TEKKEN 7

TEKKEN 7

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Lord Oink Dec 5, 2019 @ 7:09am
Marduk 1+3 ground throw combo
The damage is freaking huge.

so you do the db1+3, then:

FC df+1+2 > df+4,2 > df+3,1,2 > Vale Tudo Stance Cancel > ff+1+2

79 damage Holy Crap!

On smaller characters maybe replace df+4,2 with db+2, but so far I know this works on King.
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Showing 1-13 of 13 comments
There's a reason marduk players won't do this combo because it can be prevented by tech rolling, avoiding the fcdf1+2 completely.
SEATEK The_LEFTY Dec 5, 2019 @ 1:56pm 
yeah this isnt a true combo. It's a trap if they do not tech roll. Normally, most players will roll out of it and not even realize they stopped something.
Lord Oink Dec 5, 2019 @ 5:00pm 
thats disappointing

well i did discover a true combo, if you do FC+1+2 as soon as you can, db2, then the rest of the combo, you get 55 damage, thats the highest damage followup ive found


EDIT: actually,

if you time it in sync with them landing, you can get the 79 damage combo, i am doing it vs a dummy with tech roll on
Last edited by Lord Oink; Dec 5, 2019 @ 5:09pm
SEATEK The_LEFTY Dec 5, 2019 @ 5:35pm 
Originally posted by Idiot:
thats disappointing

well i did discover a true combo, if you do FC+1+2 as soon as you can, db2, then the rest of the combo, you get 55 damage, thats the highest damage followup ive found


EDIT: actually,

if you time it in sync with them landing, you can get the 79 damage combo, i am doing it vs a dummy with tech roll on

You should try it with random properties set for every available practice position. If you find one that seems to miss or not combo, dive deep into which ones don't work and figure out why. Honestly, if you are waiting for them to land to make it work it is probably not real. Also, practice mode can give you a combo marker sometimes when a real combo isn't happening. Be sure to test this thoroughly and then try it on bots on ultra hard. After that, test it on real players in a closed environment (locally). Many players thought something was free and is simply wasn't...
SEATEK The_LEFTY Dec 5, 2019 @ 5:36pm 
Another good combo- building tip is to set the computer to "Guard all" on the second action.
SEATEK The_LEFTY Dec 5, 2019 @ 5:51pm 
So i just tested it. It looks like it would work if you opponent is a dummy and:

A) stays grounded in the first place.

B) doesn't break the throw (many decent players know this break- all Marduks use this throw when not near a wall.

When by a wall this might prove to be a nice combo and mixup for you. But many players will quick rise or tech roll to avoid your grounded throw setups.
SEATEK The_LEFTY Dec 5, 2019 @ 5:51pm 
I think there are better juggles from this throw out there. Search the intertubes for them.
Lord Oink Dec 5, 2019 @ 6:05pm 
marduk has moves that guarantee him a ground throw: SS 1+2, uf4, CH FC df4, wallsplat df3,1

i just tested this on asuka and it works on her too, with quick roll, with backroll, with stand up, and no input -- 79 damage

also people in ranked tend to be more scared of db+2+4 when i meet them
Last edited by Lord Oink; Dec 5, 2019 @ 6:08pm
SEATEK The_LEFTY Dec 5, 2019 @ 6:10pm 
I understand that, but even on these "free attmepts" it is still a 50/50. If no wall is available, it is normally 1 break (most marduks use this for dmg) and If you attempt this and they correctly get up instead- without a guaranteed attmept I mean, You can be killed for it.
SEATEK The_LEFTY Dec 5, 2019 @ 6:11pm 
It's neat. Don't get me wrong, it just isn't a guaranteed damage scenario. It's a guess.
Lord Oink Dec 5, 2019 @ 6:13pm 
they can't get up after the moves i described, they have to break the 50/50
SEATEK The_LEFTY Dec 5, 2019 @ 6:14pm 
I know that. I said it was a 50/50 after the free attempt.
If you try this from a non-free attempt there is the risk of them teching.

It isnt wrong or bad. It is just situational. I would definately add it to your mixup tool kit. Especially if you get a good read and see they are never breaking throws, always getting up the same way or they like to stay grounded.
Lord Oink Dec 5, 2019 @ 6:19pm 
well sure. thats 50/50 between 40 damage and potentially keeping them at the wall, or 79 damage. not bad at all. its hard to do but im pretty sure its guaranteed after testing all the wakeup options.
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Date Posted: Dec 5, 2019 @ 7:09am
Posts: 13