NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
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.
Second hit is not natural on counter hit. The 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. Only real use is in combos for wall carry routes.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Launches Marduk forward, going over lows, and slams his shoulder into the 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.
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.
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.
The first hit of Marduk's many df+3 strings. He can access every single one of his 1+2 strings from this. Everything is as natural as it is normally, such as 1, 2 landing natural but the following f+1 not being natural. df+3, 1, 2 can also be canceled into his Ready Position by pressing 3+4 and then pressing 3+4 again to exist the stance. This is known as a Vale Tudo cancel. This is mainly used for wall carry in most of his combos.
One of the few options from Gut Kick that isn't just one of Marduk's jab strings. Hits natural, but does not jail and can be interrupted. Though, that might not happen so long as you use this sparingly. Great reward on hit due to putting the opponent into force crouch and is good even on block due to being +4 and also putting the opponent into force crouch.
A natural hitting mid, mid launching string. Slower than df1, but if you're good you can use this as a higher damage whiff punish after a good step/walk for more damage than just df+1. You can charge the 2 at the end of the string to make it safe if the opponent fell asleep and didn't punish the df1 and charged 2 will also land after the launch on 1 for a screw, though not if the opponent is backturned. Df+1 is still better in most cases due to its range and speed, but this has its niche.
Great counter hit knockdown mid that can also be used to lock down your opponent during pressure, forcing them to crouch to limit their retaliatory options. Gives a free grounded hit on counter hit.
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.
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.
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.
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.
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. Switches sides when done up close for a second hit and gives a free wake-up low kick when further out.
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.
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 very plus on hit. Gives him a pickup of dash up fc df+1+2 on counter hit for good damage.
The reason why Marduk doesn't need a homing move. Is practically a homing move do to how good its tracking is. Has very slight 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.
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.
A very strong i12 punish. Good damage and forces crouch on hit. Incredible range so this can be used to punish get up kicks when they're blocked too far for df+4 to reach. 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.
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.
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.
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.
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.
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.
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.
A not horribly slow and not that unsafe mid launcher. Can be made safe by finishing the string. Not even Yoshimitsu's Flash can interrupt the string if done immediately. Second hit can be charged.
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.
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.
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.
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.
Marduk's only ws 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 only a knockdown as opposed to a launch on lows and moves that force crouch that are -15. Hits grounded for flipover.
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 leave Marduk at too much of a disadvantage despite the minus frames.
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.
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.
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.
Despite being 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.
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.
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.
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.
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.
1+2 break. 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.
1 break. 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.
2 break. 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.
1 break. Marduk's arms do not follow the "hand rule" when doing either of his ground throws, so it is a pure 50/50 if your opponent is able to break throws on reaction, though there is the chance that they are likely to break it by trying to tech roll, so that is something to keep in mind. Gets a pick-up into a full combo with fc df+1+2. If it lands the same frame that the opponent hits the ground, Marduk gets even more damage. Can be done as a wall combo ender, but can still be teched then so you run the risk of losing out on damage.
2 break. One of Marduk's several incredibly dangerous ground throws. Leaves Marduk very close to the opponent. If they do not try to stand up immediately, they are running the risk of getting thrown again. Can be done as a wall ender and can still be teched then.
2 break. Does more damage than if done by the feet and has more frame advantage than Alarm Knee, though the opponent is left further away from Marduk so it evens out.
db+1+3 or db+2+4 by enemy's side (enemy face down)
"mid"
30
Knockdown
i18~20
1 break if done with 1+3 and a 2 break if done with 2+4. Same exact input and location for Mount Position except that Marduk knees the opponent in the ribs and flips them onto their back. If the opponent does not do something to get up immediately, another ground throw is almost entirely guaranteed.
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.
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.
Cannot be broken. One of Marduk's highest damage wall enders (close wall splat such as with db+2 or df+4, 2). Can only be done when the opponent is not sliding down the wall. In a carry combo to the wall, it is better to just go for the db+2 ender as the oki on Angry Ape is not that great and damage is very similar to other enders at that scaling.
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.