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Strategy Ermac Disoriented (B3,4) Corner Combos and Set-Ups.

KRYS9984

Noob
The purpose of this video is to highlight Ermacs' B3,4 "disoriented" string.

B3 - 4 is not one of his best tool because it is highly punishable; A half string B3 is -6 on block and the full string wiffs on a crouching opponent.

However, there is a very good use for disoriented after all, Ermacs corner game.

It has a good start up / recovery and can be used to increase damage without sacrificing your corner advantage. A reverse JK - Teleport / double teleport - D1 - TKP are ideal in this situation, but can be somewhat execution heavy. The combo could drop and you are open to be punished.

My focus was to land meterless combos exceeding 35% with the use of standard b'n'b combo starters, maintain corner advantage and were EASY to execute.

Descriptions on all 8 demonstrations will follow.


Demo #1: Mid-screen b'n'b used to punish a "balled up" opponent.

- B3,4 - teleport - 2,2 - TKS - B1,2,F1 - TKP or can be ended with 2,2 - TKP. 35%

Demo #2: Corner combos using Ermacs' 3,1 starter.

- JIP - 3,1 - TKS - B3,4 - B3,4 - TKP. 36%
- JIP - 3.1 - TKS - B3,4 - 2,2 - TKP. 38%
- JIP - 3.1 - TKS - B3,4 - 3,1 - 3,1,2 - TKP. 40%

Demo #3: Corner combos using F2 and B1,1,4 starters.

- JIP - F2 - TKS - B3,4 - 2,2 - TKP. 36%
- JIP - B1,1,4 - TKS - B3,4 - 2,2 - TKP. 45%

Demo #4: Corner Combo using F1,1,4 starter.

- JIP - F1,1,4 - B3,4 - B3,4 - B3,4 - TKS - B1,1,4 - 2,2 - TKP. 42%

Demo #5: Corner combo using B3, 4 starter.

- JIP - B3,4 - B3,4 - B3,4 - B3 - TKS - B1,1,4 - 2,2 - TKP. 40%

Demo #6: Same as demo 5 but with an U4 knock down. Semi OTG / Anti Wake-up. Credit goes to STORMS for this one.

- U4 - B3,4 - B3,4 - B3,4 - B3 - TKS - B1,1,4 - 2,2 - TKP. 9% + 37% = 46%

Demo #7: Same combos in demo 2 and 3 but with a F4 standing reset. I chose to follow up with a grab for this video.

- JIP - 3,1 - TKS - B3,4 - F4 - Grab. 29% + 11% = 40%
- JIP - B1,1,4 - TKS - B3,4 - F4 - Grab. 37% + 11% = 48%

Demo #8: Same combos in demo 4 and 5 but with a F4 standing reset. I chose to follow up with a grab for this video.

- JIP - F1,1,4 - B3,4 - B3,4 - B3,4 - TKS - B1,1,4 - F4 - Grab 39% + 11% = 50%
- JIP - B3,4 - B3,4 - B3,4 - B3 - TKS - B1,1,4 - F4 - Grab 37% + 11% = 48%
 

KRYS9984

Noob
A couple additional notes.

Using meter on these combos will not make a big difference; the damage will only increase by about 3% for one bar.

the combos I would highly recommend are:

JIP - B1,1,4 - TKS - B3,4 - 2,2 - TKP 45% or end with the F4 standing reset 37% into grab 11% or any pressure.

On hit confirm, it's the highest damaging combo / F4 set-up and if you feel that your opponent might block the whole string, you can simply B1 - Grab. You can then attempt the B3,4 Semi OTG / Anti Wake-up as seen in Demo #6.

JIP - 3.1 - TKS - B3,4 - 3,1 - 3,1,2 - TKP 40%

Ermacs most commonly used combo starters and on hit confirm, the highest damaging combo of the 3 in Demo#2.

I would also like to mention that incorporating B3,4 before TKS will give you perfect gravity for a B1,2,F1 follow-up. There is no strict timing and you can execute "We Win" quite easily compared to other corner set-ups.
 

QjonPL

Low Tier Fanatic
Combos look interesting and fun to watch but my opinion is: always go for the max damage, i.e. b12f1 loops. 3x/2x b12f1 is only a matter of timing, train for couple of hours (even days, doesn't matter) and you will get it. MK players are much more spoiled in terms of high damage, low execution combos compared to other fighting games, they want to do the damage here and now :D
(SCV, alpha-Pat and his 4 JFs in one combo arghhh)
 

STORMS

Co-founder
Founder
Premium Supporter
Combos w/ max damage off of U4... (that I found so far)

U4...B34, 2,2,22,lift,b12F1,F2,F4 38% w/ grab = 47 with ^ U4 = 59%
U4...B34,2,2,22,lift,b12f1,F2,12,push = 40% w/ U4 = 49%
 

KRYS9984

Noob
Combos look interesting and fun to watch but my opinion is: always go for the max damage, i.e. b12f1 loops. 3x/2x b12f1 is only a matter of timing, train for couple of hours (even days, doesn't matter) and you will get it. MK players are much more spoiled in terms of high damage, low execution combos compared to other fighting games, they want to do the damage here and now :D
(SCV, alpha-Pat and his 4 JFs in one combo arghhh)
I am capable of executing the B1,2,F1 loop but sometimes (during actual play) the combo drops due to factors such as nerves, gravity, etc..... So I ultimately wanted something that gives me good damage and is very "user friendly" under all conditions.

These combos are made to have options that are not exclusive to certain combo starters, gravity, hitboxes, etc..... The damage is also very good so I don't feel like I'm sacrificing anything. Simple 40% - 50% no meter combos in the corner, I'll take it. :D