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Ermac Kombo Thread

  • A thread for Ermac combos in Mortal Kombat 1

    NO Kameo combos
    1. Midscreen:
      • 0-Bar
        • 42~db2 > 1 > dash > 4~bf3 > dash > 123 1+3 = 300
        • 212 > B24~bf3 > dash > 123 1+3 = 301
          • 212 > 4~bf3 > 4~Fatal Blow = 462
        • F4~db2 > 3 > dash > B2~bf3 > J14 > 123 1+3 = 318
      • 1-Bar
        • 12~bf3 > J122 > 3~db1(EX) > J123 > bf2 = 368
        • 212, 4~bf3 > dash 4~db1(EX) > J123~bf2 = 348
        • 42~db4d(EX) > B24~bf3 > 123 1+3 = 351
        • F2~bf3 > J122 > dash 4~db1(EX) > J123 > bf2 = 367
        • B24~bf3 > dash 4~db1(EX) > J14 > 123 1+3 = 345 (easy)
        • B24~bf3 > J122 > dash 1~db1(EX) > J123 > bf2 = 350 (hard)
        • 3~db4(EX) > 4~bf3 > J14 > 123 1+3 = 389
        • F4~db2 > 1 > 212 > 4~bf3 > dash > 4~db1(EX) > J123 > db4 = 330
      • 2-Bars
        • 12~db4(EX) > 4~bf3 > dash 4~db1(EX) > J123 > bf2 = 390
        • 3~db4(EX) > 4~bf3 > J122 > 4~db1(EX) > J123 > bf2 = 456
        • 3~db4(EX) > 4~bf3 > J122 > 4~db1(EX) > J123 > dash > F43 = 465
      • 3-Bars
        • 212~db4~db4(EX) > J123~db4(EX) > 4~db1(EX) > J123~db4 = 390
        • 3~db4(EX) > 4~bf3 > J123~db1(EX2) > db4-Up (empty teleport) >Njp > 21 1+3) = 443
        • 3~db4(EX) > 4~bf3 > J122 > 4~db1(EX) > J123~db4(EX) > F43 = 483
    2. Anti-Air:
      • Searching......
    3. Corner:
      • 0-Bar
        • 3~bf1(cancel) > F4~db2 > 2 > 42~db2 > 122 > J123 > 4~bf2 = 322
        • 4~bf3 > J122 > J123~db2 > 3 > 123 1+3 = 393 - takes opponent out of corner
        • F4~db2 > 3 > 4~bf3 > J123~db2 > 3 > 123 1+3 = 343 - takes opponent out of corner
        • 3~bf1(cancel) > F4~db2 > 2 > 42~db2 > 122 > J123~db2 > 3 > 123 1+3 = 337 - takes opponent out of corner
      • 1-Bar
        • 12~bf3 > J122 > J123 > 4~db1(EX) > Neutral J123 > bf2 = 402
        • 4~bf3 > dash > 4 > 4~db1(EX) > J123~db2 > 123 > 123 1+3 = 435 - takes opponent out of corner
      • 2-Bars
        • 3~bf1(EX)(full charge) > 4~bf3 > J123 > 4~db1(EX) > deep Jump kick > 123 1+3 = 461 - takes opponent out of corner
        • 3~db4(EX) > 4~bf3 > J122 > 4~db1(EX) > J123~db2 > 242 = 503 - Side switch, puts opponent in the corner
        • 3~db4(EX) > 4~bf3 > 4~db1(EX) > J123 > 4~Fatal Blow = 618 - Side switch, puts opponent in the corner
      • 3-Bars
        • 4~bf3 > 4 > F4~db1(EX2) > bf1(full charge) > Neutral J123 > 4~db1(EX) > J123~db2 > 3~bf2 = 465
        • 3~db4(EX) > 4~bf3(EX) > J122 > 4~db1(EX) > J123~db2 > 3 > F43 = 500 - Side switch, puts opponent in the corner
  1. Midscreen:
    • 0-Bar, 2 Kameos
      • 12~bf3 > dash 42 > F+RB > RB > J123 > bf2 > F+RB > RB > bf2 = 384
      • 212 > 4~bf3 > F+RB > RB > J123 > bf2 > F+RB > RB > db4 = 370
      • F2~bf3 > 42 > F+RB > RB > J123 > bf2 > F+RB > RB > bf2 = 383
    • 1-Bar, 1 Kameo
      • 12~bf3 > J122 > F43 > F+RB > RB > RB > J123 > bf2 = 403 ----can be improved or made easier Im sure
      • 3~db4(EX) > 4~bf3 > J14 > 123 1+3 > B+RB > RB > RB = 412 ----can be improved Im sure
      • Back Throw > F+RB > RB > RB > db4(EX) > 4~bf2 = 227
      • 12~bf3 > 42 > F+RB > RB > J123 > db1(EX) > deep JiK~Fatal Blow = 445
    • 1-Bar, 2 Kameos
      • 12~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 452
      • 212 > 4~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 444
      • F2~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 455
      • F4~db2 > 2 > 2~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 403
      • B24~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 440
      • Back Throw > F+RB > RB > RB > db4(EX) > F43 > F+RB > bf2 = 251
    • 2-Bars, 2 Kameos
      • 12~bf3 > dash 3~bf2 > F+RB > RB > db4(EX) > 3~db1(EX) > J24~F+RB > RB > J242 = 473
      • 12~db4(EX) > 4~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 510
      • 2~db4(EX) > 4~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 516
      • B24~db4(EX) > 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 466
      • F4~db2 > 2 > 2~db4(EX) > 4~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 444
      • db4(EX) > 4~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 511
  2. Anti-Air:
    • 1 > 4~bf3 > J123 > F43 > F+RB > RB > RB > J21 = ???
  3. Corner:
    • 12~db4(EX) > 4~bf3 > J123 > 4~bf2 > F+RB > RB > 4~bf2 > F+RB > RB > bf2 = 500 - Side switch, puts opponent in the corner
  1. Midscreen:
    • (2-bar) 12~db4(EX) > 4~bf3 > J123 > dash > 12~db1(EX) > dash > B23~bf2 > timed darius tornado kicks = 46%
  2. Anti-Air:
    • YYY
  3. Corner:
    • ZZZ
  • Midscreen:
    • 2~bf1(cancel)> 42 > Jax back breaker > db4 > J123 > 4~db1(EX) > J123 > bf2 = 387
  • Anti-Air:
    • YYY
  • Corner:
    • 2~bf1(cancel) > 3~bf1(full charge) > Neutral J123 > 4~bf2 > Jax Back breaker > 4~BF2 = 404
  • Midscreen:
    • F2 > Lao spin > J122 > 21 1+3 = 295
    • B23 > Lao spin > J14 > 123 1+3 = 277
  • Anti-Air:
    • YYY
  • Corner:
    • ZZZ
  • Midscreen:
    • 12~bf3 > J122 > 4~bf2 (right after skeleton monster slams them) > Scorpion far kameo upskull > dash > 4~bf2 = 372 (2 kameo bars = 41%)
    • 12~bf3 > J122 > 4~bf2 > Scorpion far kameo upskull > dash > 4~db1(EX) > deep JIK~bf3 = 42%
    • 12 S4 bf2 (skeleton monster slam) Scorpion far kameo upskull dash S4 db1EX deep JI123 bf2 = 37%
    • 21 > dash > 2~bf3 > 4~db1(EX) > J123 > bf2 > far scorp fireballs > 4~db1 = 39%
    • 2~bf1(EX)(full charge) > dash > 4~bf3(cancel) > 4~db1(EX) > J123 > bf2 > Far fireballs > j242 = 46%
    • (2 Kameos) 12~bf3 > J122 > 4~choke(scorp far fireballs) > micro dash > 4~choke(scorp far fireballs) > J242 = 44%
  • Anti-Air:
    • 1 > 4~bf1 > 4~bf2 > Scorpion fireball> 4~bf2 > Scorpion fireball > 4~db1 = 418
    • 3~bf3 > dash 4~db1(EX) > J123 > bf2 > upKameo > 2~bf2 > upKameo > dash F43 = 50%
  • Corner:
    • ZZZ

21551
 
Last edited:

Comments

I'm currently using Sub because no Projectile, but maybe Khameleon or Sareena?

Combo route midscreen so far from like 30 minutes labbing:

12 punch cancel, f4float, j2, into combo adds a good bit of damage. Still hard to break 300 tho.
 
I'm currently using Sub because no Projectile, but maybe Khameleon or Sareena?

Combo route midscreen so far from like 30 minutes labbing:

12 punch cancel, f4float, j2, into combo adds a good bit of damage. Still hard to break 300 tho.
I'm like 90 minutes in so far, all practice mode. Was checking tech first and then went to combos, haven't tried the cancel into F4 float yet, actually didn't think of it haha. So far I've got these for midscreen for 12 starter:

12 bf3, dash cancel, Jf 122, dash, 4, bf2 - 293
12 bf3, dash cancel, Jf 122, dash, 4, db1 EX, Dash up, 4, bf2 - 336

Feels like there could be more but haven't figured it out yet lol.
 
Havent really got to play around with him too much.... but i do know you can combo into ExBF1 (full hold) off of S2 and S3. (Anything with a cancel adv 37 or higher)
 
My BnB so far is JIP, F4, db2, 212, 4 bf3, dash forward, 4 db1 EX, (build meter with spectral armor once easily or twice if you got fast fingers) late jump in, 123 db4. 32% One bar.

It actually does 33.8% if you don't do the jump in or the cancel of f4.

So 212, 4 bf3, forward dash, 4 db1 EX, METER GENERATION, late jump in 123 db4. 33.8%. one bar.

But I think it's more practical to get it off of a jump in or a f4 cancel so I'm practicing those starters.

Can post in a little bit.
 
So Scorpion seems best so far. What Kameo is everyone trying?
Yea it's early, but Scorpion is at first glance feeling good even just for the mere fact that 1 bar 33% becomes 42% mid screen with his extra juggle. Gotta see if there's some Kameo tech from others that would offset such an obvious damage boost for what appears to be a low damage character.
 
Anyone have tips for how to be more consistent on the timing with the bf3 dash cancel into an air kombo? I don't know if I'm inputting the dash too early/late, the air kombo too early/late or what, but I almost always whiff it.
 
Can't lift twice in a combo. Can't cancel ground moves twice or combo to floats while they're standing but

I maybe found something interesting


Maybe someone here can optimize this or take it further?
Interesting, when I get back home I'm gonna check some of this out. No way that isn't going to lead to some nasty dirt.
 
123 isn't an OTG string like I hoped it would be, but it does have a huge amount of hit advantage, and some characters like Goro can turn it into a braindead easy hitconfirm launcher.
 
I’ve been messing around with Sonya a bit. She allows him a projectile game while also enhancing his combo potential. He seems to scale a lot in general though, unless I’m just missing something.
 
Yeah it def seems like he's gotta work hard af to get damage other characters get with a string and a special. But maybe his ability to convert off practically anything is meant to be the upside
NinjaKilla's 45% 1 Bar 1 Kameo (Janet)

Any early routes for the Ermac BnBs? Mid screen so far I'm getting baby infant damage lol.
NinjaKilla 40% 1 Bar Midscreen 1 Kameo (Janet)

He seems to scale a lot in general though, unless I’m just missing something.
NinjaKilla 41% Meterless 1 Kameo AA (Janet)
 
Is it just me or does it feel like everything he does adds a buttload of gravity.

Here a few combos of off 12 without Kameo and for 1 Bar.

12~ex lift, j24~levi, 14, 123 3+4 (313,53)

12~ Shriek, dash 12, daah 12~ex lift, j123~push (328,71)

12~Shriek, dash 1, dash 12~ex lift, deep j24, dash 123 3+4 (340,17)

12~Shriek, dash 1, dash 3~ex lift, deep j24, dash 123 3+4 (350,17)

12~Shriek, dash F4, 12~ex lift, deep j24, dash 123 3+4 (363,32)

12~Shriek, dash j122, dash b24~ex lift, deep j123~teleport (357,48)

12~Shriek, dash j122, dash b24~ex lift, deep j123~push (366,37)

12~Shriek, dash j122, dash 4~ex lift, deep j123~X Ray (480,43)

12~Shriek, dash j14, dash 4~ex lift, deep j14, dash 123 3+4 (364,96)

12~Shriek, dash j123, 4~ex lift, deep j123~push (368,93)
 
I've been checking out Lao

F2 + Lao spin + j122 + 21throw = 295 meterless, very easy, starts with overhead

B23 + Lao spin + j14 + 123throw = 277 meterless, also very easy, mid into overhead

Low hat is obviously good as well
 
Yeah it def seems like he's gotta work hard af to get damage other characters get with a string and a special. But maybe his ability to convert off practically anything is meant to be the upside
There is lots of characters that can convert of off anything or almost anything though...

I also wish he had one more regular cancellable 3hit string beside 123...
 
Foxy is currently running a clinic on people with Ermac/Sonya. Him comboing from her projectile from full screen is disgusting.
 
Yeah it def seems like he's gotta work hard af to get damage other characters get with a string and a special. But maybe his ability to convert off practically anything is meant to be the upside
Yea im feeling like the idea is to maximize on meterless/kameo combos and save your meter for shield. In other words hes going to have a unique playstyle set around low damage in exchange for surviving that people wont wanna use. Then they will say Ermac needs a buff even though he has one of the biggest potential health pools. Its crazy to me that this character has 1000 health then again his gimmick is purely defensive.

Anywho. Ive been using this route:
He'll need routes off of f4, b24, b24(2nd only) etc.
 
Yea im feeling like the idea is to maximize on meterless/kameo combos and save your meter for shield. In other words hes going to have a unique playstyle set around low damage in exchange for surviving that people wont wanna use. Then they will say Ermac needs a buff even though he has one of the biggest potential health pools. Its crazy to me that this character has 1000 health then again his gimmick is purely defensive.

Anywho. Ive been using this route:
He'll need routes off of f4, b24, b24(2nd only) etc.
I’m trying to figure out why people are calling 40-45% for 0 or 1 bars with 1 kameo low. That’s perfectly fine.
 
I’m trying to figure out why people are calling 40-45% for 0 or 1 bars with 1 kameo low. That’s perfectly fine.
Thats just janets 3 punch strange scaling,she does that to othet characters as well.
Its still eaely yeah but he does have heavy scaling,its like they had ptsd from john cena doing 60% bnbs on his release so they went a bit overboard here.
 
I’m trying to figure out why people are calling 40-45% for 0 or 1 bars with 1 kameo low. That’s perfectly fine.
For me it's the disparity between his execution and the reward you get from it. I'm not comparing these characters in terms of depth, but just the situation reminds me of Slasher Jason. Where he actually has some pretty flashy combo, but you're wasting your time if you do anything other than spam f4,1 over and over.

Obvs only day 1 vibes, but I'm gonna keep labbing him to see if there's any untapped use out of his wild cancels. I'm still hopeful that 123 is hiding some hidden potential
 
For me it's the disparity between his execution and the reward you get from it. I'm not comparing these characters in terms of depth, but just the situation reminds me of Slasher Jason. Where he actually has some pretty flashy combo, but you're wasting your time if you do anything other than spam f4,1 over and over.

Obvs only day 1 vibes, but I'm gonna keep labbing him to see if there's any untapped use out of his wild cancels. I'm still hopeful that 123 is hiding some hidden potential
Yeah,you can do stuff like 12××bf1(cancle)f4xxfloat,j2,s42xxfloat,14,j14,12xxEx lift,j123,12xxlift and you are doing barely 32%

Apart from damage scaling the few quriks i have with ermac is that its really wonky to land chocke and lift as enders if its a long route(still nit realy sure what ti end with as most specials just dont connect)
And the fact that you cant dash out of bf3 if you used a bf1 cancle in the combo before it and vice versa,thats so strange.