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Marduk

Stances:
VTS
Vale Tudo
MNT
Mount
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h8i10+1+8
1,2h, h8, 14-1+5
1,2,3h, h, m8, 14, 14-16-5
1,2,3,1+2h, h, m, h8, 14, 14, 33+0c+4c
Bound
1,2,3+4h, h8, 14-4+2
1,2,3+4,3+4h, h8, 14-2+4
1,2,f+1h, h, h8, 14, 25+4+6KND
1,d+2h, m8, 15-9+7
2h12i10+0+8
2,1h, h12, 14+3+5
2,d+1+2h, m12, 28-12KND
High crush
1+2m0i15-8+3+16
f+2h24i16-7+7KND
f+2,1h, h24, 30-7KND
f+2,d+1h, m24, 20-13~+12c+2~+3c
Bound
f+2,d+1,2h, m, m24, 20, 19-15KND
f+3m20i23-8+5KND
f+3,2m27-9+6c
Bound
f+4m24i19~20-12~+11c+1~+2cKND
f+1+2h25i15-6+0KND
f+3+4h!36i32KNDKND
f+3+4,3+4
f+1+4mi21-10~+0KND
* Low crush
* Recovers grounded
df+1m18i16~17-12~-11KND
df+2m19i15-7+6
df+2,1m, m19, 25-13KND
df+3m15i17-10+2
df+3,1m, h15, 6+2+5
df+3,1,2m, h, h15, 6, 12-1+5
df+3,1,2,3m, h, h, m15, 6, 12, 14-16-5
df+3,1,2,3,1+2m, h, h, m, h15, 6, 12, 14, 33+0c+4c
Bound
df+3,1,2,3+4m, h, h15, 6, 12-6+0
df+3,1,2,3+4,3+4m, h, h15, 6, 12-2+4
df+3,1,2,f+1m, h, h, h15, 6, 12, 25+4+6KND
df+3,1,d+2m, h, m15, 6, 15-9+7
df+3,1+2m, h15, 33+0c+4c
Bound
df+3,df+1m, m15, 12-13KND
df+3,df+1,2m, m, h15, 12, 25-3c-6c
Bound
df+4m14i13~14-9~-8+2~+3
df+4,2m, m14, 24-17-3cKND
Bound
df+1+2m27i17-11+3c
High crush
d+1m24i18+0c+5cKND
d+2m18i16-7c+7c
d+2,4m, m18, 25-9+5KND
d+3l21i16-12-1
d+4l19i14-16-5
High crush
d+1+2m28i19-12KND
High crush
db+2m20i14-9-2cKND
db+3l12i18-12-4+4
db+3,1l, h12, 20-6+8KND
db+3,1,1l, h, m12, 20, 28-12KND
db+3,4l, m12, 19-10+6
db+4l12i23-23KND
* Recovers grounded
* Hit throw
db+1+2m27i26~27-22~-21KND
b+1m20i21~22-8c~-7c+2c~+3cKND
b+1,2m, m20, 12-14c-5cKND
b+2m28i22-9+2KND
Homing
b+3m31i21~22-10~-9KND
b+4m24i14-9+2KND
b+1+2mi22-6c~-5cKND
Recovers crouching
b+2+3!84i80KNDKND
b+2+3,b,b
b+2+3,1+2!
ubm25i20+0KNDJG
* Alternate input: u or uf+3
* Low crush
ub+4m16i23-13cKND
Low crush
u+4m18i23-9cKND
* Alternate input: uf+4
* Low crush
uf+1+2h25i17-6KND
ubm25i31-3c+7cKND
* Alternate input: u or uf+3+4
* Low crush
f,F+2h25i12-1KND
f,F+4m31i19-10~-9KND
Homing
b,b+1+2m30i20-9KND
qcf+1m25i18-10KND
qcf+1,2m, m25, 28-6KND
qcf+1,2*m, m21, 40+23gKND
Held
qcf+2l24i24~25-12~-11+5~+6
High crush
f,f,F+3m36i35+6KND
* Alternate input: f,f,F+3
* Low crush
* Bound
ws1m14i11-7+3
ws1,3+4m14i11-5+5
Transition to VTS
ws1,2m, h14, 18-7KND
ws2mi19-8+2KND
ws3m18i18-13JG
ws4m21i13-7KND
ws1+2m12i10~11-4~-3+7~+8
FC.1+2m25 (10)i22-4~-3
Hit throw
FC.df+4l22i20-26+8KND
High crush
SS.2m21i30-3+0c
SS.2,3+4m21i30+2+5c
Transition to VTS
SS.1+2m30i28+1KND
Bound
SS.4mi30-6KND
FDFA.2m23i20-7+4
FDFA.d+2l18i15-25KND
OTG.db+4L22i20-16-1
3+4
db+3+4
Alternate input: b+3+4
VTS.f+2m26i23-4KND
VTS.d+1+2l, mi17-27KND
VTS.1+2t12i22~29
VTS.1+2t12i30
VTS.1+2sm5
VTS.u
Alternate input: d
VTS.1+3ti12KND
VTS.2+4ti12KND
VTS.1m16i17-7+3
VTS.1,3+4m16i17-7+3
Transition to VTS
VTS.1,2m, h16, 21-7KND
VTS.2mi25-8+2KND
VTS.3m18i18-11JG
VTS.4m21i13-7KND
1+3t35-10
* Throw break 1
* Side switch when broken
* Side switch
* Opponent recovers FDFT
2+4t35-6
* Throw break 2
* Opponent recovers face up sideways
Left throwt45-4
* Throw break 1
* Opponent recovers FUFA
Right throwt40-4
* Throw break 2
* Opponent recovers FUFA
Back throwt60
* Unbreakable
* Side switch
* Opponent recovers FUFT
Back throwt60
* Unbreakable
* Opponent recovers face down sideways
f,F+1+2t30+2
* Throw break 1+2
* Side switch
qcb+1+2t40-6
* Throw break 1+2
* Opponent recovers face up sideways
f,b,db,d,df,f~1t45+0
* Throw break 1
* Side switch
* Opponent recovers face up sideways
* Floor Break
qcf+1+3t25 (15)+0
* Throw break 1
* Side switch
* Opponent recovers FUFA
qcf+2+4t25 (15)+0
* Throw break 2
* Side switch
* Opponent recovers face up sideways
d+1+3t45+0
* Against a crouching opponent
* Low throw
* Throw break 1
* Opponent recovers FUFT
d+2+4t45+0
* Against a crouching opponent
* Low throw
* Throw break 2
* Opponent recovers FDFA
OTG.db+1+3t20-16
* Alternate input: db+2+4
* Throw break 1 or 2
OTG.db+1+3t12-16
* Alternate input: 2+4
* Throw break 1 or 2
OTG.db+1+3t30-16
* Alternate input: 2+4
* Throw break 1 or 2
* Opponent recovers face up sideways
1+3t22
* Against an airborne opponent
* Unbreakable
* Side switch
* Opponent recovers FDFT
2+4t22
* Against an airborne opponent
* Unbreakable
* Opponent recovers FUFA
f,F~1+2t27
* Against an airborne opponent
* Unbreakable
* Side switch
* Opponent recovers FDFA
1+3,2+4t35
* Against an opponent in wall stun
* Alternate input: f,F~1+2
* Against an airborne opponent
* Unbreakable
* Opponent recovers FUFT
b+1+38
* Reversal
* Alternate input: b+2+4
* Unbreakable
MNT.1t35 (8, 8, 8, 11)+0
* Throw break 2
* Opponent recovers face up sideways
MNT.1+3t40 (8, 7, 7, 18)+0
* Throw break 2
* Opponent recovers face up sideways
MNT.2t35 (8, 7, 5, 5, 10)+0
* Throw break 1
* Opponent recovers face up sideways
MNT.2+4t40 (8, 7, 7, 18)+0
* Throw break 1
* Opponent recovers FUFT
MNT.1+2t40 (15, 25)+0
* Throw break 1+2
* Opponent recovers face up sideways
MNT.3+4t40 (10, 7, 7, 16)+0
* Throw break 1+2
* Opponent recovers face up sideways

Notation

Commands

f, b, u, d
Forward, back, up, down. A capital letter is held
f,F
Dash
f,f,F
Run
~
Immediately after
*
Hold the button
ws
While standing up
FC.
While crouching
SS.
During sidestep
BT.
Back turned
OTG.
Against a grounded opponent

Hit levels

h, m, l
High, mid, low
sm
Special mid
t
Throw
!
Unblockable
M, L
Hits a grounded opponent

Frames

a
Opponent is launched
d
Opponent is knocked down
c
Crouching
g
Opponent can only block
s
Opponent is staggered
KND
Knockdown
JG
Launch
+, -
Plus or minus, the exact frames are not known

Positions

FUFA
Face up, feet away
FUFT
Face up, feet towards
FDFA
Face down, feet away
FDFT
Face down, feet towards