Marduk combos

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Revision as of 00:49, 1 March 2023 by Kalki (talk | contribs) (→‎Staples)

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)
combo here
  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
[+??] df+1 ...
[+34] uf+1,2
[30] CH uf+3+4
[24] CH d+1
[18] CH (b+1),2
[+18] db+4
[18] uf+4
[??] ground throw[1]
[+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
  1. 1.0 1.1 1.2 1.3 1.4 Can be tech-ed

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]
(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.1+2 1,2~VTS.f+1,4 S! R.b+1+2
[+55] SSL FC.1+2 db+2 S! df+3,1 ub+1+2 FC.df+4[8]
[0] OTG.db+1+3
[+53] <uf+3 db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[+??] 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
[+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
[24] CH f+2
[44] CH f+2,1
[30] CH uf+3
[26] (f,F+3),2
[26] CH ws2
[24] CH (f+3),2
[25] CH (1,2),f+1
[28] CH b+2
[31] CH b+3
[24] CH db+2
[21] CH (ws1),2


[12] CH FUFT.3
[12] CH FDFA.3
[12] CH FUFA.3
[8] CH FDFT.3
[+55] FC.df+1+2[9] db+2 S! df+3,1,2~VTSc f,F+1+2[3]
[+52] FC.df+1+2[9] 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 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 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 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)
combo here

Float

1
combo when you anti-air with jab here

Back-turned opponent

df+2
combo when you hit df+2 in the back

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