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Erron Black General Discussion Thread

pH34rZ

Noob
I also saw that 2xxBF4 but was wondering why it is better than going for 21212 hitconfirm in that cases (he also did frequently). If opponent low profiles it does not matter. On hit 21212 can be comboed too. On block 2xxBF4 options are not that good.

I am new to Erron but learning from Sonicfox's matches - it is fun to watch. Rarely drops unsafe 50/50 but plays strong neutral. :)
The reason for not going 21212 is because the 1 doesn't hit.
Sweep on block is -1 but has knock back, if the opponent uses an advancing attack that is 10 frames or slower the first (2) will hit then and if you dont hit it, the cancel wont come out, its kinda option select I think? only good vs some chars.
 

NBO_7

Noob
Apparently my favorite advancing mid F2 whiffs on crouching Lui Kang and it triggers me, still don’t know if F2 acts differently on some of the cast
 

Elias6999

Mournful Master
What am I supposed to to when Erron has a fatal blow? Its unreactable and hits fullscreen instantly, throwing out a teleport (except for Scorpion’s) is easily punishable, and I can’t press buttons or do anything.

I also hate how his acid DOT damage is so high when other characters have TERRIBLE DOT options, although I guess rolling is useful against Erron’s acid, but he can just grab you then.

Any tips on fighting him? I usually bait him into slides or dropkicks and parry the kick and block the slide, but I feel like he has too many options and that overwhelms me.
 
Are there any living guides on Erron Black on here? Or any good resource to get me going from scratch learning erron? Thanks in advance
 

6ixty9

Noob
Sorry if this has been asked. I'm having trouble with opponents jumping in.

Right now it feels free. My wake up options outside of roll don't feel good.

What are some realistic anti airs? At the moment if an opponent jumps in all I feel like I can do is block and wait my turn.

Is this just a draw back to the character or am I missing something? (Ps I don't have pro level reactions or whatever so only practical anti air if you can)
 
Sorry if this has been asked. I'm having trouble with opponents jumping in.

Right now it feels free. My wake up options outside of roll don't feel good.

What are some realistic anti airs? At the moment if an opponent jumps in all I feel like I can do is block and wait my turn.

Is this just a draw back to the character or am I missing something? (Ps I don't have pro level reactions or whatever so only practical anti air if you can)
Depending on the character you can do a standing 1 or try and and d2 but I find you need to be more under them I find. Not the best for anti air unfortunately.
 

jmt

Noob
Why is Cetrion a bad mu for Erron? He can scud shot the boulder. He can get it easily. Anyone know this mu?
 

Dreamcatcher

EFL Founder
Why is Cetrion a bad mu for Erron? He can scud shot the boulder. He can get it easily. Anyone know this mu?
I play a good Cetrion every few days with @RollTide8569. I wouldn't say it's a bad MU for Erron, it's more like even imo. Yes, he can scud shot the boulder and ray (which doesn't make any sense lol), but she still has the geyser and teleport.
 
So we can't combo off of locked and loaded anymore? So does Erron have absolutely no combos now, wtf.
He can still. You need to hold up to release the stance. It's tricky but you can still it.

The only thing is I believe you can't down 1 into f32 after the pop-up anymore since the recovery of d1 is slower now.
 
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Dreamcatcher

EFL Founder
The rifle up change was a very strange move, and thousands of players have to rewire muscle memory for literally no reason. His fatal blow is still good, it's just very Noob-esque speed now. Adding his rising stock to default was cool, but not super useful other than anti-air for Barking Irons... that and you could end combos with rifle shots if you wanted.

The MAIN thing: What I believed to be the most broken move in the game, the scud shot changes. You can still commit to the meter burn and are right on the edge of safety. With conditioning, you can still take advantage of a scud shot cancel and DO THE SAME THINGS WE WERE DOING as Erron mains. The kicker is we just won't be able to do it is as much. We lost 3 frames of oki with the amp slide, not a big deal at all.

Erron is still plenty strong. Practice the "new" combos with the up flip and condition with the amp scud to "steal" turns back when you don't actually amp it. We have to play him a little smarter now is all.
 
holding up to get out of stance is so annoying. why did they do this? it fucks with my muscle memory.
Ok, I see why they did this. It's because they gave the second variation the ability to pop up with the rifle now, but not cancel out it. So they needed to add the hold UP mechanic to 52 card pickup.
 
The rifle up change was a very strange move, and thousands of players have to rewire muscle memory for literally no reason. His fatal blow is still good, it's just very Noob-esque speed now. Adding his rising stock to default was cool, but not super useful other than anti-air for Barking Irons... that and you could end combos with rifle shots if you wanted.

The MAIN thing: What I believed to be the most broken move in the game, the scud shot changes. You can still commit to the meter burn and are right on the edge of safety. With conditioning, you can still take advantage of a scud shot cancel and DO THE SAME THINGS WE WERE DOING as Erron mains. The kicker is we just won't be able to do it is as much. We lost 3 frames of oki with the amp slide, not a big deal at all.

Erron is still plenty strong. Practice the "new" combos with the up flip and condition with the amp scud to "steal" turns back when you don't actually amp it. We have to play him a little smarter now is all.
We lost his optimal combos now with his D1 recovery being longer.

And, we lost some fatal blow combo potential . because of way slower startup.
 

gibster13

A fan of fans
Sup

anyone else ran into this, what seems to be, glitch in v3.

His bf1 seems to stop mid animation. It happens multiple times in the video


Happens at 0:05 and at 0:24

@16 Bit