Pakman
Lawless Victory!
Erron Black Overview
Match ups:
Cassie
D'vorah
Ermac
Ferra/Tor
Jacqueline Briggs
Jason
Format and info is subject to change, place holding for now.
Generally speaking, his variations provide him with a specific niche; outlaw is up close, marksman is full screen and Gunslinger is mid-screen.
Since caltrop DOT is quite low, the idea is to throw it out and lock opponent down with pressure strings so they eat caltrop and the pressure damage; this is particularly effective in corners.
Combo carry potential is incredible as is his corner game, where he really shines.
Wake up slide particularly effective for corner escape/spacing reset.
Combo damage is circa 20-30% meterless anywhere on the screen - this goes up rapidly in the corner depending on his variation [see the combo thread]. His best combo ender is xxdbf2, however he has many acceptable alternatives depending on what you want to do. Again, the emphasis with EB is on corner carry combos and then corner lock downs.
For zoning purposes, bf3 sand grenade hits as low for 9% (~2.5% on chip), and causes a knock-down; 3.2 string also causes a knockdown on hit for ~7. The added zoning tools in Marksman and Gunslinger create an awesome synergy and in should you chose to go outlaw, you still have access to some decent zoning tools
Since caltrop DOT is quite low, the idea is to throw it out and lock opponent down with pressure strings so they eat caltrop and the pressure damage; this is particularly effective in corners.
Combo carry potential is incredible as is his corner game, where he really shines.
Wake up slide particularly effective for corner escape/spacing reset.
Combo damage is circa 20-30% meterless anywhere on the screen - this goes up rapidly in the corner depending on his variation [see the combo thread]. His best combo ender is xxdbf2, however he has many acceptable alternatives depending on what you want to do. Again, the emphasis with EB is on corner carry combos and then corner lock downs.
For zoning purposes, bf3 sand grenade hits as low for 9% (~2.5% on chip), and causes a knock-down; 3.2 string also causes a knockdown on hit for ~7. The added zoning tools in Marksman and Gunslinger create an awesome synergy and in should you chose to go outlaw, you still have access to some decent zoning tools
Match ups:
Cassie
Full screen:
She can threaten you with akimbo shots, but you can low profile this completely by ducking. There's a lot of recovery frames on akimbo, so if you see an opportunity, dash in and beat the shit out of her/return fire as appropriate.
If you are in Marksman, your gunshots will out-damage her akimbo projectiles, so concentrate on full screen projectile zoning. Gunslinger SOS 4 checks her akimbo damage and you recover faster than her so you can control the pace of the fight better than she can. Lay down caltrops and force her to come to you, alternating your projectile zoning.
Mid screen:
The two main moves you have to watch out for are her shadow kick and her enhanced up-kick follow up - both are full punishable though. Bait and punish accordingly.
Due to the start up and recovery on her akimbo shots, it's likely she won't be pulling them out at this range but be on the lookout, particularly for EX, and punish her if she tries it!
Up close:
Cassie has two major threat strings at this range: one iirc is a low,overhead and the other is a overhead,low. They can be quite tricky to block and she has a vortex at this range, so for now I'd advise playing the mid-long game on this one and zone her out.
She can threaten you with akimbo shots, but you can low profile this completely by ducking. There's a lot of recovery frames on akimbo, so if you see an opportunity, dash in and beat the shit out of her/return fire as appropriate.
If you are in Marksman, your gunshots will out-damage her akimbo projectiles, so concentrate on full screen projectile zoning. Gunslinger SOS 4 checks her akimbo damage and you recover faster than her so you can control the pace of the fight better than she can. Lay down caltrops and force her to come to you, alternating your projectile zoning.
Mid screen:
The two main moves you have to watch out for are her shadow kick and her enhanced up-kick follow up - both are full punishable though. Bait and punish accordingly.
Due to the start up and recovery on her akimbo shots, it's likely she won't be pulling them out at this range but be on the lookout, particularly for EX, and punish her if she tries it!
Up close:
Cassie has two major threat strings at this range: one iirc is a low,overhead and the other is a overhead,low. They can be quite tricky to block and she has a vortex at this range, so for now I'd advise playing the mid-long game on this one and zone her out.
D'vorah
Full screen:
Mid screen;
Up close:
Match footage:
Mid screen;
Up close:
Match footage:
Ermac
Full screen:
Avoid any kind of projectile zoning due to his tele punches. Instead, bait and wait - telepunches are hella punishable on block.
Mid screen:
Here your spacing is crucial; from a particular range (about 3/4 character spaces away) any blocked telekenetic slams from E mac can be punished with either dash in combos or advancing strings - any further than that sweet spot and you won't reach him in time. Slide will get grabbed by any telekenetic slams, so don't bother.
If he tries any levitating crap, Gunslinger AA is perfect for popping him out the sky (maintain that 3/4 character spacing to ensure 100% accuracy on this) Marksman may be able to db2/db4 him but I have yet to try it. Alternatives are caltrops and potentially meeting him air to air.
Up close:
WIP
Avoid any kind of projectile zoning due to his tele punches. Instead, bait and wait - telepunches are hella punishable on block.
Mid screen:
Here your spacing is crucial; from a particular range (about 3/4 character spaces away) any blocked telekenetic slams from E mac can be punished with either dash in combos or advancing strings - any further than that sweet spot and you won't reach him in time. Slide will get grabbed by any telekenetic slams, so don't bother.
If he tries any levitating crap, Gunslinger AA is perfect for popping him out the sky (maintain that 3/4 character spacing to ensure 100% accuracy on this) Marksman may be able to db2/db4 him but I have yet to try it. Alternatives are caltrops and potentially meeting him air to air.
Up close:
WIP
Ferra/Tor
Full screen:
Mid screen:
Up close:
Match footage:
Mid screen:
Up close:
Match footage:
Jacqueline Briggs
Full screen:
Mid screen:
Up close:
Mid screen:
Up close:
Jason
Full screen:
Mid screen:
Up close:
Mid screen:
Up close:
Format and info is subject to change, place holding for now.
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