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Tekken 7 Marduk Guide Featuring Joey Fury

Tekken 7 Marduk Guide Featuring Joey Fury

author
Elizbar Ramazashvili
5 min
Guide by Joey Fury

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"I'll break your face!"

Tekken 7 is the latest installment in the storied Tekken franchise. The series has been around for almost 30 years, and for the majority of its lifespan, it pushed the boundaries of what 3D fightings were capable of. Nowadays, it’s one of the most popular titles globally and is respected by the fans of even the most traditional 2D games.

One of the reasons for such success is the gameplay of Tekken and how many different styles it’s able to incorporate. The characters have become iconic at this point, and every new addition tries to push the envelope even further.

Craig Marduk debuted in Tekken 4, and ever since then has been a great foil to King with his similarly large frame and a big focus on heavy hits and grappling. Today we have partnered with Joseph "Joey Fury" Bennett to provide you with the best Tekken 7 Marduk guide. You can view the full video right below and go over any of the individual sections right here in the text guide.

Joey Fury's Marduk Guide

MARDUK Guide by [ Joey Fury ] | Tekken 7 | DashFight | All you need to know

Tap Notation

Hold Notation

Tekken Move

Playstation

Xbox

f

F

Forward

 

 

d/f

D/F

Down & Forward

 

 

d

D

Down

 

 

d/b

D/B

Down & Back

 

 

b

B

Back

 

 

u/b

U/B

Up & Back

 

 

u

U

Up

 

 

u/f

U/F

Up & Forward

 

 

N

 

No directional inputs

 

 

SS(L/R)

 

Side Step (Left/Right)

 

 

qcf

 

Quarter-circle forward

 

 

qcb

 

Quarter-circle back

 

 

hcf

 

Half-circle forward

 

 

hcb

 

Half-circle back

 

 

ch

 

Counter Hit

 

 

ws

 

While Standing

 

 

wr

 

While Running

 

 

1

 

Left Punch

Square

X

2

 

Right Punch

Triangle

Y

3

 

Left Kick

Cross

A

4

 

Right Kick

Circle

B

Swipe

Marduk’s Best Buttons

The Best Buttons are simple inputs that in many ways form the identity of the character. They’re likely to be your best tools for getting a grasp of any particular fighter.

  • 1, d+2 - 10 frame string, very low risk to just throw it out. The d+2 part acts as a frame trap and can be easily followed up.

  • d/b+2 - 16 frame counter hit launcher with good range. Great oki, can be repeated.

  • qcf+2 - A bit slow, but deals tons of damage on counter hit. D+3 and f+4 follow up on grounded.

  • u/f+3 - Amazing range, low crushes, and only has -2 on block. Insane damage on counter hit. The only downside is bad tracking.

  • b+2 - Great tool for tracking, true homing on sidesteps.

  • d+3 - Amazing range and good tracking, hits grounded.

  • d+4 - Non-parriable on low, great crush. Good against characters who spam highs.

  • b+4 - Crucial tool to limit the opponent’s movement.

  • f, f+1+2 - Throw with incredible damage output, can be comboed off of.

  • 3+4, 1+2 - Signature takedown with great damage. Fully launchable on whiffs.

  • f+1+2 - Good tool for challenging after negative frames. Great oki.

  • d/f+1 - 15 frame launcher, insane range. Easy whiff-punisher.

  • d/b+1 - A great 10 frame pressure-relief tool.

Marduk’s Best combos

Combos are a great tool to capitalize on the opponent’s mistakes or your own great launchers. They deal lots of damage and remembering even a couple of them can make a difference between a win or a loss.

  • d/f+1, d/f+2,1, d/f+3,1,2, b+1,2 (Easy)

  • d/f+1, d/f+2,1, d/f+3,1,2, 3+4~3+4, f,f+1+2 (Intermediate)

  • d/f+1, 2,d+1+2, d/b+3,1,1, f,f+3,2 (Wall carry)

  • d+1+2, f+2,1, d/f+3,1,2, 3+4~3+4, f,f+1+2

  • CH u/f+3, f+2,1, d/f+,3,1,2, 3+4~3+4, f,f+1+2

  • CH d/b+2, d/f+3,1, f,f+1+2 (Easy)

  • CH d/b+2, d/f+3,1,2, 3+4~3+4, 1,2, 3+4~3+4, f,f+1+2 (Intermediate)

  • CH d/b+2, dash up, VTS~D/F, 1+2, 1,2, 3+4~3+4 , 1,2, 3+4~3+4, f,f+1+2 (Advanced)

  • CH b+2, VTS~D/F, 1+2, d/b+2, d/f+3,1,2, 3+4~3+4, f,f+1+2

  • CH b+2, SSR, VTS~D/F, 1+2, d/f+4,2, df+3,1,2, 3+4~3+4, f,f+1+2

  • Low parry, VTS~D/F, 1+2, d/b+2, d/f+3,1,2, 3+4~3+4, f,f+1+2

  • f, f+1+2, FC+1+2, d/b+2, d/f+3,1, u/b+1+2, FC d/f+4

Marduk’s Gameplan and Strengths

The biggest strength of Marduk is his versatility.

  • He can be played defensively, utilizing his great backdash and punishing small whiffs while shipping away with poke.

  • Or he can be played as a total maniac, going for VTS 50/50s, going for every throw or a tackle. His flexibility is bolstered by him being a ticking time bomb – his rage mode. A launcher into the rage drive can devastate any opponent and melt their health leads.

Balancing these playstyles can be a key to major success with Marduk.

Marduk’s Weaknesses

Marduk’s glaring and obvious weakness is his huge size. While his backdash is incredible, his idle stance alone makes him a big target on screen. His left arm extends his hitbox, and characters like the Mishimas can. His sidesteps aren’t any good either. He can dodge some things, but mostly they just hit him.

Marduk’s Guide Conclusion

Marduk is a great character for those who like being versatile and adaptable. He supports both defensive and offensive playstyles and offers options to explode unto your opponents when they least expect it. Learn his best neutral tools, memorize the combos, and let the rage mode get you those sweet sweet Ws.

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