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

EntropicByDesign

It's all so very confusing.
In Outlaw, what midscreen are you all favoring that ends in Stab? Ideally, I lean towards consistent and reliable, more-so than swag.

My poverty combo usually looks like: (away from controller and terrible at remembering inputs when my.hands can't trace them out)

(Starter) x sand x b3launcher x RC x b33 x stab.

Depending on starter it nets, I want to say, 26-30% + bleed.

I can't land the njp consistently to save my damn life so I just gave up on it entirely.

This is obviously a terrible combo and its literally the combo I figured out on release night (eb was first character I ever played). But thinking of picking EB back up, and curious what folks are doing midscreen these days.
 

21122

Noob
That is not a terrible combo. Its Outlaw's most damaging midscreen meter-less combo (B33 into stab).

I either go for the one you mentioned or if I want to corner carrier I do the same setup but after B3launcher I do B2 into 21122.

What I use to get NJP after the recovery increase on B3 is after the B3 launcher when I see Erron put his gun back into the holster is when I would go for the njp. Works 90% of the time for me. You got to jump + punch at the same time though.
 

EntropicByDesign

It's all so very confusing.
That is not a terrible combo. Its Outlaw's most damaging midscreen meter-less combo (B33 into stab).

I either go for the one you mentioned or if I want to corner carrier I do the same setup but after B3launcher I do B2 into 21122.
Gotcha. Damn, I was hoping for like "ZOMG TAHT SUX DOOD USE DIS WON" and it would be like 34% and easy.

Does anyone have any magic tech that will let me land the friggen NJP consistently?
 

NQuad1Zero

Hidden Fraud
I was reading through some of the older posts and I really wanted to jim in here, so I did.
The most "optimal" damage with 1 bar without caltrops (Marksman), as far as my knowledge is 47%, and not 46% (from what Ive read), with B33 DB2 *Delay* B33 DB2 21122 Sandtrap
my own Video evidence:

The other thing I wanted to mention was the most "Optimal" damage output without caltrops After confirming an EX SG. I see alot of people using the Fatal 8 Sonicfox combo (understandable) which is NJP FJK 21122 Sandtrap or something involving Jump attacks. From my hours of labbing I believe 4 DB4 F3 DB2 21122 Sandtrap is the most optimal after EXSG. Just be warey that F3 DB2 is so strict to connect that I usually use B2 DB2, but for some odd reason it does 2% less damage because F3 seemingly doesn't stale the damage of DB2. My own video evidence here:

I haven't tested any Guncancels and stuff but to my knowledge that's the best combo after EXSG?

Note that B33 EXSG is actually interuptable (and I didnt find out until after the video was made) so if you want a completely safe Low starter use B32EXSG.

EDIT: Also, I'm sure alot of people already know this, but for those who don't, if you ever manage to whiff punish someone in the corner, and you have no meter, you can get a 42% combo using B33 Gunswing B33 Gunswing 21122 Sandtrap. Original, I know, but B33 doesn't stale further moves in the combo sequence, and I havent found anything higher.
Video evidence from myself:
 
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And what do you use for anti air? B2? I only know about B2, or maybe a D1 MK9's style.
Well one of errons weaknesses is anti airs For outlaw maybe ex db4 would work , for marksman or gunslinger if you make a read they are gonna jump you can also do db4 but not on reaction i find uppercut the best option honestly.
 

ryublaze

Noob
I was messing around with Marksman and I figured ending with Sand Grenade might better than command grab cuz you get better oki and you lose like 3%. Here are some BnBs I found:

Midscreen
21122 db2 run 211 SG 27%
f13 EX SG njp run b33 SG 32% (not really worth it cuz the other BnB does 37%)

Corner
21122 db2 3 db4 b33 SG 33%
21122 db2 b33 db2 b33 SG 36%
f13 EX SG b33 db2 b33 SG 38%

@InFlames @xGunShow
 
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21122

Noob
Ugh I swear sand trap nerf was unjust, they nerfed it way too hard!!!

Why does Kung Lao hat spin go from like +20 something to +12 but Erron Black who is also a pressure character like Kung Lao go from like +24 to the supposed -2.
 

ryublaze

Noob
I was messing around with Marksman and I figured ending with Sand Grenade might better than command grab cuz you get better oki and you lose like 3%. Here are some BnBs I found:

Midscreen
21122 db2 run 211 SG 27%
f13 EX SG njp run b33 SG 32% (not really worth it cuz the other BnB does 37%)

Corner
21122 db2 3 db4 b33 SG 33%
21122 db2 b33 db2 b33 SG 36%
f13 EX SG b33 db2 b33 SG 38%

@InFlames @xGunShow
I know it's not much but here are some better corner BnBs that do 1% more than the ones I posted.

21122 db2 b2 db4 njp j1/j2 b33 SG 34%
or
21122 db2 b2 db4 njp b2 db2 11 SG 34%
21122 db2 3 db4 njp b2 db2 11 SG 36%
f13 EX SG 4 db4 njp b2 db2 11 SG 39%

There are other variations of these. I find these to be the most consistent.

EDIT: Might be more consistent
21122 db2 4 db4 21122 SG 36%
f13 EX SG 4 db4 b2 db2 b33 SG 39%
 
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NQuad1Zero

Hidden Fraud
I know it's not much but here are some better corner BnBs that do 1% more than the ones I posted. So really you're only giving up 2% for better oki.

21122 db2 b2 db4 njp j1/j2 b33 SG 34%
or
21122 db2 b2 db4 njp b2 db2 11 SG 34%
21122 db2 3 db4 njp b2 db2 11 SG 36%
f13 EX SG 4 db4 njp b2 db2 11 SG 39%

There are other variations of these. I find these to be the most consistent.
Those are corner combos right? I also feel like Njp is a bad combo tool since it scales harder (in the bad sense) and gunswing itself does so much damage. All the top corner damage combos I've gotten dont use NJP (42% meterless off a low, 47% 1meter off a low, 45% 1meter off EXsandgrenade conversion)
And I feel like ending anything in F24 db3 gives a "better oki" in that scare factor you provide the opponent and they'll likely mash reversal, which is easily read by you

EDIT: incase you were wondering what those combos I used were, I had my youtube videos of them posted up before, but respectively it's:
B33 db2, b33 db2, 21122 dbf2 for 42%
B33 EXdb2, *delay* B33 db2, 21122 dbf2 for 47% (very interesting I know, the boringest least swaggy combo has the most damage output)
B33 EXbf3 (note that this string is actually armoured reversable before EXbf3 comes out, so B32 is safer but does 2% less damage), 4 db4, F3 db2, 21122 dbf2 for 45%
 

ryublaze

Noob
Those are corner combos right? I also feel like Njp is a bad combo tool since it scales harder (in the bad sense) and gunswing itself does so much damage. All the top corner damage combos I've gotten dont use NJP (42% meterless off a low, 47% 1meter off a low, 45% 1meter off EXsandgrenade conversion)
And I feel like ending anything in F24 db3 gives a "better oki" in that scare factor you provide the opponent and they'll likely mash reversal, which is easily read by you

EDIT: incase you were wondering what those combos I used were, I had my youtube videos of them posted up before, but respectively it's:
B33 db2, b33 db2, 21122 dbf2 for 42%
B33 EXdb2, *delay* B33 db2, 21122 dbf2 for 47% (very interesting I know, the boringest least swaggy combo has the most damage output)
B33 EXbf3 (note that this string is actually armoured reversable before EXbf3 comes out, so B32 is safer but does 2% less damage), 4 db4, F3 db2, 21122 dbf2 for 45%
yea they are corner combos. They use njp but they are the highest dmg combos I could find that end with sand grenade (maybe someone can find better combos).

I like the combos you posted, never knew about those 1 bar combos. I wish this thread was updated lol. So I guess it really depends on what you want to do. Those are good for max damage, while sand grenade is good for oki but gives up 3-4%.

Regarding the caltrops ender, idk I don't like giving up so much guaranteed damage when their options are essentially the same if you end with sand grenade. It's still good against some people who panic once they see the caltrops.
 

NQuad1Zero

Hidden Fraud
yea they are corner combos. They use njp but they are the highest dmg combos I could find that end with sand grenade (maybe someone can find better combos).

I like the combos you posted, never knew about those 1 bar combos. I wish this thread was updated lol. So I guess it really depends on what you want to do. Those are good for max damage, while sand grenade is good for oki but gives up 3-4%.

Regarding the caltrops ender, idk I don't like giving up so much guaranteed damage when their options are essentially the same if you end with sand grenade. It's still good against some people who panic once they see the caltrops.
The reason I think caltrops ender is better is the potential of tagging on 7.5% unblockable damage as well as being a little plus on your next Oki. I have considered the normal sand grenade ender before but I think F24 caltrops does more damage and will basically bait 2 reactions - Jump or Armoured wakeup. Of course, caltrop ender is even better when they have no meter, so you can like beefy NJP/K to cover jump into 21122 on block etc
Although, now that youve mentioned it I might look into the grenade ender some more again, but it seems to be inflexible with the combos that are required to initiate the grenade ender, since if their combo gravity is too fast the grenade itself will drop, giving them a techroll and having to hold their mixup.

And yeah I swear noone else besides me thought of the 47% 1bar corner combo (because every marksman combo video source shows the 46% variant by using '4" as opposed to B33) but to be honest B33 db2 4 db2 21122 sandtrap is harder to drop as a combo than B33 db2 delayB33 db2 21122sandtrap. Depends if you wanna risk the 1% more over the chance of dropping delayed B33db2 which costs you a full combo punish, and Ive done it before =P

Also, if you manage to land B33 in the corner I usually don't spend meter anyways unless the extra 5% will kill. I prefer having an extra EXsandgrenade for the next oki.
 
I dont really get why would you end in 21122 ct as most people for some reason can just techroll and poke , is there an actual good reason ? I mean i know its better than dbf2 but why are they able to techroll out of it ;-; i jus try to end with f24 ct most of the time ( im talking strictly bout marksman and gunslinger)