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**************
*Craig Marduk*
**************

Author: Kent Dela Pena
Email: diamond_dela_pena@hotmail.com
Version 1.1

This FAQ is copyrighted (c) Kent Dela Pena 2001.  All rights reserved.

I can't really believe I have to say this, but this work is not to be used for
profit and doing so bequeaths you the title of poor sad loser who must find a 
real job.  Really, there's better ways to make money out there.

Don't try to reproduce this and write it off as yours.  You'll never amount to
anything in life if you're out there copying FAQs and saying it's yours.  There
are better and more important things to plagiarize.  Do not go out there
claiming to be me either, or an FAQ writer for that matter.  Although I know
these moves, I am not the greatest player, nor should I recommend living my
life.  It's something you don't wanna do.  If you knew me, you wouldn't wanna
be me.

This FAQ is in English and the only foreign language I can speak is French.
I'm sorry if you can't understand it or get any of the jokes (there's jokes?)
Also, do not email me in any languages other than French or English.  They
will be deleted if I can't read it.

This FAQ should be posted on www.gamefaqs.com unless you ask me for permission
to post it on your site (chances are, I'll say yes, especially if you baked
cookies). 

This FAQ can also be found on the following sites:

  www.tekkenzaibatsu.com

*******************
*Table of Contents*
*******************

  1. Version History
  2. Introduction
  3. Legend
  4. Who is this Brute?
  5. Move list
  6. In depth moves
  7. The Game  
  8. Mounting your opponent
  9. Credits
 10. Main Contributors
 11. Final Words

*****************
*Version History*
*****************

1.0 - Oct 01, 2001 - The birth of my 2nd Tekken 4 FAQ.
1.1 - Oct 10, 2001 - Added some more comments
                     Edited the finishes off the punch fakes
                     Added the Leg Scissors
                     Added the Bicycle Kick
                     Added the Rising Headbutt
                     Added more throw setups

**************
*Introduction*
**************

This FAQ is for all those players who use Craig or want to learn to use him.  
We all have our reasons, so just continue reading and see what's up with him
in his first Tekken adventure.

I made this FAQ and my previous FAQs mainly for myself.  I used it as a guide
for which moves to use under various conditions.  I've always believed in
sharing my wealth so I would like to pass on this knowledge to anybody else
who wishes to learn Mr. Marduk.  Hell, when people ask me some strats for
certain players, it's easier for me to direct them to this FAQ.

This is an early version of the FAQ.  There are many things still to sort out
and a lot of aspects of the game that is still to be developed.  If there are
errors, holes, or strats to add, you are more than welcome to kindly send an
email.

********
*Legend*
********

I'm assuming that you know the conventions such as 1_2 and so on.  Here's just
a rundown on all the buttons and directions.  I think the illustration below
insults your intelligence, but if ya stil need them...


     1P                                       2P

     UB  U  UF                                UF  U  UB   
       O O O                                    O O O
        \|/         (1)  (2)                     \|/         (1)  (2)
     B O-N-O F                                F O-N-O B
        /|\         (3)  (4)                     /|\         (3)  (4) 
       O O O                                    O O O
     DB  D  DF                                DF  D  DB        


I'm guessing that you're aware of the PS2 buttons, so I won't use an illustration
here.  Plus, everyone has their own button layout.

u,d,f,b: Tap direction                    U,D,F,B: Hold direction
     CD: Crouch Dash (f,N,d,df)                 N: Neutral(no joystick direction)
     WS: While Standing from crouch            FC: Full Crouch
     BT: Back Towards opponent                VTS: Vale Tudo Stance (3+4)
    qcf: Quarter circle forward (d,df,f )      SS: Side step (u_d)
     CH: Counter hit (interrupt an opp's move) []: Optional input
      ~: Input next command immediately       L_R: Left or Right
      1: Left Punch                             2: Right punch
      3: Left Kick                              4: Right Kick

********************
*Who is this Brute?*
********************

Craig Marduk is a full contact UFC style fighter.  This art is now referred to
as Vale Tudo, anything goes.  He is a very large character.  That's all you need
to know.  Do you really care about his story?  Well, read it somewhere else. Given
his size and fighting style, you know Craig is all about power and brutality than
speed and finesse.

He can be really cheap when the Tudo Takedown is abused, but in the right hands,
there's even more reasons to fear Craig Marduk than the silly Takedown.

This man looks like a monster and should fight like one.  I still can't get enough
of this character's brutality during combat.  If an opponent is way too defensive,
they're gonna have a rough time against this beast.  If your opponent goes on the
offensive, you're gonna have a rough time yourself.

***********
*Move list*
***********

Okay, maybe not.  There is no movelist on this FAQ.  Honestly, if you need one that
badly, check out www.tekkenzaibatsu.com; www.tekkencentral.com; and many other FAQs
that lists Marduk's moves (Specifically Catlord's.  You do know Catlord, don't you?).
Tekken websites also gives you frame rates, damage properties, and such detailed info
as well.  Please check there if you need it that badly.  I'm just assuming you know
all of Craig's moves and just want to know how to play him (or at least how I do).

****************
*In depth moves*
****************

The following are moves I use the majority of my matches.  If some moves I find are
pretty useless, I won't mention it, unless it's so bad I gotta say why.  In no
particular order, here are Craig's moves that I use a lot during his fights.  Word
of advice:  These moves are what I consider to be good moves, but do not pick one
move and stick with it the entire match a la deathfist.

Jab String Setup (1,2...)

Jabbing has become an essential part of Tekken 4.  Every character has a string that
is set up by 1,2.  Craig is no different, but his jabs are much slower than everybody
else's.  This is what gives him such a big disadvantage in Tekken 4.  After 1,2 Craig
can do the following:

 - 3+4 - VTS stance followed by its followups.
 - 3,1+2 - A midkick followed by a headbutt.  The headbutt is optional so that in
  the future, you can bait people into eating the headbutt.  On the other hand, if
  your opponent expects the headbutt and is using a standing block (they should've
  been ducking 'cause it hits high) or tries to retaliate, go in for a throw.
 - 2+4 - Not listed in any movelist, but Craig's standard throw flows easily from 
  the jab strings.  Maybe not like King's, but just like everybody else.

Jab to Gut Punch (1,d+2)

If your opponent ducks a lot, the gut punch will punish.  Plus, the gut punch does
gut/guard stun and can do well for a throw setup.  You can do the gut punch by
itself by pressing df+2.

Bezerker Chops (f+2,1,2,1)

Craig goes wild and does 4 quick chops.  This move is fast, which is useful vs.
jabbers and also quite damaging for some measly chops.  All hits are guaranteed on a
CH.  Cutting the string short makes it good for throw setups.  All the hits are high
so watch for crouchers. 

Bazooka Heel (b+4)

Think exactly like King's Disgraceful kick, but hurts like a deathfist.  The
difference is this kick will knock your opponent back about one screen length, has
more range than King's kick, and Craig won't recover BT.  Other than that,think of it
exactly like King's.  Nail your opponent into directly into a wall (without juggling)
with this kick and you've got yourself a free hit.  Watch out, you can be Back thrown
before this kick actually connects.

Earthquake Punch (b+1)

I'm calling this that move because it looks exactly like Juggernaut's from MVC2 fame.
This move should be strictly used for okizeme or ending juggles if this is your thing.

Spinning Back Fist (b+2)

Craig does a slight SS by spinning to his right and letting loose a vicious backfist.
If this connects, by all means follow it up with a f,f+3 or b+1 if it knocks your
opponent down or go for a throw if they're still standing after this hit.  Also a
great way to hit SSers.

Uppercut (df+1)

Quick short ranged launcher.  Punish anything upclose, stunned, or recovering with
this move.  This is useful after a parry.  If it's whiffed though, you're in for some
trouble.

Shoulder Ram ([2],d+1+2)

The beginning and an end.  To what?  Juggles.  Start 'em or end 'em, you can go with
this.  This move also goes under high hits, and that's very good in Tekken 4.  End
juggles with this and you've got some nice okizeme coming up.  This is the launcher
you'll probably want to try to land more often.  Good speed and ducks under high moves.
Like all his moves, try not to whiff this one.

Elbow Knee Strike (d+2,4)

The initial elbow is good as a poke type move.  The knee follow up is always optional
which makes it good for baiting.  If the elbow hits, the knee is guaranteed.  A
powerful string itself.

Spear Hand (VTS_WS+1)

This move may look weird and ackward, but this move has its uses.  This move hits mid,
so tough luck for the crouchers.  Use this as a juggle filler or better yet as a throw
setup.

Double Hammer (1+2)

This move is reminiscent of the Jacks from previous Tekkens.  Stuns your opponent if
it lands.  If you press d+2+4, you can link into a power bomb.  Great as some kind of
punisher.  If you don't do the powerbomb, nothing is guaranteed after it, but you can
play a mean mixup.  Do not whiff this move under any circumstances.

Hammer Uppercut (db+1+2)

Another Jack-style move.  This uppercut launches opponents higher than the uppercut or
the shoulder ram.  There is a slight SS windup to his right on this move.  The recovery
is a bit slow, so expect a regular juggle.

Two Fisted Shove (f+1+2)

Another move that makes Craig look like MVC2's Juggernaut.  This move has long range
and will knock an opponent down.  Kinda slow though, so obviously, this is to be
used as a long range whiff punisher or a juggle ender.

Bicycle Kick (f,f+3)

Similar to Jin's version, but much more powerful.  Though it is powerful, do not abuse
this like a one-shot wonder Jin scrub.  If the Earthquake Punch is too far to do, this
will probably connect.  Can be handy at the walls as well.

Leg Lunge (FC,df+4)

A long low hit.  Just when your opponent think they're safe from low hits at mid range,
this'll get them.  You get a knock down from a clean hit, which guarantees you a b+1
and a FC+1+2 after this connects on a CH.  This move is also useful in okizeme.

Leg Scissors (db+3+4)

A shorter range alternative to the Leg Lunge.  Whether or not this move connects, Craig
will end up in KND position.  If you this connects on a CH, Craig will perform a Drop
Toe Hold throw, which you can follow with an Earthquake Punch.  This move can be used
to bait your opponents into taking a KND 3 or such moves.  Don't use this a whole lot.

Rising Headbutt (FC+1+2) On a CH, tap b,b for a Back Body Drop throw

If your opponent thought you were about to go low on a FC, this will get them.  Also
guaranteed after you get the Leg Lunge on a CH.  As stated, if this move is caught on a
CH, tap b,b for a throw.

Double Stomp (uf_u_ub+3+4)

If this move is used properly, it can give you great results.  If your opponent uses
KND kick moves when they're down and while you're beside them, this stomp will punish
them.  Hopping backwards can provide you a fairly good escape tactic, while hopping
straight up can bait your opponent into eating something punishing.  Finally, this
can be used as part of the Atomic Buster juggle.

Vale Tudo Stance (3+4)

When Craig is crouched and his arms up in front of him, you know there's trouble
coming up.  He's got so many mixups that will be discussed in a later section.
Anyways, if you really need to SS around, get into this stance because he covers more
ground from this position than he would normally.  This stance has auto-block, so don't
worry about getting hit by opponents if you've stayed in this stance for too long.

Regular throws (2+4_f+2+4)

A throw is a throw and it's essential in every Tekken game.  If you don't have
enough time to use a command throw, go for one of these.  Be warned, okizeme isn't
guaranteed after these throws, but it does become a guessing game.

Northern Lights Suplex (qcf+1) Press 1+2 to Mount your opponent

A nice little command throw that puts Marduk into the Mount.  This is a rare throw
in his arsenal that uses 1 as its escape.  Anything into a Mount is always good as
long as it isn't scrubby.  Anything that has a 1 escape is good too.  So in
conclusion, this throw is good, unless you have bad sticks.

Jackhammer Suplex (db,DB+1+2)

This impressive throw has nice range, quite damaging, double button escape
and can be buffered from a lot of things because of its long reach.  This move can
be compared to TTT's Armor King's DDT.

Atomic Buster (f,f+1+2)

A powerful and vicious throw by itself.  It doesn't even end there.  Craig's opponent
is launched and is susceptible to juggles.  With the f,f motion, this move has a lot
of reach.

Powerbomb (d+2+4)

Think exactly like King's crouch throw, but without the jumping.

Reversal (b+1+2_3+4)

If Craig is successful in his reversal, he'll automatically mount his opponent.
If your opponent is too predictable, by all means do this.  Use b+1+2 to reverse
high hits and b+3+4 is used to reverse mid hits.

Body Slam (VTS 2+4)

If you're really close to your opponent, use this to mix up from the Tudo Takedown
throw.  Although not as potentially damaging and less range than the Takedown, but
at least the escape is different, the throw comes out faster, and has a smaller
escape window than the Takedown.

Change Position (1+3+f_u_d_b)

Something new added in Tekken 4.  Get yourself out of a corner and put your
opponent into one by forcing a side switch with this command.  You may shove your
opponent into a wall by pushing them into one.  Your opponent is stunned briefly
which can set you up for a quick jab or some throws.

Tudo Takedown (VTS 1+2)

A move that needs no introduction.  This is the main reason people fear and/or
hate Craig so much and this is the reason why we love him.  I used to think that
this move was so cheap, but after playing Tekken 4 for a while, my view has changed.
If some guy wants to turtle, bust this out and make him pay dearly.  Tekken 4 rewards
offense more than defense.  There are setups to this as well, which will be discussed
later.  People may think it's cheap, but from upclose, this move can be escaped like
any throw.  The Takedown has lower priority than a lot of moves.  So jabs, hopkicks,
and the whatnots can interrupt this move.  This move can be avoided by using special
stances like the Relaxed Position or Play Dead Position.  You may even jump or SS to
avoid this move as well.  With all these handicaps, why do people complain?

**********
*The Game*
**********

As you fight, you'll be put into various situations.  Here are some moves that I've
suggested during each scenario.

Pre fight - What you do right off the bat can determine the outcome and flow of the
           match.  Now that can move before throwing out moves, it's good to get
           some good positioning before duking it out.

 Before the announcer says fight:

   - SSing - A good idea to move yourself into open area and not close to a wall.
    Also a setup to some SS buffered moves
   - F dash - Show your aggressiveness before a fight.  Also an indication that
    you'll go for a throw.  Watch out for jabs or a throw when the fight begins.
   - B dash - Shows defensiveness and turtling.  If you repeatedly do db,db as you
    b dash, you're buffering a Jackhammer.
   - Hop over - If you can time this right, just when the announcer shouts "Fight!"
    you can find yourself behind your opponent and with a free kick.
   - FC - Assume this position and have your opponent guess what you'll be doing.
    See the FC aspect of the game to find out your options from here.    
   - VTS - Get into this stance and let your opponent fear the Tudo Tackle.  SS
    a bit so your opponent knows that you're not FCing.

 When the announcer says "Fight":

   - Throw - Command throw, regular throw, or VTS throw, if you've caught your
    opponent turtling at the start of the match, here's some good instant damage.
    Using setups increases your chances of landing throws.
   - Jabs/pokes - Use some annoying but quick tick damage to start the match.  Your
    opponent would've probably have done the same.  Perhaps you could set up a
    throw from here too.  You can setup a VTS from the jabs too.  You can do lots.
   - FC mix up - See the FC section about your options.
   - VTS mixups - Do some nasty things from here.
   - Idle - Stand still, block, then retaliate.  Starting on defense can be
    rewarding at times.  There's no risk of receiving a CHed attack from your
    opponent and you have the opportunity to read some tendencies and patterns in
    one string or series.  Watch out for throws though.

Pokes - Now that everybody fights without a partner, ticking and chipping away at
       your opponent's life is more important than ever.  Poking and jabbing is not
       a big part of Craig's game since he doesn't have any long quick strings.  
       Marduk is best suited for mid to long range fighting.  In the event that he
       does poke, use Craig's poke strings as a means to bait people into stuns and
       such and to push your opponent back.  Do this by not completing each string.
       If you do get caught upclose with your opponent, try these moves to give
       yourself some breathing space:

   - Jab string setups - These are good for setups, baiting, and giving yourself
    some space.  Do not get into a jab contest with your opponent or else you will
    lose.  Craig has one of the slowest jabs in the game.
   - Bezerker chops (f+2,1,2,1) - Very fast and will knock your opponent to mid
    range.  All hits are guaranteed on a CH.
   - Elbow (d+2) - Doing the elbow can be quite effective.  Not much to say here.
    Of course, if your opponent tries anything funny, put a knee into their chin.
   - Mid kick (df+3) - Nice mid hitting kick to keep them out of range.  If your
    opponent likes attacking after the kick, use 1+2 to land a headbutt.
   - Low punch (d+2) - A fast, longer ranged way to keep your opponent away.  Can
    set you up for FC stuff.
   - Stagger kick (d+4) - Just like King's except he can't do multiple ones or
    uppercut followups.

Whiff punisher - If your opponent does a move from too far and completely misses,
                you've successfully dodged it, or you blocked a move with lots of
                recovery, try these:

   - Command throws - Usually devastating and spirit breaking.  A qcf throw is the
    best way to get into the Mount, which is ideal for Craig, but you can't go wrong
    with the launching Atomic Buster.  Hell, you can't go wrong with any throw.
   - Bazooka heel (b+4) - Knock your opponent to the other side of the field.
    Better if you can knock your opponent into a wall or structured object.  This
    move has a really long reach itself.  Watch out though 'cause this move hits high.
   - Launchers - You're guaranteed some hits after knocking them in the air.  Plus,
    if you finish with a bazooka heel, you could get a wall stun given the right
    distance from a wall.  Finish with a shoulder ram, you've got an okizeme game
    coming at them.
   - Sweep kick (db+3+4) - An alright low hit alternative.  Also a way to bait your
    opponent into thinking you're open to some okizeme.  A CH with this move looks
    pretty cool as well.  Should only be done once if you feel like it.
   - Two fisted shove (f+1+2) - If your opponent is too far for anything else, knock
    them back with this move.  Hits high, so watch out for habitual crouchers.
   - Spinning backfist (b+2) - Stun 'em and knock to the side.  If you knocked down
    your opponent with this move, then by all means use f,f+3 or b+1 as a followup.
   - Double hammer (1+2) - Punish with a stun, followed by a throw or launcher mixup.
   - Throw setups - Using one of your favourite throw setups will increase chances
    of landing a throw.  Sometimes, players duck on reaction after whiffing or
    recovering.  Use setups to keep them standing before throwing.

Okizeme - Sure, hitting people when they're down is cheap, but not in the UFC.  So,
         that should apply here.  These are the moves that I use in okizeme and
         their situations:

   - Earthquake Punch (b+1) - If your opponent lies still, punish them with this
    vicious punch.  If your opponent is lying in a corner, bust these out and
    they'll lose a lot of energy before they roll out.  This move also tracks well
    against side roller who rolls the wrong way and at the wrong time.
   - Tudo Takedown (VTS 1+2) - If your opponent rolls back, Mount them with the
    Takedown.  You can also SS from the VTS in case your opponent rolls to the side.
    Use this to catch techrollers as well.
   - Double Stomp (uf+3+4) - Just a move to have fun with.  If your opponent is
    down in a corner though, this may prove useful.  If you're right beside your
    opponent and they try a KND kick of any sorts, this will squash them.
   - Leg Lunge (FC,df+4) - Best done when cancelled from VTS.  When your opponent
    thinks you're setting up for a Tudo Takedown, cancel the VTS and kick them
    while they're lying down.
   - Bicycle Kick (f,f+3) - Use this like a Mishima does.  If your opponent is too
    far for the b+1 or your opponent is rolling back, go for this.
   - Stagger Kick (d+4) - A really safe alternative.  You're better off doing other
    moves.
    
Throw setups - This is a big part of Craig's game.  Being about strength, he needs
              to manhandle to win fights.  The main throws you'd like to land are
              the Northern Lights Suplex, Jackhammer Suplex, and the Atomic
              Buster.  Here are a few common setups:

   - Jab string setups - Kinda self explanatory.
   - 1+2,throw - When your opponent is stunned from the hammer, can't see why you
    shouldn't go for a throw.  The crouch throw is the natural string, but when
    people break that, prepare to go for other throws.
   - df+2,Jackhammer_Atomic Buster - Gut punch into a throw.  The Jackhammer has
    a long range and will work if your opponent tries to step forward.  If your
    opponent tends to back off a lot, you'll probably have more success with the
    Atomic Buster.
   - VTS 1_WS+1,qcf throw - You don't even have to do the qcf throws.  The Spear
    hand can buffer into so many things.
   - f+2,1,2,throw - You don't have to do the 2nd 2, but you at least should do
    the first 2 strikes of the string so your opponent can identify the move you're
    trying.
   - d+2,4,Jackhammer_Atomic Buster - If your opponent tries to retaliate, go for
    the Jackhammer.  On a defensive opponent, go with the Atomic Buster.
   - 4,Atomic Buster - As long as the kick doesn't knock your opponent down, you
    should have some luck.
   - b+2,Atomic Buster - As long as the Spinning Back Fist doesn't knock your
    opponent down, you can try this out.
   - f+1+3,Atomic Buster - You can buffer the f-change position into an Atomic 
    Buster.  Amazing results with a juggle coming up.

Note:  If your opponent is familiar with your setups and ducks, mix up the throw
     with a launcher or a crouch throw.

Vale Tudo Stance - This is a very dangerous position.  Obviously, Craig can do his
                  trademark Tudo Takedown from here.  There's still a lot more things
                  Craig can do from this position.  Here are the best ones to use:

   - Tudo Takedown (1+2) - Obvious and well known.  If you do this from upclose, you'll
    do an escapable double leg take down throw.  If you do this from 2/3 screens away
    from your opponent, you'll get a spear tackle.  You can use this after a low parry.
    See what happens after that under the Mount section.
   - Body Slam (2+4) - Mix up your throws by doing this move.  Some people will never
    see it coming especially from upclose.  This throw comes out real fast.  Mix up
    your VTS throws between this and 1+2.
   - Position Change (1+3+f_u_d_b) - Another throw mixup that leads to throw setups or
    launcher setups. 
   - Side Swipe (2) - Craig will do a quick SSL before brushing away his opponent
    with his right arm.  If this connects on a CH, your opponent is knocked down and
    if you're fast enough, you can connect with a b+1.  Be warned, this hits high.
   - Spear Hand (1) - This quick mid-hitting move looks kind of ackward and useless.
    Don't get me wrong, since it's fast, this can be used as a throw setup.
   - SS (u_d) - Throw off your opponent's timing or avoid their quick poke by using
    this wide SS.  You can also do a SS+2 from here with great results.
   - Cancel (3+4) - It's best doing this repeatedly and especially from mid to long
    range.  Craig looks like he's bobbing up and down and when your opponent least
    suspects it, it's Tudo Tackle time.
   - FC Cancel (db_df) - Go into a FC game by cancelling the stance this way.

FC mix ups - A crouching opponent can be a dangerous opponent.  Just look at Ling
            and Kaz.  Craig can become a serious threat while he's ducking.  Some
            people like to start the FC by simply ducking, while others use d+1_2 or
            d+4 before getting into the crouch.  Here are some useful moves from
            the crouch position:

   - FC,df+4 - Nifty little long reaching low kick.  If you knock them down on a CH,
    you can probably get the FC+1+2 headbutt.  A b+1 is much safer as a followup.
   - FC+1+2 - The nice Rising Headbutt to punish whiffed high hits.
   - WS+1 - Spear Hand goes nicely into throw setups

Launchers - Craig has amazing launchers to initiate a juggle game.  Unfortunately,
           he doesn't have good moves for high damaging juggles.  Anyways, here are
           Craig's best launchers:

   - Shoulder Ram (d+1+2) - Craig ducks a little before driving the opponent into
    the air.  Probably his most reliable launcher under usual circumstances since it
    helps him duck high attacks.
   - Uppercut (df+1) - Quick but short ranged.  This is best used after a low parry
    or when the Shoulder Ram won't connect in time.
   - Hammer Uppercut (db+1+2) - Craig will do a short SS to the right before lifting
    the opponent with a hammer blow.  That little SS helps, but even though the
    adversary's launched high, Craig recovers a bit longer, thus resulting in a
    standard juggle.
   - Atomic Buster (f,f+1+2) - This throw results in a sweet juggle.  Always good
    if you can set it up.  Try not to abuse this since it can be escaped and ducked.

If you want to be successful with juggles, you have to have the mentality that all
your launchers will connect.  That way when you see your opponent in the air, you
won't be caught off guard.

Juggles - Although it's unlikely, Craig Marduk does possess some ability to juggle,
         even if it is weak.  Juggles have been toned down in T4, but you need to be
         able to do them with Craig in order to create an effective mix-up in throw
         setups.  If your opponent ducks a lot, do not hesitate to launch them in the
         air.  Here are a few simple juggles that I use:

   - Any launcher,1,1,1,b+4 - Simple juggle.  You can even try adding another 1.
   - Any launcher,1,1,2,d+1+2 - Delay the 2 after the 1.  You're only doing a single 1
    jab on this juggle followed by the 2,1+2 string.  Not the 1,2 jab string.
   - Any launcher,1,1,2,f+1 - If you find the other juggles boring, just try something
    new yet simple.
   - f,f+1+2,b+4 - Simple yet vicious.  This is kinda scrubby.
   - f,f+1+2,f,f+3 - Nice if timed right.  You have to be quick to land that kick.
   - f,f+1+2,3+4~1,2~d+1+2 - Looks fancy and does quite a bit of damage for a juggle.
    You've got some nice okizeme from here or a techroll trap too.
   - f,f+1+2,f dash,uf+3+4,b+1 - Looks fun to do.  Not fun to receive.

Note:  The shoulder ram ender leaves your opponent prone to a Tudo Takedown if they
     techroll.  A quick f dash followed by a crouch throw will catch techrollers as
     well.  If they don't techroll, then by all means, Earthquake Punch.  You can
     still use the Bazooka heel, but that's best reserved when you have the
     opportunity to knock your opponent into a wall.

Guaranteed stuff - While these aren't juggles, the followups after the moves are
                  guaranteed.  Here they are:

   - b+2,b+1 - If your opponent was knocked forwards, use a f,f+3 instead.
   - WS+2_VTS 2, b+1 - As long as your opponent isn't sent rolling back.
   - Mount 3+4, b+1 - Cancel the mount and you get a free earthquake punch.
   - KND 3,FC,df+4 - You may also substitute the Leg Lunge with a b+1.
   - FC,df+4,FC+1+2 - Will hit on a CH.  It the Leg Lunge wasn't a CH, use b+1.

Walls - With the addition of walls, Tekken has taken an interesting twist.  
       Punishing your cornered opponent seems to be the focus of this Tekken.
       Catching somebody beside a wall or structured object can be so much fun.
       Slamming them into one is even more fun.  Here are some useful moves given
       in certain situations:

   - Bazooka Heel (b+4) - This will slam your opponent back into the wall.  They
    can wall tech it though, but not without costing them a nice chunk of energy.
   - Shoulder Ram (d+1+2) - If your opponent's stunned and you're close enough,
    start a juggle and possibly create another wall stun by finishing it with a
    Bazooka heel.
   - Spinning Back Fist - (b+2)  Good vs. wall techs, tracks well, and causes a
    knockdown or a potential stun.
   - Bezerker Chops (f+2,1,2,1) - This is guaranteed if you Position changed (1+3+f)
    your opponent into a wall.
   - Bicycle Kick (f,f+3) - If your opponent is stunned and standing or your
    opponent is down and right beside the wall (not object), go for this if you wish.
   - Command throws - If your opponent is standing after a powershot wall stun or
    wall tech, they'll instinctively go for a standing block (except for the stun,
    they can't do a thing about it).  This is where command throws come in handy.
    Remember to mix them up, okay?

************************
*Mounting your opponent*
************************

If any reader watches any UFC matches, you'll notice that a lot of fights end up
with a fighter on the ground and on top of his opponent.  This is the same position
you want Craig to find himself.  Marduk's mount is very different from everybody
else's.  This appears to be a key aspect to his game.  Before I get into the Marduk
Mount system, here are the ways to initiate the mount:

   - VTS 1+2 - The most common and most abused way to get into a mounting position.
    If Craig is upclose, he'll pickup and slam his opponent into a throw, which is
    escapable.  However, if he tackles from a further distance or if your opponent
    is in a special stance, he'll mount his opponent after doing an inescapable
    football (the not-soccer sport) tackle.  This move can be interrupted by jabs,
    kicks, and high priority moves.  A hopping or lying down opponent will also
    avoid the tackle.  Don't think it's invulnerable to any move.
   - qcf+1_2,1+2 - From either a Northern Lights Suplex or Powerslam, Craig can
    Mount his opponent by pressing 1+2.  Personally, I prefer using qcf+1 since
    most of his other vicious throws are escaped by 2 or 1+2.
   - b+1+2_3+4 - When Marduk reverses moves, he'll automatically assume the Mount.
    Reverse high hitting moves with b+1+2.  Reverse the mid hits and  initial 
    tackle attempts with b+3+4.
   - WR - When Marduk runs at his opponent from 11-18 steps away, he'll initiate
    the inescapable tackle to his mount rather than everybody else's.
   - Tackle reversal - By pressing 1+2 when Craig's back is about to hit the ground
    from a tackle attempt by his opponent, Marduk will reverse the tackle and mount
    the opponent instead.

After mounting, Craig can throw up to 4 punches before finishing the mount with a
hold.  Unlike the standard Mount system, Craig can throw any combination of punches
with which ever side.  For example, Marduk can throw any combination of following
punches (In case you forgot the legend, L = Left and R = Right):

  LRLR  RLRL  RRLL  LLRR  RLRR  LRLL  LRRL  RLLR  RRRR  LLLL  RLLL  LRRR  RRRL  ...
  (Remember, the possibilities are only limited to your creativity)

On top of that, you have up to 1 second to throw each punch.  Basically, you control
the flow of the mount.  You may go through the punches real fast or you can take
your time.  You're in control here.  When mounting experts, try to go through your
punches as fast as you can.  This gives them less time to watch Craig's shoulders
and block or break the mount.

By pressing 3+4, you cancel your mount.  This can be done before throwing your 1st
punch or before the last one.  How can that be useful?  When Craig gets off his
opponent, you can play a mean okizeme game.  A cheap sick thing to do is doing
another Takedown after cancelling the mount.  You're guaranteed a b+1 after a mount
cancel.

Craig's finish depends on which punch you used.  If Craig uses a left punch as his 4th
one, he'll do a Triple Headbutt.  He'll do a Cross Arm Lock off a front Mount or a
Choke Sleeper off a rear Mount if he finished with a right punch.  As caution, when
fighting another Craig, Paul, Nina, or King, keep pressing 1+2 while doing the Cross
Arm Lock.  Those 3 characters can reverse it by pressing 1+2 themselves.  When you
press 1+2, you will return the favour and so on and so on until somebody's arm is
snapped.

Okay, so the 1st 3 punches can result in you being kicked off if your opponent presses
1+3_2+4 to escape.  If your opponent think they're smart by doing that, then press
1+3_2+4 yourself when doing punches.  1+3 is for Left punch and 2+4 for Right punch.
Sure, you will be kicked off, but not without giving your opponent a leglock if you
mounted them from the front or a choke on a mount from behind.  This only applies to
the first 3 punches.  Be careful though, if you press 1+3_2+4 as your punches and your
opponent presses 2_1 as a successful block, the mount will end automatically.

After throwing 3 punches, Craig can fake one of his punches only to punch his opponent
with his other fist.  This is useful when people expect one side and those who watch
the shoulders.  Be careful not to make a habit of this or opponents will pick this up.
Anyways, here's how you do 'em:

   - 1~2 - Fake left, punch right, Cross Arm Lock/Choke sleeper finish.
   - 2~1 - Fake right, punch left, Triple Head Butt finish.

Sorry about this complicated explanation, but this is much easier to do than it is to
explain.

*********
*Credits*
*********

I would like to thank the following:

Anybody's who's made a Craig FAQ before me - Being pioneering writers for this guy.
Avex Honda NSX - Giving me those mercy rounds so I could practice TTT on campus.
               It's a real pity that you've "left" the Tekken scene.  Well, life goes
               on.
Every opponent - Challenging me.  Nobody likes to play the CPU all the time.
                This is the only way we get better.
Game sites - Posting this up.
Havoc - Seeing you use Craig inspired me to use him.  Well, that an my dishonour.
Me - Need I explain?
Namco - Making a great game to a great series with a great character
Pascal - See Avex Honda NSX and also for getting me into Tekken
Tekkencentral - Having that forum for Canadian players and other useful info.
               Hilarious posts...you should read some crazy stuff I've posted.
Tekkenzaibatsu - Information on move lists and such.
Tekken_Toronto - Like Tekkencentral but with Canadians only.  Funny yet useful
                stuff, well only for T.O.  www.geocities.com/tekkentoronto
T_T Crew - Showing me that there are many people better than me in Toronto.
UFC and shoot fighting - These leagues probably inspired this character.
Video Amusements - For having this game and for being 15 minutes away from my
                  house.
York University - Having this game on campus so that I could find some time to
                 play when I'm not studying or getting drunk on campus.  But no
                 thanks for charging us a loonie to play!
You, the reader - Giving a purpose for this FAQ and for trying to learn that there's
                 more to Craig than the Tudo Takedown.

*******************
*Main Contributors*
*******************

These guys had some major input when it came to this FAQ.  Although I started writing
this, these people helped out on some strats regarding Craig Marduk:

Noh Bah Dee - You'd get this if you've read the Odyssey

*************
*Final Words*
*************

This FAQ wasn't that difficult to write, just long.  Not as long this time because
I just took my King FAQ and added Craig and his moves plus a few adjustments.
Unless I get real bored and start using someone else or have reached my maximum
potential with Craig, this FAQ will never be finished.  Always feel free to write
(email's at the top of the page) and you will receive credit for any worthwhile
contributions.  Just because I am teaching others out there how to use Craig Marduk
doesn't mean that I won't learn anything here.

I only listed and suggested moves to use during each aspect of play.  Some Craig
players prefer to set up their opponents using throws.  Others may like to utilize
his arsenal of powershots.  There are many ways to play him.  Well, in the end, 
the best play similarly.  Right now, Tekken 4 is fairly new so there's so much to
experiment and no fighter fights the same back in TTT, especially Craig 'cause he
wasn't around then.

When playing Craig, you will be playing an ugly game, except for people who are
first impressed with his brutality.  Don't expect fancy things from him.  I used
to think using the Tudo Takedown was dishonourable, but my views on it have 
changed.  Craig is severely handicapped from close quarters.  A pitbulling Kazuya,
Steve, Paul or anyone will cause a Craig player a lot of difficulty.  So if pitbulls
have the advantage, why should turtles?  If a guy takes 3 steps backwards or there's
3 seconds without any movement from your opponent, do not hesitate to tackle them.
Make them change their game, not you.

If you ever catch a guy in a Mount and you see them going mad on the stick, please
tell them that doing that is useless and to stop it.  Nobody likes to play with
damaged joysticks.  If you want more competition, do not repeatedly Tackle everybody
repeatedly so they stop playing the game.  We want newbies to beat on and not being
turned off of this game, but if you need to win, tackle by all means.  Just be smart
when doing it.  

I am not the greatest Marduk player in the world or even in Toronto for that
matter.  I can say I'm the best on campus because I'm the only guy that uses him.
Ha Ha Ha!  I'm sure there are some readers out there who can beat me using Craig.
In the Tekken Central, GameFAQs, Toronto_Tekken, Tekkenzaibatsu, or any Tekken
related forums my screen name is Mini King.  If you're from Toronto and you know
Avex, Pascal, or the rest of the Tekken Crew, then they can tell you who I am.  
If I ever come across an establishment with this game, I'll be there playing.
Currently, my source for Tekken 4 has been on Campus Cove at York University.
You'll know it's me since I'm the only guy who uses Craig Marduk.