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Combo List - Erron Black Erron Black Combo Thread (Updated 15.05.15)

HeroesNZ

Baconlord's Billionaire Sugar Daddy
Do you have any tips for gun cancel, I cannot get anything to string with it
Firstly it only combos off of 11, 3 , B33, and F13. I find it easiest to do in one long motion - DF1FF+Block21122. Some say it helps to try and break it down into steps. As in try doing just the gun cancel, then try and connect 21122 after it, then try and do it after F13.

Personally, I just kept trying to get it to combo. Once it connects, even if it's only once out of 50 tries, you'll start getting it a bit more consistently as it gets commited to muscle memory.
 

Dukmunky

Arms Dealer, including all 4 of Goro's
Firstly it only combos off of 11, 3 , B33, and F13. I find it easiest to do in one long motion - DF1FF+Block21122. Some say it helps to try and break it down into steps. As in try doing just the gun cancel, then try and connect 21122 after it, then try and do it after F13.

Personally, I just kept trying to get it to combo. Once it connects, even if it's only once out of 50 tries, you'll start getting it a bit more consistently as it gets commited to muscle memory.
Thank you so much. I've got it now
 

InFlames

dead
Does it work if you combo into the grenade or just off a raw grenade?
Yeah it works if you combo into it, even off a corner juggle.

Firstly it only combos off of 11, 3 , B33, and F13. I find it easiest to do in one long motion - DF1FF+Block21122. Some say it helps to try and break it down into steps. As in try doing just the gun cancel, then try and connect 21122 after it, then try and do it after F13.

Personally, I just kept trying to get it to combo. Once it connects, even if it's only once out of 50 tries, you'll start getting it a bit more consistently as it gets commited to muscle memory.
Standing 4 also works, and is plus on block

EDIT: NVM about standing 4, I was confused with standing 3
 
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Firstly it only combos off of 11, 3 , B33, and F13. I find it easiest to do in one long motion - DF1FF+Block21122. Some say it helps to try and break it down into steps. As in try doing just the gun cancel, then try and connect 21122 after it, then try and do it after F13.

Personally, I just kept trying to get it to combo. Once it connects, even if it's only once out of 50 tries, you'll start getting it a bit more consistently as it gets commited to muscle memory.
i just wait for the click sound from the rifle , that has helped me a ton when it comes to when to input my run cancel.
 

DoctrineDark

Too little, too late...
Some Tarkatan Stab combos (Outlaw)


Tarkatan Stab causes a kind of Reset post combo, so the only thing that the opponent can do to stop bleeding is X-Ray.
Normal Tarkatan Stab causes 5% of aditional damage post combo and EX Tarkatan Stab causes 10% of aditional damage post combo.
So based on this i think Tarkatan Stab is the best option to finish a combo... just imagine the damage on block while the opponent is still bleeding.

Max damage based on T.S (Max damage for now)

Midscreen: jip b33 Sand Toss jip b32u1 njp run b33 Tarkatan Stab 40% or 45% ending with EX T.S
Corner 2 Bars: jip b33 Close Sand Shot Uppercut 11 b33 EX TS: 51%
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
Max damage based on T.S (Max damage for now)

Midscreen: jip b33 Sand Toss jip b32u1 njp run b33 Tarkatan Stab 40% or 45% ending with EX T.S
Corner 2 Bars: jip b33 Close Sand Shot Uppercut 11 b33 EX TS: 51%
Just in the interest of comparison (again, max-ish), Marksman can get the following in similar situations:
Midscreen:
meterless- jip, b33 xx swing shot, f13 xx sand trap = 33%
1 bar - jip, b33 xx ex swing shot, run, b33 xx sand trap = 40%
Corner:
meterless- jip, b33 xx swing shot, 4 xx sand gust, 21122 xx sand trap = 41%
1 bar - jip, b33 xx ex swing shot, 4 xx swing shot, 21122 xx sand trap = 46%
2 bars - jip, b33 xx ex swing shot, 4 xx ex swing shot, 21122 xx sand trap = 50%
No bleeds necessary.
So basically, it comes down to midscreen combos in outlaw being a bit more damaging and a bit easier execution, while they basically break even in the corner. I haven't dabbled much with the gun cancels, so they might bring the damage up a bit (I think you get 40% meterless midscreen of those, but I could be mistaken) in which case they may break even entirely, with Marksman having a decisively higher execution curve.
Marksman picks up zoning utility, while Outlaw maintains a stronger armored option that doubles as a combo starter.
Tough call. At least we can say we have 2 very solid variations to choose from.
 

lionheart21

Its Game Over, Man
Just in the interest of comparison (again, max-ish), Marksman can get the following in similar situations:
Midscreen:
meterless- jip, b33 xx swing shot, f13 xx sand trap = 33%
1 bar - jip, b33 xx ex swing shot, run, b33 xx sand trap = 40%
Corner:
meterless- jip, b33 xx swing shot, 4 xx sand gust, 21122 xx sand trap = 41%
1 bar - jip, b33 xx ex swing shot, 4 xx swing shot, 21122 xx sand trap = 46%
2 bars - jip, b33 xx ex swing shot, 4 xx ex swing shot, 21122 xx sand trap = 50%
No bleeds necessary.
So basically, it comes down to midscreen combos in outlaw being a bit more damaging and a bit easier execution, while they basically break even in the corner. I haven't dabbled much with the gun cancels, so they might bring the damage up a bit (I think you get 40% meterless midscreen of those, but I could be mistaken) in which case they may break even entirely, with Marksman having a decisively higher execution curve.
Marksman picks up zoning utility, while Outlaw maintains a stronger armored option that doubles as a combo starter.
Tough call. At least we can say we have 2 very solid variations to choose from.
Its a shame that Gunslinger didn't really pan out all that well.

Aside from some added mixup options from Standoff Stance, I just can't see any reason to choose Gunslinger over either Outlaw or Marksman.

Really, the only glaring weakness that Erron's got right now is that his AA game is kinda non-existent across all variations. Its been a pretty big issue for me to deal with online.
 

GrimJack

Rock paper scissor specialist
Found out how to land NJP after B32U1 consistently without the sword from Outlaw


Run, crouch, NJP. Could be useful to know when landing a B32U1 after a Tarkatan Stab, it also adds damage to Marksman BnB's.
@InFlames Is there any strict timing on the run into NJP
 

Metzos

You will BOW to me!
Has Black received any nerfs during the latest patch? My internet is trolling my PS4 so i cannot dl the latest patch. If not can some1 confirm the damage of this combo midscreen for outlaw?

Inputs are: jp, f12, db4, jp, b32u1, njp, rc, f24, f3,2+4. If they still havent nerfed that combo, all i can say is omg.
 
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wsj515

This is my billionth life cycle.
Its a shame that Gunslinger didn't really pan out all that well.

Aside from some added mixup options from Standoff Stance, I just can't see any reason to choose Gunslinger over either Outlaw or Marksman.

Really, the only glaring weakness that Erron's got right now is that his AA game is kinda non-existent across all variations. Its been a pretty big issue for me to deal with online.
Seriously, I have so much trouble with njp happy takedas, kung jins, and anyone else with really strong njps. I try to punish when they land but its really hard to find that sweet spot where you are in range to punish but out of range of their ridiculous njps.
 

lionheart21

Its Game Over, Man
Seriously, I have so much trouble with njp happy takedas, kung jins, and anyone else with really strong njps. I try to punish when they land but its really hard to find that sweet spot where you are in range to punish but out of range of their ridiculous njps.
The worst thatI've faced thus far is Ferra/Torr, who has quite possibly the best NJP in the game.

My first reaction to seeing the opponent jump is to hit them out of the air rather than block. Since I'm maining Erron Black now, I find myself on the receiving end of a full combo starting from jump punch more than I like to admit.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
I use b2, 4, db4, and air-to-air attempts against air normals, but they are variable in effectiveness. Characters with strong air games are something that he seems to struggle against.
 

InFlames

dead
Has Black received any nerfs during the latest patch? My internet is trolling my PS4 so i cannot dl the latest patch. If not can some1 confirm the damage of this combo midscreen for outlaw?

Inputs are: jp, f12, db4, jp, b32u1, njp, rc, f24, f3,2+4. If they still havent nerfed that combo, all i can say is omg.
what's wrong with that combo?
 

lionheart21

Its Game Over, Man
Has Black received any nerfs during the latest patch? My internet is trolling my PS4 so i cannot dl the latest patch. If not can some1 confirm the damage of this combo midscreen for outlaw?

Inputs are: jp, f12, db4, jp, b32u1, njp, rc, f24, f3,2+4. If they still havent nerfed that combo, all i can say is omg.
Nope, nothing for Erron in this patch.
 

Metzos

You will BOW to me!
what's wrong with that combo?
In my version that combo does 45% dmg meterless. I checked it yesterday when i went to GDA and it does 32 or smth, cant remember the exact number. NRS forgot to scale the dmg f3, 2+4 was dealing. Glad they noticed it and fixed it though. I was like "wtf asdasdasdasdsad" when i found out about it.
 
Im begginer mk player so I have hard time winning online but I created my own combo (in fact I checked out combos from this site and just modified the one I liked and added some damage) Can I improve this somehow?