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

StevoSuprem0

I'm gonna make this skill gap... disappear.
What's the best damage for converting a NJP? I have just been doing 112 RC 211 tackle. It's around 20%.
You can RC into f24 2112 xx tackle (or 211 stab for outlaw), or to keep it simple just do RC into b33 tackle/stab for a little less damage. That's what I generally go with. Might be something a bit better. I think you can possible do a b2 xx db4 in marksman before the RC, and something similar in Outlaw to extend the damage a bit.
 

HeroesNZ

Baconlord's Billionaire Sugar Daddy
Gun cancels are also a significant part of his pressure game. After 21122 on block you can follow up with either Gun Cancel 11 or Swing Shot.

On hit you can cancel into 11 JP2 for a meterless standing reset into another 50/50 or pressure.
 

InFlames

dead
So I just found out that going straight to b32u1 for the low does more damage than b32xxSand Throw. So is there any reason to go for the Sand Throw off the low? The only reason I can think of is after a Stab knockdown where you need to waste time for the sword to come back and get another Stab ender, but thats really it. Thoughts?
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
So I just found out that going straight to b32u1 for the low does more damage than b32xxSand Throw. So is there any reason to go for the Sand Throw off the low? The only reason I can think of is after a Stab knockdown where you need to waste time for the sword to come back and get another Stab ender, but thats really it. Thoughts?
I believe the option select system only works if you do either sand toss (unsafe on block but starter on hit) or d1 ender (pretty much safe on block, not much granted on hit) off the b32 string. That's all I can think of though.
 
So can anyone explain me abit more about gun canceling? I still dont understand how to actually pull it off in the right timing do i just do string into df1 and like hold the 1 for half a second then instantly run cancel when i see him pulling it out or should i do df1 and then wait for him to fully pull it out and wait for half a second while he is using it?(while holding 1) then do the run cancel?
 

D4G

Win At All Cost
It isn't that hard , with time it gets easier all it needs is practice this is the only wall im facing with erron.
lol my bad dude I dont know why I said years. I meant hours or maybe a days worth of practice. You'll get it soon enough
 

D4G

Win At All Cost
So what do you online guys use as your meterless midscreen BnB off of F23? I've been using F23 xx DB2, Run, 211 xx Sand Tackle

connecting the 211 after run is a nightmare online. Any suggestions?
 

KNX

Mortal
So what do you online guys use as your meterless midscreen BnB off of F23? I've been using F23 xx DB2, Run, 211 xx Sand Tackle

connecting the 211 after run is a nightmare online. Any suggestions?
You mean f13? I just use my offline BnB.

f13 xx GC, 2112 xx db2, run, 11, 211 xx dbf2

I very rarely play online because it's so shit, but it works well enough in 4 bar connections.
 

D4G

Win At All Cost
You mean f13? I just use my offline BnB.

f13 xx GC, 2112 xx db2, run, 11, 211 xx dbf2

I very rarely play online because it's so shit, but it works well enough in 4 bar connections.
I try to reduce the amount of inputs to a minimum for online combos but I'll try that. Yeah online was feeling fine for me until I picked up marksman, it really shows man.
 

wsj515

This is my billionth life cycle.
thats the one thing i noticed when trying out his gun cancel combos (at least the ones I know about). Without the run cancel, i get like 29% and with it I get 32%. Really seems like it's as inflames says, it's only for hitconfirming from the main mixup starters.
Not just hitconfirming, its an incredible pressure/mixup tool that can also build ridiculous meter. you can GC on block into 21122 string and start the tick throw/ ex SG game, you can GC into another mixup, or you can just cancel into ex SG for safety and the potential full combo punish of an attempt to punish your GC. If you have the stamina, you should really always be trying to do GC's or threatening to do GC's.
 

wsj515

This is my billionth life cycle.
You mean f13? I just use my offline BnB.

f13 xx GC, 2112 xx db2, run, 11, 211 xx dbf2

I very rarely play online because it's so shit, but it works well enough in 4 bar connections.
how much extra damage do you get from 11 instead of just doing 211 or 2112? is it more of a timing thing?
 

KNX

Mortal
Not just hitconfirming, its an incredible pressure/mixup tool that can also build ridiculous meter. you can GC on block into 21122 string and start the tick throw/ ex SG game, you can GC into another mixup, or you can just cancel into ex SG for safety and the potential full combo punish of an attempt to punish your GC. If you have the stamina, you should really always be trying to do GC's or threatening to do GC's.
I wouldn't call it pressure since I don't think he's advantage after any GC on block. You can initiate mindgames with it though using his other tools such as EX Sand Grenade and Rifle Swing to make them hesitant to press buttons.

how much extra damage do you get from 11 instead of just doing 211 or 2112? is it more of a timing thing?
I believe it does the same damage as going straight into 2112 ender, but I use it because the corner carry is better. Particularly if you want to go into Caltrops ender.
 

GroovyMango

Bullseye
b32u1, NJP, RC, f24, ex df2 is 38.5% one meter (outlaw > marskman midscreen).
Marksman gets 40%-42% from starting position for 1 ar midscreen, if you're further from starting position you get 38-39 I think, somewhere around there.
 

InFlames

dead
Here are my Outlaw BnB's off his 50/50s.

Midscreen
f13xxSand Throw, ji2 b32u1, njp, b33xxStab = 36%

b33xxSand Throw, ji2 b32u1, njp, b33xxStab = 38%

b32xSand Throw, ji2 b32u1, njp, b33xxStab = 36%

you can omit the njp and only lose 1% from each

Corner
f13xxSand Throw, ji2 b32u1, njp, ji3, b33xxStab = 37%

b33xxSand Throw, ji2 b32u1, njp, ji3, b33xStab = 39%

b32xxSand Throw, j12 b32u1, njp, ji3, b33xxStab = 37%

Now compare this to his Sand Trap combos, they usually get 30% midscreen and 33%(?) in the corner. If you aren't using Stab in your combos then you are doing less damage for more work. I really can't stress this enough, Stab is the go-to ender for Outlaw.

 

21122

Kombatant
Here are my Outlaw BnB's off his 50/50s.

Midscreen
f13xxSand Throw, ji2 b32u1, njp, b33xxStab = 36%

b33xxSand Throw, ji2 b32u1, njp, b33xxStab = 38%

b32xSand Throw, ji2 b32u1, njp, b33xxStab = 36%

you can omit the njp and only lose 1% from each

Corner
f13xxSand Throw, ji2 b32u1, njp, ji3, b33xxStab = 37%

b33xxSand Throw, ji2 b32u1, njp, ji3, b33xStab = 39%

b32xxSand Throw, j12 b32u1, njp, ji3, b33xxStab = 37%

Now compare this to his Sand Trap combos, they usually get 30% midscreen and 33%(?) in the corner. If you aren't using Stab in your combos then you are doing less damage for more work. I really can't stress this enough, Stab is the go-to ender for Outlaw.
For Corner sand trap is 35+. Stab isnt always the go to ender.

For corner, if the enemy has a good chunk of health my favourite is b32u1, njp, ji3, 21122 into caltrops or ex version. Man if you get them trapped in exCaltrop, the damage is INSANE. Even regular caltrops. Plus caltrops always make your opponents panic haha :p
 
Here are my Outlaw BnB's off his 50/50s.

Midscreen
f13xxSand Throw, ji2 b32u1, njp, b33xxStab = 36%

b33xxSand Throw, ji2 b32u1, njp, b33xxStab = 38%

b32xSand Throw, ji2 b32u1, njp, b33xxStab = 36%

you can omit the njp and only lose 1% from each

Corner
f13xxSand Throw, ji2 b32u1, njp, ji3, b33xxStab = 37%

b33xxSand Throw, ji2 b32u1, njp, ji3, b33xStab = 39%

b32xxSand Throw, j12 b32u1, njp, ji3, b33xxStab = 37%

Now compare this to his Sand Trap combos, they usually get 30% midscreen and 33%(?) in the corner. If you aren't using Stab in your combos then you are doing less damage for more work. I really can't stress this enough, Stab is the go-to ender for Outlaw.
Thanks this looks great! I'm just learning this cowboy. What do u think is the best punish starter? Take out the njp for online? The b32u1 do I run cancel to land the b33? Also the jip do I take a step back then jump? I would love a video of your 50/50.
Thanks
 
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KNX

Mortal
Considering going back to Outlaw after the Sand Tackle nerfs.

Erron can still get good oki with Stab ender whereas, if you want the oki in Marksman then you are omitting way too much damage.

I'm kind of sad. Gun Cancels are hype but what am I meant to do being at disadvantage when I'm the one that landed the combo?
 

wsj515

This is my billionth life cycle.
Considering going back to Outlaw after the Sand Tackle nerfs.

Erron can still get good oki with Stab ender whereas, if you want the oki in Marksman then you are omitting way too much damage.

I'm kind of sad. Gun Cancels are hype but what am I meant to do being at disadvantage when I'm the one that landed the combo?
God forbid Erron be a character where all 3 variations can be somewhat viable and bring interesting tools to the table without losing the character's core style.
 

KNX

Mortal
Call me crazy but I was actually hoping for some Gunslinger buffs. Something crazy like SOS2 launching up-close

How would 2,1,1,2 xx SOS2, njp, f2,4, etc. not be a cool combo?

And maybe even some lower scaling on SOS3 so it actually does some decent damage after strings. It's already stupidly unsafe so why not?