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    Craig by Sheng Wan

    Version: 1.3 | Updated: 08/19/01 | Search Guide | Bookmark Guide

    Craig Marduk Beginner's Faq v.1.3
    by Sheng Wan (sw74@cornell.edu)
    Version History
    v.1.3 - Updated movelists, descriptions and corrected vale tudo section. Added
    new juggles too.
    v.1.2 - Corrected some move descriptions and added new moves including ss2,
    vale tudo 2+4, sidestep uses, and new strings.
    v.1.1 - First version 
    This document is Copyright (c) Sheng Wan 2001, all rights reserved. This document 
    may not be altered in any way.
    Some move names were taken from Catlord's Tekken 4 movelist while others were taken
    from www.tekkenzaibatsu.com. If any information is taken from this faq for another faq 
    then credit should be given to both Catlord's faq, tekkenzaibatsu and me.
    This document can be used for promotional and/or profitable purposes only if formal 
    consent isobtained from Sheng Wan (sw74@cornell.edu) and proper credit is given to 
    the author.
    All aspects of Tekken 4 used in this document are Copyright (c) 2001 Namco Limited.  
    All rights reserved.
    While everyone flocked to Steve when Tekken 4 first came out hardly
    anyone noticed the big convict we now know as Craig Marduk. People
    think this guy is too slow and too big to be of any threat and 
    interest. I thought so too before I focused on him and found out
    that he has good speed inside as well as great range and power. After
    pouring a ton of money in the arcade and spending almost 20 hours
    playing him I have gained what I hope is a fundamental awareness
    of his power and potential. Now I want to share what I've learned
    with all you big character fans out there.
    Craig's style is hard to define, while he has a lot of power and range
    he also has good juggle starters and very good throws. You can play
    a throw and mount Craig or you can play a distance and juggle game with
    him, overall he's very versatile contrary to first impressions of this
    monster. He even has a good sidetsep game from his Vale Tudo stance. 
    Before I start with the moves I want to make it clear that this faq's 
    sole purpose is to provide a beginning guide to Craig Marduk for people 
    who are already familiar with tekken 3 systems and gameplay.will I don't 
    claim to have found everything, that is to be completed by everyone in the 
    Tekken  community. As you will see I haven't found the counterhit properties 
    for a lot of moves, that's up to you. Nor do I claim that all my findings are
    set in stone but I have personally tested everything in my faq. I did all
    my testing on Tekken 4 machines in Hong Kong, so I am not sure if they 
    are version A or B or if are any differences in Craig for each version. Finally
    I make a lot of references to bodylengths when describing distances, a
    bodylength is the body length duh of a regular sized character ie steve
    or law. Ok on with the faq, this is the format.
    I.	Systems Guide
    II. 	Movelist
    III.  	Descriptions
    IV.	Vale Tudo Stance
    V.	Juggles
    I. System Guide
    Button Mapping - In Tekken related faqs there is a code system which assigns each 
    of the four buttons a number. For those of you who are new to Tekken the system is 
    like this:
    left punch 	= 1
    right punch 	= 2
    left kick 	= 3
    right kick 	= 4
    Also joystick movements are abbreviated as follows:
    forward		= f
    back		= b
    down		= d
    up		= u
    whilestanding	= ws (this is motion from full crouch to standing by letting go 
    of joystick)
    sidestep	= ss (dd or uu)
    You can combine these abbreviations for diagonals such as db which means diagonally 
    down and backwards and etc.
    So for instance a move is listed as f,f+2, that means the move is performed as 
    forward, forward plus right punch.
    For each move I've listed their properties such as hit level l/m/h which is self
    explanatory. If you see L then that means the move hits low and also on grounded
    opponents, M means the move hits mid and also on grounded opponents.
    This is a very simple overview of the connotations used in tekken faqs, if you want 
    to learn the more complicated movements like crouch dash, techroll, and other technical
    Tekken stuff then we suggest you go take a look at Catlord's excellent overview in his 
    Tekken 4 movelist at http://www.tekkenzaibatsu.com/tekken4/faq/t4moves.txt
    II. Movelist
    F+2+4 		front 		Rolling Splash {2}   
    2+4 		front 		Knee Crusher {2}  
    f,f+1+2 	front 		Atomic Buster {1+2} 	(Juggles) 
    qcf+1 		front 		Northern Lights {1}  
     = 1+2    			Vale Tudo Mount  
    qcf+2 		front 		Power Slam {2}   
     = 1+2    			Vale Tudo Mount 
    qcb+1+2 	front 		Back Freaker {1+2}   
    d/b,d/b+1+2 	front 		Jack Hammer {1+2}   
    d+2+4 		duck 		Power Bomb {1+2}   
    (u_d_b_f)+1+3 	any 		Position Change {1}   
    (F+2+4_2+4) 	left 		Reverse Head Crusher {1}   
    (F+2+4_2+4) 	right 		Lift Drop {2}   
    F+2+4 		back 		Back Drop  
    2+4 		back 		Reverse Air Splash   
    1,2 		One Two Punch 			hh   
     = f+1  	Elbow Sting  			h 
     = 3,1+2  	Stomach Kick Tudo Noogie 	mh
     = 3+4  	Vale Tudo Style  
    1,d+2 		Straight - Gut Punch		hm 
    b+1 		Knuckle Dunk 			M	(hits grounded)  
    d/f+1 		Swing Upper 			m 	(Juggles)
    WS+1 		Health Tap 			m   
    1+2 		Power Hammer 			m 
    f+1+2 		Cyclone Knuckles 		h  
    d+1+2 		Shoulder Impact 		m 
    2, d+1+2	Hook, Shoulder Impact		hm 	(Juggles)
    d/f+1+2 	Tudo Noogie 			h 
    d/b+1+2 	Sway Power Hammer 		m	(Juggles) 
    FC+1+2 		Craig Horn 			m   			
    b+2 		Rolling Back Chop 		m 
    d+2,4 		Alligator 			mm
    d/f+2 		Gut Punch 			m
    f,f+2 		Elbow Sting 			h 
    f+2,1,2,1 	Palm Fury 			hhhh  
    WS+2 		Tornado Chop 			h   
    SS+2 		Backhand Spin Knuckle 		Sm 	(blocked high or low)
    d/f+3,1+2 	Stomach Kick - Tudo Noogie 	mh 
    WS+3 		Cyclone Kick 			h
    (d_d/b)+3 	Step In Shin Kick 		l 
    f,f+3 		Bicycle Kick 			M   	(hits grounded)
    d/b+3+4 	Leg Scissors 			l
    d/b+3+4 	Leg Trip Takedown 		l 	(on counterhit)
    (u/b_u_u/f)+3+4 Gator Stomp 			M	(hits grounded)   
    b+4 		Bazooka Heel 			h  
    u/f+4 		Jump Gut Kick   		m   
    (d_d/b)+4 	Knee Slicer 			L	(hits grounded)   
    d/f+4 		Side Kick 			m 
    WS+4 		Kick Out 			m 
    (FC,d/f_D/F)+4 	Gator Sweep 			L	(hits grounded) 
    f+3+4 		Alligator Tackle 		m
    b+1+2 		High Attack Reversal - Vale Tudo Mount 
    b+3+4 		Mid Attack Reversal - Vale Tudo Mount 
    3+4 		Vale Tudo Style   
    Vale Tudo Stance - 3+4
    u_d                         Sidestep
    1                           Hand Chop		m
    1+2                         Ultimate Tackle
    2                           Tornado Chop	h
    3                           Rising High Kick	h
    4                           Rising Mid Kick	m
    2+4			    Body Slam {2}	
    3+4			    Cancel Vale Tudo Stance
    Mount Position
    1			    Mounted Left Punch
      2			    Mounted Right Punch
        1			    Mounted Left Punch
          2			    Mounted Right Punch, Armbar
          1			    Mounted Left Punch, Triple Headbutt
    Note the order of the punches can be any combination of 1s and 2s, not
    necessarily just 1,2,1,2.
    III. Descriptions
    Special Arts
    1,2 - Basic one two jabs, decent speed, not as fast as Steve's or Law's 
    but it does have enough priority to counter poke. 
    1,2,3+4 - jabs linked into Vale Tudo Stance, this can be a deceptive way
    to get into the stance. Afterwards immediately sidestep to avoid any attempts
    by your opponent to hit you out of Vale Tudo and then retaliate.
    1,2,f+1 - jabs followed by a high hitting elbow strike, doesn't connect if
    1,2 counterhits. It's a good juggle filler though.
    ss+2 - Craig does an advancing windmill strike with his hands, good range and
    good damage. Hits mid and very fast. However Craig's normal sidestep is way
    too slow and short to take full advantage of this move. His Vale Tudo sidestep
    is much much better so you should depend on that as your sidestep game.
    f+2,1,2,1 - I named this the Berserker because it looks like Craig's going
    nuts. He does 4 rapid high chops, if the first hit connects and the opponent
    is close enough then all four will hit for about 10-15% damage. The f+2
    startup chop is very fast making this move a better choice than 1,2 for
    stuffing incoming poking attempts. I almost named this the Child Molester but
    then realized if I did that this faq would never be posted anywhere! haha
    b+1 - Craig leans back and then does a lunging punch that hits the ground
    in front of him. Easily hits grounded opponents and can be a good juggle
    follow up if the opponent is foolish enough not to techroll. Overall average
    speed and will cause block stun, causes knockdown with opponent in face down
    heads towards if it connects.
    b+2 - He turns around and does a spin punch that hits mid, very similiar to
    2nd part of King's 1+2, 1 move. This move when it connects on regular hit will
    cause a slight stun and off center shift but it's not long enough to capitalize
    upon. Good range and decent speed.
    1,d+2 - better option than 1,2 because this ends in a mid hit gut punch. If 1
    counterhits then 2 is not guaranteed, it's too slow. Use this if your opponent
    ducks a lot.
    1,2,3,1+2 - 4 hit string that hits h,h,m,h with two high punches followed by a 
    slow mid toe kick then a headbutt. Overall not very good but 1,2,3 by itself is 
    a good poke tool. So far I haven't been able to connect this into a juggle because 
    the 3 is slow to come out but try it yourselves. 
    df+3, 1+2 - Just the last 2 hits of the previous string, there is a slight delay
    between the kick and the headbutt so it can trick some people. The headbutt causes
    stun whether blocked or not. This chain is a lot easier to use in juggles than its
    longer variation.
    df+1 - One of Craig's fastest moves and his best launcher in my opinion. He does 
    a really fast windmill uppercut that lifts the opponent. Launches opponent slightly
    above Craig's head which is pretty high. It has good range but if the opponent is
    about half a body length away the move will only hit and won't launch. So use this
    up close and as retaliatory strike against blocked moves that have slow recovery,
    for example kaz's 112. The uppercut hits mid and will launch on regular hit, just
    make sure you're close enough.
    d+1 and d+2 - Craig's two low punches are very different from each other. d+1 is 
    a fast elbow strike to the knee with almost no range, think ling's jab. d+2 is
    slower, similiar to paul's d+2 but it has tremendous range, comparative to Gunjack's
    d+2. Overall I think d+1 is good up close while d+2 can be used as a mid range
    poke that sets the distance up nicely for either ws+1 or the slower ws+2.
    ws+1 - rising chop, Craig does an upward chop while kneeling. This move has decent
    speed, it is faster than his ws4 and ws2 moves and it has considerable range. Best 
    used after a d+2.
    ws+2 - slow but powerful high hitting chop, it's very similiar to aking's chop and
    is best used after ducking your opponent's high move.
    1+2 - Craig leans back, puts his fists together and swings down in a hammer motion.
    Very similiar in movement to Gunjack's 1+2. Will not hit grounded opponents, if it
    connects it will leave opponent stunned in crouch for a bit, not long enough for 
    continuation into another move however. Will cause slight block stun too.
    db+1+2 - very powerful two fisted lift similiar to Gunjack's d+1+2. Craig sidesteps
    backwards turns around then lifts with his two fists together. Has a slight dodge
    element to its startup and lifts very high.
    d+1+2 - Craig crouches then immediately does a rising shoulder tackle that lifts
    opponents on regular hit, good launcher with initial crouch dodge, also a good
    juggle ender. He advances slightly during the move, about a third a body length.
    2,d+1+2 - High jab into lifting tackle, very useful move because of the crouch dodge
    from the d+1+2 lift tackle. It's also a good damage juggle ender.
    FC+1+2 - done from full crouch, Craig rises up with a big headbutt, hits mid and has
    good speed and priority. Does not launch though but is a good follow up after d+2. If
    you hold back while it connects then he will throw the opponent.
    d+2, 4 - downward elbow strike followed by a slight pause then a mid hitting stomp.
    Elbow is fast and if it counterhits then 4 hits also. Good standalone move as well
    as a good juggle filler. 
    df+2 - nothing special, just a mid gut punch similiar to Paul's df+1 but a little
    f,f+2 - VERY fast high hitting elbow strike. Great juggle ender and can be used
    by itself as a deathfist type move. Fast startup, knocks down, and quick advance,
    only weakness is that it hits high.
    f,f+3 - mid hitting drop kick, very similiar in movement to Bryan's b,b+4. It hits
    mid and will hit grounded opponents. He lands on his back after the move. Good
    speed and great damage.
    df+3 and df+4 - just mid hitting versions of their stand alone counterparts, 3 and
    4 high kicks. Good range, horrible startup and speed.
    u_uf+3+4 - If you've played Lau in virtual fighter then you'll recognize this move,
    Craig hops up then lands with a stomp, can hit grounded opponents and I think it
    will be useful on crouching opponents. Slow startup though but interesting to 
    watch, Craig is all about fighting dirty.
    b+4 - Craig's ultimate power move. 1.5 times the range of the deathfist, fast and
    very powerful. He basically spins around with a giant kick. Will send the opponent 
    flying all the way to the other side of the screen. Great juggle ender, however it 
    does hit high which is its biggest weakness. 
    d+4 - single ali kick, similiar to King's but with more range and more damage. Pretty
    effective and cheap way to end a match, decent recovery time and very fast execution.
    d, df+4 - long extended version of his d+4, will trip on counterhit and also if opponent is
    close enough, about half a body length away, overall two body lengths of range. 
    db+3+4 - very strange move, Craig falls on his back while doing a low kick to. If it
    counterhits then Craig will trip with one leg then use the other leg to kick the 
    opponent to the other side. I have yet to find a purpose for this move's unique
    properties, if you find out more please let me know. Otherwise this is a cheap way
    to get a low hit in, pretty good damage too, I'd say 15 points at least.
    (d, d/b)+3 - Regular low left kick, not as fast nor useful as d+4 so stick to that.
    ws+4 - while rising mid kick, very slow startup and will not beat anyone's ws4 thus
    far, not very useful.
    ws+3 - while rising turnaround high kick, use only after ducking a missed move. Stuns
    on counterhit ala Hei's standing 4.
    b+1+2/b+3+4 - high/mid reversal that catches the opponent and sends them down with
    Craig going into automatic mount position from which he can proceed with 1,2,1,2 then
    armbar or headbutts. The active frame time of the reversal is very short, b+1+2 is for
    high attacks and b+3+4 is for mid attacks. 
    f,f+1+2 - best throw so far, he hooks his arm around the opponent's neck, lifts
    then slams them hard on the ground and bounces them. You can follow this up with some
    simple juggles too. That'll be covered later. Overall very powerful throw with options 
    for followup and a 1+2 escape! His best throw so far. For instance a simple ff+1+2, d+1+2
    does close to 60 points damage! That's not considering in followups that are not guaranteed
    like d4, d,df+4, db+3+4 etc after the d+1+2. 
    F+2+4 - regular power bomb with a nice rolling startup. Looks very cool and can be 
    followed up with d4 or db+3+4
    2+4 - Craig picks opponent up and slams his/her crotch on his knee, very dirty hehe.
    Again follow up with d4 or db+3+4 for a bit more damage.
    qcb+1+2 - standard backbreaker throw, d4 or db+3+4 followup, 1+2 escape, I think overall
    f,f+1+2 is the better option if you want to throw.
    qcf+1/qcf+2, 1+2 - alternative way to get into mount position from a regular throw, but
    they are easily escapable.
    IV. Vale Tudo Stance
    3+4 - Craig crouches down into the Vale Tudo position from which he can sidestep and
    do one of these moves:
    1 - regular ws+1
    2 - regular ws+2
    3 - regular ws+3
    4 - regular ws+4
    1+2 - running tackle into mount, this is the central move of the stance. The 1/2/3/4
    from Vale Tudo serve mainly as counter moves if the opponent tries to run in and interrupt
    you. The should also be used mainly after the Vale Tudo Sidestep. The running tackle into 
    mount has two stages, if you connect with the opponent within about 2 body lengths then 
    Craig will catch them, lift then slam them down for a little damage before going into the 
    mount position. However if you connect after 2 body lengths then Craig will do a jumping 
    tackle and mount the opponent without the slam. If you  don't connect then he will still 
    do the jumping tackle which won't hit the opponent. The entire length of the 
    running tackle is about 3-4 bodylengths.
    The opponent can escape the tackle via 1+2. After Craig successfully mounts he can choose
    from using left punch (1) or right punch (2) for the first 3 punches. Afterwards you can either
    do a right punch which if connected Craig will do the armlock or you can do a left punch which
    if connected Craig will do the triple headbutts. To block the punches you have to press the
    punch button that is opposite from what Craig's doing, for instance you see that he's coming
    down with his right punch, you then have to block by pressing left punch (1) and visa versa.
    If you press (1+3) when Craig comes down with his right punch or (2+4) when he comes down with his
    left then you will block the punch and kick Craig off thereby escaping the mount.
    u_d - Craig's sidestep from Vale Tudo looks like King's ss+2+4~db, covers a lot of ground and
    with a wide arc. He remains in Vale Tudo after the sidestep. His Vale Tudo sidestep is 
    equivalent to a double sidestep in terms of distance covered. After the sidestep is where his
    normal 1/2/3/4 moves comes into good use. The best moves are 2 and 3 since they cover a lot of
    range and are the most damaging. After you successfully sidestep from vale dodging an opponent's
    move then you will be facing his side in which a 2 or 3 will really hurt, especially 2. I use
    Vale Tudo sidestep, 2 the most as it is the best combination of speed, power and range. 
    2+4 - Simple bodyslam throw from Vale Tudo Stance, fast startup and very deceptive. Best used
    after 1,2,3+4. Good damage and followup with d4 or db+3+4 possible.
    V. Juggles
    Since the game is still relatively new I've only found several simple juggles for him but
    nevertheless here they are:
    (db+1+2, df+1, d+1+2) 1, df+3,1+2
    (db+1+2, df+1, d+1+2) 1,2, b+4
    (db+1+2, df+1, d+1+2) 1,2, 1,2,f+1
    (db+1+2, df+1, d+1+2) 1, 2,d+1+2
    (db+1+2, df+1, d+1+2) 1, d+2, 4
    (db+1+2, df+1, d+1+2) 1,2, d+1+2
    (db+1+2, df+1, d+1+2) 1,2, f+1+2
    (db+1+2, df+1, d+1+2) 1,2, 1, f,f+2
    (f,f+1+2) db+1+2/d+1+2, d+4
    (f,f+1+2) 2,d+1+2, d+4

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