_____ ____ _____ _______ _____
| __/| |_ |/ |_ \\_ _// ___/
| | | _/| _ | | | | |___
| | | |\ \| | | | | | | |\_ \
| |__ | || || | | | _| |_ | |__/ >
\____/|_||_||_| |_|/_____\\_____/
__ __ _____ ____ ____ _ _ _ _
/ \ / \ / |_ \| |_ || _ \ | | | || | / /
| \ / | | _ || _/| | \ || | | || |_/ /
| |\ \/ /| | | | | || |\ \| | | || | | || _ |
| | \ / | | | | | || || || |_/ || \__/ || | \ \
|_| \/ |_| |_| |_||_||_||____/ \____/ |_| \_\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FAQ FOR
_ _
____________________ // __ // _____________ /___________
\____ __/ ______/ /_// / /_//_/ ______/ _ \ / // _______/
/ /_ ______/ _ _/ / _ _//_ ______/ / \ \/ // /_____
/ / /_______/_/ \_\/_/ \_\ /_______/_/ \___//____, , }
/ ____ / /
/ {/ /
\_______,, .0
Written by: Asianskyblue
Email:
[email protected]
[email protected]
Maintained by: Wild Man X (
[email protected])
Website: Tekkenomics (
http://www.tekkenomics.com)
Version: 1.30
Written on: July 16, 2010
==========================================================================
TABLE OF CONTENTS
==========================================================================
* VERSION UPDATES
* LEGAL STUFF
* 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
- High crush
- Natural Combos
- Whiff Punishment
- Tracking moves
- Block Punishment
* STRATEGIES: WHAT IS MARDUK'S STYLE?
- TACKLE
- EVADING TACTICS
- 3+4~3 & 3+4~4: FASTER WAY TO DO WS MOVES
* POKES & MIXUPS.
- STANDARD ONES
- OTHERS
- MISC.
* COMBOS
- MARDUK SPECIAL:
* STAPLES
* OKIZEME
* TECH TRAPS
* ANTI-CHARACTER STRATEGIES
* HINTS & TIPS
* CLOSING
* CREDITS
==========================================================================
VERSION UPDATES
==========================================================================
ver# - (mm-dd-yy)
0.10 - (07-24-09) First draft
0.20 - (07-26-09) Added "VERSION UPDATES" and "LEGEND" sections,
and made some minor format changes.
0.30 - (07-27-09) Fixed some typos and made some minor format changes.
1.00 - (08-23-09) (See below...)
- Added a new subsection to "THE ESSENCE OF MARDUK".
- STRATEGIES section redone. Now more clear & too the point.
- Added few mixups to "POKES & MIXUPS".
- Added some new combos, not too fancy.
WS+3, 1, 1+3_2+4_f,f+1+2.
SSL (f+2), 1, d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2.
- Added a new section "ANTI-CHARACTER STRATEGIES". Not complete
yet.
- Fixed some typos.
1.10 - (10-12-09) (See below...)
- Added more move description on f+4, u/f+4 in SPECIAL ARTS section.
Added move description on d/b+1, 3+4~d/f_d/b in VALE TUDO STYLE:
STANCE & MOVES. Silly me, i forgot all this important stuff -___-
- Added more detailed info on SSR, d/b+1+2 in the STRATEGIES section.
- Added a new section "STAPLES" so that people know what juggles are
fit for what situation.
- Added f+4 to "OKIZEME" section.
- Added a new section "HINTS & TIPS" for the final advice to the
readers.
- "ANTI-CHARACTER STRATEGIES" section updated. Some more characters
added: Bruce, Feng, Heihachi, Kazuya, Lee, Paul, Raven, Wang,
STEVE!!!
Old character strategies updated.
- Finally, organised the faq a bit so that it looks good to read.
Now more tidy & good looking than before (Can't stress it
though) =P
1.11 - (10-23-09) (See below...)
Legend - Updated "Grounded Positions"
Other - Format fixes and changes, other minor changes
1.12 - (10-26-09) Added "LEGAL STUFF" section
1.20 - (11-25-09) (See below...)
- Corrected a few mistakes in *SPECIAL ARTS* section. The moves
updated are: d+1, WS+1+2, d/b+2, d/f+2, d/b+3, d/b+4 plus a
few words in the start for a proper beginning.
- Updated 1+3 throw in *THROW* section.
- Added a new subsection "Tracking moves" to *ESSENCE OF MARDUK*
for the people who have troubles against sidestepping opponents.
- *POKES & MIXUPS* section updated too. Corrected a mistake about
3+4, 1+2. Its guaranteed without a dash when the foe is rolling
away from FCD & PLD. Following moves are updated in it:
1+3 airthrow, qcf+1, CH d/b+4, 1+3.
- A few more juggles added to *COMBOS* section. Decent this time.
WS+3, 1, d/f+3,1,2,VTSc, 2, b+1 : 55
Added some d/f+3,d+1 juggles on BT opponent with damages this
time.
- *STAPLES* section updated too. Just a minor addtion.
- Added d/b+3 & more info on d/f+3,1,2,VTSc in *OKIZEME* section.
- Added some more techtraps which were missing earlier along
with basic ones.
- MISC. section in the *STRATEGIES* section ended. Instead
transferred the info to *HINTS & TIPS* along with other updates.
- Added Roger, Jack-5, Yoshimitsu to *ANTI-CHARACTER STRATEGIES*.
Minute addition to Devil Jin & Marshall Law. Steve Fox detailed.
1.30 - (07-16-10) (See below...)
- I'm terribly sorry for the immense lack of updates within the
past few months but, as you can imagine, I've been very busy with
school and work amongst other things. Anyways, its almost done &
remaining portion should (really) be done shortly.
- Went through *SPECIAL ARTS* and took care of a whole whack of
corrections. Following are the moves that are redone:
1,d+2
f,f+1,2
f,f+1,2*
d/f+1
b+1
1+2
d/f+1+2
2,d+1+2
f+1+2
f,f+2
d/f+2
SLD 2_d+2
d/f+3,1
d,d/f+4
b+4
u/f+3+4
d/b+4
d/b+4 (Ground stomp)
f+4
WS+4 (VALE TUDO STYLE: STANCE & MOVES)
1+3 (THROWS)
- Added more info to Marduk's reversals & Ground throws.
- Added more infor to *POKES & MIXUPS*. Following moves are
added to it:
1+2-->Normal hit
d+4
f+1+2
d/f+1+2
f,f+1+2
CH d,d/f+4
1+3 throw
SLD 2
- COMBOS section updated. Corrected a few typos in d/f+1,
SSL (f+2),1
f,f+1+2 juggle
- MARDUK SPECIAL updated too. Just a minor correction in d/f+1 &
d/b+1+2 portion. Added a small info to f,f+1
- STAPLES section updated with a few corrections.
- Added some more info to FC,d/f+4 *OKIZEME* section.
- Some additions & corrections to *ANTI-CHARACTER STRATEGIES*
section. Ganryu & Jin added. Bryan, Devil-Jin, Heihachi, King
updated.
- Added a small new section *QUICK DR UPDATE* for DR fans. Just in
case :p
- With this update, it'll mostly be housekeeping stuff, and tying up
loose ends. I hope you enjoyed this one, people!
==========================================================================
LEGAL STUFF
==========================================================================
You may download and print this FAQ, but under no circumstances can you
put this FAQ on your web page without our permission. You MAY NOT ALTER
IT IN ANY WAY or claim it as your own.
From this point on, I will only be sending FAQ updates to GameFAQs, IGN,
and Tekken Zaibatsu. Anyone who has recevived permission to host any of
the Tekkenomics FAQs also has permission to host any of our future
text-based FAQs (unless specified), and can obtain updates from any of
the previously mentioned websites.
==========================================================================
INTRODUCTION
==========================================================================
Welcome to my first ever FAQ on Craig Marduk.
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, that's why.
* etc.
Moreover, Marduk is a very much balanced character to start with.
He is one of the most powerful characters in the game, if not THE most.
He can be very tough against most of the tekken cast. He has got some very
unique moves which do bother others. You will come to know why am I saying
so, if you 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
==========================================================================
The following Legend can be used to describe the notations within this FAQ.
------------------
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/FUFT knock down (face up / feet towards)
PLD/FUFA play dead (face up / feet away)
SLD/FDFA slide (face down / feet away)
FCD/FDFT 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
a little awareness of him regarding his style, move properties, etc. I
think he has some 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 (VTS backdash), SS+3+4~3+4~3+4 (sidestep VTS cancel) 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. Him being so big makes him a soft target. That means he is easier 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 up to 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 the
TZ forums. Some move properties rechecked, some new strategies added, more
detailed throw description now, WS moves grouped in the VTS moves section,
etc.
Before we start, i'd like you to tell you something. The legend above will
certainly help you in understanding the various moves & conventions but at
some points you'll come across some terms like okizeme, techroll etc which
might not be here so i'd like you to familiarize yourself with those terms.
I'm not going to mention them here. There are many well written faqs for
that. WildManX's Combo faq is one of them so if you want to aquaint
yourself well i'd recommend you to check his faq for that. It's nicely
written & covers every Tekken terminology you're going to find here. So
please check it in case you feel like needing it :)
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,
Kazuya, 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 doesn't 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 CH 1,2. 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 CH f+1 )causes FCD. A d/b+4, u/f+3+4 or a FC,d/f+4 is guaranteed after
wards. 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 you think they are
gonna duck the 1. Tracks well (The right gut punch in the string tracks),
more advantage on hit than any other 10-frame jabs Marduk's got & leads to
mixups on hit so definetely one of the most abusable moves in his arsenal.
The only downside, this move has more disadvantage on block than any other
jab strings (-5) but that's ignorable. A 100% use everytime move.
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 you know they're gonna do it &
you 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
h,h
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 irreversible & safe mid which puts opponent in FC in all
situations be it :
A Block - a d/b+2 is uninterruptible afterwards but i'm not sure wether
they can SS it or not. 1+2 is totally UNINTERRUPTIBLE followup.
On Hit - a d/b+1 is guaranteed afterwards.
On CH - same as above.
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. Sometimes people misjudge it for a throw & duck
to eat it. It's also useful as a whiff punishment. Craig's fastest launcher
(Normal hit, obviously)& TRACKS to his 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 1 frame than the latter, still holds its own. Finally, if you 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 you may use it sometimes if ur
opponent is used to f,f+1 & is coming charging. Be aware it can be SSR
sometimes (I'm not 100% sure but can be done sometimes) so use it less
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. Also if a wall is nearby & opponent is
thrusted into it after eating the whole juggle, Craig gets a free chance
to do:
>> A groundthrow*
>> A d/b+4*
* Sometimes you'll have to dash to ensure the followups.
Besides that if, somehow, you manage to make the f,f+1 whiff & make the
opponent eat the fully charged 2 in an OPEN area, you get a combo (Looks
strange). Just tap:
>> A f,f,f+3 (A quick Bicycle kick)
>> A dash b+1 (Easy)
P.S. A f+3+4 is UNINTERRUPTIBLE after a blocked f,f+1,2*. Useful ONLY near
walls.
d/b+1
Down jab
Sm
A special mid to pull Marduk out of tough situations. A high crush & can
also be done from d/b+3+4. The fastest move you can use to counter so
obviously it can't be underestimated.
b+1
Knuckle Dunk
M
Another mid which hits grounded opponents too. Marduk lunges back and
throws out his left punch. Frames on hit (Although its very rare that u
hit a standing opponent with this) & on CH, some good wakeupgames plus
opens up a reversal guessing game on block. Most people throw WS+4s and
moves like that when they block it to bring back momentum to their game or
to check wether this move is safe on block or not (OH.. don't worry, its
totally safe) & its here they commit a mistake, their attacks get reversed
In case u don't know, use b+3+4 after getting it blocked as it is a
"MID-ATTACK REVERSAL" & most of the time their WS moves are going to be a
mid only.
Use it in the heat of the battle to turn on the pressure but remember
don't become predictable so use it at proper instances.
This move is used more with the sense of getting it blocked as well as a
juggle ender. Its slow but it can bring u back in the game sometimes.
1+2
Guard push
m
Craig's fastest mid. It has good speed. It is 13 frames,no damage on hit
(Normal hit or CH) but gives advantage & safe on block so u can use it in
your fast games. On CH, it gives some where more than +15 so u have these
options afterwards:-
f+1+2
f,f+2
d+4
The f,f+2 doesn't connect sometimes, but you can rely on f+1+2 (Learn to
note the stun effect when it hits as CH. Most opponents have a tendency to
duck when they get hit by this so if you throw f+1+2 or f,f+2 after a
normal hit, chances are you may be punished. So be aware about that)
Use f,f+2 near a wall. Then go for:-
* Either a ground throw attempt
* Or d/f+3,1,2,3. It all hits.
Use 1+2 for interrupting. If you're smart, you'll dish out damage from a
regular hit as it has some very good mixups too (Its a forced tactic game
from here) but it has disadvantage on block(-2) & 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 used to punish those whiffed jabs e.g.- Paul's 1,2 in which 1
started far off, but the 2 was to connect, there you 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. This move tracks both sides too plus leads
to mixups on hit. This is a very nice tool for stopping some really tough
crap like Feng's b+1, EWGFs, etc & sidestepper whores like Steve in his
RWV & LWV arts etc.
Having said that, it doesn't mean its abusable. Its SLOW (Its high crush
property hasn't got any connection with that though) plus jab-punishable
on block so use it within its limits. Thats all.
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'll launch
them nicely but this thing should be done rarely & only against chars. who
have weak tracking to right. 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.
Hey.., 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
Craig throws out both his knuckles right in the face of the opponent. Semi
fast (15 frames). This move has only three things good about it:
1> It is guaranteed after a CH1+2
2> It is very good for punishing 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 & you 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.
Use this move in the same way as you use Bryan's f,f+2 (I hope you've
played him a bit, hehe)
WS+1+2
Quick upper
m
A fast but weak mid coming from his left hand. Short range. Its can be
a substitute to generic WS+4's which Marduk lacks for punishing the moves
that are -11 on block & put Craig in FC. It might whiff due to range
issues. Horrible.
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. You're
going to see this move many a times trying a sway hammer (d/b+1+2) &
getting this after messing up.
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 you need to carefull that 1 of the
string can be ducked. If you anticipate they're gonna do it, then do
1> 2,1,3,1 Don't move further because 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
because 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 you 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.
One more thing, just an info--The 2nd punch in the string is unparryable
(Don't know whether its reversible or not).
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 :-
A nice juggle finisher. Used mostly in juggles where opponent is launched
awkwardly ( See combo section.)
You can use it after sidewalking them, yes, SIDEWALKING.
One more use could be if you started 2 from little far so that it whiffed,
& you see them coming charging in, d+1+2 extension might be used.
Enough about it.
f+2
= 1
= d+1
Hammer hook
hook smash
h,h
h,m
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 because
(1) Alone f+2 is jab punishable on block if you 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 careful. Lastly f+2,1 is a
good juggle ender.
d/f+2
Gut Punch
m
A mid gut punch, fairly fast. Pushes opponent back a little whether they
eat it or block it. Safe plus leads to mixup on hit. Can be used sometimes.
d+2,4
Alligator
m,m
A combo which does nice chunk of damage. If the first hits, last hits too.
Safe on block, even if you 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, you get a CFS. Same as a
CH WS+4, but followups aren't same. Follow with d/f+3,1 combos. And in
case I haven't mentioned, its irreversible 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,
because its fast. A strong part of Marduk's offense BUT the worst part of
this move--> It doesn't track =(
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 IRREVERSIBLE. 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 left.
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 FCD 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 in the end. Does good
damage plus SAFE, probably the move you'd like to whore little more than
d+2 (Most people duck if they've seen d+2 a few times expecting a sweep
& eat it). It also opens up a opportunity for some guessing games & mixups.
BUT do remember a thing--If both of them ( 2 & d+2) get whiffed (SLD d+2
is horrible both on block plus whiff), you may get stuck in some hard place
, so take care of that.
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. Also its not easy
to punish Craig even if d/f+3,1 whiffs.e.g., Suppose you're against Paul
You did a d/b+3+4, SS+3+4~3+4~3+4. Paul doesn't retaliate so tried to
tease him with d/f+3,1 from there. Both d/f+3,1 whiff & Paul throws a
deathfist (QCF+2) to punish Craig. Craig still blocks it & then punishes
Paul.
That was just an example. You got the idea. You can add 2 or d+2 after the
1 for continuing further. 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
m,m
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 you see d/f+3 as CH, you can go for d+1
instead of 1, even if you 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, because it is faster. Go for the 2 ender after d+1, only if you
see it blocked, because d+1 is jab punishable on block. Play with it
smartly.
d/f+3,d+1,2
m,m,h
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
you 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 1 or 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
It's NOT short ranged. It looks so but actually isn't. Silly me for giving
wrong information. Also, it is a very important part of his wakeup games.
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 because 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 in VTS section.
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 Bryan's 3,3 - 3,2,1, Hwoarang's 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
f) WS+4_1
g) d/b+1
a) Should be used rarely because 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 whiffs 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.
g) d/b+1 is for countering anything, if you're expecting something really
fast coming your way.
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. Following are the
situations when you're going to see it most:
* After a CH d,d/f+4
* After a SLD d+2
* After a close range KND 3 (Face up, feet away position)
* After a f,f+1+2 throw
* After a wall splat hehe..
If they eat u/f+3+4 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
Although above followups are guaranteed, it is very rare you're going to
hit your opponent with them. 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
you 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 you SSed
properly their attacks, you will be behind them. The tackle may turn into
a spear but atleast you 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.
These are the following ways to perform it:-
3+4, SS+3+4~3+4~3+4
d/b+3+4, SS+3+4~3+4~3+4
During tackle run( Before 3 steps), SS+3+4~3+4~3+4
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 you can do this. Otherwise, rely on the f+2+4_f+1+2 ender.
One more thing you need to note is that this
move isn't the same as other characters such as Law, Bryan, Paul etc.
Theirs is 11-frames BUT Craig's one comes out in 13 frames so never go
head to head with them. Use 1,d+2 more if you want to plain counter just
as they like to do with their 4s.
P.S. If you hit an airborne opponent with 4, you can still combo with
f+2+4_f+1+2.
b+4
Bazooka Heel
h
Craig kicks the opponent with giant heel. Pushes the opponent far on
block & knocks down on hit. Nothing is guaranteed afterwards except if the
opponent eats it with his back near the walls. Craig can almost finish
half life bar in a fraction of a sec (b+4 W! d/f+3,1,2,3 Damage:69) 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 because he
(Craig)falls KND position. On hit, both will be grounded. A wakeup 3 will
hit them afterwards but sometimes it might whiff (Guaranteed against Craig
& Jack-5). No problem though. You can still block or parry anything they
throw on you. 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 opponent
can low parry it and launch. Also in the initial frames, if he guesses
he can throw jabs & you will be floated.
Opponent grounded d/b+4
Ground Stomp
L
Just one word for this move. AMAZING. Its fast, damaging, less unsafe on
block plus leads to many wakeup games on hit ( Very nice setups after you
hit them with it near a wall). Craig can perform it when the opponent is
grounded. Good thing about this move is opponent remains in the range
even after eating it so troubles aren't over for him. You can keep him
under pressure. A small drawback of this move--> Its range is short, so
you can't throw it out everytime you feel (Don't worry. You've still got
f+4 & tackle to mix it up with). I don't want to pull it very long, just
a final word. This move is too good to be thrown whenever the opportunity
says so don't hesitate. Just do it. More in Oki section.
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, you have:
- FC,d/f+4
- u/f+3+4
- FC,d+3
- Crouch cancel d/b+4 ( Do f,f for crouch cancelling, then do d/b+4)
This low is one of his best. Has got much long range & tracks a bit to his
right. It also useful for punishing whiffs especially after a d/b+3+4,
when WS+3 too looks like going to be whiffed (Details about WS+3 in VTS
section). If you learn to use it properly, it can win you matches.
f+4
Wild stomp
M
A mid that hits grounded opponents.
Where ground stomp(d/b+4) fails, this comes into action. Opposite to d/b+4
this move's got range but not as fast & damaging (Still decent enough). As
said, this move's secondary to d/b+4 coz its usafe too (You'll eat a WS+4
on block) and opponent is knocked at a distance after eating it so you
don't have any guessing games after that. This move is meant to hit
grounded opponents only so besides using it as a guaranteed followup make
sure they don't throw any wakeup kicks in pure guess situations coz it can
be beaten by them. More in oki section.
u/f+4
m
A TJ move which is used for low crush purposes. Heck.. its the only move
you can rely upon for low crush purposes. The good thing about it is:-
>> It crushes all types of lows.
>> Is SAFE on block. Pushes opponent in crouch.
>> Has a small combo too.
Earlier i thought it to be nonsense but now i've realized how important it
is. Use it whenever you feel a low is coming. Its very good against
Steve's d+1, Bryan's d/b+3 & similar safe lows so if you haven't been
using it just start. It has its places.
==========================================================================
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_VTS 1+3
Rolling splash
Powerbomb with a rolling 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.
>> 3+4, 1+2. No dash required. (Easy, used by most people. You can check
are they going to roll away or not by immediately going into
the stance. From there, there are only 3 usual possibilites:
* Either opponent rolls away----------Throw the tackle
* OR throws a mid wakeup kick on you--Can be blocked. Then
punish with d/f+1.
* OR throws a low wakeup kick---------Can be low parried.
Then launch with d/f+1
Cool, isn't it? Either way, they're going to get fried if you just be
careful.
Also, this throw is very good to use if they're backed towards walls. If
you landed it at this particular instant, Craig will be right behind them
close to their feet from where you can do:
>> d/b+4 : UNINTERRUPTIBLE. Can only be siderolled.
>> Groundthrow: They can't sideroll it. Either break it or throw some
wakeup kicks but kicks are very rare.
>> d,d/f+4 : Opponent will be tripped if tries to roll away.
Since this situation itself is very rare so there are very less chances
they will avoid the guessing games. Nice, huh?
[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 you 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 because 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 hasn't 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 you 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. 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 you 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.
Also, if there's a wall on Craig's right side, go for f+2+4
ender. Craig'll throw them into the walls & the damage for
the throw becomes 25. You can go for d/b+4 stomp afterwards.
It hits them nearly everytime.
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
listin them. These throws also catch siderolling opponents. In case if u
r having problems with timing the groundthrow after your opponent is
thrown into the wall, here is something you'd like to have a look upon:
* After any wall splat, whether they're carried or just knocked into
them, wait till they start falling. As soon as see it happening, tap
the command for any groundthrow. You'll catch them.
Note that if you throw any move after the splat such as 1,2_u/f+1+2 or
anything, the throw attempt no longer remains guaranteed. They can tech
& if you tried, they'll launch you in most cases :-(
Here's an example:
b+4 W! (Wait till they start falling) Groundthrow : Attempt
guarnateed
b+4 W! 1,2 (Wait till they start falling) Groundthrow : Attempt
not guaranteed
That's the case. You can catch them if you don't try anything before
the throw but if you get greedy you're losing the opportunity.
Don't complain if they break the throw. Thats a totally different thing.
Try mixing both the options & if you feel your opponent is smart enough
giveup the idea & stick to wall combos only.
Some more info:
> 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 2 throws to land are very rare but
I haven't seen any one of them getting escaped as often .
A few words about backthrows. Whenever you get a chance to do a backthrow
go for the 2+4 (Rolling splash), even though it does less damage than 1+3
because 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 block 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 you 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 punishable on block or
can be avoided by SSing or making it whiff or not. If you can punish a
move after blocking or 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.
Here's a list of some reversal baits:-
Assume they are blocking each move unless i mention.
b+1----> Opponent is forced in crouch position while he blocks it & he
throws any WS attack( Basically any move slower than 10 frames,
e.g., WS+4, WS+2 etc) which is reversible.
I usually do a b+1~3*( Tap b+1 then immediately press & hold 3
& wait for them to throw something out. When they do, i simply do
b+4 while holding the 3 button to reverse their attacks).
Simple, isn't it.
u/f+4--> Same as above.
f+1+2_d+4( Regular hit):
You hit them with these moves & your opponent knows Craig
doesn't got any advantage after these moves so he attacks. You
know this thing too & use the reversal.
d/b+2--> It pushes back & forces crouch on block. So most of the time
you'll see them throwing a WS+4 or any such move. Dash in & reverse it.
SS+3+4~3+4~3+4--> Assume they break the tackle. You did a d/b+3+4, 1+2.
They see this & rush to you but you immediately did SS+3+4~3+4~3+4. If
they throw any move you, you can reverse it generally.
u/f+3+4--> It gives 0 frames on block. So you can try.
f,f+2--> Only -1 on block.
These were some obvious spots to get you started.
Anything else that puts Marduk on even or close to even is preferably is
used for baiting but whatever that works for you is good. 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
which 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
hits. Its best to use after evading any attack with SS+3+4. More
possibilities to use it are after a d/b+3+4 (Backdash) when you see
Bryan's 3,2,1 or Devil Jin's b,f+2,1,2 of which the 1st hit whiffed or
anything like that. Just to give an idea.
VTS,f+2
Power Straight
m
A moderate fast mid from VTS. It KNDs on hit. I give it a little
preference over VTS+3_4 because
1> VTS+3 is unsafe on block, it is not.
2> VTS,f+2 has a better range than VTS+4.
It looks slow at first(In fact, it is) but is amazing when mixed with other
moves in fast d/b+3+4 & SS+3+4 transitions. I don't know why but it
outpriorizes opponents moves sometimes, maybe due to range. Its strange
properties doesn't end here. Sometimes this move isn't bad at all even on
whiff (Only if done after a d/b+3+4 or SS+3+4. Doing this move from 3+4
directly is not recommended). All i can say here is use it. You'll soon
understand why was i saying so about it. Thats all.
WS_VTS+3
Raid Kick
m
Say it Marduk's launcher from WS as nearly every character has. It
launches awkwardly & has crappy combos afterwards. Good in the sense it
has got nearly as much range as Jin's WS+2 & is much used after evading an
attack with d/b+3+4 or SS+3+4 too. Bad thing it is too slow (18 frames) so
you won't be able to launch with it after blocking a low or ducking throws
every time & it isn't guaranteed even after Law's d/b+4, Nina's WTF,
Roger's SS+4 etc. They have to be dealt the hard way.i.e, f,f+1 or u/f,N+4
This move has limited uses as a WS launcher & more for baiting purposes.
Also note if you landed it on a BT opponent, you can follow with d/f+1
combos.
WS_VTS+4
Kong Knee
m
The only move Craig got to punish his opponents with where other characters
could possibly've got a free launcher *sigh*. Well, this is the way it is.
You can't do anything about it. Its one of his BIG weaknesses. Let's see
how much this move can compensate for this loss.
The data for this move says it is 13 frames, so it is a OK fast. Whenever
you ducked a throw or a high move which leaves opponent at slight disadvan
-tage or if you blocked a low that gives him atleast -13 or more, throw it
out. It'd knock them down( with no strong followps). Since it is 13 frames
sometimes you can land this as CH. It stuns on CH which give u three
options afterwards:
> f+4
> A groundthrow ( Breakable)
> d/b+4
Unlike other WS+4's Craig slightly moves forward as he performs this move.
Be careful about this part. Though it looks like covering gaps it has an
annoying tendency of getting WHIFFED (Thanks to its non-tracking ability
it makes it a non-whorable move inspite of the speed & safety) Also, it
has no tracking ability.
Another point you should note besides above is unlike other generic WS+4's
this move can't punish the moves which are only -11 on block e.g; Bryan's
d/b+3_Steve's f,f,N+2_Asuka's 1,3 etc. Craig's got FC+2_1 for that.
u_d
Sidestep
The same thing as you do SS+3+4.
d/f+4
Its FC,d,d/f+4 starting from VTS stance also.
d/b+1
Down jab
Sm
The fastest thing from 3+4 & d/b+3+4. The best choice if you feel u didn't
time the d/b+3+4 right. Stops anything & not much of a worry even if it
whiffs. Just be careful about hopkicks.
d+4
The generic high crush low kick everyone has, not safe.
d+1+3_d+2+4
The regular crouch throws.
d+3
May be used after evading moves with d/b+3+4, when Craig's back is near
walls, sounds stupid but can be handy sometimes. I am not kidding!
Can say it a whiff punishment, lol.
u/f_u_u/b+3+4
From the stance, this move works more as a fake offense & invites
opponents to commit some mistakes. Other wise properties are the same as
the regular ones.
d/b+1+3_d/b+2+4
It can also can be done from a VTS. I've seen when they break the mount &
I do the tackle & then SS while they stay there on the ground, i landed
this ground grab on them. It worked for me sometimes BUT only sometimes.
VTS d/f(low parry)* Although the above one works sometimes inspite of the
fact they can kick Marduk & get away from the situation. For that, u need
to condition them with a VTS d/f low parry & again with some fake offense.
This low parry works as the regular low parry.
d/f_d/b*
Stance cancel.
The VTS stance can be cancelled in this way & is faster than 3+4~3+4 too.
Don't believe me. Just try & see it yourselves. More on it in the
Strategies section.
That's all I know about Marduk's moves. If you know something other than
this, please drop me a mail. It will be put here.
==========================================================================
THE ESSENCE OF MARDUK:
==========================================================================
This is a quick reminder of Marduk's moves as when to use to get best
results:
Poking moves( Better use when turtuling ):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1,d+2: Best to use, stops any high mid guessing game. Also avoids lows
sometimes.
d/b+1: High crush, short range.
d+4 : Although punishable, best low since it avoids highs, fast &
unparryable.
f,f+2: Fast & irreversible. Slice of speed in Marduk's game.
1+2 : Frames on normal hit & followups on CH. Easy to use.
d/b+2: Force crouch on hit & block.
d+2,4: Irreversible & safe. Medium speed.
Spacing or Evading moves:
~~~~~~~~~~~~~~~~~~~~~~~~~
d/b+3+4: Best spacing tool in the game. Highly abusable
d/b+1+2: Better to use after ssing to weaker sides of opponents.
SS+3+4 : Best time to use VTS moves if its done well.
SS+3+4~3+4~3+4
: Craig's best sidestepping move. Safe too.
CH catchers:
~~~~~~~~~~~~
1+2 : Fast & safe on block.
4 : Magic 4. 40+ on CH. Safe.
d/b+2 : Got extra tick damage on CH. Better to use mixups after it.
f+2 : Medium speed but combos breakable on CH.
d/f+3,d+1: Massive damage on CH, but jab punishable.
(d+2),4 : Safe & irreversible. Nice combos.
d,d/f+4 : Good damage for a low, highly risky.
f+3 : Safe but slow.
CH(1,2),f+1
: Mostly a pressuring tool, least used for CH hunting.
High crush:
~~~~~~~~~~~
d/f+1+2
d+4
d/b+1
FC+1+2
d,d/f+4
d+1+2 : Semi-highcrush, used after frame advantage.
d/b+1+2 : Mostly after evading their attacks.
Natural Combos:
~~~~~~~~~~~~~~~
1,2
1,d+2
2,1
d+2,4
d/f+3,1,2
d/f+3,1,d+2
d+1, d/b+1
f+2, 1 : On BT opponent only.
Whiff Punishment:
~~~~~~~~~~~~~~~~~
f,f+2 : Close range.
b+4 : Close range, only if window is big.
3+4~4 : Close range, after ducking jabs & throws.
3+4~3 : Mid range, better after ssing.
d/b+1+2: Mostly after ssing.
3+4,2 : Mostly after evading their attacks with d/b+3+4 or after
SS+3+4.
f+1+2 : Long range.
d,d/f+4: Long range, mostly after evading their attacks with d/b+3+4.
f,f+1 : Mostly after backdashing their wakeup kicks.
d/f+1 : Close range.
Tackle itself.
Tracking moves:
~~~~~~~~~~~~~~~
It is said that Craig going to have tough time tracking his opponents. Its
true but he still has a good list of moves that lock the target & they are
pretty useful.
This is a small list of moves that track. Not all, some important ones, for
the people who have troubles against swaying & dancing opponents.
If i say Left assume that the move tracks to Craig's left.
1,2 Full
f,f+1 Left
=<2 Right
d+1 Left
d/f+1 Left
WS+1 Left
1+2 Full
d/f+1+2 Full
d+1+2 No tracking at all.
d/b+1+2 Right
u/f+1+2 Full
2 Right
FC+2 Full
f+2 Full
f,f+2 Left
d+2,4 Right
d/b+2 No tracking at all.
b+2 Full
WS+2 Full
SS+2 Right
f+3 Left
(d/f+3),d+1 Full ( Only the d+1 tracks.)
WS+3 Left
f+3+4 Left
3+4,1+2 Full (From close range only).
4 Right
f+4 Full
d+4 Right
WS+4 No tracking at all.
b+4 Left
FC,d/f+4 Left
SLD+d+2 Full
SLD+2 Full
Block punishment:
~~~~~~~~~~~~~~~~~
For this section I'll list the moves in the following manner:
Moves Minimum frames required for this move Move's range.
to hit the opponent.
2,1 -10 Close
1,d+2 -10 Close
1,2 -10 Close
f,f+2 -12--14 Close--Mid
4 -13--14 Close
f+1+2 -15 Long
d/f+1 -16 Close--Mid
b+4 -18 Mid
d+1+2 -19 Mid
f,f+1 -20 Mid
Low block punishment:
WS+1+2 -11 Close
WS+1_4 -13 Mid
WS+3 -18 Mid
d,d/f+4 -19 Long
==========================================================================
STRATEGIES: WHAT IS MARDUK'S STYLE?
==========================================================================
This is the most difficult part to describe. Marduk's game is very
versatile. It is mostly centered around turtuling, spacing & baiting. When
you play him, most of the time your opponent starts attacking, forcing you
to go into the shell, and it is here that you have to show some skills &
get some respect for Craig.
Before starting it can I expect that:
>> You know your combos well, do not try what you can't land consistently.
Use only those with which you are comfortable.
>> Learn to punish your opponent's move as badly as you can. Seriously,
it can be key to victory sometimes.
>> We know Craig is going to have tough time against most of the tekken
cast, but you should also not make any stupid mistakes yourselves.
If the above things are fine with you, this section can help you better,
although its just for the start. I know that there's always a possibility
of better things to do but I also hold my own.
Let's start this topic with the move that has made Craig so famous in the
game.
TACKLE:
=========
3+4, 1+2_SS+3+4, 1+2_d/b+3+4, 1+2
Assume for a while they don't know how to break it, they're just eating it
whenever it connects. We'll discuss all the possibilities one by one.
Round starts, you throw the tackle. What happened? They ate it. Fine. Next
time you tried again but they launched you. Why? It's difficult to say
exactly why but what i've understood is if your opponent is close &
Craig's just started for running for tackle, before 3 steps, your opponent
throws out any launcher( Mostly less than or equal to 15 frames ), Craig
gets launched. Bad, isn't it?
The defense against it is, as i've understood till now:-
>> To use tackle after some movements like - d/b+3+4, SS+3+4 etc.
>> To use tackle after some frame adv.( Frame advantage here means to
throw tackle after moves that hit opponent & he usually does not move
.e.g., CH d/b+2, (f+2), d+1, d+1 etc.
>> As okizeme.
Let's start with movement tricks first:-
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>> First of all, i want to repeat something.
3+4 & SS+3+4 are vulnerable in the intial frames whereas d/b+3+4 is for
the whole animation. Doing a 3+4~3+4 or 3+4~3+4~3+4 ends up the VTS
stance safely( 3+4~3+4 is only for the basic 3+4 stance. For all the
rest you have to do 3+4~3+4~3+4. )
>> During the tackle, craig gets launched if he's started to run or before
3 steps. If the tackle is about to end or is going to become a spear,
Craig's floated, not launched.
Here are 2 situations:-
1) If the opponent is attacking & Craig's turtuling:-
>> Do not do 3+4 directly or you may be launched. Your foe will hunt for
things that lead to tackle & similar stuff. If he sees stance or tackle
, he'll straightaway rush to you & hit you as both the stance & tackle
are vulnerable in their initial animations.
>> Use d/b+3+4 & d/b+3+4, SS VTSc( From now onwards SS+3+4~3+4~3+4 will be
referred as SS VTSc) more often. It fits better in this situation as it
is made for making things whiff and evading them. Best in the open
areas. If you did d/b+3+4 without any plans & they rush, do SS VTsc.
It'll save Marduk's BIG ass.
>> Don't use SS+3+4 from close range or you'll end up with the same result
as said with 3+4, 1+2. Do SS+3+4, 1+2 only if you really ssed them,
otherwise SS VTSc will end things safely.
>> Use d/b+3+4, 1+2 only in cases where you've evaded the moves that have
got slow whiff recovery. If you evade jabs, * magic* 4s & similar quick
stuff & throw it out, chances are you may not be launched but still be
stopped with quick d+2 & similar pokes. You don't want that to happen,
do you? So, just SS VTSc again & giveup the idea for a while. Wait for
your chance to come.
2) If Craig's attacking & the opponent is turtuling:-
>> It is said that turtules are going to have rough time against Craig but
it is not true in all cases. A good turtule knows a Craig player can't
live without tackle so he'll sit back & wait for it to come out.
So what's the strategy here?
Again do not do 3+4, 1+2 from close. Do it from a distance so that it
looks like it'll bacome a spear till it connects. If you feel they'll
throw something on you during the run, please remember SS VTSc. This is
what it is good for. Do SS VTSc before 3 steps & Craig's back to normal
again.
From here you can -
Block - punish the move if its unsafe.
Reverse it if they throw something safe.
Remember, SS to their weaker side or you may be hit during the SS
movement with tracking moves. Just do it 2-3 times with caution to get
the feel of their style & soon you'll get rid of those stupid turtules.
Using the tackle after some frame advantage:-
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Though most of the time, tackle will come out from d/b+3+4, SS+3+4 etc..
but you'll come across situations when the opponent is too careful with
his shot selection & mixes offense with defense well.
You'll see he'll stop you from throwing a tackle, always. He'll be hunting
for the VTS and similar stuff that leads to tackle.
So what about them?
You know there are some moves that cause a minor stun on hit, CH or block.
Here's a small list:-
CH d/b+2
(f+2), d+1
d,d/f+4
d+1--> Block or hit
4
These are just for example. Let's start with CH d/b+2. You've been knowing
a CH d/b+2 only guarantees a d/b+1. What if we leave that small tick
damage for a while( small damage, nothing to cry about ) & replace it with
a 3+4, 1+2 as fast as we can. It can work for the first time since they
are on the backfoot after eating d/b+2 as CH. In most cases, they don't
retaliate. Although they may escape the tackle, but won't interrupt it.
They always stay back after eating it. Same applies for other similar
moves too.
Got it? what i'm trying to say? This trick really makes those extra smart
players piss too. Try it, it'll work for you too. This is the another
thing to be mixed with the movements.
Tackle as an okizeme:-
~~~~~~~~~~~~~~~~~~~~~~
DEADLY, thats how i describe it. This is an opportunity you simply can't
afford to miss. Catches backrollers.e.g., after a 1+3 airthrow, they try
to roll away, just 3+4,1+2. You'll BT mount them.
Tackle also catches tech sometimes.e.g., WS+4, They tech--> 3+4, 1+2
works here. But i still need to find the exact circumstances for it.
Here's a quick list of the situations where tackle can be used as oki also
Assume they're backrolling.
1+3 airthrow ---
VTS 2+4 ---
1+3 ---
VTS+2 ---
CH d,d/f+4 ---
If they break mount & roll back --- *
qcf+1 ---
CH (1,2),f+1 ---
This should give enough idea. Tackle works better after these if there's
a wall nearby. For * to work, a wall is a must. However, the tackle can
be escaped in certain situations.
That was all getting tackle connected. But we all know, they aren't going
to eat it everytime. They'll break it quite a number of times.
So what's the strategy for this part?
You might have noticed, if you're playing Craig to a decent level, most of
the time tackle is escaped from close range.i.e., if you've just started
it & it got connected, they break it. This part of tackle is escaped more
than spear. If they break it, they can do quite a few things.
Remember if tackle is broken, Craig switches sides so don't get confused
if camera angle becomes horrible.
Here's a list of possibilities:-
1) They throw a WS+4 which is safe but reversible.
2) Some lows like d+1, d+4, or pokes which give them frames but if you're
careful, they can be low parried or anyhow dealt with.
3) Throw some slow move or any move which requires a dash to put pressure
on you----> Can be backdashed( d/b+3+4).
4) They sit there & do nothing. Time for you to attack & throw some d+4,
d+2,4, d+1+2, tackle etc. to make them sweat.
Now lets assume you've mounted them. They break the followups. What
happened? Craig dismounted. They'd either stay there for a moment or roll
back. So we'd start with the first possibilty:
>> They're staying there. You throw a b+1. They either standup quickly &
block it or they do a sideroll & then getup. No results.
You try to hit them with a low but they block that too. Sob...
>> Here's a common mistake most Marduk players committ.
The foe breaks the mount.
Marduk desperately runs for tackle again. They sideroll or stay there &
the tackle whiffs. All this happens, most of the time, when little time
is left or they can't think of any other strategy ;__;
The defense against this--> Just be careful when you see mount getting
broken. Even if you throw a tackle, if you're good you can still
SS VTSc before 3 steps & become safe. Trust me, however skilled your
opponent is, he won't live without throwing a kick on you & from here
tell him who's baited?!!
>> And here's a common mistake your foe will commit, nearly everytime ;P
They break the tackle. Craig's dismounted. From here---> Just dash a
bit & do 3+4 then immediately d/f to low parry the wakeup kick they
throw. Its like 3+4~d/f. Got it? Believe me, i've seen this thing
happening with some very good opponents too. If they understand this
trick, just mix it up with 3+4~3+4. It works.
>> Do some fake offense. Start a tackle from a d/b+3+4. Do the sidestep
from the tackle & do tackle again till you reach close to them & then
immediately do SS VTS cancel. They thought you're close so they'll
immediately getup & throw some kicks on you which you can block.
They're screwed.
>> Next time they are a bit careful now so they stand immediately when
they see the same thing repeating. Its most likely to happen like this:
you did d/b+3+4,1+2---(Running) SS VTS, 1+2... They stand up
immediately rush towards you but you cancelled it again. They guessed
wrong 2nd time & throw something which you can still deal with.
These tricks work most of the time if they try to backroll too. Try to mix
these in this situations & you'll yourself see it working here too.
On the same topic, ssing right during tackle avoids their wakeup kicks
most of the time & chances are you'll get a BT mount!!. Just suppose you
ssed during tackle and they throwed the kicks before you cancelled the SS
VTS. You'll still evade them.
Keep mixing them but it may take some time to understand their style. Be
careful about your shot selection, throwing tackle etc. They can be smart
but not too smart for Craig to handle.
Lets talk about some stategies after you had sucess with the mount. Lets
start with 1+3. After this hits you stand on their left with their belly
towards you. From here you can try :
A d/b+3 as a safe low.
A d+4 is also good, it hits them with their back turned if they tried
to roll away. Also, it stops any wakeup kicks etc.
A d+1 to retain pressure, but can be beaten by the wakeup kicks.
The list is too long.....anything that works for you is fine. These
moves work after successful 1+2,3+4 also.
2+4
After you had success with this Marduk stands in front of the opponent's
legs. Here, most chances are your opponent will getup & block anything
you throw in. I myself like using u/f+3+4 as on block it doesn't give
frames & is a good bait for reversals too. There are too many options you
may use. Keep playing & you'll understand what & when to use.
2~1, 1~2
These are mostly used followups since they are used much in high level
matches. Since experts see the 1+3, 2+4 easily this is somewhat hard to
guess. After 1_2~1 you stand just next to them on their right side, their
belly towards you. Similarly with 2,1~2 you're on their left.
After these you can try d/f+2, almost unstoppable if not guaranteed since
it is fast & can't be interrupted with wakeup kicks & if they try to roll
away they'll be eating this BT! Even safe if whiffed.
Condition them with it & then go for some mixups such as:
d/b+4-- Most of the time they'll lay there on there on the ground
expecting d/f+2.
d+1 -- They know they can't interrupt d/f+2, so they'll getup immediately
to block it & it's time to throw this out. They block it & most of
the time they don't attack afterwards so giving you a chance for
some throw or low guessing games.
================
EVADING TACTICS:
================
d/b+3+4_SS+3+4_d/b+1+2
The reason i've made this section is Craig's movements have a major role
to play in his game. You cannot just sit back and wait for them to committ
mistakes. You'll have to train them to take chances & it is the area where
Craig excels. In fact, he also has a good forced tactic game & Craig's
movements are made for this purpose. I feel, no other character has got so
good spacing & evading moves as Craig has.
There are 2 movements & 1 single hitter that work as a base for all his
evasion & retaliation.
>> d/b+3+4
>> SS+3+4
>> SSR, d/b+1+2
All of them are equally good, let's discuss them one by one.
>> d/b+3+4
Ever heard of the phrase *PULL BACK--ACTION*, lol. This is the one.
Craig backdashes a few steps, stops & remains there for a second or two.
The whole animation is unsafe along with the movement, but that won't be
a problem if you know how to use it.
This move is used to get away from those tight situations, pitbulls who
keep thriving pokes, jabs etc on Marduk plus forcing them to attack on him
by conditioning them with the fact that Craig is vulnerable during the
stance.
The question here will be, how to start with it? Here's an example:-
Consider you're against Marshall & you're blocking his moves.
He throws: d/f+1, 1, 1, f+1+2-*
* Indicates the point where d/b+3+4 should be done.
In the above example, he did, d/f+1 then jabs & finally went for
pressuring on you with f+1+2 but if you do the backdash exactly at that
time you'll make that move whiff & runaway from him. Got it?
Some similar examples:
Bryan_Bruce * 3,2,1
Julia WS+2,*1,1
Devil *b/f+2,1,2
If d/b+3+4 is done from close to mid range or preferably after a normal
backdash( b,b,d/b) it works even better.
Watch out for those long range, fast moves like Bryan's f,f+2, Julia's
f+1~3, Steve's f,f+2 etc. These moves are fast plus got range. These moves
can catch Craig during the run, so beware of backdashing them.
That was all about evasion. Now the question will be how to retaliate?
I've put some moves here. Not all, only the ones that fit into the
situation.
When Craig backdashes an attack correctly, you have:-
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) 1+2:-
The obvious choice. Best to use when you're too far that none of your
moves can connect. Also useful, if the camera angle screws you.
2) 3:-
Almost a replacement for the above one if Craig isn't too far or say
the opponent's withing the range of WS+3. Works best when-
* You're in mid range after evading their attack.
* If you've evaded an advancing move or series of moves.
* If there is a wall behind Craig. However, this situation can be
dangerous for him too.
One of the best retaliating moves.
3) d/f+4:-
Everything same as above except this move has got long range. More
useful against Marshall's dragonslide, SLD_PLD Leis etc.
4) 2:-
Works strictly when there's a wall behind or when Craig's still close
after the backdash.
5) f+2:-
Only use if you're teasing them. Still safe and sometimes outpriorizes
other moves.
When Craig backdashes unnecessarily or if they rush towards him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) SS+3+4~3+4~3+4:-
Needless to say, you'd like to finish things safely if you've any
doubts in mind. Be carefull during the SS movement.
2) 1_4:-
It will stop them most of the time, better throw 1 only because 4 is
horrible on whiff & can be ssed either side. If 1 hits it gives you
frames!!!
3) u/b+3+4:-
Looks stupid but really works in open areas. Evades some chain strings.
Another way to endup safely if you're feeling dry.
These are a few possibilities. I don't want to make things long
unnecessarily. Start using it & you'll understand the timing for it with
experience.
>> SS+3+4
Looks almost similar to king's SS+2+4, but has got much more utilities
than that. First of all, here's a list of various ways to perform the
big VTS sidestep:-
3+4,SS
SS+3+4
d+3+4
During tackle ss either way ( Before 3 steps )
d/b+3+4,SS
You get every move as from the normal VTS. More effective if ssed to
foe's weaker side. It is used for baiting as well as turtuling. From
here you can have following options:-
1) 3:-
Just amazing if u ssed correctly. Even if camera angle confuses you can
still launch them nicely.e.g., Marduk's at a distance. He goes into VTS
stance (3+4). Heihachi sees this & throws out a f,f+2. Marduk SSLs
instantly & throws this move. Heihachi's launched!
A 2 will also fit well in this case, but the choice is yours wether you
want more or less damage. It's upto you.
2) 1:-
In case you ssed from far & didn't cancelled the stance & they rush to
you, throw it out. Again it puts a break to their aggression. But don't
even think about 4. It whiffs horribly in most cases & what will happen
next, I think I need not tell.
3) SS+3+4~3+4~3+4:-
Again, a lifesaver. Used in thight situations as well as for baiting.
Condition them with it a several times & make them feel that you're
safe after the movement. From here you'll have really good
possibilities. Keep reading!!
4) 1+2:-
Yeah! Now you've got them. After you made them understand that SS VTSc
is safe, they won't rush to you, so you've getting a chance. Keep
dancin & throw this baby out from time to time to see them pissing.
Really works! But be aware you don't do the movements too close or
you'll be sorry at the end of the day.
Besides this also use reversals, pokes such as 4, d+4, d+1, d/b+2, f+1+2
etc after the cancel to keep them guessing.
Also it is not necessary always to so SS+3+4 stuff only. The main thing
is the sidestep movement that you can get in various ways. All the ways
mentioned earlier to do SS+3+4 have the same purpose plus can be cancelled
by SS+3+4~3+4~3+4. Keep playing with it to know how good this movement is!
>> SSR,d/b+1+2:-
Though most people will complain that its unsafe, i say it isn't that bad.
Its -20 on block, but it looks worse only on paper. Since it pushes so far
on block it isn't easy to punish Craig after this. Only really long range
moves will catch Marduk after this. Even the Mishimas have troubles
punishing him with a EWGF. So don't be afraid to use it from time to time.
But then the question is how to use it? First of all, what this move's
good for:-
1) Has a ministep to right during the animation.
2) It can have amazing priority over opponent's attacks if you time it
right by bringing it out of a SSR.
3) It pushes BACK on block, not easy to punish.
This move can evade jabs and most mids if you do it correctly. You don't
even need a big ss for it to work. A brief ss to right can be good too.
Marduk seems to avoid them & sends them up in the air. The only drawback
is you may launch them off axis most of the time. That will not be a
problem if you know the combos. Some of them are:-
d/b+1+2, U/F+4, d/f+3,d+1,2 : 70
Easy & damaging. My favourite if they are launched off axis.
d/b+1+2, U/F+4, d/f+3, 1, f+2+4 : 74
Another good combo to start with. Good thing about both of these is you
can easily change the ender by judging wether they're launched properly
or not.
This move can be used after a SSL too, but this way you're sacrificing its
evading property. SSL is used against those characters who have weak
tracking to their right. One good thing about SSL is you can be sure of
launching them nicely. Here's a list of possible situations which can
provide you the opportunity to do SSR, d/b+1+2.
Unless i say, assume the following moves to be getting blocked. Just SS
after them & throw it out:-
d+2,4
f,f+2
4
f,f+1
1+2
WS+1
WS+3. If they don't punish it.
f+1+2--> Normal hit. *
d+4----> Normal hit. *
During tackle,SSR+3+4~3+4~3+4
1,2
f+2,1
* f+1+2 & d+4 do not provide frames on hit. :(
If you haven't understood it yet, have a look at this:
Craig throws--> d+1, SS+d+1, SS+d+1, d/b+2. A turtuling opponent blocks
all of them. When you keep throwing these things that keep you in even,
he'll certainly frustrate & throw a WS+4_d+2. From here rush and do:
* A low parry if he becomes predictable with d+2.
* SSR, d/b+1+2. Yes, it can evade those *EXTRA* safe generic WS+4s too!
Believe me, i've stolen many matches with this.
Still not getting my point? See these:
Devil hits you with a CH b,f+2,1,2 of which you escape the stun by
tapping f & block the last 2. Then you rush to him. He throws a 1,1_b+4
but you do SSR, d/b+1+2. Devil's ass launched!!
You hit your opponent with a d+4. He knows Craig doesn't have any frames
after it & tries to counter you with a *Magic* 4, d/f+4 etc but you do
SSR, d/b+1+2 & he's launched.
You hit your opponent with a 2,1. Then you try to do qcf+2 but you mess
up & d/f+2 comes out. Opponent sees this & rushes towards you but again
the sway hammer comes out ;P
As you can see, the emphasis is on throwing this move after getting a
move blocked, more preferably the ones that don't give frames so they
attack after blocking them & you sidestep & punish =P. Just don't make
a pattern or they'll understand it.
d/b+1+2 is also helpful after quickrolling. Just getup from the ground ss
to the side you tech (preferably to your right), then bring it out. It
works sometimes. Do it as: Quickroll to right--SSR,d/b+1+2.
This is another move besides those movements which is used atleast once in
a round. If you haven't started to use it, just do it to see the
difference this move can create.
3+4~3 & 3+4~4: FASTER WAY TO DO WS MOVES:-
=========================================
Did you knew about 3+4~3 & 3+4~4? Well, most of you certainly would be
knowing. It is a faster way to do WS moves. The 3+4~3 has the use in the
case of tech traps whereas 3+4~4 is used for offense purposes. First of
all how to do it. Its not complicated. As the command implies, you have
to do it as fast as you can. The faster you do it, the better you've
learnt it. The best way to check wether you've learnt it or not is by
trying this combo: u/f+4, 3+4~4. If you're able to do it, you've learnt it
a bit.
The less you see the stance animation, the better you're doing it.
3+4~4: is useful for offense purposes, CH hunting. If you mastered this,
you'll certainly have an edge in your offense game. Since it is 13
frames its good for practicing. Also it is useful for punishing
close whiffs.Keep practicing.
3+4~3: It has its use in various tech traps situations, big whiffs etc.
Also used to punish a move which has got slow recovery after
backdashing it.
However, these moves aren't too practical. Most players do not incorporate
these in their matches. Keep practicing them & use them only when you are
too confident with Craig. You can still play good if haven't mastered them
but they are a bonus skill which can be seen in matches.
More I'll add as ideas come to mind. It isn't easy to put everything in
words. I know people don't like to see things too long. For that reason
I've also made a pokes & mixups section. See it & tell what are the things
still to be added. :)
==========================================================================
POKES & MIXUPS:
==========================================================================
Saying Marduk is a turtule it doesn't mean that he cannot poke. Given a
chance he can poke to a degree which is above many others. First of all
here's a list of moves that come to mind when switching to offense with
him.
: 1,d+2
: d+4
: d/b+2
: 1+2
: Tackle itself.
: Throws.
That is only for an idea, these things come to mind when we try to counter.
But if we try to see in depth, Marduk too has got many options to be
called as his mixups.In the following list unless i mention assume the
moves to be hitting them. If I say a move is blocked I'll put a [B] after
that particular move. I've made the list containing the only moves that
work for me, but I'm pretty sure they will work for you too if you haven't
played Marduk yet or if you haven't used them in matches.
The list is like this
Any move=( Equal to shows options we're going to have after the move hits
or is blocked.) Mixups which are combined together.e.g., f,f+1_2. The
sense here is to throw out f,f+2 as much as you can till they duck, then
when they become predictable throw a f,f+1. Since f,f+2 is fast, safe on
block, & UNREVERSIBLE, you can abuse it to a level.Here these moves are
grouped because they look more appropriate to use after a dash. You can
yourself understand by looking at the groups. So, here we have them...
STANDARD ONES.
~~~~~~~~~~~~~~
1,d+2=
d/b+3_d/f+3,1,2
f,f+1+2_f,f+2_f,f+1
d/b+2
qcf+1_2, qcb+1+2 or any throw that works for u.(Only when their back
is near walls)
2,1=
qcf+1_2_qcb+1+2
1+2_d/b+2
d+1
d/b+3_d/f+3,1,2
d+1+2_d/b+1+2(It becomes high crush after a +5 frame adv.If they try to
retaliate with jabs after predicting your throws. d/b+1+2
also works the same.Use it less often)
1,2=
f,f+1+2_f,f+2_f,f+1
d/b+3_d/f+3,1,2
3+4,1+2
3+4,d+4
d+1 [B] or hit=
d/b+1(After hitting them with d+1,guaranteed)
d/b+2(Uninterruptible)
Throws(qcf+1_2,qcb+1+2 or anything.)
Any low
CH d/b+2=
d/b+1(Guaranteed)
d+4_d/b+3
Tackle
Throws
f+2=
1_d+1
Throws
d/b+3
SLD 2=
Tackle
Throws
d/b+3_d/f+3,1,2
d,d/f+4
f,f+1
Whiffed f+2, d+1=
Throws
d/f+3,1..
d/b+3
1+2
1+2 (Normal Hit)=
f,f+1
d/f+3,1,2_d/f+3,1,d+2
d,d/f+4
d/f+1+2=
f,f+1_f,f+1+2_f,f+2
d+4
d/b+3_d/f+3,1,2
4=
d/b+3_d+4
Tackle
Throws( Only if their back is near walls)
d+4=
d+4 (If you're anticipating jabs or whatever.)
d/f+1+2(If you're anticipating jabs, *Magic*4s or any high move)
d+1+2 (Sometimes d+1+2 also goes under high moves)
SSR, d/b+1+2 (If they attack stupidly, works most of the time.)
Above mixups work for f+1+2 too but you need to know that both d+4 &
f+1+2 do not provide any frames on hit so sometimes it won't be a bad
idea to get back instead of attacking.
d/f+3,1=
2_d+2 ( I generally emphasize not going for 2_d+2 because of frame
advantage )
Throws
SS+3+4,3_SS+3+4~3+4~3+4 or anything after they try to retaliate after
predicting your throws. Works most of the time.
2,3+4~1+2 ( For fun...)
d/b+3_d/f+3,1,2
FC,d/f+4=
WS+4 ( Uninterruptible )
Another d,d/f+4
WS+3
Throws( Including qcf+1_2, qcb+1+2,JH)
NOTE: In above throws you can replace qcf+1 with JH for
guaranteed damage & more oki opportunities.
OTHERS:
~~~~~~~~
These mainly include the ones that knock them down. The main emphasis of
this section is to train them to eat the guaranteed followups then going
for the mixups next time. Also, I won't mention the condition for a same
mixup everytime. You'll understand yourself as you'll see.
Remember, these are ONLY mixups, won't work everytime.
CH d,d/f+4=
CC, d/b+4 ( Guaranteed)
Groundthrow ( Must be done quick, as soon as d,d/f+4 hits. Its
not 100% guaranteed. 2 possible ways in which they can
avoid it are:- Either rolling away OR breaking the
throws. Chances for avoiding the groundthrow by wakeup
kicks are also there, but possibility is less)
d/f+3,d+1 ( If they try to get up in a panic.)
3+4,1+2 ( If they try to roll away. You'll land a BT mount
most of the time.)
d+1 ( If they try to get up in a panic. I don't need to
tell what you should do next.)
dash f+2+4 ( If they try to roll away.)
1+3 airthrow=
d/f+3,d+1
d/b+4 ( Can only be siderolled.)
Ground throws ( Can't be escaped by siderolling.)
3+4,1+2 ( You'd land a BT mount most of the time. Only if
they try to roll away.)
d,d/f+4 ( Will trip opponent if they try to roll away,
however, you're risking yourself to eat wakeup
kicks too.)
dash f+2+4 ( Only if they try to roll away.)
f,f+1+2 airthrow=
d/b+3_d+4_f+4 ( Will catch them most of the time if they try
anything besides getting up quickly.e.g., sideroll,
backroll etc.)
dash d/f+3,1 juggle
(Particularly about this to work, you just need to chase
them when they backroll. Its not hard & you do not have to
predict whether they'll backroll or not. Just wait & see,
when they do--> Dash & d/f+3,1,2 juggle of your choice.)
qcf+1= (I'm not putting the guaranteed mount followup after this.)
f,f+3+4 (Only if they try to roll away from Marduk. Take it as
guaranteed. Really works. Its still safe to try it once,
even if they stay there or roll sideways you won't
recieve any wakeup hit as guaranteed.)
3+4,1+2 (Same as above execpt the safety issue. You know how
it feels when a tackle whiffs.... hehe.)
dash f+2+4 (Unconfirmed )
d/f+3,d+1
CHd/b+4=
f+2+4
f,f+3+4 (Only against Marduk.)
3+4,1+2 (Only if they try to roll away.)
1+3_F+1+3=
3+4,1+2 (Only if they try to roll away.)
b+1 (Unconfirmed, tried it against Asuka & worked for me.)
d/f+3,d+1 (Only if Marduk's back is near walls.)
dash f+2+4 (Only if they try to roll away.)
d/b+4 ( If throw is done when their back is close to walls.
UNINTERRUPTIBLE but can be siderolled.)
MISC.
~~~~~~
These only give you an idea about how a move has most chances to work.
Don't try them too often or you'll be predictable.
* After you are getting up & teching to your right :
SSR, d/b+1+2
* SS+3+4,3
Works mostly if you haven't used it before. Use it in every 2-3 rounds
to not getting predictable. I don't understand why but they eat it
nearly most of the time. You can use it even if you really ssed them,
the combos still work fine. From back use any d/f+1 combo after
launching them with it. NEVER try to use ss+3+4,4, you will be
whiffed MOST of the time. Instead you can use 1 after ssing if you
want to go safe.
* If they turtule too much, go for a little offense:
d+4, d+4, d+4_d+1+2
I assure you it works . Mostly when there is only little time left OR
You have only little health left. You see, you have nothing to lose
from here. Either you'll eat jabs or you'll be launched, either way
you're going to lose, then why not try it out?
==========================================================================
COMBOS:
==========================================================================
What a fighter is without his proper set of combos? So here we have them.
Most of the combos have been taken from the TZ forums--Craig combo thread.
Apart from these others have been put from various vids which I saw. Most
of them are self explanatory besides a few which have a spcial note
besides them.
Other than that for combos where ?? is mentioned, means damage is unknown
at the moment, will be fixed soon.
They are like:
Juggle starter
= juggles damage Notes if any.
In the following combos 3+4~3+4 will be referred as: VTSc
f,f+1+2
= SSR d/f+3,1,2, VTSc, d/f+3,1,2, VTSc, b+1 : 78
= SSR d/f+3,1,2, VTSc, 1,2,VTSc, 1,2,VTSc, b+1 : 78
= SSR_SSL d/f+3,1,2, VTSc, 2,d+1+2 : 69 (1)
= SSL d/f+3,1,2, VTSc, 1,2,f+1 : 70
= f,f,N, d/f+3,1, d/f+3,d+1, b+1 : 69
= d/f+3,d+1, 1,2, b+1 : 66 (2)
= f,f~N+3+4,1, d/f+3,1,2,f+1 : 66
= f,f~N, d/f+3,1, d+2,4 : 64
= d/f+3,d+1, 2, b+1 : 63
= SSR d/f+3,1,2, VTSc, d/b+4 : 62
= (2), 1,3,1,2,1,4 : 58
= f,f+1,2 : 56
= SSR_SSL, f+2,1 : 56
(1) Easier from SSR
(2) Works before or after they bounce off the ground.
d/b+1+3_d/b+2+4
= U/F,4, 1,2,VTSc, 1,2,VTSc, f,f+1+2 : 60 (3)
= U/F,4, d/f+3,1,2,VTSc, f,f+1+2 : 60 (3)
= U/F,4, 1,2,VTSc, f,f+1+2 : 51
= U/F,4, 1,2,VTSc, 1, f+1+3 : 45
= f,f,N+2, d/f+3,1,2,VTSc, f,f+1+2 : 59
= df+3,d+1, ff+1+2 : 43
= 2, df+3,1, f+2,1 : 42
= U/F,4, 1, f+2,1 : 42
(3) Ground throw must hit opponents feet.
f,f+1
= 4, f,f,N+1,2,VTSc, 1,2,VTSc, f,f+1+2 : 78
= d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2 : 76 (4)
= d/f+3,d+1, 1,2,VTSc, f,f+1+2 : 73
= d/f+3,1,2,VTSc, 1, f,f+1+2 : 70 (4)
= d/f+3,1,2,VTSc, 1, f+2,1 : 67 (4)
= d/f+3,d+1, 1,2,VTSc, 1, f+2+4 : 68
= d/f+3,d+1, f,f+1+2 : 64
= d/f+3,d+1, 1, f+2,1 : 64
(4) Slightly delay d/f+3 to avoid whiffing the 2.
d/f+1
= 1,2,VTSc, d/f+3,1,2,VTSc, f,f+1+2 : 68
= 2, d/f+3,1,2,VTSc, f,f+1+2 : 66
= 2_1, d/f+3,1,2,VTSc, 1, f+2+4 : 61_57
= 2, d/f+3,1, f,f+1+2 : 60
= 2, 1,2,VTSc, 1, f,f+1+2 : 60
= 1,2,VTSc, 1,2,VTSc, f,f+1+2 : 59
= 1,2,VTSc, 1,2,VTSc, 1, f+2+4 : 54
= 2, d/f+3,1, f+2,1 : 57
WS_VTS+3
= 1, 1,2,VTSc, 1,2,VTSc, 1,2,VTSc, b+1 : 58
= 1, d/f+3,1,2,VTSc, 2, b+1 : 55
= 1, d/f+3,1,2,VTSc, 1, b+1_d,d/f+4 : 52
= 1, d/f+3,1,2,VTSc, d/b+4 : 51
= 1, d/f+3,1,2,VTSc, d+4 : 48
= 1, d/f+3,1,2, b+1 : 49
= 1, d/f+3,d+1,2 : 47
= 1, d/f+3,1, d+1 : 43
= 1, 1+3_2+4_f,f+1+2 : 39_47
CH d/f+3,d+1
= d/f+3,1,2,VTSc, 1,2,VTsc, f,f+1+2 : 88
= d/f+3,d+1, 1,2,VTSc, f,f+1+2 : 85
= d/f+3,1,2,VTsc, 1, f,f+1+2 : 82
= d/f+3,d+1, 1,2,VTSc, 1, f+2+4 : 80
= d/f+3,1,2,VTSc, 1, f+2,1 : 79
= d/f+3,d+1, f,f+1+2 : 76
= d/f+3,d+1, f,f+1+2 : 76
= d/f+3,1,2,VTSc, 1, b+4 : 72
= d/f+3,1,2,VTSc, 1, d/b+1+2 : 71
d/f+3,d+1 (When opponent is backturned)
= 2, d/f+3,1,2,VTSc, 1, b+1 : 68
= 2, d/f+3,1,2,VTsc, d/b+4 : 67
= 2, d/f+3,1,2, b+1 : 65
= 2, d/f+3,d+1, 2 : 63
= 2, d/f+3,1, d+1 : 59
CH 1+2
= f+1+2 : 21
= f,f+2 : 21
= d+4 : 16
= f+1+3_2+4 : 35 (5)
(5) f+1+3 works only when Craig is on right side.
u/f+1+2
= d/b+1+2 : 49
= f,f+1,2 : 47
= d/f+2, d+4 : 38
= d/f+1+2 : 37
= f+4 : 33
Vs Jack, Kuma/Panda, Marduk, King follow with d/f+3,1_d/f+3,d+1 combos.
d/f+3,1_d/f+3,d+1 must be delayed against Marduk & King.
d+1+2
= 1,2,VTSc, d/f+3,1,2,VTSc, f,f+1+2 : 77
= 2, d/f+3,1,2,VTSc, f,f+1+2 : 75
= 2_1, d/f+3,1,2,VTSc, 1, f+2+4 : 70_66
= 2, d/f+3,1, f,f+1+2 : 69
= 2, 1,2,VTSc, 1, f,f+1+2 : 69
= 1,2,VTSc, 1,2,VTSc, f,f+1+2 : 68
= 1,2,VTSc, 1,2,VTSc, 1, f+2+4 : 63
= 2, d/f+3,1, f+2,1 : 66
d/b+1+2 NOTE: SSL is not always necessary.
= U/F+4, f,f,N+1,2,VTSc, 1,2,VTSc, f,f+1+2 : 88
= SSL,4, f,f,N+1,2,VTSc, 1,2,VTSc, f,f+1+2 : 85
= u/f+1+2, 1,2,VTSc, 1,2,VTSc, f,f+1+2 : 85 (6)
= SSL, d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2 : 83
= u/f+4, 1,2,VTSc, 1,2,VTSc, f,f+1+2 : 83
= d/f+3,d+1, 1,2,VTSc, f,f+1+2 : 80
= U/F+4, f,f,N+1,2,VTSc, f,f+1+2 : 79
= d/f+3,1,2,VTSc, d/f+3, 1, f+2+4 : 78
= SSL, d/f+3,1,2,VTSc, 1,2,VTSc, 1+3_2+4 : 75
= SSL, d/f+3,1,2,VTSc, 1, f+2,1 : 74
= U/F+4, d/f+3,1, f+2+4 : 74
= U/F+4, 1,2,VTSc, 1, f+1+3_2+4 : 74
= SSL, d/f+3,1,2, f,f+1+2 : 74
= SSL, d/f+3,1,2,VTSc, 2, f+2+4 : 72
= UF+4, df+3,d+1,2 : 70 (7)
(6) d/b+1+2 must hit at max range.
(7) Reliable if opponent is launched off-axis
CH f+3
= 4, f,f,N+1,2,VTSc, 1,2,VTSc, f,f+1+2 : 89
= d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2 : 87
= d/f+3,1,2,VTSc, 2, f,f+1+2 : 84
= d/f+3,1,2,VTSc, 1,2,VTSc, 1+3_2+4 : 79
= d/f+3,1,2,VTSc, 2, f+2+4 : 76
= d/f+3,1, d/f+3, 1, f+2+4 : 76
= d/f+3,1,2,VTSc, 1, f+1+2 : 73
CH 4
= f+2+4 : 41
= f+1+2 : 38
CH (1,2),f+1
= db+1+3_2+4 :62~85
= db+4 : 47 (8)
= uf+3+4 : 46
= FC df+4 : 44 (9)
(8) Slightly delay db+4 to get max damage, otherwise damage is
reduced to 40.
(9) Trips opponent if they attempt to back roll.
WS 2 or VTS 2
= FC df+4 : 47 (10)
= b+1 : 46 (11)
(10) Does 41 damage if opponent tries to move.
(11) Does 40 damage if opponent tries to move.
f+3+4 (Opponent can tech by tapping forwards right after being hit)
= dash in, db+1+3_2+4 : 86~72
= dash in, uf+3+4 : 56
= b+1 : 53
b+1 will still hit even if they try to tech. Dash a little to ensure
it reaches.
CH FC df+4
= crouch cancel, db+4 : 37_44
= FC df+4 : 35_41
u/f+4
= d/b+4 : 33
= 3+4~4 : ??
CH (d+2),4
= d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2 : 80
= d/f+3,d+1, 1,2,VTSc, f,f+1+2 : 77
= d/f+3,d+1, 1,2,VTSc, 1, f+2+4 : 72
CH WS_VTS+4
=d/b+1+3_2+4 ( Breakable) : 76~62
= d/b+4 : 40
= f+4 : 37
CH f+2
= db+1+3_2+4 : 54
= sidestep left, db+1+3_2+4 : 75~61
= db+4 : 46
(f+2), 1 (First hit whiff)
= d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2 : 80
For above juggle (f+2), 1 must hit from a
brief SSL to make it work.
= db+1+3_2+4 : 76~62
= df+3,1, d+2,4 : 59
= sidestep right, db+1+3_2+4 : 55
= df+3,d+1,2 : 53
= ff+1,2 : 51
= db+4 : 47
CH b+2
= df+3,1, ff+2 : 53
= df+3,1,2,3+4, VTS 4 : 59
= df+3,d+1,2 : 56
Wall combos:
= db+1+3_2+4 : 60~37
= 1,2,3 : 26
= d+2,4 : 23
= b+4 : 22
= d+1 : 13
= d/f+3,1,2,3 : 39 (12)
= Power wall hit d/f+3,1,2,3 : 39
(12) On Marduk, Jack, Kuma/Panda & King only.
Power wall hit includes: f,f+1(whiff), 2_(2), f,f+2, VTS,f+2,
SS+2, 3, f+3+4, b+4.
Any launch at the wall (ff+1, d/f+1, d+1+2, CH f+3, CH d/f+3,d+1, WS 3,
u/f,N+4)
= 4, d/b+1+3_2+4 : 75~52
= 2, d/b+1+3_2+4 : 69~46
= 4, 1,2,3 (41) <- Does not work after d+1+2; character-specific after d/f+1
= 2, 1,2,3 : 35
= 2, d+2,4 : 32
Medium launch or better at the wall (ff+1, CH f+3, CH d/f+3,d+1, WS 3,
u/f,N+4)
= 1,2, 1,2,3 : 40
= 1,2, d+2,4 : 37
= 1,2,f+1 : 29
High launch or better at the wall (ff+1, CH d/f+3,d+1, u/f,N+4)
= d/f+3,1,2,3 : 39
= d/f+3,1+2 (33) <- Does not work after CH d/f+3,d+1
f,f+1 only
= 3, d/b+1+3_2+4 : 80~57
= df+3,1, d/b+1+3_2+4 : 78~55
= 1,2,3,1+2 : 45
= d/f+3,1, 1,2,3 : 44
= u/f+1+2, d/b+1+2 : 43
= u/f+1+2, 1,2,3 : 41
==========================================================================
MARDUK SPECIAL:
==========================================================================
This section includes combos that work on Marduk. However, there are
some which can work on Jack too. The ones I know i've mentioned, others
I'm not sure wether they work on Jack or not. Give some time & it'll be
fixed too.
f,f+1_CH d/f+3,d+1_CH f+3_d/b+1+2:
= d/f+3,1,2,VTSc, d/f+3,1,2,VTSc, f+2+4 : 77_89_88_84
Works both on Craig & Jack.
d+1+2
= 2, d/f+3,d+1, f,f+1+2 : 72
= 1,2,VTSc, d/f+3,d+1, f,f+1+2 : 74
Works both on Craig & Jack. These combos work
from d/f+1 also.
d/f+1
= d/f+3,1,2,VTSc, d/f+3,1,2,VTSc, f,f+1+2 : 77
= d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2 : 70
For the first one d/f+1 must hit from a little SSR to make it work.
For the 2nd do a brief SSR before hitting d/f+1 OR hit d/f+1 from mid to
max range to make it work.
2nd one works both on Craig & Jack.
f,f+1
= d/f+3,d+1, 1,2,VTSc, 1,2,VTSc, f,f+1+2 : 82
= d/f+3,1,2,VTSc, d/f+3,1,2,VTSc, f,f+1+2 : 85
1st juggle is easier to do from f,f+1 than CH d/f+3,d+1.
2nd one requires brief SSR before f,f+1.
CH d/f+3,d+1
= d/f+3,d+1, 1,2,VTSc, 1,2,VTSc, f,f+1+2 : 94
= d/f+3,1,2,VTSc, d/f+,1,2,VTSc, f,f+1+2 : 97
= d/f+3,d+1, 1,2,VTSc, d/f+3,1,(2),VTSc, b+1: 87
d/b+1+2
= U/F+4, d/f+3,1,2,VTSc, f,f+1+2 : 88
Works on Jack, Marduk & GANRYU!!.
= d/f+3,1,2,VTSc, d/f+3,1,2,VTSc, f,f+1+2 : 92
= f+3, 1,2,VTSc, 1,2,VTSc, f,f+1+2 : 89 *
* d/b+1+2 must be done from max range to make f+3 hit
properly. Works on both Criag & Jack.
SSL (f+2),1
= d/f+3,1,2,VTSc, d/f+3,1,2,VTSc, f,f+1+2 :89
These combos require some serious practice. As most of these aren't easy
to land to so my advise is to practice the normal ones first & when you
are comfortable with them then only go for these special ones.
==========================================================================
STAPLES:
==========================================================================
Just felt I need to make this section, so as to help people choose easily
what combo is best according to situation.
d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2 :55
Note that it is the damage wihout launcher. All the following juggles are
mentioned with their full damage including launchers.
Just works fine from nearly every launcher except d+1+2 & d/f+1. Whatever
be the range, this combo will catch them. Practice. It looks hard at
first but with practice you can master them.
2, d/f+3,1,2,VTSc, f,f+1+2: 66_75
Main staple from d/f+1 & d+1+2. Very good damage & average difficulty.Not
hard at all. Only bad thing--> The last f,f+1+2 might whiff if d/f+1 or
d+1+2 hit from max range.
1,2,VTSc, 1,2,VTSc, 1, f+2+4: 54_63 EASY
1,2,VTsc, 1,2,VTSc, f,f+1+2 : 59_68 AVERAGE
1,2,VTSc, d/f+3,1,2,VTSc, f,f+1+2: 68_77 AVERAGE
Above three are the best when you've launched them from max range. Cover
gaps very easily plus good wall carry too. These three are made only for
d/f+1 & d+1+2.
1, d/f+3,1,2,VTSc, d/b+4: 51 AVERAGE
The only staple you're going to see from WS+3. Good wakeup games too.
Some people say all the WS+3 juggles are bullshitt on damage. Its true
BUT what they overlook is the positioning & various setups Craig gets
after them. Here's a quick info on them:
WS+3
= 1, d/f+3,1,2,VTSc, 1, b+1_d,d/f+4 : 52
2nd highest damage but doesn't guarantee anything afterwards.
= 1, d/f+3,1,2,VTSc, d/b+4 : 51
= 1, d/f+3,1,2,VTSc, d+4 : 48
= 1, d/f+3,1,2, b+1 : 49
= 1, d/f+3,1, d+1 : 43
If they try to roll away, free 3+4, 1+2. Note that no dash is required.
Just throw the tackle. After the d/b+4 ender juggle, if you throw the
tackle you get spear whereas with the others you get free backmount. You
can also try dash, f+2+4 backthrow but timing must be practiced.
If they stay there & don't move--> free f+4
If they sideroll--> SS along with them then f+4_d/b+3 or whatever.
If they throw wakeup kicks:
>> If its a low--> Low parry
>> If you expect a mid--> Block, then free d/f+1.
If they roll towards you--> free CH d/f+3,d+1.
= 1, d/f+3,d+1,2 : 47
= 1, d/f+3,1, d+1 : 43
Above 2 combos are good to end juggles if a wall is nearby. Wakeup games
become even more easier from these 2 enders.
f,f+1+2
= f,f,N, d/f+3,1, d/f+3,d+1, b+1 : 69
Reliable, easy & damaging.
= SSR, d/f+3,1,2,VTSc, d/b+4 : 62
Same wakeup games as WS+3 juggle.
= SSR, d/f+3,1,2,VTSc, 2,1 : 63
If they roll away--> Dash f+2,1 (STUN) d/f+3,d+1 juggle. MAD damage.
d/b+1+2
= SSL, d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2 : 83
Main staple & works fine from all ranges.
= SSL, d/f+3,1,2,VTSc, 1, f+1+3_f+2+4 : 69
Reliable if they're launched a bit offaxis. Easy to do.
= U/F+4, d/f+3,d+1,2 : 70
Reliable if Craig launches them awkwardly.
NON 3+4~3+4 STAPLES:-
---------------------
This part is for them who have difficulties with 3+4~3+4 part or wish
for more easier juggles.
d/f+1_d+1+2: (For d+1+2 increase the damage by 9 points).
= 1, d/f+3,1, f+1+3_f+2+4 : 51
Reliable from max range.
= 2, d/f+3,1, f+2,1 : 57
Main staple & nothing more damaging if you don't want 3+4~3+4 part.
f,f+1:
= d/f+3,d+1, f,f+1+2 : 64
= d/f+3,d+1, 1, f+2,1 : 64
= d/f+3,1,2, f,f+1+2 : 67 (1)
(1) Must be done from close range.
d/b+1+2:
= U/F+4, f+1+3 : 62 Nothing easier than this.
= u/f+4, 1, f+2,1 : 70
= U/F+4, d/f+3,1, f+2+4 : 74
= U/F+4, d/f+3,d+1,2 : 70 Most reliable id they're launched
offaxis.
= d/f+3,1,2, f,f+1+2 : 74 Must be done from close.
CH d/f+3,d+1:
= d/f+3,d+1, f,f+1+2 : 76
= d/f+3,d+1,1, f+2,1 : 76
= d/f+3,1, d/f+3,1, f+1+3_f+2+4 : 77
f,f+1+2:
= f,f+1,2 : 56
= u/f+3+4, Wakeup games e.g., After u/f+3+4
= b+1_d/b+4 : If they don't sideroll.
= Groundthrow: If they sideroll.
These are the choice of lots of Craig players who like guessing games
setups.
These are some non-3+4~3+4 staples. If you want more just go & see
Wild Man X's "Tekken 5 Combo FAQ". You'll get all the good & easy things
there.
==========================================================================
OKIZEME:
==========================================================================
First of all okizeme. Craig has got them, they're good but not too fancy
as Ling or Nina. These bitches are the stars in this department.You can't
expect death just from an oki!! That being said, it doesn't mean Craig's
too low in this list. He's got his own reasons to fear him. Here's a list
of moves which work as a oki tool for him in various situations with
their reasons:
>> 3+4,1+2 : Craig's ultimate cheese. Its beastly when used as an oki.
Not easily escaped at this moment. Best used when opponent
is rolling towards walls from FCD or PLD position. Also
tracks quickroll sometimes & turns into spear, but can be
escaped at that particular instant.
Use it & you'll understand the timing for it.
>> d+4 : Simply, the 2nd best move after tackle when it comes to oki
purposes. Works in most situations like after successful
mount, certain backrolls (Remember, it doesn't work if they
rollaway from FCD.), after f,f+1+2 airthrow etc. Its safe
even if whiffs i.e., if they anticipated it & did no
movement at all. I'm not saying if its blocked!!
>> d/b+3 : Another baby you're going to see in Craig's wakeup games.
Catches sideroll & backroll plus good range too. One of the
best tools in Craig's okizeme. I wish it did more damage (
Atleast as much as d+4.)
>> d/b+4 (On grounded opponents):
This move's too good as a oki. Unfortunately, you don't get
too many chances to throw this out. It may be used after
qcb+1+2, JH, 2+4 backthrow, 1+3 airthrow, 1~2_2~1 mount
followups, CH d,d/f+4 etc. It is also used after the juggles
that thrust opponent into walls from far & you have to rush
in. You get close & burst this out after the wall splat for
some substantial damage.
Also, if you get to end some juggles with this move, you
still get some chances for wakeup games.
>> b+1 : This is only move that comes to mind when you want to play
safe. It is guaranteed after certain moves to become a combo
but since its slow it can be siderolled or blocked after
getting up quickly.
It is more used as a baiting for reversals than an oki.
>> FC,d/f+4 : It has got loooooooooong range, very long range than any
other move Craig has, it catches opponent in so insane
situations where others would have possibly whiffed.
Catches opponents when they're rolling away.e.g., after a
1+3 airthrow, 1+3 (Normal throw. Only when opponent's back
is close to walls) etc.
Also used after you entered into stance after a tackle was
broken. They are still there lying still, expecting a tackle
& you surprised them with it. Not easilly siderolled. Plus
if you've thrown the opponent into the wall after any juggle
that they are too far for any move to reach, it comes handy
there.
>> d/f+3,1,2,VTSc:
Yes, you're seeing it right. The reason i've haven't
mentioned d/f+3,d+1 is that d/f+3,d+1 is unsafe if whiffed
whereas it isn't. If they guessed wrong, they eat it for
some good damage. Also since you're doing 3+4~3+4 after this
chances are you will float them to some juggle if they getup
stupidly & if they predicted it & didn't getup, you'll still
be safe because of 3+4~3+4 part. You don't have this
advantage with d/f+3,d+1. One of the time to use it:
You blocked Marshall's FC,d/f,d,d/f+3, do u+3+4 (I'm saying
u+3+4). He's there right in front of you from where you can
go for d/f+3.. if he commits mistake & gets up stupidly.
I've just come to find out that d/f+3,1,2,VTSc catches
all types of backrolls too. Be it any kind of grounded
positions, just chase them when they're rolling
away & throw it out. I do this combo:
d/f+3,(1),2,VTSc, 1,2,VTSc, f,f+1+2 : 52
Good chunk.
>> d/f+3,d+1: Having said that, it doesn't mean that this move hasn't got
it chances. d/f+3,d+1 is useful in those situations where
they are in a position to backroll. If they didn't do that
& getup wrong they'll be eating some nice 60+ damage.
Some situations to use it:
I've mentioned d/f+3,d+1 with $
f,f+1+2, u/f+3+4, $
CH d,d/f+4, dash $
WS+2, dash $
1+3 airthrow, $
More of it has been covered in Pokes & mixups section.
In case you don't know the juggle from behind:
d/f+3,d+1, 2, d/f+3,1,2,VTSc, d/b+4.
d/f+3,d+1, 1,2,VTSC, 1,2,VTSc, 1, b+1.
Thats the ones I use, if you know something else better than
that, mail me & I'll put them here.
>> f+4 : It is a similar mixup with the above one and it is good for
hitting them as long as they are on the ground. Some key
setups for this move. Assume they aren't siderolling.
WS+3, 1, d/f+3,1, d+1 $
WS+3, 1, d/f+3,1,2, b+1 $
f,f+1+2, u/f+3+4 $
1+3 airthrow $
f,f+1+2 $
Various successful mounts $
2+4 throw $
1+3 throw $
VTS 2+4 $
These are some keysetups for this move. They should be mixed
with d/b+4_d/b+3_d/f+3,d+1 for making it work.
Remember, however bad it is, its Craig's fastest ground
hitting mid attack.
>> u/f+3+4: If you just throw it out on a grounded opponent, 99% of the
time they'll sideroll & avoid it. Maybe they can throw wake
up kicks too. It's used mostly after any juggle ending with
d/f+3,d+1. Just dash a bit and u/f+3+4. If they getup wrong
way they're gonna eat it & as it affects crouchers, you get
some follow-ups too. It also worked for tech traps in 5.0
but no more in 5.1. As said with b+1, this move too is not
used with the sense of hitting them but to make them block
it & getting some guessing games from there.
>> d+1: Same purpose as u/f+3+4 & b+1. Make them block it to retain
pressure.
Besides these stuff there are some other things too:
Ground throws, catch sideroll.
b+4 stops any spring forward attempt.
Also you can avoid it by d/b+3+4, SS stuff. It easily evades it.
If the opponent is in FCD position & tries to roll towards you, you can
try d/f+3,d+1 which will hit as CH & they'll be launched.
SS+2, b+2 are just used against backrolls. Very rare. Only if you're
feeling dry.
These are just the basic stuff, I'll add more stuff as things come to
mind.
==========================================================================
TECH TRAPS:
==========================================================================
Basically, Craig players do not rely on tech traps much as he had many of
them in 5.0 but most of them do not seem to work in 5.1. Also, with the
ones he has you yourself have to guess which side opponent is going to
quickroll as Craig doesn't have any moves that catch a tech to both sides
except u/f+3+4( Only in short juggles & in 5.0 ). For the sake of
completeness they are being mentioned here as it is a 5.0 FAQ.hehehe....
First of all u/f+3+4 stuff. ( Taken from Valestyle_G Craig thread from
Arcadepimp. Big thanks..)
(launch) 2, 2d+1+2 (opp doesnt move) uf3+4. 50dmg+21dmg "71dmg"
(launch) 2, 2d+1+2 (opp rolls side) uf3+4, df3 1d+2, 50dmg+59dmg "109dmg"
(launch) 2, 2d+1+2 (opp rolls back) dash forward, df3 1, 1 2 vtsc* 1, f+2+4
50dmg+44dmg "94dmg"
Pretty damaging, huh. Yes it is. But bad news it doesn't work in further
tekkens. CRY........
More stuff:
f+3+4_ 3+4~3 catches tech to Marduk's left.
d/b+1+2 catches tech to Marduk's right.
You can put try any of the above after any juggle ending with f,f+2_f+1+2
_1,2, etc.
you can always replace f,f+1+2 airthrow in any juggle with f,f+2 & f+2+4
with f+1+2.
Since room is needed for these stuff to work, so they won't work with
short juggles. For the 3+4~3 & d/b+1+2 you need to do a dash forward
( f,f ) to make them work.
I'll list some of the combos where these tech traps may work. For the
f,f+1+2 combos which you can replace with f,f+2 just reduce the damage
by -15. I haven't checked the damage for f+1+2, will be put here soon.
I'll mention the damages for some of the combos. The list will be like
this:
Any juggle Opponent teching to Opponent teching to
Marduk's left. Marduk's right.
( f+3+4 or f,f,3+4~3 ) ( f,f,d/b+1+2)
f,f+1
= 4, f,f,N+1,2,VTSc, 1,2,VTSc, f,f+2 f+3+4_ f,f,d/b+1+2
= d/f+3,1,2,VTSc, 1,2,VTSc, f,f+2 f+3+4_ f,f,d/b+1+2
= d/f+3,d+1, 1,2,VTSc, f,f+2 f+3+4_ f,f,d/b+1+2
= d/f+3,1,2,VTSc, 1, f,f+2 f+3+4_ f,f,d/b+1+2
= d/f+3,d+1, 1,2,VTSc, 1, f+1+2 f+3+4_ f,f,d/b+1+2
= d/f+3,d+1, f,f+2 f+3+4_ f,f,d/b+1+2
d/f+1
= 1,2,VTSc, d/f+3,1,2,VTSc, f,f+2 f+3+4_ f,f,d/b+1+2
= 2, d/f+3,1,2,VTSc, f,f+2 f+3+4_ f,f,d/b+1+2
= 2_1, d/f+3,1,2,VTSc, f,f+2 f+3+4_ f,f,d/b+1+2
= 2, d/f+3,1, f,f+2 f+3+4_ f,f,d/b+1+2
= 2, 1,2,VTSc, 1, f,f+2 f+3+4_ f,f,d/b+1+2
= 1,2,VTSc, 1,2,VTSc, f,f+2 f+3+4_ f,f,d/b+1+2
= 1,2,VTSc, 1,2,VTSc, 1, f+1+2 f+3+4_ f,f,d/b+1+2
CH d/f+3,d+1
= d/f+3,1,2,VTSc, 1,2,VTsc, f,f+2 f+3+4_ f,f,d/b+1+2
= d/f+3,d+1, 1,2,VTSc, f,f+2 f+3+4_ f,f,d/b+1+2
= d/f+3,1,2,VTsc, 1, f,f+2 f+3+4_ f,f,d/b+1+2
= d/f+3,d+1, 1,2,VTSc, 1, f+1+2 f+3+4_ f,f,d/b+1+2
= d/f+3,d+1, f,f+2 f+3+4_ f,f,d/b+1+2
By now, I'm sure you'd have got the idea behind this. You can always
replace f+3+4 with f,f,3+4~3. However, I'm not sure wether the 2nd one
is safe on whiff or not,i.e., you might eat wakeup kicks if they do not
do any movement.
All these tech traps can be escaped by backroll & can be avoided by
sideroll.
OTHERS: ( Taken from Marduk tech trap thread from
~~~~~~~ TZ forums.)
f,f+2
= If they tech to Marduk's left--- f+3+4
= If they tech to Marduk's right---f,f,d/b+1+2
= If they back roll ---------------f,F+3+4
= 3+4,1+2-->If they tech to any side. You'll land a spear most of the
time. Doesn't work if they backroll.
WS+4
= If they tech to Marduk's left---f,f+1
= If they tech to Marduk's right--F,d+2+4_1+3
= If they backroll----f,f,3+4~3 or f+3+4.
= 3+4, 1+2-->If they tech to any side (Escapable though :()
After any wall splat (The most basic form.)
~~~~~~~~~~~~~~~~~~~~~
= 1,2-->Hopover the opponent & immediately do d+1. He'll be backturned &
your d+1 will hit him. After that WS+1_4 becomes uninterruptible.
Its safe even if he remains there & doesn't getup.
The hopover tactic can also be replaced with a perfectly timed
groundthrow attempt.
After a wall combo:
~~~~~~~~~~~~~~~~~~~
= SSL, d+2+4_d+1+3 (Only if they tech to Marduk's right.)
= SWR, d+1, d/f+3,d+1 (Only if they tech to Marduk's right.)
If they are grounded & start to backroll:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
= dash d/f+3,(1),2,VTSc, 1,2,VTSc, f,f+1+2 : 52
Only if the opponent is rolling away from KND or SLD position.
= dash d/f+3,1,2,VTSc, 1, d+1 (Damage unknown).
Only if they're rolling away from PLD or FCD position.
==========================================================================
ANTI-CHARACTER STRATEGIES
==========================================================================
These are some anti-character strategies i've come upon with. Just random,
not all of them. Only the characters which i come to play against, have
seen or heard etc. These are not complete so expect it to be complete in
near future.
The purpose for making this section, as i've seen or understand, most of
Marduk players lose to their opponents most of the time coz they don't
know how to punish oppoent's blocked moves or they don't have a strategy
against them. They just overturtule or abuse the tackle without applying
any sense behind and as a result, lose matches, get disheartened &
gradually come to lose interest in this character.
I'm sorry to repeat this but i have to say: PLEASE, know who your opponent
is & learn to punish his blocked moves. Craig can do this to a decent
level, if not wonderfully, which could be key to victory sometimes. This
section is all about that, to help you against cetain characters which
you're going to read below. For the characters that aren't on the list,
if you know about them, mail me or wait for sometime and they'll be addded
too. Anything wrong or incomplete, if found, please mail me about it so
that i can correct it or add it.
Punishment lists aren't on the list, you can find them on the following
link:
http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=79837
This is a huge detailed punishment list here. See it to learn it.
Vs Anna:
---------
Anna is a fighter made for close combat. Seriously, she really lacks some
good long range moves. First of all what you should expect from Anna
that'll bother you:-
* d/f+1,2 pokes: Very abusable but suspectible to b+3+4 reversals plus
random SSL d/b+1+2 can stop her. Do it less often.
* d/f+4: Only thing you can get if you block it is WS+4. So try to parry
it when you know its coming.
* d+4,1: Her deadly mixup. Can be efective against Craig coz after the 1
she can SS either side plus non-tracking ability of WS+4(Craig's WS+4)
helps her too. The defense here is to use d/b+3+4 as soon as you see
her SSing. WS+1_1+2 can help sometimes. Same applies for her d/f+3,2
followups.
* Her weak side is to her right plus she lacks effective long range
attacks so d/b+3+4, 1_4 or d/b+3+4, SSL stuff will help you in this
matchup.
* She has very good poking game so if you stay there in her grill for
long she will lead you to death.
There's nothing to say much here.
Vs Bruce:
---------
Bruce has a lot of weaknesses among which noticeable ones are:-
>> His 1,2 is NOT a combo, which means you can duck right after blocking
the left punch and can stop any guessing games from there with a
d/b+1. You have react quickly for this though.
>> No 1+2 escape throw. Got one in DR though.
>> No damaging lows.
>> His WS moves suck too, although he has got generic u/f+4.
>> No parries or reversals to counter with. Only his f,f+2 stops any
punch attack. But it isn't easy for him too.
His strengths:-
>> He's a 8 framer & a CH hunter. Most of the damage he does comes from
CH. Watch out if you get hit by his CH 1,2,1,2_3,3_1,2,3 & similar
moves that knock down near a wall, the damage you're going to recieve
is going to be MASSIVE, even bigger than Anna's wall game ;___;
>> Most of his lows, though don't do much damage, are safe on block. So
you have to parry them whenever you feel them to be coming.
These are just a few things you should be aware of when facing Bruce.
Don't just sitback & turtule. Bruce's a pitbull. From the start of the
round, till the end he'll be in topgear. Just watch out what he does &
don't forget to punish.
Vs Bryan:
---------
This is a real fight, a REAL fight. The first thing:
d/b+3: You cannot punish this move on block. You simply can't. Best
defense:
>> parry it whenever you know its coming.
>> Crush it with u/f+4. Can be done.
Besides that, if you get hit by this move, don't mash buttons. He gets
an uninterruptible WS+3 which he'll abuse. You can't do anything about
it too. Its SAFE. His WS+3 is a move which he'll abuse a lot coz it:
Is safe.
Is fast (12 frames).
Tracks very well.
Stuns on counter ( You can escape the stun by tapping f as soon as you
eat it. Treat it just like Devil's b,f+2,1 series or
Kaz's WS+2).
However, this move
has got a weakness ( Though not a thing for Bryan to worry about much).
Its reversible !! ( Was playing against a Bryan & i threw a b+1 which
he blocked. Bryan did a WS+3 which got reversed with
a b+3+4. Sorry for giving wrong info till now).
You'll be seeing this move everynow or then when facing Bryan.
3+4: His ultimate whiff punisher. If you face a good Bryan you'll see it
coming quite often. Knocks down plus its safe too. Not to forget, if you
get hit by this near a wall prepare to get slaughtered. Bryan's got some
really scary combos afterthat =(
1+3+4: The taunt. Not everyone can use this but those who do they'll
make the fight even more tougher for Craig. The taunt itself is
unblockable plus guarantees a free 3+4 on hit ( Its the obvious choice
of most Bryans after a wall combo. The opponent gets up & Bryan hits
him again with it to finish him off, mostly). Watch out for it!!
Bryan also throws 1,4 a lot. Its very fast but if he goes for 3,3,
Here's what you can do:-
1,4,3 --- Jab punishable
1,4,3,3 --- Duck under last 3 & punish with WS+4.
3,3 also come out from a slight delay. So be careful to rush at him.
If you get hit by 1,4_1,4,3,3 stay back & watch out for a d/b+1 or a b+1.
Chances are he'll throw any one of them.
Bryan's b+1 needs no introduction but still i'd say if you manage to SSL
it, punish him with d/f+1 ( d/b+1+2 misses sometimes)
Only d/b+3 can't be punished on block but other lows can be. An e.g.,
Most Bryan's do this:- b+1( Blocked ), d+3...more stuff.
His d+3 can't be punished by WS+4 but by WS+1+2. Tick damage, isn't it?
That's why its emphasized to parry the lows whenever you know they're
coming.
Watch out for his f,f+1+2 throw, gives him free oki. Break it with 1+2.
After getting thrown by 2+4, d+2_2 can be done sometimes if he's not
careful.
Bryan is way ahead from Craig in poking war. He is very unpredictable.
He doesn't follow a pattern in his matches. You'll have to turtule to a
deeper extent & retaliate as soon as you see the openings. Good luck.
Vs Devil Jin:
-------------
The old school Mishima. The first thing to expect from him:
EWGF: Yeah, he may throw it at the start of the round to surprise you &
if its done from a CD, it becomes a high crush( Please correct me if i'm
wrong). How to get around it?
--> d/b+1, d/f+1+2, d+4-They are all high crush. So use them from time
to time, but never make it a habit. d/b+3+4 can also work against it
sometimes.
Another move to be careful against is his WS+1,2. It launches on counter
& is safe on block. The 2nd punch in this string is hard to reverse. My
suggestion, don't try it, rather go for moves like f,f+2, d+2,4, d+1,
d+4_3 etc to keep him on the edge.
His b+1 is a HIGH CRUSH plus guarantees a free d/f+2 ( Normal godfist)
juggle afterwards. Be careful while throwing jabs, 4 & similar stuff.
He gets some nasty damage very easily.
DJ's 2+4 is the same T3 normal throw but be careful if he lands it.
Opponent falls in SLD position. DO NOT TRY to d+2_2 him out of it. His
b+4 will always interrupt plus Craig will recieve the stun and juggle
damage afterwards. So don't get greedy.
After you block his f,f+2 you can connect a d/b+3 without a dash.
As already said for all the Mishimas, dont let him do a WD etc. Be
careful against his hellsweep-if done from a CD, it can give him a combo.
Really pesky. It can catch Marduk out of a d/b+3+4 too. At this
particular point, if you did a VTS backdash & see him WD, you can stop
him with d/b+1_1_4( I don't emphasize 4 much as its horrible on whiff.)
His hellsweep stops Craig's SSR+d/b+1+2 too. But if you block it, make
sure you kick the freak outta Devil with f,f+1 & make him rethink about
it. However, WS+3 is more practical option.
Devil's WS+2 has got priorities too. He gets it for free when he blocks
Craig's d+4 but sometimes he'd backdash your attacks & throw it out to
launch you so don't leave any openings.
What's the best Devil can do to stop Craig when he's running for tackle.
Maybe an unblockable ( Most of the time its B+1+4, the big one ). It
hurts. But you can avoid that too by SSing to your safe side. You may
cancel the stance or remain there, no problem for you then. You'll just
SS & get behind him & what you do next is upto you but make him pay for
this.
In case you don't know in his f,f+3,1,3_4 the 2nd 1 can be ducked.
Just don't make mistakes & don't feel like any pressure on yourselves.
If you panic DJ is one of the toughest ones but if you stay calm, he is
no problem at all.
Vs Feng:
---------
Get ready for this chinese "Monk". He definitely looks so in his bald
customization =P. First of all get ready for b+1. Nasty move which is 8
frames plus combos on CH. Heck..he can CH Craig even if he's in - .
Crush it with d/f+1+2_d/b+1 as they give you frames so you can go for
some mixups afterwards but d+4 doesn't. He can CH you with a b+1 even if
you hit him with a d+4 >__< If you are good youcan SSL it too( Sidestep
to Craig's left) & punish with some fast moves like f,f+2, jabs etc. but
DONT try going for a d/b+1+2. The b+1 has very fast whiff recovery &
he'll block d/b+1+2 nearly every time. Just treat it like the fastest
"magic 4" everyone has & you should be okay.
Another menace he's got is his SS+4 which has nearly same properties as
Craig's d/b+1+2. It even stops his SSR,d/b+1+2 attempt. Parry it
whenever you feel he's going for it. You can punish it with a FC+2.
Really lame. Isn't it?
Feng's 3~4,3 is NASTY too. It becomes unblockable sometimes.e.g.,
Craig's grounded & Feng hits him with a f,f+3 afterwhich you try to
backroll or quickroll and getup quickly. He sees this and throws this
move in which you block 3~4 and the last 3 KNOCKS you down!!! Its
difficult to mention every situation when he'll hit you with it but
whenever you're grounded and see him doing that jumping move similar to
Lei's just stay grounded & let it whiff then immediately getup to block
the last 3 & punish it with FC+2.
If you block his b+1+2, simply go for d/f+1 then choose the juggle
according to range & your convienience.
If you block his f+4, you can stop any guessing games ( f+4,3_f+4,4)
with a d/b+1.
Feng is fast but don't get disconcerted with his speed. It's going to
be of less help to him against Craig. He has got some annoying stuff
but he's no Bryan.
Vs Ganryu:
----------
Honestly speaking, Ganryu is not too much of a problem for Craig. If
Ganny players say he can hang with the best, it may be either they're
very good with the basics or they're just overconfident. Although he
hasn't got anything BIG to watchout for, don't begin to think he's got
nothing:
>> First with the throws. If he lands a regular 1+3 throw, be careful
while you getup. He might surprise you if you try to roll away from
him with a dash--d+1+2. It becomes a throw from behind & if you're
carried to a wall nearby, be prepared to recieve some extra damage.
Oh yes.... Craig's BIG size helps him with it
too.
Besides that he's got 2 1+2 break throws: f,f+1+4 & f,f+2+3 of which
you're going to see f,f+2+3 a little more as it KNDs Ganny's opponent
in front of him and gives him some setups like:
* If you rollaway--> Ganny gets free dash 1+2.
* If you getup quickly--> d/f+3. Although its only a guessing game.
That's all. Just be a little careful. Throws over.
>> Try to learn the difference between d/f+2 & WS+2. Both of them are
safe on block and he can follow with 1,2,1,2 after d/f+2. So it might
be a good idea not to attack after blocking d/f+2, sometimes. On the
same topic, be careful about attacking after a blocked 1,2,1,2 (
1,2,1,2,1,2,1,2 is safe till 2nd 2. It becomes punishable only after
3rd 1), sometimes he may SS to punish you.
>> About his lows, the staple one is his d/f+3. Most Ganryu players
incorporate it in their games. It causes a minor stun giving him a
slight guessing. Although Craig gets a free WS+4 after blocking it,
i still suggest low parrying it.
His d/f+2+3 is another low you're going to see next to d/f+3.
Be careful with it as he may mix it up with b,d/b,d,D/F+2. It may
confuse you in the begining but with xperience you'll be able to see
it.
His d/b+2 goes under highs but is punishable by WS+3. Same goes for
his FC,d/f+1+2.
These were just a few things that i think you needed to know. To under-
stand him, all it takes is a few matches & you'll be off the mark.
Vs Heihachi:
------------
Heihachi Mishima? He thinks he's cool? I say he's the dumbest Mishima.
Why? His CD options aren't strong. Most of the stuff he will get from it
is punishable.i.e, either block punish or SS. His CD+3_CD,D/F+3 can be
ssed, first hellsweep doesn't knock down like Kaz or DJ and anything he
throws after it can be blockpunished. But you need to know that if he
starts his helsweep far & you blocked the 2nd low kick, you can't punish
him. Its not that Craig cannot do this but its true for any character in
the game.
That being said, so what is he good for? As with all the Mishimas-don't
WHIFF or the ALMIGHTY ewgf might come. But again he won't abuse it as
his CD options aren't strong so he'll be using ewgf more for punishing
purposes than countering.
If he hits you with a d+1, just try to see what he does. Either it'll be
a d/f+4_WS+4 or a d/b+2. Reverse it or low parry it if you're feeling
confident.
Heihachi's 2+4 throw, when broken, opens up a 50/50 guessing game for
both the opponents & i think i do not need to tell you want the luck on
your side. If you break it:
>> You can do BT u/f+4. If he does a BT d+2_1 you'll juggle him &
erase almost half life bar. However it can happen with you too.
>> You can do BT 1_2. It'll stop Heihachi's BT u/f+4 possibilities plus
he'll be floated, so juggle him again. But at the same time, Grandpa
can do a BT d+2_d+1 to crush your jabs.
These are some possibilites. Just don't follow a pattern but this is a
thing where anybody can get lucky.
Craig gets a free f+1+2 if he blocks Heihachi's f,f+2 but you need to be
careful if you block it at max range chances are Craig's f+1+2 will
whiff afterwhich Heihachi can throw a EWGF straight into his face....ouch
So lookout what range are you blocking it.
Craig's d+4 can be abused a bit as Heihachi cannot punish him with a
launcher but he can crush it with a u/f+3,4. Besides that, use d/b+3+4
a lot as it avoids almost every move Heihachi throws. Be careful doing
this sometimes you may allow him to do WD, but you can stop that too
with d/b+1_WS+1. Don't worry. Most of the time its gonna be a mid only
as his lows aren't that good e.g., his Hellsweep doesn't knockdown, d/b+2
can be spotted & FC,d/f+4 is BADLY punishable.
Just turtule with emphasis on SS and you'll make it out right against
Heihachi.
Vs Jack-5:
----------
Most people don't respect him due to his size & slow speed. Its true but
he packs hell of a punch to compensate for this & in good hands, he can
be devastating. He has lots of power to do the damage & his f+2,f+2
juggles make things easier for him. So let's talk something practical
about him:
* Jack-5 has got one of the deadliest throw arsenal in the game. He
doesn't have any multithrows like King or Nina but again his setups
make up for this. First of all:
2+4: If he lands it, don't try to roll away or getup stupidly. He gets
a free f+1+2,2 from behind. The damage is above 80 >__<
Instead just sideroll & see what he does. He may do a u/f+3+4_SS+1_
u/f+2 to retain pressure. No problem, let him do it, atleast you
saved yourself from taking those extra damage points.
Be careful even if you break that throw, he still gets an almost
uninterruptible d/f+3+4 so don't attack afterwards. If you block that
move, just d/f+1 all the way :)
u/f+1+2: He can throw this out from FC too. If you don't know how to
block the megaton punch afterwards just hold B (Sometimes it doesn't
work. I do B+2,2,2,... until Craig blocks the punch) Some setups for
this throw:-
d/b+1 (You recieve the hit) u/f+1+2
u/f+2 (Blocked) u/f+1+2
SS+1 (Blocked) u/f+1+2
b+1 (You recieve the hit) u/f+1+2
b+2 (Blocked near corners)u/f+1+2
d+2 (You recieve the hit) u/f+1+2
These are some of his setups. Break that throw with 1+2. You can block
the megaton punch but if he doesn't go for this option, you recieve the
normal damage.
d/b+2+3: This throw won't knock you down but if he lands it, he gets a
free d/f+3+4. And if he lands it near walls be ready to recieve some
CRAZZZZZZY damage. Break it with 2.
hcb,f+2: Very bufferable & he's got lots of setups for this too. Some
of them are here:
u/f+2 (Blocked) hcb,f+2
b+1 (Hit) hcb,f+2
2,1 (Hit) hcb,f+2
b+2 (Blocked near corners) hcb,f+2
These are just a few examples. There can be more too. Break that throw
with 2.
Besides these he also has d/f,d/f+2+4 that juggles, 1+3 that can throw
into the walls, qcf+1 etc. You need to learn how to break every throw.
* Jack's pokes are also a thing to watch out for. It is said he's a
unsafe character but against a good Jack you'll hardly see any openings.
Amongst his staple pokes, things you should be most careful about are:
d/b+1: Can't be punished on block. Two ways to get around it:-
>> Low parry it.
>> Crush it with u/f+4.
You can SSR it, if you're REALLY good.
WS+2: Should be punished with 1,2. 2,1 seems to whiff if you block it
from max range. I see most Craig players leave it unpunished for some
reason.
d+2,1: A natural combo plus high crush. If you blocked the first hit
you can low parry the 2nd. Can't be block punished.
d/f+2: One of the best whiff & block punisher Jack has. In case you
block it, punish it with f,f+2_4_1,2. He doesn't eat f+1+2 for some
reason.
u/f+2: A jumping punch Jack posseses to counter lows. If you block it,
he still retains pressure so just stay back & try to read his mixups
from there.
d/b+2: Pretty slow, but if you recieve the hit, do not backroll or
getup stupidly. He gets a free f+1+2,2, again.
f+1+2,2: One of his old trademark moves in which you can SSR the last 2
& punish with d/f+1. The f+1+2 alone can be punished with jabs. However
most Jacks use this string as a whiff punisher rather than beating your
standing guard. They use it mostly when there's a wall on their left &
Craig's right to prevent you from SSRing it but again you can reverse
the last 2 easily with b+3+4. Free mount, lol.
OTHERS: If Jack finishes a juggle with a f,f+2 (And he surely would)
just be aware of these things:
>> If you techroll, he gets free hcf,D/F+1
>> If you backroll, he gets free b,d/b,d,D/F+2_dash backthrow.
These are some of his key moves you'll face every now and then. If you
are okay against these, it means you're forcing him to take chances.
Then you'll see a Jack going for something else which could be really
tight for him if it's blocked.
Now the question is what really are his downsides? Well...
* Almost every move Jack has can be SSR. The ones that track are f+1+2
(Don't confuse, the last 2 can be sidestepped but f+1+2 TRACKS.), WS+1,
FC+1+2, d+2 etc. of which the damaging ones are easy to read & punish.
The faster ones are comparatievely safe but don't do much damage to
worry about. SSR,d/b+1+2 comes handy alot against him.
* Jack is a BIG too, remember. So the good thing against him you can do
the best juggle which you had troubles doing against normal sized
characters.
* Jack is prone to Craig's repeated d+1s. He cannot SSR them since he's
BIG.
* No reversals or parries to counter your moves. Marduk has the advantage
here.
* Last but not the least, almost every move Jack has can be punished. Via
blocking, parrying or ssing.
This is a battle for supremacy, to prove who's a BIGGER *fool*. If you
make mistakes, you'll be a dogmeat in his hands but if situations reverse
he can be a *metal scrap* too :p
Vs Jin:
-------
Here we are against Tekken's poster boy. He's changed from previous
version of Tekken (Most people think Namco nerfed him in Tekken 5) & its
here they commit a big mistake. He's still got his fair share of reasons
why to take him seriously:
>> 2,4: Best jab punishment in the game, IMO. Opponent falls in PLD
position ( face up, feet away) which is a great position for Jin
plus he can keep the pressure going with his mixups, guessing
games from there ( He gets a d+4 almost free after hitting the
opponent with 2,4). So try not giving him a chance for this.
NOTE: Opponent falls in KND ( Face up, Feet towards) position
after getting hit by 2,4 in Tekken 5 DR & further versions
>> Another thing to watch out for is his b+1 (CDS)stance. This move is
almost the same as Craig's d/b+3+4. Evades most advancing moves just
like Craig does, ducks under most highs plus Jin gets a lot many
options to deal his opponent with e.g., A Craig after a successful
d/b+3+4 will probably do a WS+3_d/f+4_1+2 whereas a Jin will do a
f,f+2_CD+4_CD+1 etc (I'm not going on detail how hw gets all this
stuff) Just be careful with your attacks. You don't want your moves
to be whiffed.
Now comes another topic. Besides getting those *CUSTOM* moves ( I
don't know i should say it like that or not, but right now i'm not
getting any appropriate word for it) he also gets some regular ones
like CDS+2 which is a punch parry. It stuns on a successful parry,
same as Kaz's WS+2. Tap f immediately in case you eat it or ....
I don't think i need to complete it.
>> CDS+4:
Its a sweep Jin does from CDS. Hits low (Obviously) & knocks
opponent down. This move isn't meant to hit standing opponents but
to get it blocked. This move is -12 on block. Due to animation, the
opponent surely can get fooled for the first time & will try to
throw any WS attacks or something else trying to launch Jin & most
of the time those will be whiffed, after which a good Jin won't
hesitate in kicking Marduk's arse. So try to read it & low parry it.
If you block it you can punish it with FC+2.
>> Be careful while getting aggressive against Jin, he's got his high/
mid attack parry which parries even irreversible stuff like Craig's
f,f+2, WS+4, d+2,4, f+3, f+3+4, d+1+2 etc & gets 2,4 for free after-
wards, atleast ( Sometimes he gets a u/f+4 too...shitt :( )
>> In case you don't know, most of his moves like 2,1, d/f+1,4, 1,2,3_4
, f,f+3, f,f+4 (Gives Jin +4), f+3~3 (Gives Jin +5) give Jin advantage
on block. Particularly about last move i want to say if you see any Jin
finishing a juggle with it, don't move. He gets a d+4 almost free which
can be avoided by a backroll & AT THAT PARTICULAR INSTANT if a Jin
predicted right he'll relaunch you with a f,N,d,d/f+1 =(
>> Don't spam d+4 needlessly or try not to use it to beat Jin's standing
guard. If he blocks it he'll launch you with WS+2.
>> His u/f+2 is a high crush, perhaps, i'm not sure & it becomes dangerous
sometimes when a good Jin uses it after a little SSL ( Sometimes he
gets a free 2,4 afterwards depending on the positioning of his opponent
) plus you're gonna see it quite a few times after a WD, CD etc.
>> His u/f+1+2 throw puts Craig in SLD position plus Jin gets a free f+4.
Don't try to d+2_2 him out of it. You might recieve the stun. Same
applies to his 2+4 throw too. Treat it just like DJ's throw.
That was just a little info on him. He lost EWGF, Tsunami kicks, Hellsweep
etc but he gained new things to compensate for it. Take him seriously as
he's still a major threat if he's played correctly.
Vs Julia:
---------
Beware of this chick. She has an answer for your every move. First thing
you should be careful about:-
f,f+1: When you block it, do NOT attack. A 1,2 might come which will
launch you for some serious pain. Use any high crush after blocking it
but don't get predictable with it. Also, be careful with turtuling in
this match as she may mix the above 1,2 with Mad axes( hcb,f+2) throw.
It got nearly same range & speed as king's and is very bufferable. She
has lots of setups for this. A good Julia won't live without it. Break it
with 1+2.
Her best low is d,d/f+4, 3. It is one of her major whiff punishers too.
If you block it you cannot launch her but punish with f+1+2 or f,f+2.
Use d/b+3+4 less often in this match as she can stop you with fast moves
like f,f+1_f+3~1 etc. Use SS+3+4 stuff more.
The problem with Julia, as is with Marshall, most of her stuff is
punishable. Learning to punish her blocked can clear your way to victory.
Seriously, she's such a character which cannot play safe all the times.
She is a pitbull-killer but she'll have a rough time against turtules.
Just be patient, learn to punish her blocked moves and she won't be a
serious problem.
Vs Kazuya:
----------
Be ready to face the toughest Mishima, no two ways about it. He has some
good tools to break you in pieces. First of all:
* DO NOT WHIFF: I'm not saying avoid i said DO NOT as the all time great
ass kicker EWGF will come. He's got some painful ones for Craig from
this. Keep it in mind.
* Be sure whenever you try a VTS backdash, it evades his move or you'll
give him a chance for WD (Wavedash). It'll cover the gap even before
you think to throw a move when you get to rest. He has some *EXCELLENT*
mixups from there. Some of them are:
EWGF ;__;
Hellsweep ( f,N,d,d/f+4)
WS+1,2
f,f,f+3 ( Crushes lows & gives him frame advantage. Hell.. more mixups)
Stonehead grab (f,f+1+2)
As you can see, it all looks SCARY when you see a Kaz hitting you with
any of these. The defense--> d/b+1, 1+2, d+4 etc. Particularly about
d+4 i want to say its a little safe for Craig to abuse as Kaz too can't
punish with WS+1,2_WS+2 if you're at medium range. If you throw it from
close WS+2 WILL hit but again the stun can be escaped by tapping f.
* Be careful even if you don't allow him to WD. His d/f+2 (14 frames) can
CH you & the EWGF launch after it is a pain. Don't forget to punish it
with 2,1_1,2 but if you blocked it from close range, he remains safe.
His d/f+2 tracks too.
* He has a lot of setups to hit you with his WS+1,2. This move hasn't got
range so he'll be least using it for punishing purposes. He'll himself
make the setups for it to hit. Just like Craig's SSR, d/b+1+2. The only
difference-- he'll duck and Craig sidesteps. Here's a list of his
setups. Assume the every move to be getting blocked & then he throws
this out:-
b+1
d/f+1,4
d/f+2 (Close block)
f+4
u/f+3
1,2
b+2,4
WS+1
d/f+3
f+4
They are just some of his key setups. What he actually does is-- he
makes you block them & if you don't know wether any move is punishable
& throw something, he just ducks or SSes & launches you quickly.
Remember, this move is 12 frames so it launches even after a whiffed jab.
He'll mixit up with some lows like Hellsweep, d+4 etc. This move is
punishable on block but no Kaz will throw 2 if he sees the previous 1
getting blocked. The defense against this can b--If you know Kaz won't
throw the 2nd punch after getting the WS+1 blocked, just SSR and try to
see what he does. If you see him advancing again just SSR,d/b+1+2...
damnit. It avoids his Hellsweep too. His HS doesn't track SSR,d/b+1+2
(Kaz's left). Biggest setback for him =) Be aware, don't get predictable.
Seriously emphasized.
Against kazuya, you need to play it extra safe with little baiting. You
can punish his mistakes or force him to do so but you will be on the edge
too. Just keep dancing around him with some safe moves, more lows
(Poor combos even after a low parry unless you're near walls)
& SSR,d/b+1+2. He WILL eat it if he guessed wrong.
Vs King:
--------
King, in many ways, is similar to Craig. No, i shouldn't have said that.
In fact, Craig is similar to king in many ways, for:
* Largest variety of throws though king has the largest number.
* Offensive push-- king's f,f,N+1+2 & Craig's 1+2.
* Irreversible moves-- Both of them have it in quite a number.
Besides these what's king really good for is Giant swing( f,hcf+1) & iSW
(f,f,f+2+4). These are the throws you're going to see every now & then in
King's game, even more than the hop kick. They are fast, have range,
bufferable plus give very less reaction time. You're going to have
troubles breaking them if you haven't seen them much.
Note that King's gets a free d/f+4 after a successfull f,f,f+2+4 on
Craig ( Again due to Craig's SIZE) plus be very CAREFUL you don't eat a
f, hcf+1 when King's back is near walls. He'll throw Craig into the walls
for a MEATY 70 damage. If you're not careful you'll eat some followups
too ;__;
King's poking game too, is very good. Though looks conservative, but
still very nice. Major tool for him to dish out damage, in which you're
going to see f,f,N+1+2 much. Its fast as hell( 9 frames), guarantees a
b+3 on CH but doesn't do any damage on normal hit or block. Be warned
though, king still retains pressure so be careful while rushing at him
after it. This move can be SSR.
Another thing that gives King an edge, is his block-punish ability. He's
damn good in this department so don't make any stupid mistakes against
him. He will make you pay for it.
So what's the strategy against him? If you break those crazy throws
consistently, half the problem's solved. Remaining is his poking game
which is suspectible to Craig's reversals. It'll take some time but
you'll understand it. Play careful against King as he is a tough match,
but don't underestimate Craig too.:)
Vs Lee:
-------
I'm not sure but his f+2 always goes under high. It goes under the jabs,
throws & other high moves.
He is known to be little down when it comes to juggling but that's true
only for any character other than Craig. Lee does have some mean juggles
for him even in the open terrain. So don't expect any relief even if
you've chosen a no-walls stage.
Lee's lows don't do much damage. The ones that knock down are slow and
punishable. So what will he do to beat you? His strength is his amazing
wall carry ability. Lee's famous for carrying bitches ( Sorry for saying
that) from one corner to another and with Craig's SIZE it gets even
easier for him. Not to forget his wall combos are deadly too. They put an
icing on the cake. No one does so much damage so easily in the walls as
Lee does. Also watch out if Lee is ending a juggle with 1,2 or 1,2,2, be
careful about getting up from ground. He's trying to setup a u/f+4 again
to relaunch you. His u/f+4 will crush any low kick you throw & with its
speed it'll beat out your mid option too. So never get fooled by this.
Lee's throw aren't spectacular either, but if he lands any he gets free
oki due to Craig's size ;__;
His f,f+3+4 doesn't combo like the one law has, though you need to be
careful. If you tech after that throw, he'll relaunch you with a BK
(Blazing Kick, d,d/b+4). Though it'll happen only if you tech to your
left ( Lee's right)
Against Lee, this is something you want to know. Its not easy to write
everything here. Rest things you'll learn with experience.
Vs Marshall Law:
----------------
Marshall has only 3 things good in his game:-
>> The DSS_DFS transition he gets in various ways.e.g., 1,2,DSS_4,3,DSS_
b+1,2,DSS_SS+2,1,2,DSS & similar moves.
>> His f+1+2~D which gives him frames & guessing games.
>> His famous mixup of WS+2_WS+4_FC,d/f,d,d/f+3
Having said that, Marshall does has his share of weaknesses too:-
>> He has lots of problems tracking his opponents.
>> He hasn't got any long range stuff, so he's going to have troubles
punishing whiffs.
>> He isn't good at block-punishing. Seriously.
>> Every bloody Marshall stuff is reversible, so its an opportunity
a good Craig can exploit.
As said in previous faqs, his DSS_DFS stuff should certainly be seen with
respect as you can't do anything about those, just sit back & block. Its
an edge Marshall has above others. Wait for it to end, see the openings &
keep throwing tackle from time to time. But be aware he has a 15 frame
generic u/f+4 which will launch you out of it.
His f+1+2~D is frustrating but can be:-
>> Backdashed( d/b+3+4 )
>> Reversed
>> SSR, d/b+1+2
Also if you block it, chances are he'll go for a DSS 2+4 or FC,d/f,d,d/f+3.
You can avoid both things with u/b+3+4. If he throws the slide, his slide
will whiff & yours stomp will hit him. Be aware, he can float juggle you
with WS+4 if you become predictable.
I just found this strategy, though can't be used regularly. Most Laws
like to do f+1+2~D,WS+4~DSS stuff. If you are REALLY good you CAN
SSR+d/b+1+2 his WS+4. Don't beleive me? I myself was surprised in the
begining but it works. Just don't overuse it.
Whenever he becomes predictable with f+1+2, just d/b+3+4 him. It easily
avoids it plus if you're close enough, you can relaunch him with 3.
Having done it 2-3 times he'll surely rethink about it next time.
His famous mixup WS+2_4~DSS and FC,d/f,d,d/f+3 should be u/b+3+4.
Seriously, u/b+3+4 is completely safe even if it whiffs against Law. So
you get the following guessing games against him:-
> If you feel he'll do WS+2_slide--> u/b+3+4.
> If you feel he'll do WS+4_WS+2---> d/b+3+4,3_1+2_d/f+4 depending on
range.
d/b+3+4, u/b+3+4 is in order against his mixup. Avoids most of his stuff
from FC.
If you block his slide (FC,d/f,d,d/f+3), just WS+4,d/b+4. It will hit him
at first but soon he'll start avoiding it with quick sideroll. After this
he'll quickly getup & start throwing something on you:-
> WS+2--Punish with f+1+2_f,f+2 depending on range.
> If he throws a WS+4 & you're good, you can SSR,d/b+1+2 him.
> A slide--Punish with WS+4 again. Be careful don't parry it. He becomes
grounded.
If he hits you with a 2,2 just stay back and try to see what he does next.
Chances are he'll throw a BT 2,2 which is uninterruptible but punishable
on block. You can reverse it too.
If he tries to be careful & does a 1,2 instead of that, still there are
chances he'll throw either a d/f+1_d/f+4_d+4 and similar mixups
afterwards. Reverse those too.
He has troubles tracking, so keep using SSR,d/b+1+2 from time to time.
Marshall cannot punish it well, either he gets jabs or 4,3 only.
d/b+3+4 is most abused movement against him, but if done from close he'll
catch you with a FC,d/f,d,d/f+3. Just be careful about that. Same applies
for SS+3+4 too.
Marshall has the upperhand in this match. He has speed, power but still
there some areas which he lacks & Marduk can exploit them very well. If
you understood his style, you'll have less troubles beating him.
Vs Paul:
--------
Ask any Craig player if he has troubles against Paul. I do not intend to
to say he's bad. He is very GOOD but if you're playing Craig at a decent
level, it won't be a very hard matchup.
First of all, against Paul you need to be careful about 2 things:-
1) DO NOT WHIFF: Be careful or be ready to eat a few qcf+2 & d+1+2. These
moves are made for this purpose of which d+1+2 is 12 frames, so it
will catch you even if you whiffed those little punches ( d/b+1_FC+2),
2,1 VTS+1 etc. All these moves do have good whiff recovery but against
Paul this fact doesn't hold good. Also Paul's outclassed in his block
punish ability due to this move, as it's 12 frames it can punish
Craig's d/f+1 too. He dont even need jabs for this ;__;
So what's the strategy for this? d/f+1. Simple as it is. It will
launch him everytime you blocked this d+1+2. Choose your juggle
depending on range.
For Paul's Deathfist (qcf+2): Craig's f+1+2_u/f+1+2. u/f+1+2 will hit
him if you block the deathfist at close to mid range. Works most of
the time.
2) DO NOT OVERTURTULE: Seriously, Paul's d+4:2:1+2( Falling leaf combo),
SS+3 & his all time GREAT throws can break turtles instantly. So
don't sit back & do nothing. Do some fake offense-- use d/b+3+4 a
lot( Saying so i assume you're applying your sense as well or a
f,f+2:1 will catch you), SS & keep throwing tackles from time to time.
If you block d+4--f,f+1 or standup quickly and d/f+1. Anything you
like but don't punish with WS+3. Its not an opportunity for this move.
You need some big damage, don't you?
Paul has difficulty in tracking to his right too. Emphasize on SSing to
your left ( Paul's right) & keep an eye open for f,f+2:1_f,f+2,1. f,f+2
tracks but you have ways to deal with it too. If he throws :
f,f+2:1--> Natural combo for him but you can duck the last JF 1 & punish
with WS+4. You can try it most of the time as most Pauls take
this risk.
f,f+2,1--> You can't duck the last 1 but punish it with 1,2_2,1_1,d+2.
Also this version is not a combo.
f,f+2----> Launch Paul with d/f+1.
Against Paul you don't need a BIG strategy. We are seeing him from the
start of tekken so you can figure out with experience how to deal with
him.
Vs Raven:
---------
Here we are against "impostor" Blade hahahahahhaaa...(*cough*).
Sorry for saying that, but cool looks aren't going to help much, don't
underestimate him though. Here's some random info:-
* His lows are really good, amongst which the first thing that comes to
mind is his qcf+3+4. He can get some meaty damage from it. I'm not
kidding. Have a look at this:-
qcf+3+4, d/b+4, b+3 (tech), d/f+3, hcb+1+2.
Pretty long setup and MASSIVE damage from a low!! -__-
The last hcb,f+1+2 throw can be escaped but even if he doesn't do that
he does nearly 70 damage till d/f+3. Annoying, isn't it?
He's got some special for Craig from brief SS. The defense against it:
Just block & punish with a quick standup d/f+1_d+1+2_f,f+1 (Do not try
to parry it as its -41 on BLOCK!!). Rest lows are unsafe too, but you
should be parrying them if you want more damage.
* His qcf options are pretty slow except qcf+3+4( 15 frames). Almost
every other move he's got from it slower than 17 frames but he can
use some custom strings in between like d/b+2,1 (i15), d/f+1(i14), d+2
etc. So 1+2 can be used to stop him whenever you see him CDing. It even
stops his SS games from there.
* You can do some rush games against him to as his *magic* 4 doesn't
combo on CH. His fastest CH is 2,4 of which both hits are HIGH & jab
punishable. His 1+2 is 15 frames. So 1,d+2_1+2_d+2,4 can come handy.
* His 4~3 is jab punishable on block but if he goes for 3_1 immediately
after it he can stop you. Defense against it to duck sometimes but
again he's a got a mid 4 after it but remember 4 cannot interrupt your
jabs. So it goes on like this:
4~3(Blocked)--2,1_1,2_1,d+2.----He can interrupt with 1_3
4~3(Blocked)--2,1_1,2_1,d+2.----Jabs will interrupt him even if he
tries mid 4 afterwards.
* SSR,d/b+1+2 should be tried less against him as his f,f+3 TRACKS. Its
hard to SS it left too as Craig is BIG.
f,f+3 can catch you from your d/b+3+4 too, so be careful of doing
VTS backdash. You can punish it with 1,2_2,1.
* His hcb,f+1+2 throw is very bufferable & he's got various setups for
this. Here's a short list. Just assume every move to be hitting them
unless i mention:
d/f+1
1,2
d/b+2,1
d/f+3
f,f+3 (whiff) While you're getting up from ground.
f,f,N+4
Thats a small list about the various ways he'll setup that throw. Break
with 1+2.
Even though he hasn't got any reversals or parries, avoid committing
mistakes. He is an awesome juggler & kill you in no time. Not to
forget his wall game is DEADLY too. Be patient & don't do anything
needlessly. He isn't a SAFE character & can't win without taking chances.
So just sitback & don't forget to punish.
Vs Roger Jr.:
-------------
Roger's a all round funny character but she's (I said "SHE" as it carries
a baby in its pouch) no nonsense. She's a 8-framer & nearly half of her
moves are similar to King. She's got some annoying moves some of which
are:-
* CH 1,2,1,2,1: Whole string hits on CH of which a good Roger won't do
the last 1. The first 4 hits themselves give her so much advantage that
she can try anything she wants.e.g., FC,d/f+2, u/f+4 etc. CRAZY damage
afterwards. Be careful, if you get hit by this move near a wall,
chances are you'll be FINISHED >__<
Yes 1,2,1,2, u/f+3,3(wall) is a real juice for her. Don't eat it.
* f,N+1 is another annoying move (Not on hit but on block) which gives
her some free stuff again.e.g., f,N+1(Blocked), f,N,d,d/f+1_FC,d/f+2
etc. Not to forget, this move is dangerous on block near walls too, as
again she gets the same the same CH 1,2,1,2 setup but you CAN see it
coming plus its a high too. What a relief!
* Her d/b+1+2 (Kangaroo attack) is another move to watch out for. It's
got amazing priority & goes under many of Craig's attacks, even under
SSR,d/b+1+2 sometimes ;__; She can hit him out of tackle with it too.
She gets some free stuff afterwards again but what you need to know is
when you block this move she remains airborne for a some frames so
juggling her after this move is a bit tricky. You'll have to time
d+1+2_f,f+1 well for it or she'll just be floated. If you can't do that
consistently do d/f+3,1 immediately after blocking it & do the juggle
of your interest.
* Most of her lows can be seen on reaction and are punishable on block of
which you should be careful about SS+4. Its the same move like Craig's
d/b+1+2 in the end, part of her turtuling strategy. Punish it with
f,f+1 only. Other things seem to whiff.
Her d/b+3 and d+2 can't be parried but can be punished with WS+4. This
is a match where you should be trying to block every low than parrying
it.
* Her grab game is awesome too. As i said she's a half "KING" so she has
got some very nice grabs in the game of which f,hcf+1 & d/b,f+2 are the
same grabs in the end. She will set f,hcf+1 in various ways so learn to
break it. It can be techrolled too but if she throws you into a wall
the damage you're going to recieve is BIG.
Her d/b,f+2 gives her free d/f+1+2. Its not because of Craig's size but
its true for every character in the game...but who gives a damn about
other character. Its a CRAIG MARDUK faq. hehe..
* Lastly, be careful if she isn't ending her juggles with some obvious
ender, chances are she's actually setting up u/f+3+4 tech-trap. If she
hits you with it she gets free BT 3+4 to relaunch you. So be careful
about it too.
These were some of the things you should be aware of. The problem with
Roger, as with most characters, is most of her moves are unsafe. Learn to
punish her. You don't want a Roger know you don't know how to punish
her, do you?
Vs Steve: (Preliminary)
---------
Be very clear about it, if you're not playing Craig seriously & just for
fun, just stop hoping to beat him. If you don't know much about Craig,
playing with handful of knowledge, watched some casual vids & thought
you're done--> you're simply wrong. Craig's easy to learn, no doubt,
but playing him to a standard is a totally different issue. You need
every skill of yours *Razor sharp* to overcome this beast.Then will it be
easier to hang around him? :) Read on
* His d+1, d/f+1 CAN be SSR,d/b+1+2. Its true & after blocking a
f,f,f+2, this mixup becomes quite obvious so use it but i advise u
again don't become predictable with it.
* 3+4,2_d+2 have to be blocked. You can't punish d+2 too =(
If he goes for u_d, 1_d+1 mixups, you CAN stop him every time with
1+2. He'll be briefly sideturned so you can attack but if he tries
to throw anything from there, SSR,d/b+1+2 will take care of him.
* f,f,N+2 is his main tool to cover gaps. Its fast, knocks down on hit &
TRACKS. Yes, it can stop your SSR+d/b+1+2 attempt so don't try it when
you're at medium distance. He'll throw it out all of a sudden to
surprise you. If you block it, just FC+2. That's all you get. Don't
complain, others get a WS+4 only so that doesn't make much difference.
* Whenever you see him moving away from you & swaying from LWV stance
to RWV (All those ******* hunchbacked stances he has), LWV to FLK &
all that, either
>> Keep your distance OR
>> Throw some tracking moves to keep him off-balance such as 1+2,
d/f+1+2_d+4 (Particularly about d/f+1+2 & d+4 i'd say that they're
all HIGH CRUSH so they'll stop him from going back to FLK. If you
play against a good Steve you'll soon know why am i saying so)
* If you eat a 2+4 throw, be careful while you getup. A good Steve can
f+2,1~b FLK 1,1,1,2 you to death.
* If you block his d/b+3_u/f+3,2 you get enough time to do a WS+3 but
if you're feeling skillful you can f,f+1 him out of it too.
* His SSL (Hold 3) 1,1 is absolute DEATH. He doesn't even need walls
for this so don't throw anything stupid when you feel like getting
a chance, you'll be finished. This is a strategy abused even by
scrubs. They'll constantly attack you and as soon as they feel you
going to retaliate, they immediately do SSL 3* 1,1 & you recieve
the the FREEZE stun!! The setups for this move are almost similar as
Craig's so once you get the feel of it be careful about your shot
selection.
I know its a paper war only but i've said what i had to say & it's all
true. A good thing after facing Steve is you become much confident against
other characters...hehehe.....Good luck.
Vs Wang:
--------
He is a "Parody" over other chinese characters. How can anybody fight
in the age of 105!! Well.. its true. Don't get fooled by his AGE, he's a
heavy hitter & can give you a very tough time.
* His WS+2,2,2: Last 2 can be low parried if you block the 1st & 2nd. In
case it hits, you cannot low parry the last 2. A good Wang will shift
to mixup which is either a delayed 2 or u/f+4. Better to keep blocking
high till you can't guess it consistently. The 2 only hits, doesn't
knock you down whereas u/f+4 will launch you. Keep blocking if he hits
you with the 2 as he gets either a FC,d/f+4,3 or WS+4. Be careful about
it.
* If you block his 1+3+4, don't attack. He'll CH you with a 1~1,1 &
launch you. Also this throw isn't escapable or duckable. You'll have to
block it.
* His only 1+2 escape throw comes out of a CD (qcf motion) too. He will
CD and do a d/f+2+4. This itself brings Wanning Moon out. He'll mixit
up with WS+4_FC,d/f+4,3_ qcf+2 etc.
* In his b+2,1 you can't duck the last 1 if you blocked b+2.
* He's got various ways to counter your attacks particularly b+1. It
parries Craig's various irreversible moves too!! Its hard to give a
list of things it can parry so see to it what you're throwing on him.
* His f+1+4 combos plus catches tech too. Be careful he if he doesn't
complete a juggle with f+1+2 or qcf+2 just stay there & don't getup.
Try to see what he does.
These are just a few things. There can be more things too. Wang is the
smallest thing in T5 but when he hits you the damage you're going to
receive is BIG. Just play smart :)
Vs Yoshimitsu:
--------------
Well, he actually IS very good but he may not be high on reputation as
Paul, Steve, Bryan etc. The reason for this--He's not easy to learn,
juggles are hard to perform, got weird moves & most importantly isn't
good looking (Well, Craig's aint imposing either):p
These may be several reasons why people don't choose him as their main
character but once he gets into good hands he'll show you his STANDARD.
Here's a quick run on him:-
* d/f+2 & u/f+3: His staple launchers of which you might be knowing that
uppercut(d/f+2) doesn't launch crouchers. Its fast & its best purpose
is whiff punishment whereas u/f+3 is more than what it looks. Its fast,
guaranteed move Yoshi gets after a low parry, a low crush (Yeah, every
one knows that) & a high crush too, sometimes. Same as Craig's d+1+2
at first but becomes a perfect high crush when done from a FC.
* His f,f+4 (Fubuki) is 8 frames, so it will punish even those moves
which others can't e.g., Craig's f,f+1_f+2_whiffed WS+1 etc. Its fast
but IS risky for him too on block (-15) so you get free f,f+2 after-
wards.
* His f+3+4 (Kamikaze) is one of his best whiff punishers. Decent speed
& range, sometimes catches Craig out of a d/b+3+4 too so don't abuse it.
The downside of this move is-->Its jab punishable IF its blocked up
close. You can SS it either side too if you're good.
* His 1+4 (Flash) is actually a thing to be careful about. It can counter
lots many moves including tackle, throws, spring forward attempt, mids,
lows & some irreversibles too BUT loses to high priority moves & some
highs. Some staple setups which a Yoshi makes for it are (Assume every
following move of Yoshi to be blocked):
u/f+4: Main staple for him.
WS+2 : He can flash from BT too! Be careful about rushing to him.
b+1
d/f+2
f+3+4
u/f+3
BT 3 : BT flash again. You can LOW PARRY this MID!!!
Wakeup kicks you throw on him when you're grounded.
Here you might say i've mentioned some moves which are jab punishable
on block then how can he counter your moves? That's bcoz *flash* has
been awarded the priority to stop anything except guaranteed punishem-
ent.e.g., After a blocked f+3+4, Yoshi will eat jabs but if opponent
tries anything else besides that, he'll be countered. So never try to
be greedy & do only the thing opportunity says.
* His d/f+4 is still a fast move but doesn't track & is suspectible to
Craig's b+3+4.
* His d/f+1,1,1,1 is a mhhm string so you can crush the 2nd hit with d/b+1
_d/f+1+2_d+4 if you block the first.
* His FC,b+1_D/F,1 low unblockable *Sword sweep* can be crushed with u/f+4
or evaded with d/b+3+4.
* After eating a wall combo, don't tech. Just stay there (Most of the
time you'll be in SLD position--> Face down, feet away). Almost every
Yoshi does a b,b+1,1 to catch you. Don't wait for it to be over. You
can d+2 him out of it too. If you wait for it to be over & do anything
afterwards, chances are either you're retaliation will be blocked or
you'll be countered with the *FLASH* again.
* Do not overturtule. Doing this you're giving him a chance to do f,f+1+4
,d+1+4 *Suicide unblockable*. It will come all of a sudden to surprise
you.
This was just a little info on him. There could be more things too. He's
one of a kind "Dark horse" in the game. You definetely can't outspeed him
so just be good & turtule a lot (Do not overturtule or you're leaving
yourself open for a f,f+1+4.). That's it.
==========================================================================
QUICK DR UPDATE:
==========================================================================
I know its almost pointless to talk about DR now. If someone played it
before he won't likely be playing it anymore. Why? Tekken 6 is out, thats
why.
But i still feel if someone's playing DR Craig & is looking for related
threads, he may have a look here. I've tried to cover just the important
stuff but if you feel anything left please tell me about it.
DR is a nice game & most of the Craig's moves & strategies are almost
same as 5.0 except a few SIGNIFICANT ones. I feel there's no need for
anyone to make a seperate, detailed DR Craig walkthrough (No offense :))
If you played 5.0 Craig well you'll have no trouble learning DR instead
you'll find DR one little easier only. Just a few things to learn &
you'll be off the mark.
Enough blattering, lets come to the point.
First of all, new moves:
SS+1+2
Tall hammer
m
Awesome move. Craig brings down both the punches and turns around while
opponent is slammed on the ground (SLD position). On hit, this move's
the same as CH WS+4 meaning you get free d/b+4 or a groundthrow juggle
(Sometimes the groundthrow doesn't juggle depending upon the positioning
of the opponent) whereas on block this move's almost the same as 5.0 d+1.
Gives advantage (+5) plus you can follow with an almost uninterruptible
1+2 & mixups of your choice.
A nice move altogether & overshadows d/b+1+2 sometimes as its safe.
VTS_WS+1,2
Blurring Eve
m,h
The WS+1 is the same fast move as in 5.0 but with more reach now. Whole
string hits if WS+1 hits as CH. The last 2 is almost the same as f+2,
can be delayed, stuns on CH (Small combos are possible if 2nd hit lands
as CH like SS,d/b+4, SS,groundthrow etc. As it can be delayed, sometimes
it surprises people, e.g., When they block WS+1 & rush or when WS+1
whiffs & they come charging in.) hence the use for its delayability plus
its safe on block until they don't duck it (Yes, last 2 is a high, so be
careful when you land a WS+1 as a normal hit or get it blocked & are
going for the 2) The last 2 has got good range too.
One good use of WS+1,2: Craig lands a f,f+1+2 airthrow & they try to
getup hurriedly, just do--> d/b+1, WS+1,2. Whole stuff hits.
WS+1 itself was fast & lame in 5.0 but it's got new purposes. You'll have
to start using it to get all the ideas.
f,f+4
Windmill
m
Imagine a roundhouse kick just like Bruce's. Marduk's one comes from his
right leg. Its mid, knocks down on hit & tracks too. Little slow and
relatievely unsafe (I think Craig will eat jabs) but a fair whiff
punisher.
An O.K. move altogether.
d/f+3,d+1
m
Probably, the best new addition to Tekken 5 DR Marduk, IMO. Now a natural
combo on hit. If d/f+3 hits, d+1 will launch them regardless of the fact
whether the d/f+3 is CH or not. This part makes Craig's whiff punishment
elite too. No matter what range d/f+3 hits from, d+1 will still cover the
gap & they will be launched nicely.
However, this move's got some new downsides too (Although not a thing
much to worry about)
>> Its -13 on block now. Earlier it was mere -11.
>> If you launched them you cannot follow with d/f+3,1,2,VTSc juggles
anymore. Instead you have to juggle in the way you did when you
launched them from d/f+1.
>> It is guaranteed after a LOW KICK PARRY but not afterparrying a low
punch. For the low punch, you've still got d/f+1 ( d/f+1 will work
on any kind of low parry)
This is the way it is. You have to use it to get ideas, that's all i can
say.
VTS 1+3
Giant Choke Slam
h
New "Choke Slam" throw from VTS. Hasn't got much to offer than looks.
Craig grabs them in the way UNDERTAKER does & slams them on the ground.
Looks cool but wakeup games are average *Yawn*
Other changes(In short):
------------------------
* Juggles less damaging now :(
Consider this: f,f+1, d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2: 69
Does 69 damage now instead of 76. That's a setback that makes me really
sad now.
* f+3+4 no longer comboable, almost. Now, they can getup more quickly,
just by tapping b.
* d+4 more disadvantage on hit now (-3) & d+1 less advantage on block (+3)
* SLD 2 less damaging now.
* f,f+1+2 airthrow less damaging now. Only 22 now. What the hell!!
* Both backthrows do same damage now.
These are some noticeable changes. Others are ignorable ( They don't
affect him much).
==========================================================================
HINTS & TIPS:
==========================================================================
We've discussed so far about a character that is amongst most hated ones
and is loved only for one reason-He is easy to juggle. We've discussed
various reasons how can he be good BUT you'll come across some situations
where you'll feel Craig's isn't exploiting the opportunity to its fullest
or say there are some holes in his game. You may even feel sometimes to
quit him =(
This section is about reducing the chances for this to happen, making
opponent take less advantages of his weaknesses & proving that picking up
Craig wasn't a bad decision at all.
This section's about some tips & hints so that you play him to his
fullest. O.K... Let's start with some advices.
* The most obvious requisite--Learn his movelist. Playing Craig with
incomplete knowledge is even more dangerous. The better you know him,
the better you play.
* Generally most players try to avoid 3+4~3+4 part in juggles. I won't
force you to learn them but if you practice just a bit you'll
certainly see the difference.
* Most people try to use this combo after d/f+1:
2, d/f+3,1,2,VTSc, 1, f+2+4_f+1+3.
Nearly everytime, the last f+1+3_2+4 whiffs. I am sorry but i've to
repeat this nearly everytime--PLEASE, check the range from which
they're launched. This juggle requires nose-to-nose distance. Go to
practice mode & learn the various juggles that suit for various range.
With a little bit of practice you won't face this problem anymore.
* f+1+2_d+4 are the moves you'll be needing everynow or then in your game
but do remember a thing that both of them do not give any frames on hit.
After hitting with these moves just SS or backdash.
* Most lows you'll come across will be safe against Craig so better low
parry them whenever you feel they're coming.
* b+3+4_b+1+2 reversals are UNCHICKENABLE plus free mount too. What else
do you want? Use them.
* O.K. you might say " Even if i low parry certain lows, what about the
moves like Steve's f,f,N+2 which is only -11 on block & puts Craig in
crouch? " FC+1_FC+2. They hit & give you frames. That's all.
* Don't confuse between the speed of Craig's d/f+1 & other character's
generic hopkick. e.g., Paul's u/f+4. Craig's one is slower than Paul's.
d/f+1 is 16 frames whereas u/f+4 is 15. So you won't be able to launch
opponent after blocking a move that's -15. Simply f,f+2_4_f+1+2
depending on range. Don't get disconcerted. Craig's not the only victim
of this curse. There are others too.
* d/f+1 has the same range as King's d/f+1,2 or Kazuya's d/f+2. So if
you're DEAD sure you're blocking a move that -16 or above, go for it &
avoid f+1+2_f,f+2. No matter, how much damage you're going to get from
d/f+1, once launched, its far better than f+1+2 or f,f+2.
* Craig's u/f+4 is made for low crush purposes. Its totally SAFE & combos
too (Though small but it would be kinda cheap if it had big ones, isn't
it).
* d/f+1+2 is a PERFECT HIGH CRUSH & even stops EWGFs. Damnit...lol
* Craig's known mainly for his unique VTS tackle and its the only move
which the players varying from scrubs to masters rely upon so keep
using it untill you understand the timing for it. Believe me, you
have nothing to lose if its used correctly.
* Have a look upon these things:
CH d,d/f+4
CH WS+4
SLD d+2
u/f+4
f+3+4
(f+2 Whiff), 1
1+3 airthrow etc.
What's common in all these stuns? They knock the opponent down &
open up a opportunity for small combos but what you're overlooking is
the groundthrow attempt you get for free after them. The best time to
use it--> When you're running low on health & time, my advice, just go
for it. You're going to lose anyway so this chance is worth taking.
If you get lucky, the damage you're going to deliver is atleast close
to 70 & thats not a bullshitt.
* If opponent is in FCD (Face down, feet towards) or PLD (Face up, feet
away) & tries to roll away, just 3+4, 1+2. Its guaranteed & no escape.
Easiest option if you're doubtful about anything else.
* Craig's *Magic*4 & 1+2 are both 13 frames but are meant for different
ranges. 1+2 should be used from close to mid range as its bad on
whiff whereas 4 is best suited for mid to long range. Its relatievely
safe on whiff from long range but horrible if ducked from close range.
So check the distance you are using them from.
* d/f+3,1,2,VTSc, 1,2,VTSc, f,f+1+2 is a staple from various groundthrows
Does 55 damage damage itself but if you can't time the d/f+3 right the
1 might whiff. So if you find it hard to land you can try anyone of the
following. They are much easy comparatievely so that you still getting
some damage from the air toss:-
F,2, d/f+3,1,2,VTSc, f,f+1+2: 51
U/F,4, 1, f+2,1 : 42
2, d/f+3,1, f+2,1 : 42
d/f+3, d+1 : 43
* f,f+1+2 throw is escaped a lot so try not using it to beat their
standing guard rather catching them of their attacks or motions. This
way it'll be least escaped.
* Say you did a f,f+2. They ate it but are not doing some quick wakeup
strategies.i.e., they aren't quickrolling, backrolling etc. You didn't
knew that & you throwed a f+3+4 & it whiffed. They thought they got a
chance & tried to do wakeup kicks which could be
>> A low which should be parried.
>> A mid which shouldn't be reversed.WHAT? shouldn't be reversed?
Yes, just block it & go for the d/f+1. Even it launches at max range
you can still combo them nicely with:
d/f+1, 1,2,3+4~3+4, 1,2,3+4~3+4, f,f+1+2. Still good damage. Better
than the damage you're going to get from the reversal.
* If you & your foe are running low on health & time, never try to finish
a match with a d+4. Try using d/f+3,1_u/f+4_WS+4 etc which are safe.
* Let me say it for a last time...Learn to PUNISH your opponent's blocked
moves.
* If the above stuff didn't help you much, check out the various casual
vids of good players on youtube. Though you'll be seeing DR vids for
the most time but still they'll give you idea.
* Enjoy playing with Craig, the most important part =)
==========================================================================
CLOSING:
==========================================================================
That's all my faq's about. I hope you've liked it. I've put a lot of
*hard* work into it. You can mail me feedbacks, comments, strategies
etc, but to be specific:
Do mail me with:
* Stuff that is not covered in this FAQ
* Comment, questions, feedback and fan mail
* Asking if you can put this guide on your site. hehe...
Please put tekken or Craig query in the subject so that I recognize it
easily. Also no work is complete without the help of others as I am
going to add more sections in the near future, so keep checking.
I'll be available at the TZ forums all the time, so if you have any
queries, you can get me there too.
==========================================================================
CREDITS:
==========================================================================
Namco - For creating such a nice game & creating a character like Marduk.
Drake the Demon - For encouraging me to write this FAQ.
Wild Man X - For taking all the troubles in posting this FAQ to various
sites. Without your help, this FAQ wouldn't have been able
to catch the attention of various people.
Castel - For his excellent Tekken Zaibatsu site. Truely masterpiece!
Zig21 - For his excellent Craig combo thread--Keep it up.
Abhay, Prince, Vicky, Saurav and all others without whose help I wouldn't
have acquired experience.
And finally you -- For giving your precious time in reading this FAQ.
=========================================================================
Tekkenomics
Class is now in session!!!
Copyright 2000-2010 - Tekkenomics
=========================================================================
EoF