_|_|_| _| _| _| _|_| _|_|_| _|_|_| _| _|_| _| _| _| _| _| _| _| _| _| _| _| _| _|_|_| _| _|_|_| _| _|_|_| _| _|_| _| _| _| _| _|_| _|_| _|_|_| _| _|_| _|_|_| _| _| _| _| _| _| _| _| _| _|_| _| _| _| _| _|_| _| _| _| _| _| _| _| _| _| _| _| _| _| _|_|_| _| _|_|_| _|_|_| _| _| Av /7y&WB@@N@@@@@@@HHHHWW() y< /(2&AWB@@@@NNHBNHHBHNWW&7)) ( =16 frames - or much less if whiffed - punish with df+1 juggle starter (see juggle section). b)you blocked something that recovers @ >=10 frames. My favourite. Here we have 2 variations, which are simple and effective. The first one is "direct offense": Jab them [1_2], I prefer 2 when I KNOW it will hit; NOTICE THAT 1_2 IS BUFFERED - I buffer this ALWAYS, without exception! Now you are @ +5_6, and have very nice guessing game: You can throw (ff+2_1 or db,db+2_1), start the juggle with mid-hitting starter (such as d+1+2- which is better after buffered right punch since it's a built-in string and recovers faster- db+1+2 {this one is decent, since it tracks and d+1+2 gets SSed more and more these days!}, or use the safe mid hit (1+2; I like this). Notice that all of these attacks can be buffered! Second possibility is "safe strategy": 1,d+2 is your best friend. This is guaranteed string which does 18 pts of damage, and pushes your opponent to mid-distance- Marduk's favourite! Look at the appropriate section for more detailed analysis. Let me just mention few great possibilities after 1,d+2: d+4 (low, tracks) 1+2 (mid, safe, tracks) Tackle (not too often, tends to counter if used properly, tracks) These simple strategies are very powerful. In any case, after you connect a simple jab, you can deliver some serious damage... Throws can be escaped with 1+2, of course, but good players prefer to duck, while bad players never escape 1+2 throws except by accident. I prefer db,db+1+2 from the right side, ff+1+2 from the left. Both throws have great range, so don't be afraid to go for them; Atomic Buster has better damage potential, Jack Hammer is 1 frame faster and has better priority. It's up to you, though. If you SEE your opponent ducking just execute d+1+2 for juggle. You can, as I mentioned earlier, db+1+2 which also juggles and is generally safer I think, but is also slower than d+1+2 and good peeps can block/parry it in time. 1+2 Hammer is safe and good, I really have nothing bad to say about it. It even tracks for Ssteppers :) and recovers @ only -4 if blocked (opponent in FC after block). If you want to play it 100% safe- 1,d+2 is your move of choice. _2_) Interrupting annoying stuff with d+1. Do not hesistate to use Marduk's low jab (elbow actually) up close; without that 8-frame jabbers + Jin 2,1 abuser will not let you breathe. Whenever you feel pressured - d+1, even if you trade hits. This will at least put some distance between characters. _3_)Anticipating high moves with d+1+2. If you are good in anticipating (reading your opponent's mind), go under high moves with this. I connected this many times, but I think patient turtle can hold his own without it. If you are not sure about your anticipation skills, practice harder; you cannot allow this to be blocked/SSed against good players. I tend to use this less and less... _4_) Reversing. Not very easy with Marduk, but it can be done, and - since it's unchickenable - it is one of the most important tools for true turtlers. If you suspect your opponent is going for a high jab again (you know, Paul with his +2 blocked stuff, jin with 2,1 etc), and you don't want to use d+1 again, you can try to reverse high. It takes only 3 frames to execute, so, let's say you block a +2 jab against 8-framer, using b+1+2 as an anticipation is quite safe. They can go for mids up close, so beware. Knowing your opponent's style is very important. I do it here and there and usually have decent results with this strategy. However, I don't reverse power moves and mid hits, except when playing against someone who uses Paul's d+1,2 with no apparent reason, Julia's 1~1,1 (second punch reversed), Law's flips, Hei's Twin Pistons etc. So, to sum up CLOSE COMBAT: Turtling. Punishing whiffed and slow recovery blocked moves with df+1 juggle starter. Using d+1 low jab as interrupting move (I learned this with True Ogre, it was worth it). Using d+1+2 to go under high pokes and juggle your opponent, but don't overuse it. Reverse high when there's nothing else you can do to stop the pressure or as an alternative to d+1. Learn frame data for most popular characters' simple jabs. Number of moves used: 11 - Position Switch, Left_Right jab, 1,d+2, three throws (JH, Atomic Buster, ff dash into 2+4), df+1, d+1+2, db+1+2, b+1+2 high reversal. Buffering throws. MID-RANGE COMBAT is next. This is something you want to do if you play Craig. _1_) If they try to close the distance somehow, you can try to push them back with f+1+2. This is decent move, 15 frames, 16 dmg, but unfortunately hits HIGH and the recovery is not great. I like to follow it (on hit) with VTS, 1+2 TACKLE. Sometimes I do 1 from VTS instead, if they try to move forward, and buffer the throw on hit. Use sometimes, as a surprise move, otherwise ppl will duck and punish you. _2_) Better move from mid distance is f+4. Actually it's the same as 4, but I used to play Bryan a lot in TTT, where CH f+4 into ff+2 was a must. so I still perform f+4 heh... This move is abusable. Does nice 20 dmg, hits MID, impacts in 13 frames (same as deathfist, less damage)! If this hits, and it will hit a lot, you are @ +5, your opponent is turned sideways. You can follow it with an Atomic Buster throw - it's worth it - but mix it up with ff dash, 2+4. You can try TACKLE too, why not, especially if they try to duck (learned about ff+1+2 trick, huh)!?. If it counters (also happens a lot), it will juggle- follow with f+1+2. This always works, you almost have time to say: "Hmmmm, I just countered him, let me follow with f+1+2." It is possible to combo b+4 after CH f+4, but I don't recommend it. It misses often, depending what distance you hit from, and f+1+2 is easy and works 100%. It does jack for damage, true, but at least your opponent is there where you want him - ON THE FLOOR! I like safe way of playing, so there... _3_) d+4. Best stuff Marduk has to offer. Simple low kick? EH? Yup, that's right. But, this is not an ordinary kick. It has very nice range, 14 frames, 16 damage (Bryan- 7 damage, Law/Lee- 7 damage, Bob- 12 damage, Julia- 10 damage, see what I'm talkin' about!). That's not all: Marduk's d+4 is a KNEE strike, it CANNOT BE PARRIED!!!!! This move is very, very, very abusable. Use it a lot. The main setup is this: d+4, followed by another d+4 or d+1+2. I like to use its range and make my opponent desperate; I hit once, he cannot parry it, so has to eat 16 damage + another 16 afterwards, or if I see him ducking d+1+2 jugle starter into something MEAN! Do not use more than 2 d+4's; this should be enough and gives you very powerful, yet very simple guessing game. After a while people will get smarter and try to retaliate with counter jabs (Julia) or low jab after getting hit with this "little" knee, especially if you punish them with d+4 in closer range:) Great. You can REVERSE counter jabbers easily, or db+1+2 low jabbers right there! This Jack-style attack avoids high hits, and most low jabs due to the little built-in SS. You have free juggle afterwards! Just remember, d+4 is mostly MID-distance tool! If you have it blocked up close you will be sorry. Do not say I didn't warn you! So, if you want to play as Marduk, you will have to use dirty tricks. If someone complains, it's their problem; this is the only way Marduk can win. He was designed having dirty fighting in mind I guess... And, one more thing; don't use this to hit ground - d+3 is better. More in OKIZEME section. _4_) SSW and db+1+2. Sidestep Walk is a nice tool, but for most characters it's not abusable. Craig knows better. From mid distance you can easily SS~SSW~db+1+2 when the other guy tries to move towards you. This thing, which is essentially normal sidestep into sidewalk into Sway Power Hammer works surprisingly well, actually it works better against good players (scrubs don't eat this often, but they cry about the tackle :), who try to capitalize on a fact that you are moving and unable to block. Yeah, but db+1+2 after SSW sidesteps their attempts even better due to its characteristic animation, and often counters with massive damage into juggle. It also tends to avoid some dashing mids, like Julia's elbow. This is Marduk's highest juggle starter, but it recovers slowly, so you cannot perform any special juggles afterwards. In order to do anything, you'll have to jab first. Even if blocked, it's hard to punish this move badly, simply because it pushes back and causes nice guard break, so, yeah -20 disadvantage looks much worse on the paper than in reality. SPECIAL TECHNIQUE: Craig can SSW up, and while still holding direction, he can 3+4. This DOES NOT go into VTS; it, for some strange reason, sidesteps again. If you learn to tap 3+4 at the right pace (can be pretty fast, actually), your Marduk will be the fastest SSW-er in the game!!! How to use this? Well, I sometimes sidestep - from mid distance - using this method once or twice, hit b~3+4 to go to VTS quickly, and I follow with 1+2 tackle. this still surprises everyone, even me hehe... Of course, if the moment is right, you can perform db+1+2 out of this too. This seems to have great evading/spacing potential, and if you perform it at the right time, it becomes sort of an unblockable, since they have their side/back exposed. Weird, but I'm not complaining about this :) _5_) WS moves with range. WS+4, WS+3, WS+1. Marduk is blessed with easy, fast WS moves (so called iWS- instant while standing up); to execute them press 3+4~button. This is extremely smooth and useful. iWS+4 hits mid, pushes back on block, does very nice dmg (18) and is safe to use. Highly recommended. iWS+3 can be your friend to go under someone's high attack and counter. B+4 is guaranteed afterwards (ouch). Problem with this?- it hits high. Use STRICTLY for countering purposes, don't just do it for no reason! iWS+1 is amazing. If this hits, it's time for throw setup. Look under THROWS. Of course, there is iWS+2 too, but I don't use it much. B+1 is guaranteed afterwards, but this hits HIGH and is slow. This should be mid hit Namco... It certainly looks like one. _6_) b+2 backhand is generally safe move to use if you have enough space- almost recommended. It hits mid, 21 dmg, only -3 if blocked (push back, extremely safe), +5 if it hits. Possibilities for throw/mid setups (1+2 buffered) are open. If it counters, b+4 is GUARANTEED. Use this from time to time, but keep in mind it's a 22 frame move! _7_) ff+2 Elbow Sting. Great and fast hitting move. I use this mostly against walls, but it can be used sometimes in mid-game too. If this was mid hit, Marduk would be almost rocketed in tier 1. But it's not hehe... It hits high, but it IS fast (11 frames), has amazing priority, completely safe if blocked (-1). When I use it I do it like this: f~N. Then, if my opponent tries to interrupt me, you can simply ~b to block, ~3+4 to go down and perform iWS moves or f+2 which performs Elbow Sting which will usually slice thru everything high! So, to put it simple, it's possible to delay Elbow Sting A LOT, by doing: f~N>f+2. It just comes out of nowhere... SUMMARY: Abuse d+4. It cannot be parried, it also tracks. Base your game around it and mix it up from there. Use f+4 for mid setup. Avoid highs with instant WS moves; try to counter with iWS+3 if possible. iWS+1 hit brings you back to close quarters with nice setups. Occasional b+2 is decent. SSW with 3+4 trick (we can call it haha SSW as a tribute to famous TTT Lei's step b+3+4~b, repeat) and awesome db+1+2 from it. Tackle sometimes from it too, to keep them on edge... Number of moves used: 12- f+1+2, f+4, d+4, db+1+2, haha SSW, tackle (VTS~1+2), 3 iWS moves, b+2, ff+1+2 Atomic Buster throw, ff+2. LONG-RANGE COMBAT This is quite simple and also good for Marduk. If you want to "buy" some time, go to VTS. Your opponent will freeze, I promise. Even good players try to SS or prepare to break/evade the tackle. SS in VTS, this will give you more time, and put you in Mid-range quarters, then cancel VTS. You are in Marduk's favourite range for fighting now. If you play against bad players, however, be free to tackle them, you have nothing to lose! Use df#+4. It has tremendous range (probably the greatest range in game), tends to trip ppl too much for guaranteed b+1 or another df#+4. If it hits with 'normal' properties it will do nice damage (20). Very nice long-distance tool, also useful in okizeme. It can be used with caution even in mid-range combat. B+4. Learn the range of this move! When in range, and your opponent tries to close the distance, use it. If it's blocked at the edge of its range, you'll be fine. DO NOT USE UP CLOSE! You will be punished badly for this mistake, sometimes evem thrown from the back, due to the weird animation! Learn how to use it @ max distance and you will love it. On smaller stages, it will be wall hit, most likely, which opens nice damage potential. This is short section, so no summary here :) DUCKING GAME This happens when you successfully duck someone's high move. His attack goes over your head, what to do next? Marduk is no Jin or Paul with their WS+2 juggling attacks. He's certainly not Kazuya with his clean hit double-over stun punch, so some basic setup/guessing game will have to do... You have few options: -WS+1 and throw setups afterwards. This is nice and has potential for serious damage. -Instant standing throw: f+2+4 or ff+1+2. This works from FC position, Atomic Buster is really surprising move; I like it 'cause it comes out from FC very smoothly and it juggles, but it's far from guaranteed. -WS+1+2:b just frame. Craig's Horn (mid hit, 20 dmg) into Tudo Toss (horrible 4 dmg!). Now, this is really weak. Easy to do, you can simply perform it as WS+1+2~b~b, and it will come out. Looks decent but that damage is really terrible. If it was 25-30 dmg like a normal throw (it looks like a normal throw anyway), I would recommend it; it would be decent 50-ish damage combo, not overpowered or anything. I was hoping that it's possible to do double JF by performing WS+1+2:b:1+2 or something, where Craig performs his WS horn, tosses them, and then goes to mount similar to his qcf+1 throw, but nope... This is not right for a JF! -WS+2. Nice damage (28), b+1 combos after this for 49 total damage. If you like to play it safe after whiffs, this is the move for you- and pretty much the only time when you can use it, with an exception of some juggles (but there are better options in juggles anyway). If you need something simple to win the round, go for it, it's the best option. IT'S POSSIBLE TO BE IN DUCKING POSITION if you BLOCK the move instead of avoiding it, but nothing except WS+1 or a throw is an option here. WS+2 and JF are simply too slow. Too bad eh? That's why I recommend low parrying instead (df). I mean, if you KNOW your opponent is going for a low attack, and you want to block, why not parry instead? You have nothing to lose... If he tricks you and goes for quick mid (Paul), you will eat it anyway, right? Trust me, low parry is worth it. df+1 is a guaranteed juggle afterwards, with great ground setups! Just don't be afraid, and practice that parry. If someone is stupid enough to do King's d+3+4,4 etc., you block first kick, and miss the opportunity to parry the second (df from crouch), there's no excuse (King's d+3+4, 2 IS NOT a guessing game, everyone can see it)! You should be able to parry something like that. Same thing happens with some of the Christie's strings (b+4,3 for example). SUMMARY: Use WS+2, b+1 combo for moves that go over your head for easy damage; instant throw for possible huge punishment (ff+1+2 is hard to escape), WS+1 for QCF throw setup. It's up to your style of playing, after all. Taking risks or guaranteed, but smaller damage... Now, I wanted to put OKIZEME here, but in order to do some mean ground setups, you will need to juggle your enemy. So this will be the section about JUGGLES Marduk has simple and very effective juggles. Due to his amazing post-combo ground setups, I would even say that he's one of the better jugglers in the game. Basically you perform a starter: df+1, db+1+2, d+1+2 and one of these variations: _1_) If you know they could hit the wall for extra damage at the end of a juggle, use a simple: 1, ff+1, ff+1, b+4. It's also possible to do 1, ff+1, ff+1, ff+1, b+4 with some practice. Nice damage, easy to do, what else you can ask for? If you use db+1+2 as a starter, do 1 AS SOON AS CRAIG RECOVERS! Otherwise, you might miss the whole opportunity (not even mentioning punishment you can receive after you whiff). Dashing while juggling is extremely important in T4, so learn how to do it quickly! _2_) Starter, 1, ff+1, d+2,4. Best Marduk's juggle by far. Damaging and killer okizeme setups afterwards! Use this most of the time. If you choose to start a juggle with df+1, a simple ff+1, d+2,4 is generally safer (1 jab less), since this uppecut doesn't juggle very high. _3_) Starter, 1, ff+1, 2,d+1+2. Variation on a theme :) Use it if it can end a match, to show some basic skill, or simply to break the monotony in a friendly match. It's not a mid-match tourney juggle tho. _4_) Starter, 1, ff+1, df+1+2. The only time when you can actually use the headbutt. It's actually his most damaging juggle ender (30, not full dmg of course), good to use from time to time... Your opponent ends up right in front of you! d+3 afterwards is pretty much guaranteed ground hit (12 damage) making it quite damaging juggle in fact; I mean, who will quickly rise and duck, risking being juggled again by simple df+1 or d+1+2??? I played some ppl who tried this, but since their action is so obvious, they ate the juggle again, with the same ender, just to teach them a lesson. You can also juggle using Craig's ff+1+2 throw as a starter. Best juggles from this are: _1_) 3+4~1, 2,d+1+2. You don't even have to dash for this one. Great damage, last attack can be buffered easily; if they stay on the ground, df#+4 them afterwards. But more about this in okizeme section. _2_) ff,N, 3+4~1, 1, d+2,4. Best Marduk's juggle hands down, in terms of damage and okizeme setups. Practice this. CH f+4 as starter, combos into simple _1_) f+1+2 and _2_) b+4. Float/Stun/Crumple combos are, well, CH combos. You cannot really 'juggle' after them, but some moves are guaranteed afterwards; here we go: _1_) CH WS+3 into b+4 is simple and damaging, use ONLY if they will hit the wall, otherwise- _2_) CH WS+3 d+2,4- more damage, better position afterwards. _3_) CH df#+4 into another sweep (this time FC, df+4) or b+1. If you CH with b+2, only 2 options are really worth it _3_) b+4 (into the wall). _4_) 3+4~1, 1, d+2,4 (better, style points, damaging). Of course, there is "Alligator stun" after d+2,4, which cannot be escaped since it's is also crumple-type, but you will not hit with this very often. Alligator is almost strictly jugtgle ender. However, if you get lucky, after d+2,4 you can perform _5_) b+4 (for wall hit) or _6_) another d+2,4 (more damage and overall better) 'Knockdown combos' are guaranteed ground hits due to opponent's slow recovery (such as King's b+1+2~2+4 knockdown throw into uf+2+4). Craig has simple _1_) WS+2, b+1. _2_) CH ff+2, b+1 (I don't think this works after regular hit ff+2, although you might try it sometimes) _3_) CH b+1, d+4_3 Wall combos: See Throws ----> Wall push section. Alright, I think we are ready for some OKIZEME Pressuring downed opponent, that's where Marduk really shines! If you do a document search, you will notice that I mentioned his tackle only 13 times (move list not included), and even then I just mentioned it briefly or said; "you might use this, but not too much!" However, when your opponent is on the ground, it's time to abuse this move, by mixing it up with other, ground hits! In order to perform Marduk's ultimate cheese, you will probably have to end a juggle with d+2,4. This puts you in perfect position for okizeme. The other character really has only few choices: a) To stay on the ground. Here you can use Marduk's most damaging move- ff+3! However, I have the feeling that this move is slighly overrated, since fast ppl can see what you are up to, and roll back out of danger in time! Mediocre players will gat hit tho... Personally, when I play seriously, I don't use this. Instead, I use simple ff,N mixups. More about this in a separate section. b) To roll back. Dash in and use the tackle, it will hit them as soon as their character is rising. You could also run up and perform simple 1+2. this move rocks in okizeme, and puts you in the great position again! c) To perform TechRoll. Tackle them for free- in this case you will most likely get unblockable spear tackle. ff,N MIXUPS My favourite way of playing okizeme. Learned this long time ago with True Ogre, and tried to apply some of the tricks to Marduk. Of course, noone in T4 has the ability to okizeme like Ogre, and Marduk is no exception- but he's pretty good, no doubt about that! So, you finish the combo with d+2,4. Perform simple ff,N dash. Now you have few options: a) Hit low and ground with d+3 (do not use d+4)! It will hit grounded opponent and put you in a position for next ff,N dash, possibly even tackle. See what your opponent is doing afterwards, wait for him- it's not that he can do anything about that :) b) Cancel the dash with b~3+4. This puts you in VTS, and as soon you see the guy moving on the ground, tackle him. It doesn't even matter if he rolls back or sideways... sometimes, you might rush and accidentally cancel the dash into VTS even if they are still on the ground. It happens. Cancel the VTS by holding df# and press 4. Dash in again, rinse and repeat. c) Dash in and wait. I like to use this if I finish the juggle with df+1+2, for example, or if they simply end up in front of Marduk for any reason! The thing about Marduk is that he's practically invulnerable to attacks from the ground, just like King or even Law (although Law doesn't have good ground hits). If you wait for your opponent to make a move, he might simply roll- in that case d+3 him, and go for ff,n game again. He might try rising sweep... ts,ts,ts. Rising attacks are generally easy to spot. Low parry him into df+1 juggle. It's easier than it sounds actually :) How about rising mid kick you ask? This is really slow. Reverse it and mount! Practice the timing with some friends. You will probably need 30 mins or so to get the feeling for reversing in general. But when I say 30 mins, I mean, 30 minutes of doing ONLY that, not fooling around hehe. Ahh, but he could quick rise, and block low to punish you afterwards right? Just juggle him with d+1+2. Once you do it, they will probably never try that 'advanced' technique again against your Marduk! alternatively, you might use d+2+4 powerbomb. It does great damage, and looks cool, but it can be escaped, but if you really want to try, go for it! If King players can use this, there's no reason for Marduk not to :) Now, it's time to talk about Marduk's tackle, I guess. As I said before, this is his best okizeme move, not really abusable in standing game, but it might surprise even good players after f+4, 1,d+2 or Haha SSW. Once you mount them, take your time. In the worst case you will do ca 20 points of damage with the Takedown into d+3 if they escape first punch. I really think the following aspects are important in my "tackle gameplay": 1) I change my punch patterns as much as possible, 2) Use fake punch at the end most of the time, 3) I almost ALWAYS finish with Skull bash, 4) I usually use one 1+3 or 2+4 somewhere in the mount, randomly. Here are some of those 'improvised' patterns: 1, 2+4, 2, 2~1, 1, 2, 2, 2+4, 1~2 (no additional input for skull bash, but if you are not sure, you could just mash 1 after fakeout puch anyway), 1 ,1+3, 1, 2~1, 1, etc. good players rarely eat full tackle, but if you manage to connect Takedown, 2 punches, and d+3 it's solid 40 points of damage; not too bad! VS STRATEGY This is not VS CPU section. If you play against computer, you can pretty much 1+2 into 2+4, and b+4 alot, and that's almost all you need! I will write about characters I know how to play well, BUT IF YOU FEEL THAT SOMETHING COULD BE IMPROVED, OR YOU SIMPLY WANT TO ADD ONE CHARACTER IN THIS SECTION, DEVELOP MORE STRATS ETC. E-MAIL ME @ ikaracha@yahoo.com WITH YOUR COMMENTS. I WILL PUT THEM IN THE APPROPRIATE SECTION, GIVE YOU FULL CREDIT FOR IT, AND PUT YOUR NAME IN THE HEADING AS WELL! LET'S MAKE THIS USEFUL FOR EVERYONE :) CRAIG MARDUK vs 1) JIN KAZAMA. Fighting Jin is never easy, and I have the feeling that Namco made him cheaper than ever! Oh, well... Remember this- be patient, don't rush; use jab setups wisely, DO NOT try d+1+2 or anything with slow recovery randomly! Why? Because you might eat Jin's JF + juggle and that really hurts! Annoy the guy with jab into throws, 1, d+2 into d+4, and generally just d+4 from mid distance at max range. Haha SSW into db+1+2 works against everyone, Jin is not exception. The thing that makes Jin so good is not only his JF- he has extemely safe game, safer than anyone else I think. 2,1, 1,2,3 are good, d+4 has range and is annoying, 2,4 punishes everything, and his parry is plain sick! That's why you cannot rush him. Just retaliate when you have the opportunity and use d+1 up close! Once he's on the ground, be as cheap as possible; playing against Jin requires your full arsenal. 2) PAUL PHOENIX. Phoenix is back, mean and tough; his jab is the ultimate pressuring tool in the game. If you try to d+1 out of his 1,2 (blocked), you will trade hits, which is not that bad actually. He will most likely use 1, df+1, f+1, f+1, df+1 to keep some pressure, and this is extremely safe way to play Paul. Try to reverse high, it's possible to piss him off, and if he's afraid of using jabs, Paul is not that tough anymore. Once you gain some breathing room, 1, d+2. I wouldn't even try throw setups, 'cause Paul is quick as hell! Just 1, d+2 to d+4 or 1+2. Push him back, try SSW to db+1+2, once he's on the floor- crush him! JF abusers will try to jab, jab, ff dash in and use JF_d+1+2_qcf+2 mixup. Don't let them do this! Once they move in, d+1; and d+1 EVERY TIME! this will annoy them for sure :) 3) STEVE FOX. Frankly, I like playing against good Steves. It's a challenge, but not quite like vs. Jin match. Fox players don't like ppl turtling on them, and I turtle well. Don't try some fancy pressure, because this might happen: STEVE: 3, 1 (counters) YOU: "Ouch dude!" STEVE: ff+2, 1+2~2. YOU (looking at your lifebar): "That's 50%, gasp, not fair!" Alright, you can reverse high against Steve, you can go under his punch rushes with VTS~whatever, you can use d+1+2 if you have that good feeling about it and juggle him! Once you push him to mid distance, abuse d+4 and you have general advantage in this range I think. This match is fun, and it usually frustrates Steve, if you are good turtler :) Steve is tough because of his instant Flicker recovery. Expect to see many 1,2,1~b's and df+1~2,1 fakeout punches. This will break your guard and turn you to the side. Do not try to interrupt Fox, he has +1 there. Steve players like to use his ff+1+2 throw, which you can escape easily (1+2, you have initiative now). Escape it, don't duck, 'cause you will eat the hook - ff+2, into FLK,2. Other than that, Steve is not too tough for Marduk. 4) JULIA CHAN. Every time Julia does 1~1, reverse 2nd punch for free. I cannot stress this enough. This will leave them with 1~2~1 option for counters, which has poor range, and you shouldn't get countered too much due to your turtling anyway! Use d+4 and block. Most of them will try to counter you with 1~1,1, which you will reverse again. Then you can use d+4 two times in a row. Impatient Julia usually has to pay for slow recovery blocked moves- juggle her with df+1. The only serious problem is her elbow, but db+1+2 tends to avoid this often...very strange. Julia players also like to buffer MA throw after everything. This is old news. If you have a feeling that she's preparing the throw, duck and punish. WS+2 into b+1 or WS+1 into QCF throw. It's not that easy, just to let you know :) 5) MARSHALL LAW. Law is an amazing character. He has speed, juggles, priority, cool stance, and great parry! However, I think that Law players don't like playing against Marduk too much. Maybe because 1,2,3 tends to miss him, eh? The last 3 actually misses a lot, and whenever this happens df+1 him. Use jab-throw setups for retaliation. Don't reverse obvious flips, block and juggle instead! Reverse high, or d+1 if you feel pressured, otherwise keep Law on distance. He still doesn't have power move with range and decent speed. d+4 works wonders as usual. One more thing: don't attack him if he misses high 1 from the stance, another mid f+1 is probably on its way hehe. 6) LEI WULONG. Lei can be good against any character, he's still very versatile, but not even close to the good, old TTT Lei. Marduk pretty much owns every 'low' stance in the game due to his d+4, so good Lei will probably avoid dropping (which is now very slow anyway). His turtling capabilities are weakened now, because he lost his b+3+4~b haha step. He has b+3+4~SS, but it's not quite the same. Anyway, if he turtles, you can turtle too and use d+4 from the distance. If he tries RR-Animal arts, throw him while he switches with ff+1+2. If he goes to panther, d+1 him (df+1 anyone? could you confirm this?). His db+4 is still good, he might try this often on you (1~1, db+4. f,n+1,db+4. Juggle, run up, db+4_uf+4.). Learn the animation for this move and try to parry it. Other than that, you shouldn't have too many problems. Alright, I think I will finish here. E-mail me with some nice strategy and/or comments. I might come back to the TZ forums again, to see what's happening... Big thanks to my wife Natasa, good players like Khojin, Fred, Moses, from whom I learned a lot about Tekken in general, Castel for his amazing TZ page, Catlord for his cool tekken projects... Hope I will update this guide soon.