(→n) |
(→n) |
||
Line 121: | Line 121: | ||
|hit= | |hit= | ||
|ch= | |ch= | ||
|notes= 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. | |notes= 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. | ||
}} | }} | ||
Line 139: | Line 139: | ||
|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 1 frame. 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 nothing but psychological damage. | |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 1 frame. 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 nothing but psychological damage. Marduk will also get this whenever he would get an Ultimate Tackle from running 3 or more steps. | ||
}} | }} | ||
Line 769: | Line 769: | ||
|hit= Knockdown | |hit= Knockdown | ||
|ch= | |ch= | ||
|notes= A very fast and safe knockdown high. Its range is quite short but can be made longer by holding the last F input to essentially do a dash into the move. | |notes= A very fast and safe knockdown high. Its range is quite short but can be made longer by holding the last F input to essentially do a dash into the move. Extremely niche in the grand scheme of Marduk's kit despite its strengths due to its range. | ||
}} | |||
{{MoveData | |||
|id=Marduk- f, F+3, 2 | |||
|name= Burning Mountain | |||
|input= f, F+3, 2 | |||
|target= m, m | |||
|damage= 18, 26 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i19~20, i25~27 | |||
|crush= | |||
|recv= | |||
|block= -7, -14 | |||
|hit= +1, launch | |||
|ch= +1, launch | |||
|notes= Only natural on counter hit. Only real use is in combos. 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- f, F+4 | |||
|name= Side Sweep | |||
|input= f, F+4 | |||
|target= m | |||
|damage= 26 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i18~21 | |||
|crush= | |||
|recv= | |||
|block= -8~-5 | |||
|hit= Knockdown | |||
|ch= | |||
|notes= Possibly Mardul'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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- Ballista Fist | |||
|name= d, df, F+1, 2 (qcf+1, 2) | |||
|input= d, df, F+1, 2 (qcf+1, 2) | |||
|target= m, m | |||
|damage= 21, 24 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i18~19, i19 | |||
|crush= | |||
|recv= | |||
|block= -10~9, -7 | |||
|hit= Launch, knockdown | |||
|ch= | |||
|notes= A not horribly slow and not that unsafe mid launcher. Can be made safe by finishing the string. Second hit can be charged. | |||
}} | |||
{{MoveData | |||
|id=Marduk- Babel Smasher | |||
|name= d, df, F+2 (qcf+2) | |||
|input= d, df, F+2 (qcf+2) | |||
|target= l | |||
|damage= 20 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= 24~25 | |||
|crush= High | |||
|recv= | |||
|block= -12 | |||
|hit= +5 | |||
|ch= Knockdown | |||
|notes= A fairly slow low with great reward that is just outside the range of reactability. If an 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- d, df, F+1+2, 2 (qcf+1+2, 2) | |||
|name= Giant Brat | |||
|input= d, df, F+1+2, 2 (qcf+1+2, 2) | |||
|target= m, m, m | |||
|damage= 14, 16, 25 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i15~16, i16~17, i28~29 | |||
|crush= | |||
|recv= | |||
|block= -12, -15 | |||
|hit= +4, Knockdown | |||
|ch= | |||
|notes= Not even natural on counter hit. Only real use is as a wall combo ender. | |||
}} | |||
{{MoveData | |||
|id=Marduk- f, f, F+3 | |||
|name= Bicycle Kick | |||
|input= f, f, F+3 | |||
|target= m | |||
|damage= 30 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i32~34 | |||
|crush= low | |||
|recv= | |||
|block= +6~8 | |||
|hit= Knockdown | |||
|ch= | |||
|notes= An extremely slow slash kick (knee) but is extremely plus and does a good chunk of damage. Can hit grounded. Is extremely linear. Your opponent has a long time to punish this if they step it or if you for some reason did this from full screen. Not awful if only used every once in a while. | |||
}} | |||
{{MoveData | |||
|id=Marduk- ws+1, 2 | |||
|name= Heavy Artillery | |||
|input= ws+1, 2 | |||
|target= m, h | |||
|damage= 14, 18 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i11~12 | |||
|crush= | |||
|recv= | |||
|block= -7, -7 | |||
|hit= +3, Knockdown | |||
|ch= Natural on counter hit | |||
|notes= 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 | |||
}} | |||
{{MoveData | |||
|id=Marduk- ws+2 | |||
|name= Tornado Hook | |||
|input= ws+2 | |||
|target= m | |||
|damage= 22 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i19~20 | |||
|crush= | |||
|recv= | |||
|block= -8 | |||
|hit= Knockdown | |||
|ch= Launch | |||
|notes= 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- ws+3 | |||
|name= Power Punt | |||
|input= ws+3 | |||
|target= m | |||
|damage= 20 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i18~19 | |||
|crush= | |||
|recv= | |||
|block= -13 | |||
|hit= Launch | |||
|ch= | |||
|notes= Marduk's only was launcher. Leaves his crouching punishment quite weak until i18 which is far from standard. Some characters such as Anna may be able to abuse this fact and take weaker than normal While Standing punishes on moves that are -15. Hits grounded for flipover. | |||
}} | |||
{{MoveData | |||
|id=Marduk- ws+4 | |||
|name= Stun Knee | |||
|input= ws+4 | |||
|target= m | |||
|damage= 21 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i13~14 | |||
|crush= | |||
|recv= | |||
|block= -9~8 | |||
|hit= Knockdown | |||
|ch= KNOCKDOWN | |||
|notes= A very good i13 ws move. Can be used to punish or to fish for a counter hit for a free ground throw 50/50 or a free hit. Being safe with generous pushback doesn't Marduk at too much of a disadvantage despite the minus frames. | |||
}} | |||
{{MoveData | |||
|id=Marduk- ws+1+2 | |||
|name= Quick Uppercut | |||
|input= ws+1+2 | |||
|target= m | |||
|damage= 12 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i10~11 | |||
|crush= | |||
|recv= | |||
|block= -3 | |||
|hit= +8 | |||
|ch= | |||
|notes= Most common use would be when punishing the second hit of Heihachi's Hell Sweep. Has less range and damage than ws+1 but also has far more advantage on hit which may be useful in some circumstances. | |||
}} | |||
{{MoveData | |||
|id=Marduk- fc df+1+2 | |||
|name= Bull Charge | |||
|input= fc df+1+2 | |||
|target= m | |||
|damage= 25, 15 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i22~23 | |||
|crush= | |||
|recv= | |||
|block= -7 | |||
|hit= +8, Knockdown | |||
|ch= | |||
|notes= 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- fc df+2 | |||
|name= Tornado Chop | |||
|input= fc df+2 | |||
|target= h | |||
|damage= 28 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i20~22 | |||
|crush= | |||
|recv= | |||
|block= -3 | |||
|hit= Knockdown | |||
|ch= | |||
|notes= A somewhat slow high knockdown. Gives a free run up d3 on hit or a ground throw 50/50 if your opponent doesn't Stand Up or Wake Up Backward immediately. Has Marduk step to his left on startup so it may help evade moves in some situations. | |||
}} | |||
{{MoveData | |||
|id=Marduk- fc df+4 | |||
|name= Shin Breaker | |||
|input= fc df+4 | |||
|target= l | |||
|damage= 19 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i21~22 | |||
|crush= low | |||
|recv= | |||
|block= -26 | |||
|hit= +8 | |||
|ch= Knockdown | |||
|notes= Despite launch punishable on hit, 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- DS+2, 3+4 | |||
|name= Spinning Hammer to Ready Position | |||
|input= DS+2, 3+4 | |||
|target= m | |||
|damage= 18 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i21 | |||
|crush= | |||
|recv= | |||
|block= -3 (-2) | |||
|hit= 0fc (+5fc) | |||
|ch= | |||
|notes= Can give Marduk a way to bulldog into ready position. Being +2, he can transition out safely with ws1, though it can be sidestepped. | |||
}} | |||
{{MoveData | |||
|id=Marduk- DS+4 | |||
|name= Instep Middle Kick | |||
|input= DS+4 | |||
|target= m | |||
|damage= 24 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i21~22 | |||
|crush= | |||
|recv= | |||
|block= -6 | |||
|hit= Knockdown, Wall Splat | |||
|ch= | |||
|notes= No real use except for fishing for a wall splat, but db+2 does the job better in nearly every way except damage. Can give Marduk the chance to set up a mount from Ultimate Tackle from running. | |||
}} | |||
{{MoveData | |||
|id=Marduk- DS+1+2 | |||
|name= Tall Hammer | |||
|input= DS+1+2 | |||
|target= m | |||
|damage= 25 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i19~20 | |||
|crush= | |||
|recv= | |||
|block= +1~2 | |||
|hit= Knockdown | |||
|ch= | |||
|notes= A scary mid. Gives Marduk frame advantage on block and a free grounded hit or a ground throw 50/50 on hit. Good if your opponent likes to tech roll at the wall. | |||
}} | |||
{{MoveData | |||
|id=Marduk- FDHT+2 (Face Down, Head Towards+2) | |||
|name= Wake Up Hammer | |||
|input= FDHT+2 (Face Down, Head Towards+2) | |||
|target= m | |||
|damage= 23 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i20~21 | |||
|crush= | |||
|recv= | |||
|block= -7~6 | |||
|hit= +4 | |||
|ch= | |||
|notes= Essentially a safe, faster wake-up mid-kick when Marduk is face down with his head towards the opponent on the ground. While normally the best thing on wake up is to tech roll or to delay your wake up to see what your opponent does, it is faster than every one of his wake-up mid-kicks. | |||
}} | |||
{{MoveData | |||
|id=Marduk- FDHT+2 (Face Down, Head Towards+2) | |||
|name= Wake Up Big Sweep to Diving Blow | |||
|input= FDHT+2 (Face Down, Head Towards+2) | |||
|target= l | |||
|damage= 18, 10 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i17~18 | |||
|crush= | |||
|recv= | |||
|block= -24~23 | |||
|hit= Knockdown | |||
|ch= | |||
|notes= 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. | |||
}} | }} | ||
Revision as of 09:51, 11 July 2022
Marduk |
---|
n
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Drive
f+2+3
m
35, 12
+6~17
Knockdown
i21~32
One of the highest damage rage drives in the game when used in a combo. On hit, it gives an unbreakable mount, though the hits afterward can still be broken the way that they usually can after normal Double Leg Takedown hits. When used in combos, the last hits after the mount are unscaled, adding a flat 40 damage on top of the combo. The last few frames of it won't give the mount and will just act like his f+1+3 shoulder tackle and won't leave him plus on block. Marduk will not get the tackle if hit from the side or head while the opponent is in corkscrew state.
Jab Body Combo
1, d+2
h, m
7, 13
+1, -9
+8, +7
i10, i16
i10 punish. Ok damage and great frame advantage. Gives Marduk a solid mix up after any i10 punish with db+2 and a low.
Quick Elbow Combo
2, 1
h, h
10, 12
+1, +3
+8, +5
i10, i23
i10 punish option. Slightly more damage than 1, d+2 but less frames so Marduk can't enforce as strong of a mix up.
Catapult Tackle Combo
2, d+1+2
h, m
10, 22
+0, -12
+8, launch
i10, i26
Second hit is not natural on counter hit. Second hit is identical to a regular d+1+2 in just about every way. Second hit does not have any real high crush but it is very evasive.
Shove
1+2
m
0
-9
+3
+16
i15
Usually used to fish for counter hits. While this doesn't do any damage, this low commitment option let's Marduk safely halt opponent pressure and can essentially turn his df1 into a safe counter hit launcher in the open or be used to shut down an opponent trying to fight away from the wall.
Ready Position (Vale Tudo Stance)
3+4
High
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.
Double Leg Take Down
RP+1+2
h, m
0, 12
Knockdown
i24, i30~31
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 1 frame. 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 nothing but psychological damage. Marduk will also get this whenever he would get an Ultimate Tackle from running 3 or more steps.
Strangle Slam
RP+1+2
h
35
Knockdown
12~14
Marduk's 1 break throw from Ready Position. Can be used to catch people off guard or trying to break 1+2 on his tackle.
Body Slam
RP+2+4
h
35
Knockdown
i12~14
Marduk's 2 break throw from Ready Position. Same uses as RP+1+2 but keeps him closer to the opponent.
Power Bump
RP+f+1, 2
m, m
16, 20
-4, -13
+3, Knockdown
i13~15, i22~23
A natural hit string out of Ready Position. The first hit can be used as a decently fast way to get out of the stance while checking your opponent or you can use it to whiff punish from Ready Position with its deceptively long (but not super long) range.
Power Hurricane
RP+f+1, 4
m, h
16, 26
-4, -9
+3, knockdown
i13~15, 23~24
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.
Power Straight
RP+f+2
m
22
-14
Knockdown + Wall Bounce
i17
Power Crush
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.
Python Explosion
RP+d+1+2
l, m
20, 14
-39
Knockdown
i17
Can essentially be seen as Marduk's Hell Sweep. Good damage and a powerful knockdown that gives him a free throw mix up that only loses to recovery kick (d+3/4) or a spring kick (3+4) if not tech rolled. Launch punishable by the entire cast, but having a solid knockdown low like this only adds to his comeback potential.
Double Hook Combo
f+2, 1
h, h
20, 25
-7, -7
+7, launch
Launch, Launch
i16~18, i16~18
One of Marduk's fastest counter hit launchers but is not normally used as such. Normally used as a high damage combo filler after certain launchers. Has a large delay window for the second hit so you can use the second hit to catch people trying to take their turn back.
Hook Smash Combo
f+2, d+1, 2
h, m, m
20, 17, 16
-7, -13fc, -15
+7, +2fc, launch
launch
i16~18, i21~22, i23
While the second hit will not connect on normal hit after the first, if the second hit lands then the third is guaranteed. It can be used for Marduk to gorilla his way to a launch, but he usually has safer options.
Mammoth Charge
f+3, 2
m, m
13, 20
-8, -11fc
+5, launch
i23~24, i34~35
A natural hit string that isn't too minus and the second hit forces crouch which can severely limit some character's punish options. Still very slow and linear, however.
Stampede
f+4
m
20
-8fc
+2fc
Knockdown
i19~22
A safe mid that forces crouch on hit and block and gives him a free ground hit on counter hit.. Though it's -8, the opponent may not try and take their turn back due to many crouching and while standing moves ranging from minus to unsafe. Be careful using this against characters such as Anna, Julia, and Kunimitsu as you would be making a character with strong crouch mixes plus right in your face.
Double Thruster
f+1+2
h
21
-10
Knockdown
i15
Power Crush
Marduk's standing power crush. A decently fast get-off-me tool. Is unsafe despite being a high but can be very hard or impossible to punish depending if it's spaced out. Does not wall splat, but still gives him free hits at the wall.
Shoulder Bash
f+3+4
h
30
Unblockable
Knockdown, Wall Splat
32~35
Somewhat fast as far as unlockables go, but can still be reacted to. Though it can still catch people off guard. Don't use it too often so the opponent starts to predict it. Gives a wall splat on hit. Can be canceled to Ready Position with 3+4 during start up.
Blitz
f+1+4
m
25
-18~-4
+9~23
i21~35
Low crush, grounded after active frames
Launches Marduk forward, going over lows, and tackling his opponent. On block the opponent generally gets a free hit on him but if it lands the opponent needs to guess immediately as he gets a mix up with his unique wake up options from head-towards face-down, 2 and d+2.
Air Lift Uppercut
df+1
m
15
-13
Launch
i15~16
One of the best i15 launchers in the game due to its range. Can make whiff punishing moves trivial and there is not a lot of moves that could space out its range to be safe from it.
Double Impact
df+2, 1
m, m
16, 21
-7, -13
+6, knockdown + wall splat
+6, knockdown + wall splat
i15, i17~19
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 corkscrew state.
Compressor Swing
df+4, 2
m, h
13, 15
-4, -5
+2, spin state + wall splat
i13, i25~26
Amazing i13 punish. Good damage and a ton of plus frames and gives a wall splat when close to the wall. Also used to get corkscrew state in combos.
Canonball
df+1+2
m
23
-11
+3fc
17~18
Unsafe mid that gives plus frames and forces crouch. Not terrible but Marduk has better options than this.
Dunk Elbow
d+1
m
20
+0fc
+5
Knockdown
i18~19
Great counter hit knockdown mid that can also be used to lock down your opponent during pressure, forcing them to crouch to limit their retalitory options. Gives free grounded hit on counter hit.
Aligator Combo
d+2, 4
m, m
15, 21
-7fc, -9
+7fc, +5
i16, i17
A good damage safe mid, mid string. d+1 is better to pressure with, but d+2, 4 has good damage and is safe, so it's a good round ender. Its speed makes it fairly safe to throw out but you get nothing on counter hit.
Low Kick
d+3
l
18
-12
-1
i16
An amazing low. Good range, good damage, and although it's -1, you can still backdash and sidestep safely or even try and pressure your opponent afterwards.
Knee Slicer
d+4
l
16
-16
-5
i14~15
high
A low knee. Cannot be low parried with with 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.
Battering Ram
d+1+2
m
22
-12
Launch
i19
An evasive mid launcher. Does not have any high crush outside of the d input, but it can still go under a good amount of moves.
Flash Hook
db+2
m
20
-8
Knockdown
Launch (instant screw)
i16
One of Marduk's best mids. Good range, safe, counter hit launcher, gives a knockdown on normal hit. Can be used in neutral, to whiff punish, to enforce mix-ups out of plus frames, in combos to get corkscrew state. Should be used often as its reward is massive and the risk is very small.
Crab Leg
db+4
l
12, 10
-26
Knockdown
i23
low, ends grounded from a distance
A cheeky low that switches sides and does more damage when done close to the opponent. Not horrible on block despite being so minus as it leaves Marduk grounded, leaving most characters only able to get a single hit.
Spinning Backfist
b+2
m
24
-9
++4
Launch
i22~23
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.
Sasquatch Cannon
b+3
m
26
+0~+1
+8
Launch
i21~22
A situationally useful mid that can be used to keep people out but is quite slow. Has hefty pushback on block and will leave Marduk in the opponent's face while he is very plus on hit. Gives him a pickup of fc df+1+2 on counter hit for good damage.
Quick Bazooka
b+4
m
20
-9
+2
knockdown
i14
The reason why Marduk doesn't need a homing move. Is practically a homing move. Has tracking issues up close to Marduk's left but no one can step it after 1, d+2 which helps him against match ups against characters with really good side-steps.
Heel Bazooka
b+3+4
h
30
-14
Knockdown, Wall Splat
i18
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 as crouching against Marduk is already very risky.
Earthquake
ub+1+2
m
21
-6~-4fc
Knockdown
i22~24
A safe knockdown mid. On hit, it gives Marduk a free ws+3 which will launch opponents that try to do any wake-up attacks.
Gorilla Rush
uf+1, 2
h, h
14, 21
-5, -2
+5, +6
Second hit knockdown on ch
i12, i25
A very strong i12 punish. Good damage and forces crouch on hit. Does not jail on block so generally best to just save this as a punish. Marduk has better mids to go for than this in neutral.
Knee Sling
uf+3
m
25
-2~+0
Knockdown
Launch
i20~22
Low
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 counter hit launcher than db2.
Jumping Mid Kick
u/f+4
m
18
-9
Knockdown
23~25
Low
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.
Mongolian Chop
uf+1+2
h
21
-6
Launch
u17
A safe high launcher that's decently fast. Moves Marduk forward a fair bit so it has a bit more range than it seems.
Foot Stomp
u/f/b+3+4
m
25
-3~1fc
+7
Knockdown
i31~36
Low
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.
Elbow Rush
f, F+2
h
21
-1
Knockdown
i11
A very fast and safe knockdown high. Its range is quite short but can be made longer by holding the last F input to essentially do a dash into the move. Extremely niche in the grand scheme of Marduk's kit despite its strengths due to its range.
Burning Mountain
f, F+3, 2
m, m
18, 26
-7, -14
+1, launch
+1, launch
i19~20, i25~27
Only natural on counter hit. Only real use is in combos. 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.
Side Sweep
f, F+4
m
26
-8~-5
Knockdown
i18~21
Possibly Mardul'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.
d, df, F+1, 2 (qcf+1, 2)
d, df, F+1, 2 (qcf+1, 2)
m, m
21, 24
-10~9, -7
Launch, knockdown
i18~19, i19
A not horribly slow and not that unsafe mid launcher. Can be made safe by finishing the string. Second hit can be charged.
d, df, F+2 (qcf+2)
d, df, F+2 (qcf+2)
l
20
-12
+5
Knockdown
24~25
High
A fairly slow low with great reward that is just outside the range of reactability. If an 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.
Giant Brat
d, df, F+1+2, 2 (qcf+1+2, 2)
m, m, m
14, 16, 25
-12, -15
+4, Knockdown
i15~16, i16~17, i28~29
Not even natural on counter hit. Only real use is as a wall combo ender.
Bicycle Kick
f, f, F+3
m
30
+6~8
Knockdown
i32~34
low
An extremely slow slash kick (knee) but is extremely plus and does a good chunk of damage. Can hit grounded. Is extremely linear. Your opponent has a long time to punish this if they step it or if you for some reason did this from full screen. Not awful if only used every once in a while.
Heavy Artillery
ws+1, 2
m, h
14, 18
-7, -7
+3, Knockdown
Natural on counter hit
i11~12
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
Tornado Hook
ws+2
m
22
-8
Knockdown
Launch
i19~20
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.
Power Punt
ws+3
m
20
-13
Launch
i18~19
Marduk's only was launcher. Leaves his crouching punishment quite weak until i18 which is far from standard. Some characters such as Anna may be able to abuse this fact and take weaker than normal While Standing punishes on moves that are -15. Hits grounded for flipover.
Stun Knee
ws+4
m
21
-9~8
Knockdown
KNOCKDOWN
i13~14
A very good i13 ws move. Can be used to punish or to fish for a counter hit for a free ground throw 50/50 or a free hit. Being safe with generous pushback doesn't Marduk at too much of a disadvantage despite the minus frames.
Quick Uppercut
ws+1+2
m
12
-3
+8
i10~11
Most common use would be when punishing the second hit of Heihachi's Hell Sweep. Has less range and damage than ws+1 but also has far more advantage on hit which may be useful in some circumstances.
Bull Charge
fc df+1+2
m
25, 15
-7
+8, Knockdown
i22~23
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.
Tornado Chop
fc df+2
h
28
-3
Knockdown
i20~22
A somewhat slow high knockdown. Gives a free run up d3 on hit or a ground throw 50/50 if your opponent doesn't Stand Up or Wake Up Backward immediately. Has Marduk step to his left on startup so it may help evade moves in some situations.
Shin Breaker
fc df+4
l
19
-26
+8
Knockdown
i21~22
low
Despite launch punishable on hit, 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.
Spinning Hammer to Ready Position
DS+2, 3+4
m
18
-3 (-2)
0fc (+5fc)
i21
Can give Marduk a way to bulldog into ready position. Being +2, he can transition out safely with ws1, though it can be sidestepped.
Instep Middle Kick
DS+4
m
24
-6
Knockdown, Wall Splat
i21~22
No real use except for fishing for a wall splat, but db+2 does the job better in nearly every way except damage. Can give Marduk the chance to set up a mount from Ultimate Tackle from running.
Tall Hammer
DS+1+2
m
25
+1~2
Knockdown
i19~20
A scary mid. Gives Marduk frame advantage on block and a free grounded hit or a ground throw 50/50 on hit. Good if your opponent likes to tech roll at the wall.
Wake Up Hammer
FDHT+2 (Face Down, Head Towards+2)
m
23
-7~6
+4
i20~21
Essentially a safe, faster wake-up mid-kick when Marduk is face down with his head towards the opponent on the ground. While normally the best thing on wake up is to tech roll or to delay your wake up to see what your opponent does, it is faster than every one of his wake-up mid-kicks.
Wake Up Big Sweep to Diving Blow
FDHT+2 (Face Down, Head Towards+2)
l
18, 10
-24~23
Knockdown
i17~18
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.