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Marduk Wall Combo Frame Advantage List by FasAn

Shirdel Nov 19th, 2019 246 Never
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  1. Full credit to FasAn!
  2.  
  3. -[MARDUK WALL-COMBO FRAME-ADVANTAGE LIST]-
  4.  
  5. Note:
  6. Everywhere were I wrote "at least +..." means that you're even more +, but it doesn't matter because you've already passed a threshold where you get a free 50/50 attempt or even a guaranteed follow-up, if they don't techroll (d/f+3,1; d/b+2 ender for example).
  7. Also, "->" is referring to the general frame-data and "=>" is referring to extra infos that are important!
  8.  
  9. Stage used:
  10. Geometric Plane
  11.  
  12. Combo used:
  13. => d/f+1; 2,d+1+2; d/b+3,1,1 S!; deep-dash d/f+4,2 W!
  14.    -> 57 dmg + 1 wallsplat-dmg= total of 58 dmg
  15.    -> 63 dmg + 1 wallsplat-dmg= total of 64 dmg with Rage
  16.    -> 8-hit combo and 27% scaling on first wall-hit
  17.  
  18.  - - - - - - -
  19.  
  20. W! d/f+3,1; d/b+2 (17 wall-combo dmg)
  21.    -> +24 on wake-up kicks
  22.    -> at least +25g on techroll
  23.    -> stand-up options:
  24.       -> at least +25g on all stand-up options
  25.          -> even over +40g advantage <-<
  26.    => best used in combination with a VTS/VTSc transistion
  27.       -> forces a mix-up and bridges the techroll "invincibility"
  28.       -> mix-up: VTS d+1+2_VTS~u/f+3_FC d/f+1+2 or qcf+2_u/f+3_f,F+4
  29.    => if the opp doesn't techroll here, you get a guaranteed follow-up
  30.       -> f+4_d/b+4_GTs or FC d/f+1+2_VTS d+1+2
  31.  
  32.  
  33. W! d/f+3,1; >b+4 (17 wall-combo dmg)
  34.    -> -2 on wake-up kicks
  35.    -> +21g on techroll
  36.    -> stand-up options:
  37.       -> +22g on holding d/b
  38.       -> +22g on tapping u
  39.       -> +19g on holding b
  40.  
  41.  
  42. W! d/f+3,1; d/b+2+4 (5 + "40" wall-combo dmg) [Success & Break Frames]
  43.    -> ±0-1 on wake-up kicks
  44.    -> at least +25g on siderolls
  45.       -> opponent can't techrolls, due to d/b+2+4s oki
  46.    -> stand-up options:
  47.       -> at least +25g on all stand-up options
  48.    => ±0, if the opponent breaks the ground-throw!
  49.  
  50.  
  51. W! d/f+3,1; d/b+1+3 (5 + "20~40" wall-combo dmg) [Break Frames]
  52.    => ±0, if the opponent breaks the ground-throw!
  53. W! b,f+1+2,2 (23 wall-combo dmg)
  54.    -> -8 on wake-up kicks
  55.    -> +15g on techroll
  56.    -> stand-up options:
  57.       -> +16g on holding d/b
  58.       -> +16g on tapping u
  59.       -> +13g on holding b
  60.  
  61.  
  62. W! d/f+3,1; d/b+4 (18 wall-combo dmg)
  63.    -> -2 on wake-up kicks
  64.    -> +21g on techroll
  65.    -> stand-up options:
  66.       -> +22g on holding d/b
  67.       -> +22g on tapping u
  68.       -> +19g on holding b
  69.    => pushes Bears&Marduk away from the wall, so be aware!
  70.  
  71.  
  72. W! d/f+3,1; d/f+1+2 (18 wall-combo dmg)
  73.    -> -4 on wake-up kicks
  74.    -> +19g on techroll
  75.    -> stand-up options:
  76.       -> +20g on holding d/b
  77.       -> +20g on tapping u
  78.       -> +17g on holding b
  79.    => pushes Bears&Gigas&Marduk away from the wall, so be aware!
  80.  
  81.  
  82. W! d/f+3,1; f+4 (17 wall-combo dmg)
  83.    -> -10 on wake-up kicks
  84.    -> +13~14g on techroll
  85.    -> stand-up options:
  86.       -> +14~15g on holding d/b
  87.       -> +14+15g on tapping u
  88.       -> +11+12g on holding b
  89.    => We get 1f less, against big chars
  90.    => pushes Bears&Marduk away from the wall, so be aware!
  91.  
  92.  
  93. W! f,F+1+2_f+1+3_f+2+4 (wall-grab) (16 wall-combo dmg)
  94.    -> -7 on wake-up kicks
  95.    -> at least +25g on siderolls
  96.       -> opponent can't techrolls, due to the wall-grabs oki
  97.    -> stand-up options:
  98.       -> +17g on holding d/b
  99.       -> +17g on tapping u
  100.       -> +25g on holding b
  101.    => Best used after a standing wall-splat for max. dmg!
  102.    => Against Bears&Gigas&Marduk, you can use "W! d/f+3,1; grab"
  103. -[SITUATIONAL/CHARACTER SPECIFIC WALL-COMBOS]-
  104.  
  105. W! d/f+3,1; u/f+3 (20 dmg) [Bears,Gigas,Jack,Marduk specific]
  106.    -> +3 on wake-up kicks
  107.    -> +26g on techroll
  108.    -> stand-up options:
  109.       -> +27g on holding d/b
  110.       -> +27g on tapping u
  111.       -> +24g on holding b
  112.    => pushes the big opp away from the wall, so be aware!
  113.    => hits also other chars, as long as you're not off-axis-left
  114.  
  115.  
  116. W! b,f+1+2,2 (23 wall-combo dmg) [Last hit not 60% scaling]
  117.    -> +8 on wake-up kicks
  118.    -> +17g on techroll
  119.    -> stand-up options:
  120.       -> +32g on holding d/b
  121.       -> +32g on tapping u
  122.       -> +37g on holding b
  123.    => it very rarely happens that the last hit doesn't scale for 60%
  124.       -> that changes the overall frame-advantage in our favor!
  125.    => There are potential free follow-ups here:
  126.       -> d+3 hits everything, except for techrolls
  127.          -> deals an additional 14 dmg for d+3
  128.       -> GTs hits everything, except for "Forward Roll" & "Sideroll-Left"
  129.          -> if they techroll Marduk will automatically do a normal throw!
  130.  
  131.  
  132.  
  133. -[RAGE WALL-COMBOS]-
  134.  
  135. W! f+2+3 (Rage-Drive) (11 + "35~40" dmg)
  136. => For Frame-Data reference, go to the pins and check the "GTs frame-data sheet on success and on break"
  137. -[IMPORTANT INFOS REGARDING SMALL/FEMALE CHARARCTERS]-
  138.  
  139. Against females:
  140.     You should replace the d/f+3,1 with 2, due of consistency.
  141.     d/f+3,1 will still work most of the time against the smaller chars, even against Chloe, in my experience, but it is still possible to randomly whiff, so choose for yourself!
  142.  
  143. Important infos regarding this wall-combo (W! 2; ...)
  144.    => The overall dmg is reduced by 2 dmg, when replaced with d/f+3,1!
  145.    => CAUTION! THOSE ENDERS DO NOT WORK FOR W! 2; ... :
  146.       -> 2 into d/b+4 DOES NOT WORK!
  147.       -> 2 into f+4 DOES NOT WORK!
  148. ---
  149. Quick Note:
  150. Wake-up kick speed
  151.    -> wake-up 3 (low kick) is i22 (counts for FUFT and FDFT)
  152.    -> wake-up 4 (mid kick) is i22 (counts for FUFT and FDFT)
  153.    -> wake-up d+3 (toe-kick) is i13 (only from FUFT useable)
  154.    -> wake-up 3+4 (jump kick) is i19 (only from FUFT useable)
  155.    -> wake-up 3+4 (jump kick) is i16 (only from FUFT useable)
  156.          -> only AK, King and Eddy
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