Geoffmeister
PS4/EU Ermac main
MU List
Updated the list and added some notes. WIP.
Also taking "Glow reliance" into consideration as the concluding number to avoid confusion. As well as the opponents ability to play around her Parry.
Changes:
Cassie: Bad to Even
Erron Black: Bad to Positive
Frost: Bad to Very Bad
Jax: Good to Even
Kabal: Bad to Even
Kotal: Good to Even
Liu: Very Bad to Bad
Sub-Zero: Very Bad to Bad
Very good: 0
Good: 6
Even: 7
Bad: 11
Very bad: 4
28/49 | TBD: 21
Character-specific / Tech / Strategy
Anti-Wake-up: option beating opponents wake-up U3 (i-frames), can special cancel OS
Jade backwalk speed: Relevant for zoning MU's
Shadow/Nitro Kick KB Requirement: Jade can use her Parry freely without it interrupting the Kick-KB requirement
Female/Male (punisher): Jade can launch with 43 -RangAMP (13fr high) against females (works vs -14 on block, close-range)
B3434 Pushback: on crouchblock, Jade can chain b3434 (if opponent does not flawless block or (can) backdash afterwards)
Tournament footage
Combo Breaker 2019 Matches Video Footage
Archived:
Updated the list and added some notes. WIP.
Also taking "Glow reliance" into consideration as the concluding number to avoid confusion. As well as the opponents ability to play around her Parry.
Changes:
Cassie: Bad to Even
Erron Black: Bad to Positive
Frost: Bad to Very Bad
Jax: Good to Even
Kabal: Bad to Even
Kotal: Good to Even
Liu: Very Bad to Bad
Sub-Zero: Very Bad to Bad
Baraka (Marauder) (Bone Picker) | 4-6 / | Added Damage/risk reward, Jade can play this at mid-max range | |
Cassie (Digital Soldier) (Yaas Queen) | 5-5 / | Cassie beats Jade up-close, Jade beats her zoning. Glow Reliance Added Damage/risk reward & has better mid-range tools | |
Cetrion (Spring Cleaning) (Force of Nature) | 6-4 / | Has Teleport, loses zoning Glow Reliance Added Damage/risk reward |
Glow really messes with Cetrion, she has to keep the uptime of this in mind, because as you said, she can't use her specials on block.
Large factors for why Cetrion wins this imo:
|
D'vorah (Buzzed) | 6-4 / | Better neutral, stronger pressure Locks Jade on the ground Glow Reliance | |
Erron (52 Kard Pickup) | 4-6 / | Extra Damage/mix reward, forced to zone Glow reliance |
Erron loses a lot of tools here, while thats true for Cetrion and Cassie (or Sub, Liu etc) as well, they have a better time dealing with it and don't let Jade get the space to use Glow.
It makes sense in that Jade can force Erron to come to her, where the ranged normals are actually beatable by Jade (for once) or go into unfavorable risk/reward situations (f32, f4, slide), his fwddashblock is awful and projectiles are telegraphed enough for Jade to react to. Also I'm not sure how Erron deals with her Airgame, I don't think he does at all. This is one where Glow shines, where mostly you're just gonna get knocked down for it. And IAirRang to control range3-4 and not get blown up by anything. In fact, he can't unless Jade commits to very unsafe stuff (like shadow kick, F2, b12, low spark.. they don't win the game here anyway), her Parry works here too (his JiP and Lows suck as well!) |
Frost (Ice Machine) | 7-3 / | Jade has to respect Frost everywhere Has to approach Safety / Damage reward | |
Geras (Infinite Warden) (New Era) | 6-4 / | Jade has to respect Geras at any range, but can utilize Airgame fairly well Added Damage/risk | |
Jacqui (1st Round KO) (Next Gen) | 6-4 / | Added Damage/risk reward, Hurts Jade throw-game Jade has to outzone, can use Airgame, but loses up-close and mid-screen. | |
Jade (Jaded) | 4-6 | ||
Jax (Hunker Down) (Grinning Barret) | 5-5 | Can zone out, play mid-range Glow reliance | |
JC (Shock Jock) (Show Stopper) | 5-5 / | Seem very identical in nature (Pressure in exchange for Airgame) | |
Kabal (Clean Cut) (Mean Streak) | 5-5 / | Better overall,, added mixup/damage but has to approach Glow reliance | |
Kano (Ripper) (Dirtbag) | 4-6 / | Jade can play anywhere, makes Kano approach | |
Kitana (Fan Fare) (High Born) | 4-6 5-5 | Seem very identical in nature. Kitana has better normals, but loses zoning/Airgame Glow reliance | |
Kollektor (Back in the Pack) (Spare Change) | 4-6 / | Jade can play this everywhere Kollektor has a teleport but loses neutral and no threat on his projectile | |
Kotal (Ascension) (Totemic) | 5-5 / | Jade can play this at mid/max-range, but has to approach Added damage/risk | |
Kung Lao (Hat Tricks) (Lotus Fist) | 6-4 / | Better overall, have to play their game Locks Jade to the ground, respect his jumpins | |
Liu Kang (Luohan Quan) (Wu Shi Legend) | 6-4 / | Better overall, have to play their game Glow reliance | |
Noob (Dark Sabbath) (Seeing Double) | 6-4 / | Has top punishment, damage/risk reward can’t jump(/stagger) on Noob | |
Raiden (Thunder Wave) (Raijajin) | 6-4 / | Has oppressive teleport, have to play their game Glow reliance | |
Scorpion (Reborn) (Searing Rage) | 7-3 7-3 | Absolutely ridiculous Has to respect Scorpion everywhere Extra Damage/risk reward Does more Chip damage than Jade can punish him for -_- | |
Shao Kahn (Risen Emperor) (True Kahn) | 5-5 / | Seem equal but near opposite in playstyle Shao can dish heavy damage punishes, strong AA and many tools to close distance | |
Skarlet (Heart Pierce) (Blood Drive) | 6-4 / | Has oppressive teleport, have to play their game (approach) Beats Jade zoning (loses Glow) Jade has strong rush down on Skarlet once she gets in | |
Sonya (Ring Master) (No Holds Barred) | 7-3 / | Absolutely ridiculous Better overall and more... Can’t jump, can’t zone Extra Damage/mixup risk |
Sonya: Up-close (imo) this character is busted, mid-range 12fr projectile, mid/max-range Bomb drop (whatever its called), controls space/Airgame, safe mixups that go into restands.
|
Sub Zero (Dead of Winter) (Thin Ice) | 6-4 6-4 | Mixup/throw reward Glow reliance |
Very good: 0
Good: 6
Even: 7
Bad: 11
Very bad: 4
28/49 | TBD: 21
Character-specific / Tech / Strategy
Anti-wake-up U3 | B3434 pushback | ||
Baraka | X | Yes and in the corner ! | |
Cassie | Hop | Yes | |
Cetrion | X | Yes | |
D'vorah | X | Yes | |
Erron | X | Yes | |
Frost | D3 (not recommended) | No | |
Geras | X | Yes | |
Jacqui | X | Yes | |
Jax | Late f4 / Hop | Yes | |
JC | X | Yes | |
Kabal | X | Yes | |
Kano | X | Yes | |
Kitana | X | No | |
Kollektor | X | No | |
Kotal | X | No | |
Kung Lao | X | No | |
Liu Kang | D4 | No | |
Noob | D3/D4 | No | |
Raiden | Late f4 / Hop | No | |
Scorpion | D3 | Yes | |
Shao Kahn | X | No | |
Skarlet | Early f4 / d3 / d4 | Yes (but loses to Parry) | |
Sonya | Hop | Yes (but loses to Parry) | |
Sub Zero | X | Yes |
Anti-Wake-up: option beating opponents wake-up U3 (i-frames), can special cancel OS
Jade backwalk speed: Relevant for zoning MU's
Shadow/Nitro Kick KB Requirement: Jade can use her Parry freely without it interrupting the Kick-KB requirement
Female/Male (punisher): Jade can launch with 43 -RangAMP (13fr high) against females (works vs -14 on block, close-range)
B3434 Pushback: on crouchblock, Jade can chain b3434 (if opponent does not flawless block or (can) backdash afterwards)
Tournament footage
Combo Breaker 2019 Matches Video Footage
Archived:
With CB coming up (and increase of derpy up-play), I wanted to share my current stance on ED match-ups,
Before anything else, this is based on (tournament/stream) footage and my own (online, about 1000) games. Trying to take into account players' (early) skill level/decision-making.
And also... I'm prepared to be wrong, I think in order to be better players, more (educated) opinions on this is productive for competitive-play for everyone, so feel free to speak out, if anything this could be a good reference to debunk any misconceptions or improve the MU.
I consider these important deciding universal MU-factors, I apply them to each one:
"Better overall" meaning similar toolkit. range, safety, mids, pressure, mixups, presence, hitconfirmability etc.
"Added damage" meaning already high damage converted into a restand .. or strong oki.. throw-game. General advantage after the damage.
"Glow reliance" [9/24 MU's] meaning while Glow is up, the MUs sways more favorably. (I mention this again, because of the way it has to be used. For some MU's it becomes a useless tool that gets you killed,)
Very good: 0
Good: 5
Even: 4
Bad: 11
Very bad: 4
Before anything else, this is based on (tournament/stream) footage and my own (online, about 1000) games. Trying to take into account players' (early) skill level/decision-making.
And also... I'm prepared to be wrong, I think in order to be better players, more (educated) opinions on this is productive for competitive-play for everyone, so feel free to speak out, if anything this could be a good reference to debunk any misconceptions or improve the MU.
I consider these important deciding universal MU-factors, I apply them to each one:
- Jade's top strength is her Air Game. Inherently this is weaker vs characters who counter Airprojectiles or jumps altogether (and obviously, good for those few who can't)
- 9/25 characters have teleports, this directly interferes with her playstyle. Versing zoners, her distance closer lacks threat (long recovery/high) making her need to use both Glow and Shadow Kick in tandem, reactionary. Leading to ->
- She has no safety from range2, has no safe specials. Also, therefor, can't cancel unsafe strings into safety, or safely poke-special.
- A redeeming relevant quality is her good backwalk-speed. This DOES mean she's more reliant on her defense than her offense. Leading to ->
- Out of viable variations, Jade's damage potential is the weakest out of the entire roster. This factors in on (every, but more so male) opponents risk/reward mitigation regarding punishes.
Baraka | 4-6 | Despite Added Damage/risk reward, Jade can play this at any range. |
Cassie | 6-4 | Cassie beats Jade up-close, Jade beats her zoning. Glow reliance Added Damage/risk reward & has better mid-range tools |
Cetrion | 6-4 | Has Teleport, loses zoning Glow reliance Added Damage/risk reward |
D'vorah | 6-4 | Better neutral, stronger pressure Locks Jade on the ground |
Erron | 6-4 | Extra Damage/mix reward, forced to zone Glow reliance |
Frost | 6-4 | Jade has to respect Frost everywhere |
Geras | 6-4 | Jade has to respect Geras at any range, but can utilize Airgame fairly well Added Damage/risk |
Jacqui | 6-4 | Added Damage/risk reward, Jade can outzone, use Airgame, loses up-close and mid-screen. |
Jax | 4-6 | Can zone out, play mid-range Glow reliance |
JC | 5-5 | Seem very identical in nature. Pressure in exchange for Airgame |
Kabal | 6-4 | Better overall, have to play their game Glow reliance |
Kano | 4-6 | Jade can play anywhere |
Kitana | 5-5 | Seem very identical in nature. Kitana has better normals, but loses zoning/Airgame Glow reliance |
Kollektor | 4-6 | Jade can play this everywhere Kollektor has a teleport but loses too many other tools |
Kotal | 4-6 | Jade can play this everywhere |
Kung Lao | 6-4 | Better overall, have to play their game Locks Jade to the ground, makes Jade respect jumpins |
Liu Kang | 7-3 | Better overall, have to play their game Glow reliance |
Noob | 6-4 | Has top punishment, damage/risk reward can’t jump(/stagger) on Noob |
Raiden | 6-4 | Has oppressive teleport, have to play their game Glow reliance |
Scorpion | 7-3 | Absolutely ridiculous Has to respect Scorpion everywhere Extra Damage/risk reward Does more Chip damage than Jade can punish him for -_- |
Shao Kahn | 5-5 | Seem equal but near opposite in playstyle Shao can dish heavy damage punishes, strong AA, but loses presence mid/max range |
Skarlet | 6-4 | Has oppressive teleport, have to play their game Beats Jade zoning (loses Glow) |
Sonya | 7-3 | Absolutely ridiculous Better overall and more... Can’t jump, can’t zone Extra Damage/mixup risk |
Sub Zero | 7-3 | Better overall ... and more Sub can mix here risking the least punish potential out of the entire cast Glow reliance |
"Better overall" meaning similar toolkit. range, safety, mids, pressure, mixups, presence, hitconfirmability etc.
"Added damage" meaning already high damage converted into a restand .. or strong oki.. throw-game. General advantage after the damage.
"Glow reliance" [9/24 MU's] meaning while Glow is up, the MUs sways more favorably. (I mention this again, because of the way it has to be used. For some MU's it becomes a useless tool that gets you killed,)
Very good: 0
Good: 5
Even: 4
Bad: 11
Very bad: 4
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