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    Craig Marduk by Tekkenomics

    Version: 1.00 | Updated: 02/07/11 | Search Guide | Bookmark Guide

                      ______  ______    ________  _______  _______
                     / ____/ / ___  \  / ___   / /__  __/ / _____/    
                    / /     / /__/  / / /__/  /    / /   / /___
                   / /     / _____ / / ___   /    / /   / ____ \
                  / /___  / /---- \ / /   / /  __/ /__ / /___/ /
                  \_____//_/    /_//_/   /_/  /______/ \_____ / 
                   __________ ________ ______    _______ __    __ __   ___
                  / __  __  // ___   // ___  \  / __   // /   / // / _=_= 
                 / / / / / // /__/  // /__/  / / /  / // /   / // /_=_= 
                / / / / / // ___   // _____ / / /  / // /   / //  __-_    
               / / / / / // /   / // /---- \ / /__/ // /___/ // /  =_=_
              /_/ /_/ /_//_/   /_//_/    /_//______//_______//_/     =_=_ 
                Written by: Asianskyblue
                Email: Kyuunull@gmail.com
                Maintained by: Wild Man X (tekkenomics@gmail.com)
                Website: Tekkenomics (http://www.tekkenomics.com)
                Version: 1.00
                Written on: January 24, 2011
                               TABLE OF CONTENTS
    Use the Search Tags on the far right; press CTRL+F, then type the codes in
    to find the section you are looking for, with or without the brackets. 
    4. PROS & CONS
       - ITEM MOVES
    6. MOVE ANALYSIS                                              [mv_spar]
       - VALE TUDO STANCE: MOVES & PROPERTIES (Coming soon)       [mv_vtsm]
       - THROWS                                                   [mv_thro]
    7. POKES & MIXUPS                                             [ot_pkmi] 
    8. COMBOS                                                     [ot_comb]
    9. CLOSING & CREDITS                                          [go_away]
                               VERSION UPDATES
    ver# - (mm-dd-yy)
    1.00 - (01-24-11)  First release.
                               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.
    Welcome to my yet another guide on Marduk. 
    Inspired by other character specific forums, I decided to write this guide on
    Tekken 6 BR Marduk. I know there are good guides on him already & its little
    too late for Tekken 6 too as Tekken Tag Tournament 2 is going to be out, still
    I wanted to do this because he is one of my favourite characters. Why?
    He is strange in appearance, has a large array of bizarre and effective
    attacks, is fun to play, and is a crowd pleaser (Although I don't like showing
    much). He has his downsides, of course but with skillful play these can be
    compensated for. He packs a hell of a punch, has good range, and has so many
    different attacks that you can keep opponents guessing until their life bar is
    empty.  A lot of people don't respect Craig because of his size and his looks,
    well I love to show them that he is a real character (Big doesn't mean blunt
    The purpose of this guide is to let you know what Craig's ins & outs are.
    Whatever I know, it'll be reflected in it. I cannot claim that it'll make you
    a top Marduk player but it'll definitely provide you with stuff thats needed
    to play him effectively. I won't rant for long. You just read & decide where
    this guide stands.
    What is this 'PROS & CONS,' you ask? This is simply a rhetorical term for
    'Strengths & weaknesses.' I thought it would be nice change of pace from the
    other dreadfully formal opinions on this character. Each character is ranked
    according to three things: How slow or fast he is, juggles, range & overall
    how powerful he is. Hmm? That was four things? Nonsense! The more intricate
    details are given below. Just kidding :P Here's the stuff:
    Marduk's advantages:
    1.  Tackle: Although toned down in some aspects, still spammable.
    2.  Okizeme: Marduk's okizeme is deadly, especially when it comes from his
        throws. Not to forget tackle is a tool for this purpose too.
    3.  b+1+3 & 2+4 reversals: No need to guess high-mid anymore :)
    4.  Lots of mixups from 11-frame WS+1 now.
    5.  Unchickenable airthrows & the new wallthrow.
    6.  Kickass juggles. 
    Marduk's disadvantages:
    1.  Size: BIG. I think I don't need to elaborate on it much. When juggled, he
        gets hit like a toy.
    2.  No 15-frame launcher from standing or crouch (Let's hope for it in the 
        upcoming Tekken Tag Tournament 2)
    3.  Hitbox: If you hit a Lar's with a qcf+2 & try to follow with a b+4, he can
        interfere with a u/f+3 there. What is this NAMCO !!!? >.<
    4.  Although he's gained some good moves to close gaps, he still lacks some
        quick mid that knocks down on hit.
    This is Craig's movelist for your reference. Everything mentioned here is same
    as on Tekken Zaibatsu except:
    I haven't included the basic arts.
    I've myself added a little info on special items.
    Everything is correct according to my knowledge, but if there's something 
    wrong or anything extra I need to add, please tell me about it.
    Command                      Name              Damage    Escape    Properties 
    (1+3_F+1+3)                  Rolling Splash    35        1	
    (2+4_F+2+4)	             Knee Crusher      35	 2	
    VTS 1+3	                     Giant Choke Slam  35	 1	
    VTS 2+4	                     Body Slam	       35	 2	
    VTS 1+2	                     Spear Tackle      12	 1+2	   #1
     = (1_2)	          = Melon Masher       35	(1_2)	
     = (1~2_2~1)	          = Feint Melon Masher 35	(2_1)	
     = 1+2	                  = Mongol Chop	       40		   #3
     = 1+3	                  = Neck Snap	       40	 2	
     = 2+4	                  = Leg Lock	       40	 1	
     = 3+4	                  = Skull Crush	       40		   #3
    f,hcf+1	                    Jack Hammer	       50	 1	
    f,f+1+2	                    Atomic Buster      30	 1+2	      JG
    qcb+1+2	                    Back Freaker       40	 1+2	
    qcf+1+3 *Changed*	    Northern Lights    25	 1
    front                       Suplex	
     = 1+2	                  = Mount	       15		   #2
    qcf+2+4 *Changed*	    Power Slam	       25	 2	
     = 1+2	                  = Mount	       15		   #2
    d+1+3	                    Power Bomb	       45	 1	
    d+2+4	                    Ultimate Knee      45	 2	
    f,f+1+2	                    Air Suplex	       27	None	
    (1+3_F+1+3)	            Gator Slam	       22	None 
    (2+4_F+2+4)	            Olympus Screw      22	None	
    (1+3_2+4_f,f+1+2) *New*	    Angry Ape	       35	None	
    d/b+(1+3_2+4)	            Hercules Toss      20	(1_2)	   #4 JG
    d/b+(1+3_2+4)	            Rib Buster	       30	(1_2)	   #5
    d/b+(1+3_2+4)	            Body Blow	       12	(1_2)	   #6
    b+(1+3_2+4) *Changed*	    Vale Tudo Trap		           #7
    [F+] (1+3_2+4)	       Reverse Head Crusher    45	1	
    [F+] (1+3_2+4)	            Lift Drop	       40	2	
    (1+3_F+1+3)	            Back Drop	       60	None	
    (2+4_F+2+4)	       Reverse Air Splash      60	None
    #1 Tackle is not escapable when started from a long distance away
    #2 Follow up with Tudo Mount extensions, reduces initial throw damage to 15
    #3 Craig will dismount when you do not attempt to escape the mount attack
       OR press 1+2 only
    #4 Opponent's grounded position needs to be KND, SLD, PLD or FCD
    #5 Opponent's grounded position is face down and sideways
    #6 Opponent's grounded position is face up and sideways, follow up with Tudo
       Mount extensions
    #7 High and mid attack reversal, follow up with Tudo Mount extensions
    Command               Name (Stance)               Damage    Level Properties
    1,2	              One Two Punch		  8,14	    hh	
     = f+1	            = Elbow Sting		  25	    h	  MS FCDc
     = 3,1+2	    = Kick Tudo Noogie		  14,33	    mh	  KS B!
     = 3+4
    	            = Vale Tudo Style	VTS	  -	    -	
    	              Gut Punch Rush		  8,15	    hm	  MS
    	              Swing Upper		  18	    m	  JG
      	              Tank Elbow		  24	    m	  KS SLDc
    b+1                   Knuckle Dunk		  20	    M	  KS SLDc OCb
     = 2    *New*	    = Double Dunk		  12	    M	  KS SLDc OCb
    WS+1                  Health Tap		  16	    m	 
     = <2	              Heavy Artillery		  21        m  	  KND CFc
     = 3+4  *New*       = Vale Tudo Style	  VTS	  -	    -
    qcf+1   *Changed*     Blister Elbow		  25	    m	  JG
     = <2	            = Blister Knuckle		  28	    m	  KND
     = <2	            = Kong Blister Knuckle	  48	    m	  GB KND
    1+2	              Guard Push		  0	    m	  GB
    f+1+2	              Cyclone Knuckles		  25	    h	  PLDc
    d/f+1+2	              Tudo Noogie		  27	    m	  KS TC
    d+1+2	              Shoulder Impact		  28	    m	  JG
    d/b+1+2	              Sway Power Hammer		  27	    m	  JG
    b+1+2   *New*	      Earthquake		  25	    M	  SLD
    b,b+1+2 *New*	      Heave Hitter		  30	    m	  KND
    u/f+1+2	              Mongolian Crush		  25	    h	  CF
    SS+1+2	              Tall Hammer		  30	    m	  SLD GB B!
    WS+1+2	              Quick Upper		  14	    m	
    FC+1+2	              Craig Horn Toss		  30,10	    m	  #1 MS TT
    f+1+4   *New*	      Blitz	         SLD	  30	    m	  KND
    2,1	              Kong Combo		  12,14     hh	  MS
    2,d+1+2	              Kong Shoulder Impact	  12,18	    hm	  JG
    f+2	              Hammer		          24	    h	  MS CFc
     = <1	            = Hammer Hook		  30	    h	  CF
     = <d+1	            = Hook Smash		  20	    m	  KS OCb B!
       = 2  *New*	    = Hammer Smash		  19	    m	  JG
    f,f+2	              Elbow Sting		  25	    h	  KND
    d/f+2,1 *New*	      Double Impact		  19,25	    mm	  MS[1] KND
    d+2	              Alligator		          18	    m	  KS OCb
     = 4	            = Gator Knee		  25	    m	  MS CFc
    d/b+2	              Flash Tomahawk		  20	    m	  KS SLDc
    b+2	              Rolling Back Chop		  28	    m	  MS CSc HA
    WS+2    *New*	      Tornado Hook		  21	    m	  MS CSc
    qcf+2   *New*	      Babel Smasher		  24	    L	  MS
    SS+2	              Backhand Spin Knuckle       21	    m	  KS
     = 3+4  *New*       = Vale Tudo Style	  VTS	  -	    -
    f+3	              Knee Lift		          20	    m	  JGc
     = 2    *New*	    = Mammoth Charge		  24	    m	  KS B!
    d/f+3	              Stomach Kick		  15	    m	
     = 1,2	             = One Two Punch		  6,12	    hh	
       = f+1	     = Elbow Sting		  25	    h	  MS FCDc
       = 3,1+2	     = Kick Tudo Noogie		  14,33	    mh	  KS B!
       = 3+4	     = Vale Tudo Style	  VTS	  -	    -	
     = 1,d+2	    = Gut Punch Rush		  8,15 	    hm	  MS
     = d/f+1<2	    = Kong Rush		          12,25	    mm	  JG[1] KS
                                                                      OCb B!
     = 1+2	            = Tudo Noogie		  33	    h	  KS B!
    d+3	              Step Shin Kick		  21	    l
    d/b+3   *New*	      Revolver		          12	    L	
     = 1,1	*New*       = Double Barrel		  20,28	    hm	  CFc[1] KND
     = 4    *New*	    = Trap Kick		          19	    m	  MS
    b+3     *New*         Sasquatch Cannon		  31	    m	  KND
    u/f+3   *New*	      Knee Sling		  30	    m	  KND TJ
    WS+3	              Raid Kick		          21	    m	  JG
    (f,f,f_WR)+3	      Bicycle Kick		  36	    M	  GB KND 
                                                                      TJ B!
    3+4	              Vale Tudo Style	VTS	  -	    -
    (d/b_b)+3+4*Changed*  Cornered Beast	VTS	  -	    -
    (u/b_u_u/f)+3+4	      Gator Stomp		  30	    M	  OC SLDc 
                                                                      OCb TJ
    f+4	              Wild Stomp		  24	    M	  KS SLDc 
    f,f+4	              Windmill		          31	    m	  KND HA
    d/f+4,2 *New*	      Compressor		  14,24	    mm	  KS PLDc B!
    d+4	              Knee Slicer		  19	    l 	  TC
    d/b+4	              Crab Leg	        KND	  12,16	    l	  #2 KND FCDc
    b+4     *New*	      Quick Bazooka		  24	    m	  MS KNDc
    (u/b_u_u/f)+4	      Jump Gut Kick		  21	    m	  JG TJ
    WS+4	              Kong Knee		          25	    m	  KND CFc
    (FC,d/f_D/F)+4	      Gator Sweep	RC	  19	    L	  MS PLDc
    SS+4    *New*	      Thor Kick		          28	    m	  SLD
    (SLD_FCD) 2	      Wake Up Hammer		  27	    m	   MS
    (SLD_FCD) d+2         Wake Up Sweep	RC	  21	    L	   PLD
    b,b,u/b	Wall Jump		25	m
    #1 Additional damage occurs with throw transition at close rage
    #2 Additional damage occurs with throw transition on CH, Craig stands up after
       the throw
    = ITEM MOVES							
    Command	   Cost	     Item Name		        Damage     Level Note	
    b+1+2+4	   500,000   Sledgehammer	        20         M     Back
    Swings Sledgehammer overhead; OC on block; hits grounded	
    f+1+2+3	   450,000   Ogre's Club		30         (!)   Back	
    Swings Ogre's Club like a golf club; opponent is sent tumbling backwards into
    KND; unblockable but can be ducked	
    1+3+4	   500,000   Gridiron Helmet	        20	   h_m_l Head	
    Throws a football overhead; hit range varies with distance; knocks down on hit
    Moves starting from Vale Tudo Style only - VTS - 3+4_d/b+3+4
    Command               Name(Stance)               Damage    Level Properties
    (u_d)	              Side Step  	VTS	 -	   -
    (d/f_d/b)	      Crouch Cancel	RC	 -	   -
    1                     Health Tap		 16	   m	 
    = >2	              Heavy Artillery		 21        m  	  KND CFc
    = 3+4   *New*         Vale Tudo Style	VTS	 -	   -    
    1+2	              Spear Tackle		 12	   s	 TT
     = u_d	            = Side Step Cancel	VTS	 -	   -	
    d+1+2   *New*	      Python Explosion		 24,24	   Lm	 KND
    2       *New*	      Tornado Hook		 21	   m	 MS CSc
    f+2	              Power Straight		 26	   m	 SLD
    3	              Raid Kick		         21	   m	 JG
    3+4	              Vale Tudo Style Cancel	 -	   -	 #1
    (u/b_u_u/f)+3+4	      Gator Stomp		 30	   M	 KS SLDc OCb
    4	              Kong Knee		         25	   m	 KND CFc
    u/f+4	              Jump Gut Kick		 21	   m	 JG
    #1 VTS can be canceled really fast, creating a pseudo wave dash. You cannot
       cancel after Backdash VTS
    Command               Name(Stance)               Damage    Level Properties
    b+2+3	              Craig Cannon		 84	   !	
     = b,b	            = Cannon Feint		 -	   -	
     = 1+2  *New*	    = Spear Tackle		 12	   -	 #1
    f+3+4	*Changed*     Alligator Tackle		 36	  (!)	 JG
    #1 Cancels the previous hit, follow up with Tudo Mount extensions
    Command         Hits    Damage          Level
    2,1,3,1,2,1		12,14,9,7,14,9	hhmmhm
     = 2,2,3,2	10	7,15,7,26	mmLh
     = 4,3,1,4	10	8,12,14,30	Lmmh
    MOVE ANALYSIS                                                    [mv_spar]
    Here we start the real meat of the file, the Move analysis. Of special note, 
    i've tried to cover every move in his movelist, except:
    Basic arts
    Reversals    (Coming Soon)
    Unblockables (Coming Soon)
    Tenstrings   (Coming Soon)
    Special items
    Vale Tudo Stance moves (Coming Soon)
    Other than that, i'm assumming you're already familiar with the legend needed 
    to understand Craig's moves. If not, i'd recommend that you go through it
    first otherwise there'll be nothing here you'll be able to associate your
    reading with.
    NOTE: Damages aren't included. Look for them in his movelist.
          WS moves will be covered under Vale Tudo Stance section 
          (will be done soon)
    Shall we begin..?
    One Two Punch
    The basic 10 frame punches Craig has. Natural combo of course. Can setup a lot
    of things on hit including new options from VTS stance. Since every
    character's punches are 10 frames now, so its not a bad idea to start a round
    with it. Useful.
    Elbow Sting
    This option remains unchanged in Tekken 6 too. Craig throws out his left elbow
    after 1,2 which is little slow but gives advantage on block (+4) & hit (More
    advantage on hit. Opponent is briefly stunned), although its very rare that
    you land a normal hit. Most of the time its going to be blocked or you'll land
    a CH. When it does, it happens mostly because the opponent is used to various 
    mixups & attacks after a blocked 1,2 or when he ducks the 1,2 try to retaliate
    with a WS move. When this happens, opponent falls in FCD position, from where 
    you can do:-
    * d/b+4 (Groundstomp)
    * Dash groundthrow
    * d/b+3,1,1
    This is what I know about this move but you shouldn't forget that its slow
    & HIGH so it shouldn't be overused.
    Kick Tudo Noogie
    At first this move don't seem to have any good uses but in high level play you
    can't overlook it. Used mostly against those chronic duckers who are used to
    various mixups like 1,2,f+1, 1,2,3+4 mixups etc. They usually react to 1,2
    (Make sure the 1,2 connects & doesn't whiff) followups by ducking or trying to
    interrupt & this is where the 3 in the string comes handy. They will eat it
    for guessing wrong (Most of the time you can do 1+2 as soon as you see the 3
    hittin them. It's not confirmed as a natural combo but many Craig players use
    it & has worked for me too) & will do very nice damage if you included the
    last 1+2 too. Opponent will be short stunned & you get advantage. Mixups? Yes
    but keep this  fact in mind too that the last 1+2 is a high so don't throw it
    out everytime they blocked the previous 3. Hell..its launch punishable on
    block too (1+2 is  safe though. 0 on block & will stop them if they try to
    retaliate with anything) so better not abuse it. Use 3,1+2 occasionaly only
    when you're sure 3's gonna hit them or your tricks will get exposed.
    Vale Tudo Style
    The VTS stance extension after two jabs. You can cancel it immediately by
    doing 3+4~3+4. Although not seen much in T6 as previous games still a strong
    way of performing Craigs enormous juggles.
    Better to use it after hitting them with 1,2 than a blocked one as you risk
    yourself of getting interrupted. Also, don't just get into the stance and do
    nothing. Rather use the extensions afterwards to open up the possibilites.
    They are really good.
    Gut Punch Rush
    One of the best pokes Craig has. Natural combo. 10 frame speed. High-mid
    string so you don't have to worry about duckers. Provides enough frames on hit
    so use it for pressuring, punishing, countering etc but do remember that in
    case its blocked the disadvantage is a little higher than previous versions
    (-9)...oops! This means you can't keep the pressure going with it. Don't worry
    though. It's still SAFE & tracks well too. Use it wisely.
    Swing Upper
    Animation's changed a bit now but its the same old, good 16-frame uppercut.
    Craig's fastest launcher (Normal hit). Great punisher to blocked or whiffed
    attacks. Sometimes they duck misjudging it for a throw & eat it, so launches
    crouchers too. Tracks to Marduk's left & only jab punishable on block.
    NOTE: Juggles aren't range dependent in T6 now or better say they are less 
          dependent. This means no matter where you connect d/f+1 from, if you're
          confident with juggling abilities you can still do the best juggle of
          you're choice.
    Tank Elbow
    Not as effective as it used to be in 5.0. Still an IRREVERSIBLE elbow that
    forces opponent into crouch but no advantage on block now (0 frames) which
    means no uninterruptible followups, just guessing games. Frames only on hit
    now & puts opponent in SLD position when hits them as CH, although its very
    rare that you hit them with it as its slow, short ranged & easily SSable.
    b+1          Knuckle Dunk          M
    = 2          Double Dunk           M    <NEW>
    Just one more extension to b+1 which looks almost the same except it comes
    from right hand. Force crouch on block or hit, should anyone or both of them
    connect. b+1,2 itself is a good juggle finisher but when it comes to hitting
    standing opponents, i'd suggest stick to b+1 only as its safe on block where
    as the 2 isn't. You'll eat generic WS+4's. Also b+1 itself is a good bait for
    reversal on block.
    P.S. b+1,2, is a Natural combo on counter.
    qcf+1    <CHANGED>
    Blister Elbow
    The same old f,f+1 uppercut launcher from 5.0 & DR coming from his left hand
    now with a new command. The qcf input is little tricky & needs some time to
    get used to. I'm saying so bcoz sometimes when you try to do it you may end
    up with a Jack-Hammer (f,hcf+1 throw). It may be OK till you're landing the
    throw instead of the uppercut but the annoying part comes when they break it
    or duck...Ouch!
    Also it can't be used to punish the lows that stagger the opponents. Thanks
    to qcf command. Now you're restricted to u/f,N+4 or WS+3 only.  
    Well done, Namco, great job! keep up the nonsense....
    Although this move has so many things aganist it, its still one of his
    STRONG launchers. Its better to use it after some frame advantage i.e; after
    a successful 2,1 mixing it with qcf+2, qcf+1+3_2+4 throws etc.
    P.S. Don't do it too close. You'll eat jabs. Do it from a distance.
    qcf+1          Blister Elbow          m
    = 2            Blister knuckle        m
    Not too many uses. The last 2 can be used to surprise the opponents who are
    used to qcf+1 or see it whiffing & come charging in. Be careful, if its
    whiffed you'll be stucked in some hard place.
    qcf+1          Blister Elbow          m
    =2*            Kong Blister Knuckle   m
    Natural combo. If you hit them with qcf+1, press and hold 2 to make combo
    compelete. Not too fancy from juggle point of view but good when there's a
    wall nearby. The last 2 will thrust the opponents into the wall, giving you
    a chance to do either:-
    > A d/b+4 (Groundstomp)
    > A Groundthrow
    There's a rumuor that (qcf+1),2*, iWR+3 works in Tekken 6 also. I'm not sure
    about it.                             
    Guard Push
    The same "Offensive Push" from 5.0 & DR, a little slower now (15 frames)
    instead of 13 & more disadvantage on block. Does no damage itself (whether
    normal hit or CH) but gives frames (+3 on normal hit)& pushes opponent 
    back a little (They are pushed wierdly, as if there was a wall behind them).
    On CH (Learn to note the stun effect) 1+2 now guarantees a free d/f+1 which
    you can juggle from. This wasn't possible in previous Tekkens. A f,f+2 after
    a CH 1+2 is still there. Only useful near walls.
    Lastly, even though its safe on block, i've heard it doesn't track anymore.
    Need to check it whether its true or not.
    Cyclone Knuckles
    One of the Craig's long range moves, now SAFE. Good for punishing the moves
    that push far on block e.g.; Paul's qcf+2, Lee's d,d/b+4, DJ's d/f+4,4 etc
    & as whiff punisher When no other move would reach. This should be done 
    only against those moves that don't recover crouching e.g.; AK's d/b+3
    which he performed from far. If you tried f+1+2 at this moment, it'll whiff
    & you'd be punished.
    It is 15 frames so it is good speed but it is a high. Use it in the same
    way as Bryan's f,f+2.
    Tudo Noogie
    This move was a HIGH CRUSH in previous Tekkens, & it continued to be so in
    Tekken 6 too, which is good. It stops any type of high attacks such as jabs,
    *Magic*4s, Feng's b+1, EWGF, Steve's 1,2,1 etc & puts opponent in brief stun
    (opponent is slightly forced to crouch position). Gives frames on hit (+3) 
    so you can build up pressure with moves like 1,2_d+4_b+4, throws etc. 
    Sometimes its also nice to throw it out after the attacks that are negative
    on hit e.g., f+1+2_d+4 etc. These moves don't give any frames & if your 
    opponent knows this he usually throws out moves like 1,2_4s etc & simply 
    messes up to eat d/f+1+2.
    Thats one way how it should be used but you can create your own setups too.
    Tracks well but if its blocked you're going to eat jabs so be careful.
    Shoulder Impact
    This is one of his HUGE launchers. Great counter to blocked sweeps e.g., 
    DJ's f,N,d,d/f+4, Paul's d/b+4, Nina's d,d/f+4 etc (Although you need to do
    a crouch cancel first) & sometimes goes under highs as well, although its
    NOT a high crush. Craig can be jabbed, countered with 4s, even thrown
    sometimes. This move can be used when your opponent is at distance & throws
    out 1,2 in which 1st 1 whiffed & 2 was to connect. Beware, if the opponent
    goes for further strings, you'll be hit e.g., Steve's 1,2,1,2. Don't do
    it here or you'll be hit. Use d/f+1+2_d+4_d/b+1 instead.
    Also don't throw it out randomly whenever u like (Some rushdown kindof Marduk
    players do it though). Its only jab punishable on block but good comp can get
    more than that by making it whiff as its extremely SSable. That way you're
    gonna eat even more damage. Be careful when you're throwing it out.
    Sway Power Hammer
    Another powerful launcher in Craig's arsenal. He briefly turns around while
    he sends the opponent high up into the air, just as Hwoarang's Skyrocket.
    However, you might get weird angle after the launch. It may happen bcoz Craig
    briefly sidestepps to right while performing this move. To prevent this from 
    happening, you can do a manual SSL to get a proper juggle but launching them 
    that way in a match too is less practical. Instead what really helps in a 
    match is doing a SSR before throwing the d/b+1+2. This way you're going to 
    evade a lot many things that you couldn't by doing a SSl e.g., jabs,4s, & some
    mids too. Wierd angle won't be a problem once you know the juggles BUT its 
    emphasized, don't get it blocked because:-
    * Recovery is really ass (-22) which means you'll be murdered (However, your
      opponent should know this too)
    * There is NO PUSHBACK on block as it used to be in previous tekkens. This is 
      the worst setback for him which means even if your opponent doesn't know 
      about the disadvantage, he'll hit you easily with anything like Paul's qcf+2
      DJ's f,f+2_EWG, Steve's f,f+2, King's b+3 etc.
      This part used to save Marduk's ass in previous games but now its not the 
    P.S. d/b+1+2 tracks to Marduk's right although it doesn't look so.
    b+1+2     <NEW>
    One of the best ground hitting attacks he got in T6 now. Best for okizeme 
    purposes & has lot of setups whether they eat it or block it. Craig brings 
    both of his hands down as if he's gone nuts. If you hit an opponent trying to
    quickstand (And u usually will. Standing ones will block it nearly everytime) 
    with it he'll fall in SLD_PLD depending which position he was trying to getup
    from, right in front of Craig. You can combo with a WS+3_FC d/f+4_groundthrow
    (Breakable) afterwards as he recovers crouching (However,if you hit a grounded
    opponent with it you don't get any followups). Catches backrollers too but 
    only from KND position. Does solid damage & overshadows f+4 when it comes to
    hitting grounded opponents as its more damaging, got good range (better or 
    almost same as f+4), provides good positioning afterwards and SAFE. Yep, its 
    safe, so you can use it as a bait for reversals too should this move get 
    blocked. More setups in POKES & MIXUPS section.
    b,b+1+2  <NEW>
    Heavy Hitter
    Craig hits the opponent with his both hands like a "Swinging Bat" animation
    knocking the opponent off. Although safe, its not used much by the players in
    their matches as its slow. A few combo vids show juggles are possible if it 
    hits as CH (Opponent is thrown away in the same way as DJ's WS+2), but they
    aren't easy. You need to dash in to connect a d/f+3,1 to start a juggle. If
    you manage to hit them with it-it'll be pure luck coz using it deliberately is
    just a wastage of opportunity. Avoid it i'd say.
    Mongolian Crush
    The 'Ear Slap' is much better than before. Causes collapse stun in the same
    way but good juggles are possible now, for most of the Tekken cast except a
    few small characters. Now you can do:
    u/f+1+2, d/f+4,2 B! d/f+3,1,2,VTSc, f,f+1+2.   Works on medium to bigs.
    u/f+1+2, d/b+3,1,1                             Works on any character but
                                                   better use it against smalls
                                                   only like Wang, Roger etc.
    This move can be done from FC too & is 17 frames so now it can be used to 
    punish them after ducking throws or any high attacks ( Not the ones that
    recover crouching) This way it can be a better punishment than WS+3 as it is
    faster by 1 frame & also provides much more damaging juggles compared to the
    latter one. Practice as its the only SAFE launcher he's got unless they duck 
    Tall Hammer
    Same Tall Hammer from Tekken 5 DR. Everything same as before except its got
    less advantage in block now (+1) which means limited followups ( Jabs, d/b+1
    d+4, throws are good to start with). Still a nice move to do. Its used in the
    same way as other character's d/f+2 i.e., SS their attacks & punish it with.
    Great evading tool & a really nice move to mixup with d/b+1+2. On hit,
    opponent falls in SLD position (Same as CH WS+4) where you can combo
    afterwards with a d/b+4 or a Groundthrow juggle (Breakable). Sometimes the
    Groundthrow won't juggle due to angle from which you hit them after SSing
    their attacks. Craig'll land a Rib Buster, one in which he kicks the opponent
    from sideways. No problem you still get good chunk. Good tool to start
    pressure again after finishing a wall combo against a rising opponent. Wait
    till they get up-then throw it out to get back to advantage.
    Bounds in juggles too. Again only useful when opponent hits the walls (Hard to
    do though). A nice move altogether & overshadows d/b+1+2 as its safe. Very
    effective against rushers but if an opponent is turtuling, check the distance
    you're throwing it from. If you're not careful, it might whiff!
    Quick Upper
    Crap! Less range, less damage & you always have a way better WS+1 instead.
    Craig Horn
    Craig raises his head to hit them...as if, he smelled something ;p
    On medium to far hit, it stuns the opponent briefly like Paul's d/b+2 so u can
    start your mixups afterwards and, if you're close enough, Craig will toss them
    behind for a throw transition plus additional damage. This is a move you'd do 
    more accidentally than intentionally, if you haven't used it much. Sometimes 
    you'll get this after you messed up trying a d/b+1+2. 
    Having said this, I don't intend to say its bad. Actually, this move's got its
    places. Its really good when Craig's already in crouch position & opponent is 
    advancing with jabs e.g., Nina's 1,2,1,2_DJ's repeated 1,1s etc. If you want
    to crush those jabs without compromising on safety & damage this is it. It
    becomes high-crush from crouch & is safe too, so you don't have to worry even
    if they blocked it.
    It also picks grounded opponents that try to backroll (Exact circumstances for
    this to happen evades me at the moment) & slide friendly Laws & Lees- Once u 
    block it you can float them with it to start a mini-juggle with d/f+4,2 B!
    stuff. Nice.
    f+1+4    <NEW>
    Opponent getting hit by a truck ;p Big damage too.
    One of his great tools to cover gaps. Craig lunges & hits them like John Cena.
    Opponent falls right in front of him & Craig ends up in SLD which is usually
    a good position for him (That only if they eat it. Not if its blocked). You
    can combo afterwards with a SLD 2_d+2 if they lie there, not if they tech
    forward or roll back (A d+2 will still hit if they try teching forward) so
    wait a little to see what do you need to do next.
    As far as disadvantage on block is concerned, it doesn't look bad (Atleast on
    paper) but actually is. You're at -frames (-12) & you'll eat some free oki
    everytime they block it (Unless your opponent is stupid) so use it less often. 
    It looks cool but isn't that amazing.
    Kong Combo
    Best jab punishment string Craig has, if you ask me. True combo & does more 
    damage than other 10 frame jabs he has. On hit, opponent is briefly stunned.
    He's not pushed back & Craig gets very good advantage (+5) so you can mixup 
    with a lot of things afterwards including throws (qcf+1+3_2+4, qcb+1+2,
    f,f+1+2), d+2,4, qcf+2, b+4 etc. This string has got advantage on block too
    (+3) but that depends if they don't duck it. Yes, unlike 1,2 & 1,d+2, 2,1 is
    not jail which means if they block the first 2, they can duck the 1. So never
    use it for countering. Only for punishing. 2nd hit of 2,1 is unparryable
    (Don't know whether its reversible or not) Just for telling its properties.
    Kong Shoulder Impact
    This move still continues to be unchanged. Same properties, same purposes.
    No combo, whether the 1st 2 hits normal or CH. However d+1+2 will launch on
    hit. Mostly used in juggles only & if the opponent fancys ducking & sees the
    2 coming, expecting a 1 afterwards, the d+1+2 part may be used. Other than
    that, don't go too far with this move. Its more show than go.
    f+2          Hammer          h
    = <1         Hammer Hook     h
    = <d+1       Hook Smash      m
     = 2         Hammer Smash    m <NEW>
    Craig's f+2 resembles me of AK's f+2,1 series but is a bit different. Though 
    it doesn't create a comboable stun on regular hit & the strings starting from
    it aren't a Natural combo either but they're still far better than AK's.
    Craig's f+2 is 16 frames, minor stuns on hit so you get advantage. On CH
    Crumple Stuns where you can juggle from. The Best part starts here. The CH f+2
    stun isn't dependent on groundthrow for high damaging juggles anymore. Instead
    just do:-
    CH f+2, d/f+3,1, d/f+4,2 B! d/f+3,1, f+2+4
    CH f+2, d/f+4,2 b! d/f+3,1,2,VTSc, f,f+1+2
    Old d/b+4 & groundthrow juggles are still there, but its upto you. Whether you
    want guaranteed damage or 50/50 guessing games. Other than that:
    f+2,1 : The 1 alone stuns on hit irrespective of the fact whether its a CH or
            not. You can combo again just like CH f+2 stuff. 1 can be delayed a
            lot too which means you can throw out f+2 & wait for almost a second
            before throwing the last 1. Catches a lot of opponents off-guard. Very
            safe until its ducked.
    f+2,d+1,2 :  This portion is for duckers basically. If they see f+2 coming &
                 try to crouch or if you're sure they'll do it expecting a 1,
                 burst out the d+1,2 part. Natural combo & juggle starter. Leads
                 to massive damage juggles (About 75+ to 99 depending upon your
                 skills). Although it recovers horribly slow on block (-15 on
                 blocking the 2 & -13 on d+1) so that every character gets a free
                 launcher on you, still you should think about using it once in a
                 while as it has great damaging juggles & can really decide the
                 round. Just as 1, d+1,2 can be delayed too.
    Elbow Sting
    Things speeding up. This move is very nice. Sheer speed (11 frames, depends
    upon your execution but can't be slower than 14), good reach & IRREVERSIBLE.
    Knocks down the opponent on hit, with no guaranteed followups (Except near
    walls). Comes out of a dash, so very reliable whiff punisher. Other things 
    might fail but this won't unless the foe recovers crouching.
    On block, slightly turns their left side towards Craig, so you can evade most
    stuff they try to throw on you like jabs, crouch jabs, some mids etc just by
    SSR (SSR 1+2 or d/b+1+2 is good). Still guaranteed after a CH 1+2 (Only near
    walls) & is safe on block (Just -1 so u haven't lost momentum completely).
    The only thing that may stop u from overusing it is the fact that its a high.
    = >1   <NEW>
    Double Impact
    Mid gut punch followed by a left one. Not too special. Natural combo on 
    counter only. Used basically as a juggle ender (Mostly near walls) & sometimes
    as a wakeup tool to catch quick standers, backrollers etc depending upon the
    situation. The last 1 on hit sends opponent flying a bit to Craig's right so
    if there is a wall there, you can get a mini wall splat plus some additional
    hits too. The 1 after d/f+2 is delayable & can be mixed with other attacks too
    but works best after a wall throw or any throw which leaves them near walls.
    Make d/f+2 whiff & they think its over, let the 1 fly to splat them to walls.
    Not safe, jab punishable.
    d+2          Alligator          m
    =4           Gator Knee         m
    Finally, an interesting move to write about. Right elbow to right knee. It
    has many things good about it. Natural combo & good damage (More than average
    throws!). IRREVERSIBLE & no push back on hit like before. Instead it briefly
    stuns the opponent just like Paul's d/b+2 from where you can start your 
    mixups like qcf+2_1, throws, d+4_d+3, d/f+3,1 etc.
    On block, its totally SAFE, however, the last 4 fails to connect sometimes.
    Still no worries. Its not easy to punish Craig at this point. Opponent has to
    be really good to take the advantage of the situation. On the same issue, if
    d+2 is blocked or whiffed & 4 connects as CH, it stuns the opponent. Same as
    CH WS+4 except you can insert d/f+4,2 B! b+1,2 here. Old d/f+3,1 juggles
    aren't possible anymore.
    For some reason, people don't use it much  but you should. When combined with
    other pokes, it can quickly chew away opponent's health. Start using it if u 
    haven't to get all the ideas. That's all I can say.
    Flash Tomhawk
    HALT! That's the way it looks like when it hits as a CH.
    The same old d/b+2 from T5 series now got properties changed a bit. Still the
    same 14 frame startup so good speed. Forces opponent into crouch on normal hit
    & block. On CH however, opponent is knocked down right in front of Craig
    exactly the same way as Steve's f,f+2. This part is great. Now you can follow
    with a d/b+4 (Groundstomp) or a groundthrow (Breakable) for more damage. It 
    can stop any rushing game in its track & is safe too but against turtuling
    opponents be careful about the distance you are throwing it from coz its short
    ranged so it can be easily backdashed. Also, this move has no tracking
    Rolling Back Chop
    Now its a HOMING ATTACK (Tracking move) plus SAFE. Can be used from time to 
    time to check SSers but its not that fast, so should be used either after some
    frame advantage or from a distance so that it doesn't get interrupted. 
    Besides that, a CH b+2 stuns just like Paul's b+2 so you can start some combos
    * d/b+3,1,1
    * SS Groundthrow (Breakable)
    These are some basic stuff, more could be there. This move's got good range &
    never whiffs but the speed factor makes it less dependable.
    qcf+2   <NEW>
    Babel Smasher
    Awesome new attack! Animation's somewhat like old VTS 2 hitting low. Does
    good chunk of damage. On hit, opponent kinda "Staggers" & you get frames so
    there are a lot of mixups afterwards like qcf+2, throws, qcf+1, d+1+2, d+2,4
    etc. This move goes under highs as well so if someone's goes jab friendly with
    u, throw it out to put a break to their agression. On block, its only -12. 
    You'll eat generic 11 frames WS+4s only so no worry. The only thing that might
    annoy you is the slow speed (Really. Its the only thing that'll make you feel
    bad about it) but that can be compensated with the various setups he's got for
    this. I wish it had some extra CH properties but still its OK.
    Backhand Spin Knuckle
    The good old SS+2. Now has different properties & purposes. Now you can 
    instantly follow with a VTS stance by pressing 3+4 right after a SS+2, which 
    is nice. On hit, SS+2 now forces opponents into crouch & provides enough
    frames from where you can start your juicy 3+4 mixups like:
    SS+2~3+4, 4.
    On block, its still an interesting move, it doesn't provide any frames but if
    u immediately follow with a 3+4 afterwards, Craig gets advantage (+2) which u
    can exploit. Now SS+2(Blocked)~3+4,1 is almost UNINTERRUPTIBLE, if not 100% &
    even the 1 after 3+4 can be followed with a 3+4 again for some more mixups, if
    you're feeling dry. Use this fact to your advantage & mixit up with other
    options he has to start pissing them off. Although its slow, it can bring u
    back in the game.
    SLD 2        Wakeup Hammer      m
    SLD d+2      Wakeup Sweep       L
    This is one damn good reason why a SLD Craig shouldn't be rushed at. These two
    sweet things are still there in T6 & can be very useful if used correctly.
    SLD 2 is a wakeup headbutt. Semi-fast, irreversible (Obviously) & safe. Gives
    slight advantage on hit so you can mixup afterwards with d+4_3, b+4, jabs etc.
    SLD d+2, however, is a low sweep that knocks opponent of his feet just like
    any Mishima's hellsweep. You can follow afterwards with a d,d/f+4_u/f+3+4 to
    start a mini-combo (Sometimes you can sneak a groundthrow too) but be sure it
    hits as d+2 is horribly launch punishable if blocked (Tough u/f,N+4s coming ur
    way). Any of the above moves can be used in situations like after eating a
    Paul's qcf+2, Bryan_DJs' 2+4 throw etc. I won't say Craig has a lot of setups
    for these moves but whatever he's got, he comes across them quite often so use
    them wisely.
    f+3          Knee Lift          m
    =2           Mammoth Charge     m   <NEW>
    Giant knee followed by a mid punch. Quite similar to what we see in
    d/f+3,d+1,2 series. Used mostly as a juggle filler in most combos &
    groundthrows. The 2 in the string bounds airborne opponents but against
    standing opponents the whole string becomes NC. Does huge damage (little less
    than Jackhammer throw!) & forces opponent into crouch. Marduk gets disbalanced
    a bit while performing it but still gets advantage on hit. On CH the knee will
    launch them with 2 as a followup that bounds but whole string is so slow that
    CHing them with it is a rare event to happen. On block entire string is safe
    but I'd say don't go for the 2 if f+3 is blocked. It can be reversed, parried
    & SSed left, so if the opponent knows this he'll punish you for it with any 15
    frame or faster launcher. An average, unexiting move altogether.
    For the attacks starting from d/f+3,1 I won't list the names as they are too
    many of them. Just running info on them quickly.
    d/f+3,1: Very nice poke. Advantage on hit & block. Same as a standing 1. 
             Totally safe & not easy to punish Craig even if it whiffs. e.g., you
             are against a DJ. You did a d/b+3+4, SS+3+4~3+4~3+4 to which DJ
             didn't respond. You did a d/f+3,1 from here that whiffed. DJ, seeing
             this retaliates with a f,f+2 which you blocked. Got it?
             d/f+3,1 also leads to some other useful pokes. You can add 2 or d+2
             after it for more damage. They're Natural combos too, and safe.
             Sometimes if you like you can go for d/f+3,1,2,f+1 for building
             pressure (Just like 1,2,f+1) or d/f+3,1,2,3+4 part for VTS mixups
             (There are a lot of them even if you cancel the VTS stance by doing
             3+4 Just like 1,2,3+4~3+4. See pokes & mixups section too).
             Other things are just like the ones starting from 1,2. They're not as
             Perhaps, one of his best natural combos & whiff punishers. Although
             slower than d/f+1 for 1 frame, it still holds its own. Range is good
             due to kick. No matter where you throw d/f+3 from, if it connects
             anyhow, d+1 will connect too. Great counter to blocked attacks
             including lows that stagger (You need to do a crouch cancel first)
             like DJs f,N,d,d/f+4, Paul & Law's d/b+4, AK's d/b+3 etc, attacks
             that got whiffed via SSing, backdashing or simply use it as a
             interrupter against rushers. Juggles on hit & damage potential is
             very good. 78 to 87 depending on your skills. If there is a wall
             nearby, you can get near 100 too!
             Block vulnerability's not worse than -13 which means, usually, you're
             going to eat jabs only but some characters like Cat's (King & Armor
             King ;p) will get b+1,2, Paul: b+1,2_d+1+2, Law: f+4,3 etc. To avoid
             this mixitup with d/f+3,1 series. Sometimes they get confused between
             1 & d+1 after d/f+3 & eat the d+1 (The d+1 in the string juggles
             alone too). Reasons for this, as I've understood till now, may be:
             * They were expecting d/f+3,1 so they ducked.
             * They saw d/f+3 whiffing so they rushed in.
             These are some situations for it to happen but these are not the only
             ones. Start using it. Attack, pull back, do whatever u like. Dance
             around them with quick pokes & keep looking for a small hole for
             d/f+3 to connect. If it does, let the combos do the talking.
            The last 2 is good for juggles only. It bounds & you can follow after
            -wards with some moves depending upon the distance you hit them from.
            If you're looking beyond, let me tell you-It's absolute nonsense 
            against standing opponents. Why?
            The last 2 is a high, can be sidestepped right & can be interrupted
            with jabs. Wanna know anything else?
            The kick to headbutt is same as in 1,2,3,1+2. Natural combo & bounds
            in juggles (Sometimes it can replace the staple d/f+4,2 to do more
            damage). Good damage & safe but the last 1+2 is a high, maybe thats 
            why people don't use it as much as compared to other pokes starting 
            from d/f+3. Maybe they don't wanna take risks. That doesn't mean its
            bad. Its good. Use it if you want some variation or just change of 
            taste. Just make sure d/f+3 hits.
    d/b+3          Revolver          L   <NEW>
    = 1,1          Double Barrel     hm  <NEW>
    = 4            Trap Kick         m   <NEW>
    One more new addtion to Craig's arsenal. Not a thing that'll overwhelm you but
    a good poke alone. Hits grounded opponents & the entire d/b+3,1,1 string is
    used mostly in juggles. However, it should not be used too much against
    standing opponents as it has a lot of weaknesses:
    * d/b+3,1,1 is not a combo. Neither on normal hit nor on counter. Also the
      fact that CH (d/b+3),1 does a comboable stun, doesn't increase its rate of
      use compared to d/b+3,4.
    * The 1 after a d/b+3 is high so they can duck it & interrupt from there (Alt
      -hough d/b+3,1 is safe on block & becomes a NC on counter!).
    * The last 1 in d/b+3,1,1 is jab punishable on block. Even noobs will block
    The d/b+3,4 part, however, is much better compared to 1,1 punches. Its a Lm
    string & a natural combo on counter. Good for opponents who like to duck after
    eating or blocking d/b+3 or those who like to strike back with a WS+4 after
    blocking it. The 4 in the string is same old d/f+4 from T5 series & is jab
    punishable on block too but its only jabs & opponent must block it close
    otherwise it may not be easy for him to punish Craig (Character's like Xiaoyu
    with short hands will have troubles punishing him for this).
    It's good overall but less range, less damage (unless it hits as CH) & "no
    natural combo on regular hit" properties make it a bad choice compared to the
    following move.
    Step Shin Kick
    Its still there. Earlier I thought namco removed it but they've restricted it
    to d+3 now (Earlier it was done as d/b+3 too). Properties remain unchanged
    though, & its still good as before. It has range (Although it doesn't look so.
    You don't need to get close for hitting them with it), does OK damage (Much
    better than a d/b+3) & is a very nice tool to mix your attacks with. Doesn't
    hit grounded opponents but very handy in oki situations if you doubt anything
    On block, you'll eat WS+4s only so its not that bad. As per the frame data,
    its slow but isn't that bad for a low. Though not threatening, still a nice
    poke Craig has.
    b+3   <NEW>
    Sasquatch Cannon
    Missing the old b+4 "Bazooka Heel" anyone? It isn't there anymore but Namco
    has given Marduk a new b+3 which has near about same properties as old b+4
    except its a mid. Looks powerful but not as safe on block. Jab punishable from
    close range, nothing from far (Maybe because it doesn't provide any pushback
    on block).
    On hit, knocks them down with no guaranteed followups but thats if they roll
    back. If they don't, you get a chance to do
    >> A runup groundthrow
    >> d/b+4(Stomp)_b+1+2_b+1,2
    Range is good but looks aren't (Very uncivilized, kicks like he's going to
    break someone's door!). A step up from the old b+4, but not by much.
    u/f+3  <NEW>
    Knee Sling
    Really, one top of the line knee. Only move you'd like to spam a lot despite
    its slow speed. Its powerful & knocks down on hit, just like Mishimas' 1,1,2. 
    From here you don't have anything guaranteed but if they backroll, you can
    connect a d/f+3 with followups; d/f+3,d+1,2 B! d/b+3,1,1 is just an example.
    On CH, launches them for some really insane juggles that'll destroy them like
    no one's business. 85+ will come like ABC & if you're skilled you can get 
    beyond 95 too. Can be performed in various ways ( From  crouch, VTS stance, 
    d/b+3+4 etc) & crushes lows too (Not everytime however, I don't know why so 
    don't rely on it much for that). Is SAFE (Actually its more than just SAFE)
    Craig remains at neutral (0-frames) which means everything that your opponent
    thinks he can do, you have an answer for it (Jabs d+4_d/f+1+2, SS+1+2 are good
    to start with). 
    Also, if you hit an airborne opponent with it, you can connect a d/b+3,1,1 for
    a mini-juggle. Don't think, just use it. This is a move you need to learn to
    play with in every possible way. Sure, be careful about *Magic* 4s & SSers.
    Bicycle Kick
    One of his "Maximum effort minimum result" moves. This bullshit started since
    T4 & still continues to be here in T6. Marduk jumps & performs somewhat a side
    flip with his left leg to hit them. Hits grounded oppoents, crushes lows &
    even bounds airborne opponents ( And I can bet you've never used it for any of
    the above reasons). Its slow, can be sidestepped & random jabs can float
    Marduk out of it very easily. Not a special move to write about, if you manage
    to hit them with it consider yourself lucky.
    Vale Tudo Style
    His regular VTS stance. More talks on it in the further section.
    d/b_b+3+4  <CHANGED>
    Backdash Vale Tudo Style
    The VTS backdsh, now can also be done by b+3+4. This used to be Marduk's life
    saver in previous games but now its not the case. Namco's toned it down a bit.
    Its not that fast as it used to be & even the moves from this stance take some
    time to come out compared to previous versions making it less abusable.
    However, you can still think about it. Its good & can be effective if used
    correctly. Here's some quick info on it:
    * Its main purpose was evasion & it still is. Baiting is secondary to it. It
      can be good to do a normal backdash first (b,b,d/b,b,b,d/b). This way it'll
      evade their attacks much better.
    * Its used mostly in those situations where opponent is advancing with moves
      like DJ's b/f+2,1 or Lars' f+1,2,3 Dynamic_Silent entry stuff. If you
      successfully evaded their attack(s) or made it whiff, there are quite a
      things you can do:
    > 1+2   : The ultimate tackle. Use it only when nothing else would reach.
    > WS+3  : The only launcher (Normal hit) you have from d/b+3+4 & fits best in
              the situation  where there is only a little distance between Craig &
              his foe or if there's a wall behind him (Craig).
    > d/f+4 : Same as above except when WS+3 doesn't reach.
    * Sometimes when you didn't time the VTS backdash right:
    > WS+1,2: Very reliable if you didn't time the d/b+3+4 right & they come
              rushin towards you. Can leave the last 2 sometimes as its a high.
    > WS+4  : Same as above but be careful don't get it whiffed.
    > SS+3+4~3+4~3+4:
              The only option you have if you do not want to take any chances &
              end up safely. Cancels both normal 3+4 & d/b+3+4 stances.
    > f+2   : Only if you're teasing them. Its slow but got lots of range & lots
              of priority. You'll have to use it to understand it.
    These are just a few examples but there are still a lot of possibilities. Use
    it but only to a degree. Don't rely on it completely. Its OK but not the way
    it used to be in T5 series ;___;
    Gator stomp
    An OK ground hitting mid. Dirty looks,limited uses. Nothing special used
    mostly as a juggle ender from the juggles & combos starting from
    f,f+1+2, SSR,d/b+1+2, (When opponent gets launched weirdly), WS+3, SLD d+2,
    CH d,d/f+4, etc. Leads to oki. If blocked, forces opponent in slight crouch
    position. SS games from here can work sometimes like SSR, d/b+1+2 or SS either
    side 1+2_2 to build pressure etc.
    Other than this:
    u+3+4 is suicide in this game now. Earlier it was used to punish blocked
    slides. It even did more damage but now its hardly got any uses.
    u/b+3+4 can be useful sometimes, as an evading tool after a d/b+3+4 or simply
    the way its done to avoid their attacks like Law_Lee's slides, Lars f,f+3+4
    (Its a slide too) etc but don't rely on it everytime as it recovers really
    slow now. If done incorrectly, you'll eat something!   
    That's all about it. Pretty straightforward move. Use it when the opportunity
    says so & don't look beyond. Its not a thing to experiment with.
    Wild Stomp
    Although its his fastest ground hitting mid (i16), its not that special. Its
    unsafe; you'll eat generic 11 frame WS+4s so try not using it against standing
    opponents but grounded. It can also be beaten by the wakeup kicks so make sure
    you train them to eat d+4, b+4, tackle, etc first then mixit up. It also
    guarantees a d/b+4 stomp on CH, but thats most probably going to happen in a
    ghost battle, not against a challenger. Its not bad but overshadowed by other
    options Craig has now. A move that's good as long as it hits.
    Roundhouse kick from his right leg. HOMING ATTACK & knock down on hit. Slight
    whiff punisher & has got a lot of preference over b+3 as it tracks. Good range
    good damage & if an opponent eats it with his back near walls, you get a free
    wall splat to start a wall combo. f,f+4 W! d/f+4,2 B! d/f+2,1 is reliable &
    good. Its jab punishable but thats if they know it. An OK move altogether.
    d/f+4,2   <NEW>
    Craig's fastest new mid. 13 frames, natural combo & bounds in juggles. Does
    very good damage (38, more than normal throws!) so a very nice punishment to
    attacks that recover -13 or slower but are unpunishable by a launcher (note
    that Craig's fastest launcher is d/f+1, 16 frames) e.g., Paul's WS+2, Lars'
    SE 3 etc. On hit forces opponent into crouch but leaves Craig at -3. You
    know what that means, if your opponent knows this too he'll take advantage of
    it, so don't make it a habit to attack afterwards everytime you hit them with
    On block its as bad as -17 but sometimes you can restrict yourself to d/f+4
    alone. Its OK. Train them to it & throw the last 2 from time to time. If it
    lands as CH, they fall in FCD position, from where you can follow with the
    same options as from CH(1,2),f+1. 
    Also i've heard that d/f+4,2 bounds the opponent if it hits them while they're
    backrolling. The exact circumstance for that to happen evades me at the
    moment. Use it but only for punishing coz the recovery both on hit & block is
    the main thing that makes it unpopular among Marduk players. They trust a
    1-frame slower but very reliable b+4.
    Knee Slicer
    Eh..Its a knee too (Never seen any other character using a knee as a low) :p
    This move too has disadvantage on hit & block but its still one of his best 
    lows. 14-frames, crushes highs & UNPARRYABLE. Good damage & tracks to Craig's
    right. Has got little disadvantage on hit, -5 so you have limited options
    afterwards such as d/f+1+2_d/b+1_another d+4 to crush any fast pokes coming
    your way like *Magic*4s, throws (Reminds me of King's GS ) & similar stuff
    Sometimes it's also good to sidestep or backdash to avoid getting predictable.
    Just don't get it blocked. If it happens; say goodbye & don't ask questions =/
    Crab Leg
    Technically the "Sweep" he has. 
    Both, Marduk & his foe fall down in KND position after he hits them. From here
    you have a free "quick getup d+3" for some extra tick damage. If its a CH,
    it'll turn into a "Leg Trip Takedown Throw" in which the opponent falls right
    in front of him in standard FCD position, same as the one after 1+3 throw.
    Whatever you feel should connect like b+1+2, tackle, b+1 etc as the CH part is
    not a thing to happen frequently, so chances are less they'll try to avoid the
    followups. Safety issues shouldn't bother you much. Its good as it can't be
    punished by a hopkick, little bad you gave them free Oki (Only generic d+3_4s,
    nothing much though). Use it from time to time, just don't make a pattern.
    That's all.
    b+4   <NEW>
    Quick Bazooka
    This is something that Craig lacked in previous games. Now getting around
    quick pokes is easier. No old high b+4 anymore instead Namco's given him a
    quick mid kick which looks somewhat like Ganryu's 4,3,4 Ogre kicks. Range is
    good (If you
    blocked DJ's f,f+2, you can connect it without a dash) with 14-frame startup
    which is very nice. Doesn't knock down on hit but gives good frames to start a
    little mixup like another b+4, d+4_d+3, tackle etc. On CH knocks them down
    with no guaranteed followups. Can stop almost any move your opponent likes to
    rush towards you with. Tracks to Marduk's right & safe on block. Any reason
    why you shouldn't use it? NO.
    Jump Gut Kick
    Forget about the u_u/b versions. They're absolute nonsesnse. u/f+4 part has
    got some good uses though:
    >> Crushes lows including special mids like d/b+1.
    >> Starts a mini-combo. You can follow with a d/b+4 or a d/b+3,1,1.
    >> Is SAFE on block & forces opponent into crouch so good bait for reversals
    Its range is short & juggle damage is little less too but its the right tool
    when it comes to crushing those pesky lows. Use it everytime if you're not as
    confident with your low parrying skills.
    Gator Sweep
    The longest range move in Craig's arsenal & its very special. Not because of
    the damage, not because of the speed but the advantage it gives on hit. They
    are stunned for so long that you can do almost anything you like. Here is a
    list of some staple followups (With uninterrupibles) that players like to use
    a lot:
    >> A WS+4_1 UNINTERRUPTIBLE       or
    >> Another d,d/f+4                or
    >> Throws                         or
    >> u/f+3 For pressuring           or
    >> cc SS+1+2 For pressuring        
    The first option in the list is an uninterruptible followup while others are
    just mixups. On CH, it knocks them down in the same way as getting hit by a
    Kaz's f,N,d,d/f+4 giving you a chance for some comboable followups:
    >> Another d,d/f+4
    >> cc d/b+4 (Stomp)
    >> u/f+3+4
    >> A groundthrow (Not a 100% guaranteed followup. Sometimes they can abvoid it
                      by throwing those wakeup kicks. They can break it too)
    A very good move for pressuring. I personally like to throw it as 3+4~d/f+4 or
    after i've successfully evaded any attack with d/b+3+4 so its a good whiff
    punisher too sometimes. More than horrible if blocked.
    SS+4  <NEW>
    Thor Kick
    Umm...what does Thor mean? Some German God? Whatever it is but the move surely
    is an uber-sucky. Knocks down on hit just like DJ's CH f,f+2 but speed is slow
    so can't be used in fast games,(so slow u can't punish their whiffed attacks
    with it). Range is iffy, sometimes fails to connect but a small good thing
    about it-its delayable, meaning you can sidestep & wait for a moment before
    pressing the 4. This way it surprises the opponent sometimes who like to rush
    towards Craig a lot. Damage is good & is safe. It can be an OK addition to
    Craig's arsenal, just make sure it doesn't whiff.
    VALE TUDO STANCE: MOVES & PROPERTIES                              [mv_vtsm]
    Coming soon...
    THROWS                                                            [mv_thro]
    Marduk's throws = Grappler's Delight
    Though not as many in number as King or Nina's but whatever he has, they're
    all his garden variety throws. They are DAMAGING plus give a lot of
    opportunities for follow-ups. A few like crouch throws & sideones aren't good
    for anything except flashiness but rest all are special for their own reasons.
    We'll see them one by one.
    NOTE: Crouch-throws & side-throws aren't going on the list as there are hardly
          any instances where you'll be going to need them. Back-throws will be
          will be done by next update.
    [F]+1+3                                    1
    Rolling Splash
    Powerbomb with a rolling startup. A good throw to use. Whether they eat it or
    break it, Craig will always switch sides. Once landed, opponent ends up in FCD
    position with Craig close to their feet. For here, anything isn't guaranteed
    but you can sneak some good oki mixups to increase the damage:
    If they try to roll away: Tackle them (3+4,1+2. No dash required)  OR
                              Dash in f+2+4 backthrow
    If they stay there  OR
    try to quickstand       : b+1+2
    Also, if you grab them with their back near walls, the throw oki becomes even
    more easier:
    If they try to quickstand 
    or throw wakeup kicks   : d/b+4 (Stomp)*                           OR
                              b+4*                                     OR
                              d/f+2>1*                                 OR
    * Both options are safe even if you guess wrong & they laid there. You can
      still block or parry the kicks they throw on you (Which they shouldn't).
    If they sideroll        : Groundthrow (Breakable)
    If they try to roll away: Same as mentioned above.
    Thats some ways of getting maximum damage from the throw. What & when, you'll
    learn from experience.
    [F]+2+4                                    2
    Good throw to mix your attacks with, quite similar to one of King's
    sidethrows. Craig grabs opponent's feet & slams him/her on his knee. Although
    its escaped a lot, its still good in itself as now in T6 you can get an
    additional throw oki nearly everytime you landed it. Now a b+4 is guaranteed
    if they try doing anything else besides lying there on the ground (They'll get
    hit in the back) & if this throw is done while their back near walls, you can
    get something more damaging (Groundthrows, d/b+4 etc depending on the
    situation). On breaked, this throw switches sides too.
    f,f+1+2                                    1+2
    Atomic Buster
    Marduk's ultimate grab. Needs no introduction, an absolute gem in his throw
    arsenal. Its got everything-Looks, range (due to dash), double button