk |
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Rage
Input
R.f+2+3
n
1,2,3+4
- VTS moves can be buffered
- FC or ws moves cannot be buffered and have a 3f delay
1,2,3,1+2
- Combo from 3rd hit
- Can be delayed
1,2,3,1+2,3+4
- Combo from 3rd hit
- Can be delayed
1,2,f+1
- Can be delayed
1,d+2
2,1
2,d+1+2
1+2
f
f+2,1
f+2,d+1,2
f+3,2
- Combo from 1st hit
- Can be delayed
f+4
f+1+2
f+3+4
f+3+4,3+4
f+1+4
df
df+1
df+2,1
- ncc
- Can be delayed 15f
- Combo can be delayed 15f from CH
- Unsafe counter hit string you can throw out to try and catch your opponent mashing, though db2 is safer with far less commitment. Normally used in combos to get a tailspin.
df+3
df+3,1,2,3+4
- Combo from 1st hit
- VTS moves can be buffered
- FC or ws moves cannot be buffered and have a 3f delay
df+3,1,2,3+4,3+4
df+3,1,2,3
df+3,1,2,3,1+2
- Combo from 4th hit
- Can be delayed
df+3,1,2,3,1+2,3+4
- Combo from 4th hit
- Can be delayed
df+3,1,2,f+1
- Can be delayed
df+3,1,d+2
- Combo from 1st hit
df+3,1+2
df+3,df+1
df+4,2
- Can be delayed
- Amazing i13 punish. Good damage, a ton of plus frames, and gives a wall splat when close to the wall. Can also used to get corkscrew state in combos.
df+1+2
d
d+1
d+2,4
d+3
d+4
- Cannot be low parried
- A low knee. Cannot be low parried with normal low parry or unique low parry options like Dragunov's low parry, though much of the cast can launch punish it. Quite fast with high crush makes it a cheeky way to get out of pressure, but is quite minus on hit so it would be unwise to try and follow up.
d+1+2
db
db+2
db+3,1,1,3+4
- VTS moves can be buffered
- FC or ws moves cannot be buffered
db+3,1,1,3+4,3+4
db+3,4,1+2
db+4
b
b+2
- A slow but still good homing move with great range. Marduk does not necessarily need homing moves but this is still a good option to catch opponents stepping at range and let Marduk close the distance or to halt an approach.
b+3
b+4
b+3+4
- Although unsafe, it has a ton of pushback. db+2 is generally a better option when at the wall, but a wall bounce will work from further away than db+2's wall splat range, so it is occasionally worth going for, though a smart opponent won't be crouching against Marduk too much with their back to the wall anyway.
b+2+3,1+2
ub
ub+1+2,3+4
- VTS moves can be buffered
- FC or ws moves cannot be buffered
uf
uf+1,2
uf+3
- Alternate input - ub+3, u+3
- A very good low crushing counter hit launcher. Can be used to disrespect lows, as a way to get in due to its range, or as a higher reward but slower counter hit launcher than db2.
uf+4
- Alternate input - ub+4, u+4
- Can be done with neutral u, ub, or uf. Does not have much range but gives a free grounded hit on knockdown. Can be used as a retreat option but is quite slow.
uf+1+2
uf+3+4
- Alternate input - ub+3+4, u+3+4
- Can be done with uf/ub to move Marduk forward or back with the jump. A move you can throw out every once in a blue moon if you feel nutty. Very safe on block and will go over a lot of moves.
Motion input
f,F+2
f,F+3,2
- Combo from 1st CH
- Only natural on counter hit. Only real use is as a combo ender. If you want a counter hit launcher you're better off using db+2 as you will at least get a knockdown if it only lands on normal hit.
f,F+4
- Possibly Marduk's worse of his two actual homing moves but that doesn't make it a bad homing move. Even done at point blank it leaves the opponent at neutral range from Marduk, leaving him space to backdash to create even more breathing room. Not a horrible option to use every so often if your opponent likes to step a lot in neutral.
qcf+1+2,2
- Combo from 2nd CH
- Can be delayed 13f
- Combo can be delayed 12f from CH
qcf+1,2*
qcf+2
- A fairly slow low with great reward that is just outside the range of reactability. If your opponent is looking for this, they may be able to low parry it on reaction. On counter hit, Marduk gets a free 50/50 (NOT a guaranteed hit) into either d+3 or f+4, or something else if your opponent will respect it. Smaller characters may be able to evade the f+4 by doing an immediate side roll to Marduk's right and even big bodies like Marduk can evade it by doing an immediate side roll to Marduk's left.
f,f,F+3
SS
SS.2,3+4
SS.4
SS.1+2
WS
ws1,3+4
ws1,2
- Combo from 1st CH
- Can be delayed 19f
- Combo can be delayed 13f from CH
- Despite being a punch, it is a fairly standard i11 was punish. The first hit can be canceled to Ready Position by pressing 3+4. The cancel window for the second hit is fairly generous so it may be possible to counter hit confirm if you are able to confirm that your opponent pressed a button, though it is possible to miss the window and for them to block/crouch the follow-up. Can also be done from Ready Position by simply pressing 1.
ws2
- A slow but rewarding counter hit mid that can also give you corkscrew state on air hit. Can be done "instantly" by pressing 3+4 and then 2 (Just make sure to not be still holding 3+4 when you press 2 as you will get Body Slam). Only real use is if you want a slower but more rewarding counter hit mid as it gives a crumple stun over an instant corkscrew, leading to more damage/combo variety than db+2 on counter hit.
ws3
ws4
ws1+2
FC
FC.df+1+2
- Cannot be used from VTS
- Connects into a throw on close hit
- Alternate input - FC.d+1+2
- When used close enough, there is a second hit that will do more damage, switch sides, and knockdown. Most common use is in combos such as after db+2, db+1+2, low parry punish, and any crumple stuns.
FC.df+2
FC.df+4
- Forces KND on NH when hitting an opponent in BT
- Despite being launch punishable on block, this will give Marduk a ground throw 50/50 or a guaranteed hit on counter hit. Is incredibly plus on normal hit, giving Marduk a chance to do another one again (though it may be reacted to) or a ws4 to check.
VTS
3+4
- Enable FC, ws or u input moves
- Takes 6f
- Input df or db to cancel into FC
- Marduk's infamous ready stance. Has strong throw mix-ups, can be used to bait something out from the opponent then punish with the several relatively fast options out of it, and can also go for his infamous tackle. While in it he can press u or d to side step and stay in the stance. Pressing df or db with 3+4 will move him forward and back respectively, however he is not able to get out of the back version without pressing a button or side-stepping for about half a second. All of Marduk's While Standing moves can be done from Ready Position (except for ws+1+2) simply by pressing their respective button. Can also give Marduk an instant While Crouching state, allowing him to access his full crouch moves a lot faster than usual.
VTS.f+1,4
- Combo from 1st hit
- A high follow up out of his RP+f+1. Does more damage and will catch opponents into a screw state on air hit, but is still a high so be wary of people crouching this.
VTS.f+2
- Marduk's power crush move to let him unga bunga out of Ready Position. Not the fastest move in the world but its range lets him whiff punish moves out of stance. Only launch punishable by a handful of the cast but is still fairly minus and the low pushback makes it easy to punish when used up close.
VTS.d+1+2
VTS.1+2
VTS.1+3
VTS.2+4
FDFA
FDFA.2
FDFA.d+2
- Transitions to Mount on hit
- An incredibly fast wake-up low-attack that can only be done when Marduk is face down with his head towards the opponent on the ground. Though launch punishable, this will give Marduk a free Mount on hit. Can be used as a 50/50 after a blocked rage drive, to disrespect your opponent's wake up pressure, or to whiff punish a move that went over you while you were grounded. Keep in mind that if you are knocked down into face up, head towards you can press and hold 1 and then hold down to do an extended ground roll that will leave you in face down, head towards, leaving you ready to get nutty on wake up.
Throws
1+3
- Opponent status on throw hit: Reverse Pos. Foot-sd. Face-down
- Opponent status on throw break: Reverse Pos.
- Break: 1 or 2
- Alternate input: f+1+3
2+4
- Opponent status on throw hit: Clockwise Head-sd. Face-up
- Opponent status on throw break: Clockwise
- Break: 1 or 2
- Alternate input: f+2+4
Left throw
- Opponent status on throw hit: Head-sd. Face-up
- Opponent status on throw break:
- Break: 1
Right throw
- Opponent status on throw hit: Head-sd. Face-up
- Opponent status on throw break:
- Break: 2
(Approach from behind) 1+3
- Opponent status on throw hit: Foot-sd. Face-up
- Opponent status on throw break:
- Break: none
(Approach from behind) 2+4
- Opponent status on throw hit: Foot-sd. Face-down
- Opponent status on throw break:
- Break: none
f,F+1+2
- The one throw your opponent will wish they broke. Gives Marduk a big combo if it is not broken. Even if your opponent can break throws, use this often as they need to break it every time, you only need them to fail once. Will also catch the opponent trying to do an option that low crushes as Around the World doubles as an air throw that will grab opponents out of the air and slam them behind Marduk.
- Opponent status on throw hit: Reverse Pos. Head-sd. Face-up
- Opponent status on throw break: Reverse Pos.
- Break: 1+2
qcf+1+3
- Does 5 less damage than a generic throw in exchange for great oki, as it leaves the opponent face up head towards, severely limiting their wake up options. Pressing 1+2 will have it do only 20 damage in exchange for giving Marduk a mount, giving him his usual three way break mix.
- Opponent status on throw hit: Reverse Pos. Head-sd. Face-up
- Opponent status on throw break:
- Break: 1
qcf+1+3,1+2
- Opponent status on throw hit:
- Opponent status on throw break:
- Break: 1
qcf+2+4
- Incredibly similar if not identical to Nothern Lights Suplex in nearly every way. Opponent is still considered face up head towards despite them being at an angle to Marduk. Press 1+2 to put Marduk in a mount for 10 less damage but still gives him the three way mount mix.
- Opponent status on throw hit: Reverse Pos. Head-sd. Face-up
- Opponent status on throw break:
- Break: 2
qcf+2+4,1+2
- Opponent status on throw hit:
- Opponent status on throw break:
- Break: 2
qcb+1+2
- Opponent status on throw hit: Reverse Pos. Left-sd. Face-up
- Opponent status on throw break:
- Break: 1+2
- Cannot be buffered
f,hcf+1
- Opponent status on throw hit: Reverse Pos. Right-sd. Face-up
- Opponent status on throw break:
- Break: 1
- Can be input from FC
- Alternate input: f,b,db,d,f+1
(Approach crouching enemy) d+1+3
- Opponent status on throw hit: Foot-sd. Face-up
- Opponent status on throw break:
- Break: 1
- Can be input from FC
(Approach crouching enemy) d+2+4
- Opponent status on throw hit: Head-sd. Face-down
- Opponent status on throw break:
- Break: 2
- Can be input from FC
b+1+3_b+2+4
- A very unique reversal in that it gives Marduk a free mount mix-up when successful. Follows usual reversal rules in that it loses to anything that is not considered a punch or a kick including but not limited to knees, elbows, heads, shoulders, and weapons. Can be used to steal rounds but as with all reversals don't get predictable with it and be VERY careful using it against characters with many elbow and knee attacks such as Julia, Marduk, Bryan, King, Armor King, and Fahkumram to name a few.
- Reversal window: i3 to i8
- Connect to Mount after Trap success
(During tackle by enemy) 1+2,1,1,1,1,1
- Opponent status on throw hit: Head-sd. Face-down
(During tackle by enemy) 1+2,1,1,1,1,1
- Opponent status on throw hit: Foot-sd. Face-up
(3 step) RUN
- Opponent status on throw hit: Foot-sd. Face-up
- Break: 1 or 1+2
- 2f throw break window
Ground Throws
db+1+3
db+2+4
db+2+4 when by the head
db+1+3 or db+2+4 by enemy's side (enemy on back)
db+1+3 or db+2+4 by enemy's side (enemy face down)
Mid-Air Throws
1+3 (f+1+3) on middair opponent
- Cannot be broken. Used as a combo ender that leaves Marduk extremely close to the opponent, though he is -5 so nothing is guaranteed. This lets his generic 1+3 throw beat hop kicks, orbitals, and other options that will leave the opponent in the air. Will do 10 damage at maximum due to scaling only kicking on when the opponent is in the air.
2+4 (f+2+4) on middair opponent
1+3 or 2+4 during wall stun
Ready Position
VTS.1+2
- Transition to Mount on hit
- Break: 1+2
- Throw break window between 3-6f
- Cannot be broken if throw connects on BT
VTS.1+2
- Transition to Mount on hit
- Break: 1+2
- Throw break window 2f
VTS.1+2
- Transition to Mount on hit
- Break: 1+2
- Throw break window 2f
VTS.1+3
- Opponent status on throw hit: CCW. Head-sd. Face-up
- Break: 1
VTS.2+4
- Opponent status on throw hit: Head-sd. Face-up
- Break: 2
Mount
Mount.1
- Opponent status on throw hit: Right-sd. Face-up
- Opponent status on throw break: Foot-sd. Face-up
- Break: 2
- Input 1~2 to Right Melon Masher
Mount.1+3
- Opponent status on throw hit: Left-sd. Face-up
- Opponent status on throw break:
- Break: 2
Mount.2
- Opponent status on throw hit: Foot-sd. Face-up
- Opponent status on throw break:
- Break: 1
- Input 2~1 to Left Melon Masher
Mount.2+4
- Opponent status on throw hit: Foot-sd. Face-up
- Opponent status on throw break:
- Break: 1
Mount.1+2
- Opponent status on throw hit: Foot-sd. Face-up
- Opponent status on throw break:
- Break: 1+2 (or n)
Mount.3+4
- Opponent status on throw hit: Foot-sd. Face-up
- Opponent status on throw break:
- Break: 1+2 (or n)
10 Strings
10 Hit Combo 1 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
2 | h | 10 | i10 | +0 | +8 | |
1 | h | 12 | ?? | +3 | +5 | ?? |
3 | m | 8 | ?? | -21 | -10 | ?? |
1 | m | 6 | ?? | -27 | -17 | ?? |
2 | h | 12 | ?? | -20 | -6 | ?? |
1 | m | 8 | ?? | -29 | -20c | ?? |
2 | m | 6 | ?? | -13 | -3 | ?? |
2 | m | 13 | ?? | -30 | -28 | ?? |
3 | l | 6 | ?? | -19 | -3 | ?? |
2 | h | 22 | ?? | -54 | KND | ?? |