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Ermac General Discussion Thread

TyrantRevolver

Darkwave Digital
Its funny to confuse the opponent with an empty jump in punch and as they attempt to react you can air blast before touching the ground. I used to use similar techniques in guilty gear and blazblue.

Could you have imagined how utterly awesome it would be if ex air blast ground bounced if used as an AA? LOL
 

QjonPL

Low Tier Fanatic
I've found a new way of punishing roll-on-block specials (teleports, electric fly etc); instead of doing TKS, j.K~TP, 2,2~TKP for 33% or TKS, j.K~TP j.K~TP d+1~TKP for 36% use:
j.K~TP ff 2,2~TKS ff b+1,2,f+1 ff 2,2~TKP for easier and more stylish 38% or
j.K~TP ff 2,2~TKS ff 2,2~Xray for 48%
 

MKF30

Fujin and Ermac for MK 11
Its funny to confuse the opponent with an empty jump in punch and as they attempt to react you can air blast before touching the ground. I used to use similar techniques in guilty gear and blazblue.

Could you have imagined how utterly awesome it would be if ex air blast ground bounced if used as an AA? LOL

lol yeah that would be great and hilarious haha. To be able to juggle off that, would be sick!
 

QjonPL

Low Tier Fanatic
At wall:
j.P b+1,1,4_b+2,b+1~ExTKS, ff b+1,2f+1, b+1,2,f+1, b+1,2,f+1, f+2,f+4
The f2f4 ending takes only 2% less damage than 2,2~TKP and gives guaranteed throw opportunity which (if succeeded) stacks the damage up to 73-77%. OMG NERF ERMACK :D

Another interesting thing; after TKS the nj.P ends juggle and slams the opponent onto ground. But... After ExTKS it doesn't so it is possible to combo:
j.P 1,2_3,1~ExTKS, nj.P j.K~TP j.K~TP d+1~TKP (46, 48%)
nj.P adds 1% dmg to juggles and after b114~Lift or b2b1~Lift it still ends combo :(
 
At wall:
j.P b+1,1,4_b+2,b+1~ExTKS, ff b+1,2f+1, b+1,2,f+1, b+1,2,f+1, f+2,f+4
The f2f4 ending takes only 2% less damage than 2,2~TKP and gives guaranteed throw opportunity which (if succeeded) stacks the damage up to 73-77%. OMG NERF ERMACK :D

Another interesting thing; after TKS the nj.P ends juggle and slams the opponent onto ground. But... After ExTKS it doesn't so it is possible to combo:
j.P 1,2_3,1~ExTKS, nj.P j.K~TP j.K~TP d+1~TKP (46, 48%)
nj.P adds 1% dmg to juggles and after b114~Lift or b2b1~Lift it still ends combo :(
excellent use of maximizing current tech with the wall loop + f4 reset, gonna have to give that a whirl

and the NJP in extks combos has me intrigued. I think there's ANOTHER epic wall combo in that, although it may ultimately just be down to preference whether its useful or not. Nice find.
 

MKF30

Fujin and Ermac for MK 11
His B+2 is great after ex tk push, as you can't tech roll out of it hehe near the corners I've noticed does great for mind games and puts pressure on them
 

Ruuku1012

Real Talker
I don't if this was already posted, depending on you meter you can get some decent unbreakable damage if your opponent has meter to breaker:

force lift-force push = 16%

force lift-eh force push = 20%

eh force lift-eh force push = 24%

b[2]-dash-force lift-force push = 21%

b[2]-dash-force lift-eh force push = 24%

b[2]-dash-eh force lift-eh force push = 26%

b[2]-dash-force lift-xray = 37%
 

TyrantRevolver

Darkwave Digital
I don't if this was already posted, depending on you meter you can get some decent unbreakable damage if your opponent has meter to breaker:

force lift-force push = 16%

force lift-eh force push = 20%

eh force lift-eh force push = 24%

b[2]-dash-force lift-force push = 21%

b[2]-dash-force lift-eh force push = 24%

b[2]-dash-eh force lift-eh force push = 26%

b[2]-dash-force lift-xray = 37%
I don't really keep this way of thinking in mind enough. I'll probably snatch a few of these to seal the deal when my opponent has breaker. I've had players come back on me in matches I should have won had I chose not to be greedy and got my combo broken......which is very tempting to do with someone who does as much damage as Ermac.
 

MKF30

Fujin and Ermac for MK 11
Also, if your foe has no breaker meter and Ermac has full you can always snag them out of the air, dash 22 x-ray does 40%, good little combo that does pretty good damage
 

Ruuku1012

Real Talker
What do you all use as AA up close? I've been doing d1-dash-12force lift BnB or d1-dash-d1force lift BnB. But I haven't gone to the lab to try and maximize damage yet.
 
What do you all use as AA up close? I've been doing d1-dash-12force lift BnB or d1-dash-d1force lift BnB. But I haven't gone to the lab to try and maximize damage yet.
you're probably doing less damage by adding in the 12 after the d1

I've been using standing 1 as AA for now, because it reaches pretty far.

1 *pause* lift (not chained) jk, tpp, 22 push = 33% (32% with d1 instead of 1, except you'll probably have to chain the lift)
AA uppercut (max range), lift, push =27%
AA uppercut (reverse on crossup), lift, jk~tpp, 22 push= 44%
AA uppercut (max range) EX lift (brings them closer for jk link), jk tpp 22 push= 47%
uppercut, lift, xray = 50%
 

MKF30

Fujin and Ermac for MK 11
Up close Ruuku, for AA I like using a few things:

-well timed 1 jab, knocking them out of the air and into TKS for combo damage

-well timed TKS(snagging them out of the air)

-TK push well timed

-4(back kick) acts like a round house you can also use as AA if well timed.

-Uppercut
 

Error

DF2+R2
I accidentally anti-aired someone today with F1, too bad I didn't see it coming and couldn't capitalize on it.


*Funny, whenever I come to post something in the Ermac forums, it's already being discussed ^.^
 

MKF30

Fujin and Ermac for MK 11
Oh yes, F+1 can work lol. I've done it as well by accident, it'll even hit twice if you time it correctly.

Hey dude, the more the better. Even if something's been posted sometimes it tends to get overlooked :)
 
MAX METERLESS DAMAGE off of a air to air JK

jk~teleport, dash, 22~lift, mini-dash, b12f1, dash push = 38%

saw someone do this to me, just remembered and figured it out. Much better than the jk tp 22 push i was doing
 

MKF30

Fujin and Ermac for MK 11
Ermac's low pokes D+4 and D+1 especially work well and are among the best in the game. D1 especially :)
 

Ruuku1012

Real Talker
See that's why I've been preaching about them. Forward dash canceling his down pokes a bunch of times then suddenly back dash canceling into force lift/push is so effective since the opponent often tries to stick a limb out to interrupt.
 
See that's why I've been preaching about them. Forward dash canceling his down pokes a bunch of times then suddenly back dash canceling into force lift/push is so effective since the opponent often tries to stick a limb out to interrupt.
d1 is the only thing saving ermac from 8-2 matchups sometimes

d4 is ok, gives advantage on hit like every other d4
 

seoulspirit

Ermac Combo Video'er
D4 is great at catching juggles low that you couldnt juggle otherwise. I recorded a wall combo (2,1,Lift,Uppercut,D4,Xray) but the file ended up getting corrupt :(
 

seoulspirit

Ermac Combo Video'er
After watching the SBTL show
(possible new mix up tech?)
People practically always block when you crossover jump/punch. What if you don't even bother to punch while doing the crossover, or purposefully whiff the punch, then do a low poke to Lift?
 

zaf

professor
I've created some new technology with ermac, to add to that long list that I already have.
I don't think it's going to make him jump any tiers but it is still an extra option that leads into so many options.
Let's just say ermac now has a vortex, kinda like scorpion but not as good. But still a pretty rape vortex considering ermac does not have a overhead into combo
 

MKF30

Fujin and Ermac for MK 11
See that's why I've been preaching about them. Forward dash canceling his down pokes a bunch of times then suddenly back dash canceling into force lift/push is so effective since the opponent often tries to stick a limb out to interrupt.
While he doesn't need to rely on his D1, it's GREAT up close against rush downers. And I just like his D4 because of the range, it's not as good as Mileena's D4(who's is lol) but gets the job done. But yeah, good points. I love dashing into his TK pushes and TK lifts :)

You can also get ahead with his TK push in mid air by doing the commands, before he lands and he'll automatically do it. This is a trick I've been doing for a while now but just revealed....some characters can do this, others can't.
 

Error

DF2+R2
lol 3, 1 can be looped in the corner if you catch you're opponent mid air with it. Too bad anything that Ermac can loop besides b1,2,f1 scales hard.