Marduk Combo Thread

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IRON LOBSTER
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#21 “Quote” Edit Post
Yeah, I just realised I forgot to edit it in last week!

Marduk ff1+2~5 JC UFn4, d,df1~4,1, d,df1~4,1+2 TA! f2,1, isw

Or 3 spins depending on the axis.


At work atm will edit in with dmg later, cheers for the reminder.

Totally scrubby with Marduk (b4, d4 ftw), mainly looked into combos for Veggy's Duk/JC team.
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insanelee
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#22 “Quote” Edit Post
@ash are you sure that works? doesnt work in my head

bronson
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IRON LOBSTER
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#23 “Quote” Edit Post
no you're right it's total fucking bollocks I was thinking off comboing off Marduk db1+2~5, didn't look at ff1+2 at all - been doing a lot of tested lately


ff1+2~5 d,df1~3,1, d,df1~3,1+2 TA! f2,1, iwr1 = 81


ff1+2~5 d,df1~3,1, d,df1~3,1+2 b! d,df1,2 = 65

easy red life option

ff1+2~5 uf2 b! d,df1~3,1, d,df1,2 = 64

Last edited by IRON LOBSTER on Oct 22nd, 2012 at 19:22

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BigFred
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#24 “Quote” Edit Post
Originally posted by IRON LOBSTER


ff1+2~5 uf2 b! d,df1~3,1, d,df1,2 = 64


This one was posted in general discussion. You can easily have Marduk do a f+2,1 filler after the bound and still connect with the rest of the juggle so...
f,f,+1+2~5 uf+2~5(TA) f+2,1 d,df+1~4,1 d,df+1,2

You just got to dash slightly after Duk's TA but it's consistent.
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#25 “Quote” Edit Post
Is it possible to combo off of a non ch db+2? If yes, any samples please. Thanks.
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cris4thewin
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#26 “Quote” Edit Post
raven d/f+2, BT b+1,3~5 marduk d/f+3,1+2~5 raven b+1+2,3 marduk ff+1+2= 100 damage
CH d/f 3, 2 , d/f+3, 1+2~5 raven b+1+2,3 marduk ff+1+2= 105 damage (I think, not sure)

Peace
Asianskyblue
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#27 “Quote” Edit Post
Originally posted by g-clef_cannon
Is it possible to combo off of a non ch db+2? If yes, any samples please. Thanks.

Only if you hit em with it near a wall.
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Shirdel
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#28 “Quote” Edit Post
Got a neat new staple.

Launcher, 2_u/f+3, d/f+3,1,2~VTSc, d/f+4,2 B! qcf+1,2

It does one less damage than the ff+1+2 Staple IIRC. Good for those who aren't too consistent with the ender.
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verandion
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#29 “Quote” Edit Post
Paul/Marduk

d/f+2, f+1+2~5, f+2,1, QCF+3+4, d+4:2:1+2 89 damage
QCB+1+2, f+1+2~5, f+2,1, QCF+3+4, d+4:2:1+2 99 damage
CH QCB+4, QCF+1, f+2, b+1,2~5 f+2,1 ff,ff,QCF+2 108 damage (115 damage clean hit)doing the first combo above = 1 more damage

d/f+1, d/f+4,2~5 iWS3,2 u/f+3 ff+1+2 87 damage
ff+1+2~5, QCF+1, b+1,2~5 f+1+2,2 ff, ff, QCF+2 82 damage (89 damage clean hit)
WS3, d/f+4,2~5 u/f+3,4 fF(run underneath) 1,2 VTSc ff+1+2 90 damage
CH d/b+2, ff, d/f+3,1+2~5 u/f+3,4, ff, u/f+3, ff+1+2 102 damage

I have more but doing other stuff atm. Will update later.
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Keyira
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#30 “Quote” Edit Post
Steve / Marduk

Ste Lead
CH b+1, ext dck+1~5, d/f+4,2~5 TA!, df+1,2,1~flk, flk+1,alb+2, dash 1+3 (98 damage)
*Easy and consistent, flashy and takes little red life
CH b+1, ext dck+1~5, d/f+3,1,2~VTS+f+1,2~5 TA!, SF, dash 1+3 (96 damage)
b+2, ff+2~5 TA!, 2,d1+2, d/f+1,2,1~flk, flk+1,alb+2 (77 damage, but leaves opponent flipped so no w!)
b+2, ff+2~5 TA!, iWS+3, d/f+1,2,1~flk, flk+1, flk+1, alb+2 (76 damage, Oponent flipped, allow proper w!
PAB+u/f+2~5, 2.d/f+4,2~5 TA!, df+1,2,1~flk, flk+1,alb+2, dash 1+3 (90 damage)
PAB+u/f+2~5, 2,d+1+2, d/f+4,2~5 TA!, SF, dash 1+3 (89 damage)
PAB+d/f+2~5, 2.d/f+4,2~5 TA!, df+1,2,1~flk, flk+1,alb+2, dash 1+3 (87 damage)
PAB+d/f+2~5, 2,d+1+2, d/f+4,2~5 TA!, SF, dash 1+3 (86 damage)
duck+2_
WR+1+2~5, 2,d+1+2,d/f+4,2~5 TA!, d/f+1,2,1~flk, dck+1 dash 1+3 (97 damage)
WR+1+2~5, dash 1,2~vtsc, 1,2~vts, vts+f+1,2~5 TA!, SF dash 1+3 (91 damage)
WR+1+2~5, 2,d/f+4,2~5 TA!, d/f+1,2,1~flk, flk1,dck+1 dash 1+3 (93 damage)

Marduk Lead
d/f+1,2,d/f+4,2~5 TA!, d/f+1,2,1~flk, flk+1,alb+2, dash 1+3 (86 damage)
d/f+1,2,d/f+4,2~5 TA!, iPAB, PAB+b1,1,2,1, dash 1+3 (83 damage)
d/b+1+2, ssl+1+2~5 TA!, d/f+1,2,1~flk, flk+1x3,alb+2, dash 1+3 (102 damage)
d/b+1+2, ssl+1+2~5 TA!, iPAB, PAB+b1,1,2,1~flk, flk+1,alb+2, dash 1+3 (103 damage)
CH d/b+2, dash d/f+4,2~5 TA!, d/f+1,2,1~flk, flk+1x2,alb+2, dash 1+3 (99 damage)
CH d/b+2, dash d/f+4,2~5 TA!, iPAB, PAB+b1,1,2,1~flk, flk+1,alb+2, dash 1+3 (98 damage)
CH b+2, iVTS+f+1,2~5 TA!, iPAB, PAB+b1,1,2,1~flk, flk+1,alb+2, dash d/b+2 (97 damage)
u/f+1+2, d/f+4,1~5 TA!, d/f+1,2,1~flk, flk+1x2,alb+2, dash 1+3 (95 damage)
u/f+1+2~5, d/f+1,2,1~flk, flk+1, f+2,1~flk, dck, ws+1,2,dash SF (83 damage, ste can do of any mard's launchers to take away red life)
CH u/f+3, 2, d/f+4,1~5 TA!, d/f+1,2,1~flk, flk+1, alb+2, dash 1+3 (105 damage)
WR+3~5, d/f+1,2,1~flk, flk1,(1),f1~5 TA!, f+2,1, dash SF (88 damage)
WR+3~5, d/f+1,2,1~flk, flk2~5 TA!, f+3,2, SF (88 damage)

ff+1+2~5, ext dck+1~5, d/f+4,2~5 TA!, ssl, d/f+1,2,1~flk, flk+1,alb+d2, 1+3 (90 damage)
*Saw nin did this with his Marduk/steve and was amazed , unfortunately ext dck does not work if ste jumps in from a wall side.


*Marduk can replace d/f+4,2 with d/f+3,1+2 for extra 4 damage but slightly less consistency
*Marduk can also replace dash 1+3 with dash ff+1+2 for extra 5 damage but again requires strict timing

I will try to update this when i get the chance to.

Last edited by Keyira on Nov 10th, 2012 at 19:22

LatterDaySaiyan
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#31 “Quote” Edit Post
not sure if this is max dmg but off steve/marduk b+2, saw nin do d+1+2 in a vid instead of iws+3 and its more dmg.

b+2, ff+2~5 TA! d+1+2, dck+1, d/f+1,2,1~flk, flk+1, alb+2 80 dmg
KDL
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#32 “Quote” Edit Post
Marduk/Bruce

CH uf+3, uf+1+2, df+4,2~5 TA! Bruce B+4,3,4, Duk uf+3 W! 2, GT
CH uf+3, uf+1+2, df+4,2~5 TA! Bruce B+4,3,4, Duk ff+1+2 (db+2 for wall carry)
CH uf+3, uf+1+2~5, Bruce d+3,4 MTS f+1~5 TA!, Duk 2,d+1+2, Bruce (2,4 MTS 3, WR+3, f+2,4)

df+1, 2, df+4,2~5 TA! Bruce B+4,3,4, Duk ff+1+2 (db+2 for wall carry)
df+1, 2, df+4,2~5 TA! Bruce B+4,3,4, Duk uf+3 W! 2, GT

df+1, 2,d+1+2, df+4,2~5 TA! Bruce b+1,2,1, Duk Air throw

ws+3, df+4,2~5 TA! Bruce 3,3, Duk Run underneath, (1,2 Vtsc ff+1+2, or 1, ff+1+2,)

ff+1+2~5, Bruce d+3,4 MTS f+1~5 TA! Duk 2, d+1+2, Bruce Tiger knee.

These are my staples. First one is 146 dmg. But throw can be escaped.
Second one is 111dmg and easy as hell. Most damaging one I have found without wall.

Enjoy!
Asianskyblue
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#33 “Quote” Edit Post
One small thing is bothering me about Craig's juggles. My d/f+1 juggles do more damage than u/f+1+2 (which should be just the reverse) From d/f+1 i get 95 max without walls whereas from u/f+1+2 its 93 (Its only 2 points but still..) I'm using King/Marduk team. Even tagging after u/f+1+2 & continuing with King does the same damage, no change. Is it just the team i'm using or its with other characters too? What am i missing?
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#34 “Quote” Edit Post
red life combos generally do less. but are much better
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MannyBiggz
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#35 “Quote” Edit Post
Don't know if this was mentioned anywhere yet, but my friend showed me some good uses for different juggle fillers on Marduk. If you have a solid 2 hit TA filler with Marduk's partner that allows him to end with a air throw (like Armor King's handspring elbow), you can do this stuff before the TA:

d/f3, d1 or d/f1
- 2, d1+2, 1, 2, VTSc, d/f4, 2 into TA

CH u/f3
- 2, d1+2, 1, 2 ~ 3+4 ~ f1, 2 into TA

Lots of wall carry, and depending on what your TA is, you can score 5+ more damage than the usual stuff.
Asianskyblue
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#36 “Quote” Edit Post
That AK f,f+1+2 elbow (not sure what the command is) is counted as a 2 hit?
Will have to look into King's move set for something similar then. However, 2,d+1+2 whiffs sometimes if i launched them at angles & max range.
For wall carry, i'm using: launch, 2, d/f+3,1,2, VTSc, d/f+4,2 TA King f+2,2,1, Marduk 1,2
Decent carry, can insert a airthrow in the end if i judged wrong plus never misses even if they're launched after a ss. 2,d+1+2 does more damage than d/f+3,1,2 though. I use it in the open or when i'm too far from a wall.

Last edited by Asianskyblue on Nov 27th, 2012 at 03:08

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MannyBiggz
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#37 “Quote” Edit Post
Originally posted by Asianskyblue
That AK f,f+1+2 elbow (not sure what the command is) is counted as a 2 hit?
Will have to look into King's move set for something similar then. However, 2,d+1+2 whiffs sometimes if i launched them at angles & max range.
For wall carry, i'm using: launch, 2, d/f+3,1,2, VTSc, d/f+4,2 TA King f+2,2,1, Marduk 1,2
Decent carry, can insert a airthrow in the end if i judged wrong plus never misses even if they're launched after a ss. 2,d+1+2 does more damage than d/f+3,1,2 though. I use it in the open or when i'm too far from a wall.


No, handspring elbow. I think it's 3+4, 2?

It's very easy to judge when you can go right into 2, d1+2. Also, more often than not, you'll be in the situation where it'll work. If you know you're too far or too of axis, you adjust accordingly.
Asianskyblue
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#38 “Quote” Edit Post
@MannyBiggz: Will remember that.
Your vid on how to land f,f+1+2 after a dash was cool.
I'm doing it now with almost no problem. ty.
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USMCOgre
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#39 “Quote” Edit Post
Originally posted by Asianskyblue
@MannyBiggz: Will remember that.
Your vid on how to land f,f+1+2 after a dash was cool.
I'm doing it now with almost no problem. ty.
I need to see that vid :/
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MannyBiggz
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#40 “Quote” Edit Post
Originally posted by USMCOgre
I need to see that vid :/


I did a whole lot of rambling in it so I'll just explain the trick for doing f,f1+2 after a dash here to save you time.

All you have to do is leave the stick at neutral after a dash motion and input f1+2 after the dash. It's a very generous buffer window, so it works as a great TA follow up for a lot of moves that knock people away a bit. I have yet to find a consistent way to get it off of a full run animation though so it's not completely foolproof.

If you do wanna see it in action, here's the vid I made:
http://youtu.be/-j1ZOUCDPyY#t=6m18s

I do have some more findings to share, but I'm in the final stretch of the fall semester grind. Once that's over with though, I'll make a new video with a lot less rambling.

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