m (→n) |
(→n) |
||
Line 14: | Line 14: | ||
|block=+1 | |block=+1 | ||
|hit=+8 | |hit=+8 | ||
}} | |||
{{MoveData | |||
|id=Marduk- f+2+3 | |||
|name= Rage Drive | |||
|input= f+2+3 | |||
|target= m | |||
|damage= 35, 12 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i21~32 | |||
|crush= | |||
|recv= | |||
|block= +6~17 | |||
|hit= Knockdown | |||
|ch= | |||
|notes= 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. | |||
}} | }} | ||
Line 572: | Line 590: | ||
|ch= Launch | |ch= Launch | ||
|notes= 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. | |notes= 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. | ||
}} | |||
{{MoveData | |||
|id=Marduk- b+3 | |||
|name= Sasquatch Cannon | |||
|input= b+3 | |||
|target= m | |||
|damage= 26 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i21~22 | |||
|crush= | |||
|recv= | |||
|block= +0~+1 | |||
|hit= +8 | |||
|ch= Launch | |||
|notes= 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- b+4 | |||
|name= Quick Bazooka | |||
|input= b+4 | |||
|target= m | |||
|damage= 20 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i14 | |||
|crush= | |||
|recv= | |||
|block= -9 | |||
|hit= +2 | |||
|ch= knockdown | |||
|notes= 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- b+3+4 | |||
|name= Heel Bazooka | |||
|input= b+3+4 | |||
|target= h | |||
|damage= 30 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i18 | |||
|crush= | |||
|recv= | |||
|block= -14 | |||
|hit= Knockdown, Wall Splat | |||
|ch= | |||
|notes= 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- ub+1+2 | |||
|name= Earthquake | |||
|input= ub+1+2 | |||
|target= m | |||
|damage= 21 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i22~24 | |||
|crush= | |||
|recv= | |||
|block= -6~-4fc | |||
|hit= Knockdown | |||
|ch= | |||
|notes= 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- uf+1, 2 | |||
|name= Gorilla Rush | |||
|input= uf+1, 2 | |||
|target= h, h | |||
|damage= 14, 21 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i12, i25 | |||
|crush= | |||
|recv= | |||
|block= -5, -2 | |||
|hit= +5, +6 | |||
|ch= Second hit knockdown on ch | |||
|notes= 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- uf+3 | |||
|name= Knee Sling | |||
|input= uf+3 | |||
|target= m | |||
|damage= 25 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i20~22 | |||
|crush= Low | |||
|recv= | |||
|block= -2~+0 | |||
|hit= Knockdown | |||
|ch= Launch | |||
|notes= 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- u/f/b+4 | |||
|name= Jumping Mid Kick | |||
|input= u/f+4 | |||
|target= m | |||
|damage= 18 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= 23~25 | |||
|crush= Low | |||
|recv= | |||
|block= -9 | |||
|hit= Knockdown | |||
|ch= | |||
|notes= 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- uf+1+2 | |||
|name= Mongolian Chop | |||
|input= uf+1+2 | |||
|target= h | |||
|damage= 21 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= u17 | |||
|crush= | |||
|recv= | |||
|block= -6 | |||
|hit= Launch | |||
|ch= | |||
|notes= A safe high launcher that's decently fast. Moves Marduk forward a fair bit so it has a bit more range than it seems. | |||
}} | |||
{{MoveData | |||
|id=Marduk- u/f/b+3+4 | |||
|name= Foot Stomp | |||
|input= u/f/b+3+4 | |||
|target= m | |||
|damage= 25 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i31~36 | |||
|crush= Low | |||
|recv= | |||
|block= -3~1fc | |||
|hit= +7 | |||
|ch= Knockdown | |||
|notes= 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. | |||
}} | |||
{{MoveData | |||
|id=Marduk- f, F+2 | |||
|name= Elbow Rush | |||
|input= f, F+2 | |||
|target= h | |||
|damage= 21 | |||
|range= | |||
|tracksLeft= | |||
|tracksRight= | |||
|startup= i11 | |||
|crush= | |||
|recv= | |||
|block= -1 | |||
|hit= Knockdown | |||
|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. | |||
}} | }} | ||
Revision as of 17:53, 9 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.
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.
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.