Tekken: Dark Resurrection Walkthrough :
This walkthrough for Tekken: Dark Resurrection [PSP] has been posted at 10 Jul 2010 by kenjee and is called "Craig Marduk FAQ". If walkthrough is usable don't forgot thumbs up kenjee and share this with your freinds. And most important we have 5 other walkthroughs for Tekken: Dark Resurrection, read them all!
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kenjee |
Walkthrough - Craig Marduk FAQ
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By Asianskyblue
Email: Kyuunull@gmail.com
craig_ster2009@live.com
Version: 0.20
Written on: July 26, 2009
Table of contents:
------------------
* VERSION UPDATES
* INTRODUCTION
* LEGEND
* STRENGTH & WEAKNESS
* SPECIAL ARTS
* THROWS
* VALE TUDO STYLE: STANCE & MOVES
* THE ESSENCE OF MARDUK
- Poking Moves ( Better used when turtuling)
- Spacing Or Evading moves
- CH catchers
- Natural Combos
- Whiff Punishment
- Block Punishment
* STRATEGIES: WHAT IS MARDUK'S STYLE?
* POKES & MIXUPS.
- STANDARD ONES
- OTHERS
- MISC.
* COMBOS
- MARDUK SPECIAL:
* OKIZEME
* TECH TRAPS
* CLOSING
* CREDITS
===================================================================
VERSION UPDATES
===================================================================
0.10 - (07-24-09) First draft
0.20 - (07-26-09) Added "VERSION UPDATES" and "LEGEND" sections,
and minor format changes.
===================================================================
INTRODUCTION
===================================================================
Welcome to my first ever faq on craig.
I've made an attempt to show the people out there *some* of Marduk's
capabilities. While most of the guys would agree Marduk has the ability
to beat the crap out of others there are still some people who think he
is a linear character to start with.
Some people might wonder why a faq on him, now? Well, i can give you
some reasons:
* There are no other faqs on Tekken 5 Marduk.
* Some people may like to know how good or bad Marduk is compared to
other characters.
* Some people seriously want to learn him.
* I never got to play DR or 6. I'm still playing this game, thats why.
* etc.
Moreover, Marduk is a very much balanced character to start with.
He is one of the most powerfull characters in the game,if not THE most.
He can be very tough against most of tekken cast.He has got some very
unique moves which do bother others.You will come to know why am i
saying so, if u just keep reading.:)
My experience with Marduk is casual as this FAQ & the strategies will
reflect, but most of the shitt i've come upon with came from over 4 years
of my experience with him. I sincerely hope you'll find some *useful*
info for Marduk which you could learn or incorporate in your matches
too.I'll try to be as practical with it as i can .
Also some veteran tekken players are behind this who encouraged me to
write this faq.
===================================================================
LEGEND
===================================================================
------------------
Commands
------------------
1 left punch (triangle button) 2 right punch (square button)
3 left kick (X button) 4 right kick (circle button)
f tap forward F hold forward
b tap back B hold back
u tap up U hold up
d tap down D hold down
d/f tap down and forward D/F hold down and forward
d/b tap down and back D/B hold down and back
u/f tap up and forward U/F hold up and forward
u/b tap up and back U/B hold up and back
qcf quarter circle forward qcb quarter circle back
(d,d/f,f) (d,d/b,b)
hcf half circle forward hcb half circle back
(b,d/b,d,d/f,f) (f,d/f,d,d/b,b)
------------------
Notations
------------------
N neutral joystick position SSL side step (left only)
SS side step (left or right) SSR side step (right only)
FC full crouch position WS while standing up from crouch
WR while running [ ] optional command(s)
( _ ) or ... continue infinitely
+ at the same time ~ immediately after
, followed by < delayed input
* press and hold button(s) = next in sequence
: "just frame" input - button
must be pressed on an
exact frame number
------------------
Grounded Positions
------------------
KND knock down (face up / feet towards)
PLD play dead (face up / feet away)
SLD slide (face down / feet away)
FCD face down (face down / feet towards)
------------------
Throw Types
------------------
F front throw
B back throw
L left side throw
R right side throw
C crouch throw (from the front on a crouching opponent)
A air throw (opponent in the air)
G ground throw
- -
------------------
Move Properties
------------------
BT back turned FF face forward
RC recovers crouching initially RCj RC joystick modifier
(hold D or D/B)
CH major counter hit OC forces opponent to crouch
 (ex. Ganryu - u/f+3+4)
OS forces opponent's side to OB forces opponent's back to
face you face you
(ex. Hwoarang - CH LFF,b+4)  (ex. Marshall - BT+1)
JG juggle starter BN bounce juggle starter
 (ex. Feng Wei - WS+3)  (ex. Bryan - b+1)
BS block stun - attacking GB guard break - defending
character has huge character takes a step back,
disadvantage if blocked or their hands are in the air
 (ex. Marshall - d/b+4) (ex. Feng Wei - f+1+2)
SH stagger hit - opponent may DS double over stun - opponent
recover KND in some cases can tap f to escape
(ex. Lei - SS+1) (ex. King - CH f,f,N+2)
MS minor stun - animations FS fall back stun - opponent
vary, but usually nothing can tap f to escape
is guaranteed after  (ex. Bryan - CH SS+1,2)
 (ex. Nina - b,f+3)
KS kneel stun - opponent falls CFS crumple fall stun - opponent
to one knee, free hits are slowly falls down, free hits
sometimes possible are usually possible
 (ex. Anna - d/f+4) (ex. Heihachi - CH b+2)
CF crumple fall - opponent CS crumple stun - opponent falls
quickly falls down, free down, free hits are usually
hits are usually possible possible (ex. Lee - CH f,f+4)
 (ex. Roger Jr. - 3+4)
[x] hit modifier (ex. CFS[1,2]) # see footnote (ex. #2)
b block modifier (ex. BTb - c counter hit modifier
character is BT on block) (ex. BNc - BN on counter hit)
co crouching opponent modifier cco CH on crouching opponent
(ex. SHco - SH on  (ex. JGcco)
crouching opponent)
cl clean hit modifier ccl CH clean hit modifier
(ex. JGcl - JG on a (ex. FSccl)
clean hit)
bt back turned opponent - -
modifier (ex. JGbt -
JG on a BT opponent)
------------------
Hit Ranges
------------------
h high (block B or duck)
H high, hits grounded
m mid (block B)
M mid, hits grounded
l low (block D/B or jump over)
L low, hits grounded
Sm special mid (block B or D/B)
SM special mid, hits grounded
! unblockable
unblockable, can be ducked
[!] unblockable, hits grounded
T throw (duck or input escape command)
------------------
Character Specific (Stances, Special Positions, etc.)
------------------
LBR Labyrinth (Raven) FLA Flamingo (Baek)
MST Mist Step (Lee) RKT Rocket Stance (Roger Jr.)
HMS Hit Man (Lee) LFF Left Foot Forward (Hwoarang)
CJM Chaos Judgement (Anna) RFF Right Foot Forward (Hwoarang)
LCT Leg Cutter (Asuka) LFS Left Flamingo (Hwoarang)
HPF Haze Palm Fist (Asuka) RFS Right Flamingo (Hwoarang)
RDS Rain Dance (Ling) SIT Sit Down
(Ganryu & Jack-5 & Kuma/Panda)
AOP Art of Phoenix (Lei & Ling) HBS Hunting (Kuma/Panda)
DRU Drunken Master Walk (Lei) ROL Prowling Grizzly Roll
(Kuma/Panda)
SNA Art of Snake (Lei) FKS Fake Step (Marshall)
DGN Art of Dragon (Lei) DSS Dragon Sign (Marshall)
PAN Art of Panther (Lei) DFS Dragon Fake Step (Marshall)
TGR Art of Tiger (Lei) KNP Kenpo Step (Feng Wei)
CRA Art of Crane (Lei) JAG Jaguar Step (King)
CDS Crouching Demon (Jin) FLK Flicker (Steve)
MNT Mount Position (Craig) ALB Albatross Spin (Steve)
RDP Ready Position (Craig) LWV Left Weave (Steve)
HSP Handstand (Christie/Eddy) RWV Right Weave (Steve)
NEG Negativa (Christie/Eddy) DCK Ducking (Steve)
POG Pogo (Yoshimitsu) DKI Ducking In (Steve)
INS Indian Sit (Yoshimitsu) SWY Sway (Steve & Paul)
DGF Dragonfly (Yoshimitsu) WND Wind Roll (Julia)
MED Meditation (Yoshimitsu) - -
===================================================================
STRENGTHS & WEAKNESSES
===================================================================
Whenever we choose Marduk as a player a picture that comes to mind is
an ugly looking, tall & dull guy which is slow & hardly a threat to
anybody but if you play him seriously, i think you'll certainly gain
little awareness of him regarding his style, move properties etc. I
think he has got good speed and power to kill even the top tiers if he
is played correctly. That's why this section is dedicated to his ins &
outs.
===================================================================
STRENGTHS :)
===================================================================
1. Tackle: #1 reason to fear Marduk.Can't be reversed, only escaped.^_^
2. He doesn't have a snakedash, crouchdash etc BUT he has:
d/b+3+4(VTSbackdash),SS+3+4~3+4~3+4(sidestep VTScancel) which is
extremely useful.
3. Unchickenable b+1+2 & b+3+4 reversals.
4. Okizeme, not crucial but still above many characters in the game.
e.g.tackle
5. Inescapable air throws
6. Wonderful SS game.
7. Good bunch of unreversible moves & they also form a major part of
his attacks.
====================================================================
WEAKNESSES :(
====================================================================
1. He being a big is a soft target. That means he is easy to juggle
than any character in the game. What else could be said that every
character in the game has a special combo for him. DAMN!!!
2. Not special WS moves , atleast i think so. He should have been
given a WS launcher either equal or less than 15 frames.
3. Lack of good damaging mid range whiff punishers.
4. His tracking ability isn't upto mark, he still has difficulty
in tracking to his left.
====================================================================
SPECIAL ARTS :
====================================================================
This move analysis section is just a revised version of my old work
on TZ forums. Some move properties rechecked, some new strategies added,
more detailed throw description now, WS moves grouped in the VTS moves
section etc.
I've listed the moves description like this:
Move
Name
Hit range
No damages mentioned, check his movelist for that.
Let's start it now.
1
h
The basic 10 frame jab. It alone cannot do much. since it is 10 frames
it can be beaten by nearly all 8 framers such as Steve, Feng, paul, Bryan,
Kaz,etc. It is a good setup for jackhammer though.Don't stop here with
this move alone rather go for the strings that start with it.
1,2
one Two punch
hh
Basic one two punches. Good for countering in some cases. Can be a good
setup for JH ( from now onwards jack hammer will referred as JH ). The
basic 1,2 is uninterruptible. It can replace 2,1 in few cases only such
as countering law's f+1+2, Bryan's b+1 because the basic 1 or 2 come out
equally fast but the 2,1 does'nt end that fast. That's why 1,2 is
emphasized. Why take chances.
Also it tracks fairly well to both sides.
1,2,f+1
Elbow Sting
hhh
Ok This option after 1,2 is little slow. BUT, it has frame advantage even
on block!. It's not guaranteed after a CH1,2. Use it for presurring
sometimes, when they are used to 1,2 & try to attack . on hit this move
causes a short stun On CH ( CH here means after whiffed or blocked 1,2,
then CHf+1 ) causes FCD. A d/b+4, u/f+3+4 or a FC,d/f+4 is guaranteed
afterwards. Use it often, if u become predictable , they will start
ducking it.
1,d+2
Straight Gut punch
h,m
A high mid string . a solid poke. safe on block . Use it to pull marduk
out of tough situations. 1,d+2 can be used in cases where u think they
are gonna duck the 1. Also 1,d+2 on block has more frame disadvantage
than 1,2, So try your best to go on with 1,2. But still a safe strategy .
1,2,3
Stomach Kick
h,h,m
A hhm string . Am not sure wether it hits hits on counter. It is unsafe
on block, you will eat jabs. Another bad thing I've noticed that when u
throw that 1,2 & they guessed & duck & even if u know they're gonna do
it & u tap 3 afterwards , their WS moves hit nearly all the times. Only
use i've seen is it can be used after a wall splat.
1,2,3,1+2
TudoNoogie
hhmh
Another bad move which has'nt got any use either,IMO. The last head butt
is unsafe on block & it's a high too. Only use i've seen is after f,f+1(W!)
this whole string hits. Otherwise don't use it even if sparingly atleast.
1,2,3+4~3+4
VTS crouch cancel
hh
All things same as 1,2 except it has 3+4~3+4 (VTS cancel) extension which
is the mainstay of Marduk's enormous juggles. Earlier i thought it to be
a showoff but now i have realized this thing has got its places. The cancel
itself is safe, no move can touch u. It is a good bait for reversals or
inviting them to commit some mistakes. You'll know how, keep reading.
d+1
Tank Elbow
m
A short ranged unreversible & safe mid which puts opponent in all
situations be it :
A Block- a d/b+2 is uninterruptible afterwards
On Hit- a d/b+1 is guaranteed afterwards.
On CH.
It's +6 on block! but heavily punishable if whiffed . Also very
good for wakeup games. Plus this move leads to mixups on block,
like throws, lows etc. More in Pokes & mixups section.
In 5.1 the move is +3 on block.
d/f+1
Swing upper
m
Marduk's uppercut . it comes from his left hand . It launches
opponents even if they are crouching. A guaranteed move after low
parry. Can be used as an interrupter SOMETIMES. Tracks to Marduk's
left. This move is also good in the sense after blocking Steve's FLK
1,1,1, 2 this move will launch him even from the max range whereas
the generic u/f+4 like King's one whiffs from that range. So this
move has the upper edge in that respect.Though slower only for
1frame than the latter, still holds its own.
Finally, if u get this blocked, you'll eat jabs.
f,f+1
Blister Elbow
m
This is Marduk's another uppercut launcher coming from his left hand.
One of Marduk,s Half life enders . Tracks to Marduk,s left . Safe on
block but i would say it is slow , can't be used regularly in fast
games against 8-framers . But can be used to punish them after blocking
low hits that stagger the opponent . One more good thing about it is
u can dash & delay the 1, & still get the move.
f,f+1,2
Blisterknuckle
mm
i myself don't use the 2 ender much but u may use it sometimes if ur
opponent is used to f,f+1 & is coming charging , otherwise use it often.
f,f+1,2*
Delayed Blisterknuckle
mm
A uppercut combo. hold the 2 for making the combo complete. But if the
1 is blocked, 2 can be interrupted. Not a bad move ,i would say, but a
bad combo.
d/b+1
Down jab
Sm
A special mid to pull Marduk out of tough situations . A high crush,
just for completeness of the move.
b+1
Knuckle Dunk
M
Another mid which hits grounded opponents too.Marduk lunges back and
throws out his left punch. On CH, some good wakeupgames. A most
prominent juggle ender. Safe on block.
1+2
Guard push
m
it has good speed. It is 13 frames & 15 on CH. So u have 3 options
afterwards
f+1+2
f,f+2
d+4
The f,f+2 does'nt connect sometimes , but u can rely on f+1+2. Use
f,f+2 near a wall . Then go for the ground throw attempt, or d/f+3,1,2,3.
It all hits. Use 1+2 for interrupting , but be sure all things can be
done against it. It can be parried, reversed etc.Full tracking. Use
it wisely.
d+1+2
Shoulder impact
m
This is a move marduk players can't live without but it's not a high
crush . It can be usedto punish those whiffed jabs e.g.- paul's 1,2
in which 1 started far off, but the 2 was to connect , there u can go
for this move . However, if paul went ahead for the 3 of his 10 strings
u might eat it. So keep it in mind . You will eat jabs if this move is
blocked.
Jin can parry it with his b+2+4.
d/f+1+2
Tudo Noogie
m
This move is a high crush. It stops all short, medium high attacks &
creates a short stun. I've myself succeeded in interrupting the
opponent even at frame disadvantage e.g.- After blocking DJ's 1,1 &
he went for it again , this move stopped him. Leads to mixups on hit.
d/b+1+2
Sway Power Hammer
m
As the name implies, this really is a "POWER HAMMER". Has enormous
damage combos after it. This move has got a ministep to right so
doing a SSR manualy before throwing it out gives better results but
be aware that way chances are most of the time you'll launch them
awkwardly. So be prepared for that. Another point about it if you
do a SSL instead you'lllaunch them nicely but this thing should be
done rarely & only against chars. who have weak tracking to left.
The main purpose of this move is evasion so its a part of its turtuling
strategy.Also i've seen after 2,1 strings hit , this move catches
them if they try to attack.
Heyy.., it isn't over yet, this move catches tech to right.i.e., if
the opponent is techrolling to his left & Marduk's right.Has got
nearly same properties of d+1+2, but is slower& more severly
punshable if blocked.
u/f+1+2
Mongolian Crush
h
Ear slap that causes CFS. Fair speed, but the followups are limited.
I myself rarely use it.
f+1+2
Cyclone knuckles
h
This move has only three things good about it
1> It is guaranteed after a CH1+2
2> It is very good forpunishing opponents
3> Has got a good , longer range
It is more punishable if blocked at close range , so i would say
use this from a little far so that it just gets connected & u are
only little unsafe. It knocks down on CH but i don't know wether
a b+1 is guaranteed after it or not.Also this move tracks very well
both sides.
WS+1+2
Quick upper
m
A fast but weak mid coming from his left hand . Short range. Use it
only when u need to outspeed your opponent.
FC+1+2:b
Craig horn - Tudo Toss
m
An easy JF . Marduk raises his head & throws opponents behind him.
Looks like a throw .Looks like a high crush from FC, but i am not sure.
2,1
Kong Combo
hh
My favourite string for jab punishing cases. True combo. 2nd hit
causes a little stun . Very good setup for JH, qcb+1+2, qcf+2, etc.
Marduk's positioning is very good after it. Has got frame advantage on
block.But in case if it is going to be blocked u need to carefull that 1
of the string can be ducked. If u anticipate they're gonna do it, then do
1> 2,1,3,1 Don't move further bcoz more bad things can be done after this.
Strings following it can be reversed , parried, etc & more severly
punished on block.
2> 2,d+1+2 Can give it a try if they try to duck. I would be prefering
it bcoz it has juggling chances whereas the above ones don't , even
if they are equally jab punishable . But I won,t say completely
underestimate the 1> case because if they hit, opponents will stop
definitely in 7/10 cases( i am not a mathematician, lol) then u get
a much better chance to land JH or qcf+2. I've seen if 2,1, qcf+2
setup works & you've had success with the mount, it eliminates their
nearly half life bar. So both cases are equally useful.
Otherwise , if they try to move after 2,1 hits & try to get cocky , kill
them with,d/b+2,1+2 etc.
2,d+1+2
Hook- Shoulder impact
hm
This is not a combo on normal hit neither on counter. So what is it good
for. You can use it after sidewalking them, yes, SIDEWALKING. One more
use could be if u started 2 from little far so thatit whiffed ,& u see
them coming charging in, d+1+2 extension might be used. Enough about it.
f+2
= 1
= d+1
Hammer hook
hook smash
hh
hm
The first hit stuns on counter. It has a nice juggle afterwards. 2nd hit
stuns regardless, if the first move is blocked or whiffed. Use f+2 with
little caution bcoz
(1) Alone f+2 is jab punishable on block if u stop there or try to delay
the 1
(2) Even if f+2 hits as a normal hit , they can still duck , so mixup with
d+1. But in most cases i've seen if people know that the opponent is
good, they don't duck it. But still be carefull.
Lastly , f+2,1 is a good juggle ender.
d/f+2
Gut Punch
m
A mid gut punch, fairly fast .Safe on block.
d+2,4
Alligator
mm
A combo which does nice chunk of damage. If the first hits , last hits too.
Safe on block, even if u stop there. Use it for pressuring sometimes, but
u have a better d/b+2 which isfaster also. It's range sucks , sometimes
the 4 whiffs. But the damage it does is worth it.
Also ,if in rare case the 2 whiffed & 4 ender connected as a CH, u get
a CFS. Same as a CH WS+4, but followups are'nt same . Follow with
d/f+3,1 combos. And in case i haven't mentioned, its unreversible too.
Good good.
d/b+2
Flash Tomahawk
m
A fast mid which short stuns opponents. On counter. A d/b+1 is guaranteed
after it. A normal hit or block also provides good positioning. It is a
low crush from close range.It has got a little preference over d+1 also,
coz its fast .A strong part of Marduk's offence.
b+2
Rolling Back Chop
m
A mid that tracks to marduk's left. Stuns on counter, small combos are
possible from it. A fair whiff punisher & good range. Also, good for
punishing backrollers. But, jab punishable on block.
f,f+2
Elbow Sting
h
Its a high. It KNDs on hit & is UNREVERSIBLE . Use it more often,
as it adds an element of speed he typically lacks. According to official
sources, this move is 11 frames but it is almost impossible to bring it
out so fast. This move is also guaranteed after a CH 1+2 & has got a
nice property to punish after most blocked attacks. It is guaranteed
after blocking Steve's d/f+1+2. Tracks to Marduk's right.
SS+2
Backhand Spin Knuckle
m
I would better say it a tech catcher & slight whiff punisher. Good to
punish those whiffed u/f+4s, Paul's deathfist sometimes ( Although u
have better options ). Catches backrollers. One good use i've seen ,
after a WS+4 & they try to move then SSR+2. It will hit them.
Otherwise , if they stay there , then SSR & do d/b+4. Again only for idea.
(SLD_FCD)2_d+2
Wake up hammer_ Wake up sweep
m_L
Nothing needs to be told about the FCS one i think. The SLD one has uses.
The d+2 sweeps the opponent . I don't compeletely know wether combos
are possible from it. I myself use d/f+4_u/f+3+4 after this. The simple 2
is really a wake up hammer, looks much like the d/f+1+2 i the end. Be
careful don't get d+2 blocked.
3
Hook kick
h
The basic high kick . Knocks them down. Unsafe on block.
d/f+3,1
m,h....
For this one i won't list the names as they are many of them. Natural
combo from mid range. Also good setup for JH(d/f+3,1). U can replace
the 2 for d+2 also. All other further strings are the same as start
with 1,2. U can go for f+1 after 2 SOMETIMES for pressuring. Also 3
after 2 is a combo after a wall splat.
d/f+3,d+1,
mm
This is Marduk's biggy. Launches on CH. The d+1 in the sting
itself catches tech rollers & launches on normal hit, even
crouchers.One situation to show you that d+1 launches them on
normal hit: Throw out a f,f+2 so that it hits. Now don't rush, stay
there. Throw out d/f+3,d+1 slightly delay the d+1. What do you see?
The d+1 launches them. How? Reasons might be:
>> Either they were crouching & predicting the 1 to come out. OR
>> They thought as if 1 was going to whiff, so they rushed in.
These are the reasons i feel why were they launched. However, you may
come across many situations when you will be launching them like this.
It proves that d+1 in the string d/f+3,d+1 launches on normal hit too.
Set up for this move with d/f+3,1.practice & learn to note the
difference between 1& d+1, so that whenever u see d/f+3 as CH, u can go
for d+1 instead of 1, even if u had predecided to go for 1. learn to
delay between d/f+3 & 1_d+1 a little bit to learn the mixups. I prefer
this move above f+3 , bcoz it is faster. Go for the 2 ender after d+1,
only if u see it blocked , coz d+1 is jab punishable on block. Play
with it smartly .
d/f+3,d+1, 2
mmh
Ohh.. I really don't bother about this move anymore now. Reason:
>> The last 2 is a high.
>> The last 2 can be SSR
>> The last 2 by is prone to reversals, parries, etc.
>> Most of the tekken cast can interrupt the last 2 with jabs after
blocking d+1.
Do you want to know anything else?
f+3
Knee lift
m
Marduk's another move which has got huge combos if it hits as CH.
Is slower than d/f+3, but is safe on block. This move pushes back so
far that u are safe. Use it sometimes for creating breathing room.
That far d/f+3,d+1 setup can work after this move is blocked.
d/f+3,1+2
Stomach kick- Tudo Noogie
mh
I don't use it as often. But has got a use though, use it against
characters who try to parry or reverse 1or d+1 after d/f+3. Mix it
up with them sometimes. Whole move hits on CH. Safe on block.
d_d/b+3
Step Shin kick
l
A short ranged low kick . Can be low parried . Doesn't hit grounded
opponents. Mix it up with d+4 . Since d+4 cannot be parried , they'll
always block it and launch Marduk .Use d/b+3 bcoz if they block it,
Marduk eats some WS kicks but will not be launched . Be careful, this
low can be parried.
FC+3
Low spin kick
L
The common low kick every character has except Steve . Not safe on
block, but hits grounded opponents.
(f,f,f_WR)+3
Bicycle Kick
M
Marduk Technical Jumping move. Meaty damage.
He jumps & hits grounded opponents & crushes lows. However people
never use it for that purpose at least. I have not seen f,f,f, versions
good use yet. Some times, this move fails to contact also, and gets
whiffed. Good use for pressuring sometimes. You may also be floated
if your opponent throws jabs.
3+4 - Regular VTS stance more talks on it:-
d/b+3+4
Backdash VTS
-
Marduk's backdash. Its the best evading & spacing move in the game,
according to me only, hehe. This is a movement which has to be used
regulary. Though vulnerable, but still if used smartly, it can turn
tides in your favour, atleast I think so. It evades much many moves if
timed correctly. For instance Bryans 3,3 - 3,2,1, hwrangs' 4,4,4,
strings, Heihachi's f,f,+2. After the dash you have following options
which fit as the circumstances may be
a)The tackle
b)d/f+4
c)f+2
d)2
e)WS+3_4
a) should be used rarely coz major players never allow Craig to mount.
Even the spear, i've seen sometimes getting escaped.
b) d/f+4 It could be better pick compared to mount. Good use in those
situations like suppose you are at a slight distance against Marshall
that his WS+2 just won't connect. If he tries WS+2 he whiffs and if he
goes for FC,d/f,d,d/f+3 (dragonslide)it wiffs too.Punish with d/f+4
as it fits best in this situation and opens a chance for some oki.
c) f+2 - I used it sometimes for teasing people after the backdash;
they come charging in and eat this move. Also after grounded opponent
are getting up and you quickly do VTS+3+4,f+2 they eat this move
sometimes, with the fear of f+2 and 2+4 mixups. But, nevertheless,
this is not a smart choice at all, as they can interrupt him badly.
d) The possibility for this move has already been mentioned.
e) WS+3 is the perfect followup, though punishable on block, if you
are able to make their attacks whiff with d/b+3+4.
f) WS+4_1 are just for countering.
If you are just playing defensive and trying to evade them, then do
SS+3+4~3+4~3+4 after the backdash as the movement and the stance
after it both are punishable. Also it can't be cancelled by d/f-d/b
and 3+4.
f+3+4
Alligator Tackle
m
Marduks' running headbutt
Whatever you call it, can be used for pressuring. Sometimes they
mistake it for a tackle and eat it. After a successful f+3+4, a
run up b+1 is guaranteed, even if they tech. You can also try a
ground throw if they lie there fore more fruits. A small bad thing
about it is it can be evaded by SSing & a small good thing about it
is it catches tech to Marduk's left.
(u/b-u-u/f)+3+4
Gator Stomp
M
A slow ground hitting TJ move. Looks dirty, but Marduk's all about
dirty games afterall. On block no body is at disadvantage.If they
eat hit crouching, you have the following followups
1)f,f+1+2
2) d/f+1 juggle
3)qcb+1+2
4)d+2,4. However, stomp must hit at maxrange for this to work.
5)f,f+2
6)d/b+2
7)d+4
It also works for tech traps in 5.0 but I haven't heard of any uses
still in 5.1. This move also works as a fake offense, baiting etc.
SS+3+4
Sidestep VTS
-
Tap either side u_d for asidestep & then 3+4 to go into VTS stance.
Immediate followups are slow. I myself use VTS+3. I don't know why
but if u do this(SS+3+4,3) all of a sudden, they eat it. Mix it up
with 2+4, d/f+4,tackle. The tackle option is not for a front attack,
but if u SSed properly their attacks, u will be behind them.The tackle
may turn into a spear but atleast u may be sure of mount . This is a
very nice tool to avoid opponents attacks. This movement also comes
from d+3+4 which is a little faster also. but doesn't work from u+3+4.
Why? You know well. Don't do it blindly, you may be hit during the sidestep.
SS+3+4~3+4~3+4
SS VTS cancel
-
It is the cancel for the sidestep VTS. It is the greatest part, IMO.
In the above part Marduk was vulnerable even after the stance for some
time. But cancelling it in this way is safe. It is also good to get more
fruits, since the options are limited with the above. But with this you
have more stuff to deal your opponent with. Safety issues are same during
the ssing as the above.
4
Sideswipe kick
h
Marduk's magic 4. Creates minor stun on hit. Launches on Ch. A f+2+4_f+1+2
is guaranteed & easy juggle aftewards . you may also try f,f,N+1,2,3+4~3+4
followps but they are hard to land. you need to react quick & anticipate a
CH, then only u can do this. Otherwise , rely on the f+2+4_f+1+2 ender.
b+4
Bazooka Heel
h
It knocks down on hit. Nothing is guaranteed afterwards. BUT this move is
no giant killer. Stick to its only usual & useful property of whiff punishment
& don't look beyond. Also, it's very predictable so people usually don't
block it when they know its coming.
d/b+4
Leg Scissors
l
This move looks like they have tried to give him something like king's
d/b+4. It is more unsafe on block as compared to king's one bcoz he(Craig)
falls KND position. On hit, both will be grounded & nothing can be said if
anything is guaranteed afterwards. On CH this move turns into " Leg Trip
Takedown throw", opponent is in FCD position with Marduk at their back .
More usefull near walls. Good okizeme & tackle chances are there rather
in open fields. Use it from a little SSR. This move avoids highs at the
end but smart opponents can low parry it and launch. Also in the initial
frames , if they guessed they can throw jabs & u will be floated.
Opponent grounded d/b+4
Ground Stomp
L
Marduk's foot stomp. He performs it when the opponent is grounded.
You can try it after a successful f+3+4 , if they lie there. Also it
comes out after you break a throw or opponents break em. But it is of
no use in situations where throws have special break animations. Use
it generally after the 1+2 break which don't have special break animations.
Use it near walls . Just for telling its properties.
d/f+4
Side Kick
m
It is a very slow mid. I think d/f+3,1 is a better option. Also d/f+4
is jab punishable. But still, it has a use. People mistake it for a
d/b+3 sometimes. It works well when they are getting up from ground.
d+4
Knee Slicer
l
Marduk's best low. It ducks under high attacks & it is unparryable.
Its fast too. 14 frames & -16 on block. Good for oki also. Tracks
to Marduk's right. BUT, just don't get it blocked.
FC,d/f_D/F+4
Gator Sweep
L
A long range low that hits grounded.In fact, it is Marduk's longest
range move. It KNDs on CH, & on regular hit, opens following options :
- WS+4 Uninterruptible.
- FC,d/f+4
- Throws
The throws include JH , qcf+2, qcb+1+2, also. How ?it is explained
further. Remember, these are just mixups, they are'nt guaranteed
followups. That means they can be blocked & escaped( for throws)
But after a CH hit, u have:
- FC,d/f+4
- u/f+3+4
- FC,d+3
- Crouch cancel d/b+4
This low is one of his best. Has got much long range & tracks a bit
to his right to. It also useful for punishing whiffs( from VTS of course).
If u learn to use it properly, it can win u matches.
f+4
Wild stomp
M
A mid hits grounded opponents. It has following properties:
>> It is unsafe on block. ( You will eat a WS+4 )
>> It is slow
>> It can be sidestepped
It has frame disadvantage on hit too, that means u can't keep the
pressure going with it. If your opponent knows it , he will get
back to offensive mode.
=====================================================================
THROWS:
=====================================================================
Marduk throw game is good if not great & he is no less than king & Nina
in this department. He has got two 2 double button breaks,UNCHICKENABLE
airthrows, 5 single breaks, 2 crouchthrows( Though not so important),
& the groundthrows. Good thing about his throw game is you'll be
needing it almost every now or then in your game. Most of them also
provide very good positioning. Lets see them one by one.
NOTE: Sidethrows aren't going up on the list, as i don't know
anything special about them. Backthrows will be discussed in brief.
[F]+1+3
Rolling splash
Powerbomb with a rolling a startup. Break with 1. Switches sides, wether
they eat it or break it. I don't know wether any thing is guranteed
afterwards or not, but you can do some mean things if they roll away.
>> Dash in, f+2+4. YES, it works.
>> Dash in, 3+4,1+2. Only if there is a wall nearby.
[F]+2+4
Knee crusher
Craig picks opponent up and slams his/her crotch on his knee,
very dirty hehe. Nothing guranteed afterwards. Switches sides if broken.
Break with 2. Also, it one of the most escaped throws in the game.
qcf+1
Northern lights suplex
Break with 1.
A good throw. If u landed it , go to mount by all means. I use in
case where i have blocked something which hasn't got any punishment
or if I am going for simple throws as such. But given a choice,
i'd like to replace it with JH always coz JH has only one chance of
escaping whereas this one has 2 breaking points.
qcf+2
Powerslam
Breakwith 2
Same properties as qcf+1, but no replacement. That means, you have
to be careful they don't break it. But I've seen it is not breaked
that often as the regular 2+4 does. This throw has'nt any replacement
but it can be for 2+4 in few cases.
f,hcf+1
Jack hammer
Break with 1
This is the one we have been talking about always. Unlike king's one
it hasn't got range & speed, but very good damage & Craig's
positioning after this throw is also very sweet. Good oki chances
afterwards & if they lie there even for a slightest nick of time, go
for the foot stomp(d/b+4), it hits them. This throw is bufferable a
lot & can be setup as after:
2,1
d/f+3,1
1
1,2
1,d+2( Near walls.)
SS
After a run
FC,d/f+4
A dash
regular hit f+1+2 ( should be close hit though)
WS+1
Basically any move with a forward input can buffer JH. For moves that
don't have f input, just tap f after the animation ends & then hcf+1.
For FC,d/f+4, after the animation just hold D/F for a split second,
then hcf+1 to do JH or u may tap d/f again as soon as the move hits
& then hcf+1. Be careful, if you messed up you may come up with WS+1.
Same things follow for qcf+2 from FC also. You need to do hcf for
that too.
f,f+1+2
Atomic buster
break with 1+2
Forget about king's GS. This throw is no less than that. Everything's
good about it. It has double button escape, comes out from a f,f dash
so good range & most importantly it JUGGLES.One of the best throws but
since it comes out from a dash it has ultracrap escape timing.
qcb+1+2
Backfreaker
Break with 1+2
This throw doesn't require a dash so a good alternative to Atomic buster
sometimes. Good damage. Good positioning after it but anythying is
guranteed after it or not, i am not sure. But this throw is not escaped
as much as f,f+1+2.
VTS+2+4
Body slam
Break with 2
Although this throw has a trickier execution or say it is hard to set,
but i have seen once u landed it & your opponent tries to move away
from Craig , just dash in & tap f+2+4 for a back throw again! Huge damage.
This trick works with a few WS+3 juggles too.
WS+3, 1, d/f+3,1,2,3+4~3+4, d/b+4 being one of them.
Besides the above the opponent is prone to many good wakeup games & oki.
Airthrows
F+[1+3]
F+[2+4]
f,f+1+2
Airthrows are an important addition to Marduk's juggle game. Their strong
feature too, is being, UNCHICKENABLE. Here's a quick info about them:
>> The range of airthrows goes on like this:
1+3_2+4 --- Same range as Jabs. Does 17 damage.
f,f+1+2 --- Longer range than the above ones & does more damage too.(25)
You can always replace 1+3_2+4 with this throw in any combo
but timing also should be practiced.
f+1+3_f+2+4-- Same thing as the first but adding a f increases range of
the enders of which f+2+4 has got the longest range. In
fact, f+2+4 is the longest range throw in Marduk's arsenal.
f+1+3 can be replaced with f+2+4 but f+2+4 cannot be replaced
with f+1+3 in certain situtations.
To sum up, the range of airthrows goes on like this:
1+3_2+4 ------ Least
f,f+1+2 ------ Medium
f+1+3_f+2+4--- Long
Other than this:
1+3 has got strongest wakeup games compared to others. Opponent is thrown
into FCD position from where you have many setups. See Pokes & Mixups sec.
2+4 just looks cool. The opponent is thrown far away from any guaranteed
wakeup games.
f,f+1+2 also isn't good in that department. Opponent lies in the SLD
position from where you can't expect any major strategy.
d+1+3_d+2+4
Break 1_2
They are regular crouch throws . They are guaranteed after a low parry,
if d/f+1 does'nt reach properly. Also guaranteed after they tech to their
right after a wall splat or wall combo. Just ss along with them & throw
out anyone of your choice. These throws look cool but for the most part
u can replace them with better moves.
d/b+1+3_d/b+2+4.
Break 1_2
His ground throws have many variants . Some of them form a strong part
of his combos. I know each one has a different name ,but i don't bother
listing them. These throws also catch siderolling opponents.
> Any ground grab from KND ,SLD,PLD,or FCD, tosses them in the air .
The throw itself is very weak & can be tech rolled. That is why
Marduk players juggle them for more damage .
These throws are breakable too.
> Opponents position for this needs to be face down & sideways .
Marduk kicks them & they are thrown away far.
> Oppoents position for this has to be face up & sideways.
Marduk throws a punch & mounts.The chances for these 2throws
to land are very rare but i haven't seen any one of them getting
escaped as often .
A few words about backthrows. Whenever u get a chance to do a backthrow
go for the 2+4(Rolling splash), even though it does less damage than 1+3
coz you get some good chances for wakeup games, i myself use it & after
a succesful 2+4 i do a d/b+4, they eat it nearly all the times. You can
also land a d/f+3,d+1 if they getup wrong. Since backthrows aren't a thing
that will happen every now & then, you can give it a try for d/b+4, less
chances are they will escape it.
Marduk's reversals
b+1+2- reverses all high attacks
b+3+4- reverses all mid attacks
These doesn't work on head butts,knees, elbows, shoulder push etc.
These work only on punches & kicks. Greatest thing about them is they're
unchickenable. Go for the Marduk's reversals only on the following conditions :
> See what u are trying to reverse, can be reversed. It's dead obvious,
but sometimes people don't understand.
> See that the move you are trying to reverse is punishale on block or
can be avoided by Ssing or making it whiff or not. If you can punish
a move after blockingor anything more badly, then don't go for the
reversal. e.g._ Laws 4,u/f+3, this move is safe on block but can be
SSR. So reversing here won't be worth the effort.
> See that your attempt to do a reversal is successful, or it doesn't
whiffs. Be sure about it e.g; Marshall's f+1+2, Bryan's b+1 etc are
reversible but if you messed up , they will give you what you deserve.
> Here's a situation: Your tackle is escaped by DevilJin, he throws out
WS+1,2(I don't know its name). Do not try to reverse the 2nd hit. I
don't why but i've never been able to do it. Don't try to do this on
similar strings.e.g., Kaz- WS+1,2, Julia's 1,1,1 & moves like that.
However, this is not a problem with other chars. like king, Paul,
Nina etc.
> Another situation: You're playing against Law. He throws Junkyard combo
( b+2,3,4) for which you weren't ready & you blocked the 3: DO NOT try
to reverse the 4 ender. You'll be launched again. Same applies to Lei's
4~4,3,3 & similar stuff. It's not impossible BUT hard.
So, moral of the discussion is if you see someone annoying you with some
unusual moves, don't let it unpunished, wether by blocking them, by making
them whiffed or by reversing. Choose the option which does maximum damage
according to the situation.
Marduk's tenstrings
They are two of them , pretty bad , not much utility , they can be easily
reversed, parried etc. in between. Only good thing about them the kick
ender juggles till the 3rd last move. Also i think the 2nd tenhit is combo
from behind but i'm not sure...i leave it to readers to find it themselves.
The starting jabs af the strings themselves are good to stop there as they
can be used for jab punishment or countering SOMETIMES. Otherwise use them
very rarely.
====================================================================
VALE TUDO STYLE: STANCE & MOVES
====================================================================
The stance itself is a ducking animation & goes under highs. Craig is
vulnerable in the initial frames of the stance, but after going into
it you can remain there for indefinite period if you don't do anything.
Since there are certain moves which cannot be done from a d/b+3+4, hence
they are mentioned with a *. It means you cannot do this move from a
d/b+3+4.
You can go to the VTS stance in the following ways:
3+4
d/b+3+4_SS either side
SS+3+4 either side
During the tackle SS either side before 3 steps.
From a VTS stance you can do:
3+4*
VTS cancel
-
It is the cancel for the above stance.Should be done immidiately after 3+4
(3+4~3+4). During the initial frames of getting into stance, Marduk remains
vulnerable for any attacks but if you cancel it in this way you are totally
safe. Its more a bait for reversals & turtule block-punishing.
1+2
Tackle
Break with 1+2
The "DREADED" tackle. This is the move Marduk's known for. If there is
any reason Craig could be cheap for, this is it. This is a move that's
abused every now & then in Craig's game. If the opponent is turtuling
throw it out & see them paying for it dearly, however, the sense to be
applied behind it is not to throw it out whenever you feel but when the
opportunity says it.
This move is good for the following reasons:
>> Can only be escaped, can't reversed. :)
>> Guaranteed mount from back.
>> Full tracking upclose.
>> Also works as a okizeme tool.
>> You can also ss either side before 3 steps by tapping u_d to get
back to VTS stance or SS+3+4~3+4~+3+4 to get back to normal position
safely.
If tackle is done from a distance it turns into spear where Marduk
pounces over the opponent without that " Grab & Slam " animation.
If tackle is successful, you get to the mount positon from where
you can do:
1, 1+3, 2~1 ----- Break with 2
2, 2+4, 1~2 ----- Break with 1
1+2_3+4 ----- Press nothing or anything except 1 or 2.
You may come to hear about people who are good at escaping mount. The
reason this happens, they are good at reading Craig's shoulders. The
defense against them is to mix the pro mount followups with 1~2_2~1.
Yes, they may be good breaking those left & right combinations but this
fake one works well at high levels. Mixing these two with the other
options makes the opponent sweat with the subsequent no. of mounts.
Remember, however, good they may be, if you mixup all the options well
you yourself increase the chances you will have success with the mount.
Saying it all on paper is easy, but implenting it in the games is the
real thing. Keep practicing it, you yourself will understand the timing
for it.
WS_VTS+1
Health Tap
m
A mid which comes out reasonable fast . Marduk throws out his left hand
whch is fast but not strong. Tracks to Marduk's left & is a good setup
for JH. This move looks to have limited uses but really isn't that bad.
It stops any rushing game in its tracks, mostly after evading an attack
with d/b+3+4. Plus it can be a safe bait for reversals on hit & block.
Its a move for the people who want to play Craig extra safe.
Tracks to Marduk's left.
WS_VTS+2
Tornado Chop
h
Its high & a litle slow. Tracks both sides. A b+1 is guaranteed after it
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