Icege
iku iku ikuuu
Joined: Feb 2002
Posts: 8189
From: USA South Carolina
PSN: Icege-_-
XBL: Ic3ge
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1,2
Lvls: h,h
Dmg: 9,16
Exe: 10f
Block: -1
Hit: +5
Can be SSR. The 2nd hit will hit SSL. Inputting the jab while holding forward will make Craig step further in with the jab. While this is the weakest of the jab punishers, it does allow a mix-up game to be set up using the 3,1+2_f+1 enders, VTS mix-ups, or VTSc mix-ups along with the usual raw low/mid/throw afterwards.

1,2,f+1
Lvls: h,h,h
Dmg: 9,16,28
Exe: 10f
Block: +4
Hit: +6
Can be used to coax opponents to start ducking more at random due to the advantage on the last hit. The 2nd hit does not jail for the 3rd, so if they hit a button you will get a CH f+1 for a free d/b+3,1,1 for a total of 59dmg. You also get great oki with dash up ground throw, or dash up and chase them from behind into a back throw if they roll away. If you need to get Craig out, you can follow it up with iVTS 3~5 to bring your partner in with a strong advantage as the VTS 3 in this case will cause them to flip slightly off of the ground into a situation where they can tech roll afterwards vs. your freely moving partner. The final hit can also be delayed, but if done so will make it steppable.

1,2,3,1+2
Lvls: h,h,m,h
Dmg: 9,16,16,37
Exe: 10f
Block: 0 (forces crouch)
Hit: +4 (forces crouch)
This is for catching people that like to move or hit buttons after 1,2. The last two hits are NC for a lot of damage and leaves you with advantage. When done immediately, any buttons or directions buffered by the opponent will cause them to eat the mid kick. If the 3rd hit is delayed too long, however, it can be sidestepped. The 4th hit can be stepped AND ducked if the 3rd hit is blocked (3rd hit is also -15). The less delay between the 2nd & 3rd hits, the more of a delay the 4th hit can have. The 3rd hit also causes opponents to fly away when hit in the back with it.

1,2,3+4(~3+4)
Lvls: h,h,stance(~cancel stance)
Dmg: 9,16
Exe: 10f
Block: -3 (-2)
Hit: +3 (+4)

1,d+2
Lvls: h,m
Dmg: 9,17
Exe: 10f
Block: -9
Hit: +7
The other primary 10f punisher. Like 1,2 the 1st hit can be given range if done by doing f+1,d+2. This is especially important for certain moves with too much push back for 2,1 to connect with afterwards. You lose out on 3dmg when punishing with this, but you gain another 2f to force a mix-up with. d/b+2

2,1
Lvls: h,h
Dmg: 13,16
Exe: 10f
Block: +3
Hit: +5
Marduk's most damaging 10f punisher. The string itself does not jail, and forces the opponent to turn sideways slightly. When landing this on an opponent's side or back, it could lead to several hits of Marduk's 10-string being guaranteed.

2,d+1+2
Lvls: h,m
Dmg: 13,32
Exe: 10f
Block: -12
Hit: Launch
This string is very important to Marduk's juggles. It causes a high flip which can be used at the end of juggles to get high wall splats, the 2nd hit can be delayed to bait and crush a jab. However, it is easy to sidestep the second hit. The 2nd hit is can also be tagged off of, giving Marduk the potential to do red life off of all of his juggles, tag out whenever he lands a launcher (as opposed to specific launchers).

1+2
Lvls: m
Dmg: 0
Exe: 15f
Block: -9
Hit: +3
A short-ranged, linear push that does 0dmg and is +3 on hit, but on CH Craig is at a whopping +16. This means that he gets a free launch with d/f+1 afterwards.

f+2,1
Lvls: h,h
Dmg: 27,33
Exe: 16f
Block: -7
Hit: Knockdown + follow-ups
This move will catch people trying to sidestep, but not it can be sidestepped? Much easier to sidestep if they're in deep or at the edge, but if they're in that sweet spot between the two ranges then more than likely they're getting punched in the face. On CH the first hit causes a stun which sets up a free ground throw opportunity. The second hit can be delayed for quite a bit, which makes doing the first hit by itself good for setting up throws or other options (though not a whole lot, the first hit is also -7 on block). The 2nd hit also causes a stun on normal hit, netting a free ground throw opportunity as well. At 60dmg, this is the highest damaging 2-hit Tag Assault in the game (afaik).

f+2,d+1,2
Lvls: h,m,m
Dmg:
Exe: 16f
Block: -15
Hit: Launch

f+3,2
Lvls: m,m
Dmg:
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Advancing knee into overhead punch typically used in juggles to bound (might have strong application in combos where the partner tags into Craig before bound). The 1st hit launches on CH, the string is NC, and the 3rd hit can be SSL (but will track to Craig's left). It appears to be hit confirmable (requires further testing).

f+4
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f+1+2,2
Lvls: m,m,m
Dmg: 18,21,27
Exe: 15f
Block: -12; -14
Hit: +4; knocks down (crumple on CH)
All parts of this string track 100%. Craig will turn himself around if need be during each hit. However, the only way to combo into the 3rd hit is if the 2nd hit lands on CH (very rare, very difficult to purposefully set up). The 3rd hit can be delayed and knocks down, while CH causes a crumple stun into a free combo.

f+3+4(~3+4)
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f+1+4
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d/f+1
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d/f+2,1
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d/f+3,1,2,f+1
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d/f+3,1,2,3,1+2
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d/f+3,1,2,3+4(~3+4)
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d/f+3,1,d+2
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d/f+3,d+1,2
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d/f+4,2
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d/f+1+2
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d/f+3+4
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d+1
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d+2,4
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d+3
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d+4
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d+1+2
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d+3+4
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d/b+2
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d/b+3,1,1
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d/b+3,4
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d/b+4
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d/b+1+2
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d/b+3+4
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b+1,2
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b+2
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b+3
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b+4
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b+1+2
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b+(1+3_2+4)
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b+2+3(~bb_1+2)
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(u/b_u_u/f)+4
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(u/b_u_u/f)+3+4
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(u_u/f)+3
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u/f+1+2
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ff+2
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ff+4
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bb+1+2
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qcf+1,2*
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qcf+2
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fff_WR 3
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WS+1+2
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WS_VTS 1(~3+4)
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WS_VTS 1,2
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WS_VTS 2
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WS_VTS 3
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WS_VTS 4
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VTS f+2
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VTS d+1+2
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VTS f+1,2
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FC 1+2
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FC,d/f+4
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SS+2(~3+4)
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SS+4
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SS+1+2
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SLD 2
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SLD d+2
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d/b+4 (vs. knock down)
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VTS 1+3
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VTS 2+4
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VTS 1+2(~u_d)
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qcf+1+3(~1+2)
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qcf+2+4(~1+2)
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qcb+1+2
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f,hcf+1
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ff+1+2
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(f+)1+3
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(f+)2+4
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(f+)(1+3_2+4) vs. left side
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(f+)(1+3_2+4) vs right side
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(f+)1+3 vs. back
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(f+)2+4 vs. back
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d+1+3
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d+2+4
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2,1,3,1,2,1,4,3,1,4
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2,1,3,1,2,1,2,2,3,2
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Last edited by Icege on Dec 29th, 2012 at 19:43

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