Saviorself
Noob Saibot
Notations:
1=
2=
3=
4=
k= any kick button or
p= any punch button or
xx=input afterwards
~=immediately input afterwards
d=down
f=forward
b=back
u=up
j.= jumping in a direction (usually forward in combos)
nj.= neutral jump = jumping straight up
TKS= Telekinetic slam, telekinetic lift [D,B+1]
TP= Teleport Punch [D,B+4]
Push = "Force Push" [B,F+1]
General
Ermac is a Zoner with rushdown capabilities. Think Dormammu of MVC3. He can zone from afar and prevent you from getting in. He can win by killing you chip by chip. But like Dormammu, he can deal major damage in his combos
Force Push IMO is his best special move. It has a huge hitbox. The animation for Force Push ends with circular skull particles in front of Ermac but the hitbox actually extends a lil further than that. It is a great anti-air and will push people back to the other side of the screen. It's relative safe at far distances, unknown at the time if safe up close.
Combos
As a rule, I won't be posting any combos for Ermac that result in damage below 30%, He's too badass to be doing that. Also, there will always be variants of similar combos, I'll try to only post the most damaging ones. (i.e. after a juggling off a TP, you can dash in and land a 1,2 or 2,2 but 2,2 is stronger)
1,2 xx TKS or 2,2 xx TKS or 3,1 xx TKS
- j.k~TP xx j.k~TP xx d.1~Push [40,46,42 DMG]
- j.k~TP xx 2,2 xx Push [37,43,39 DMG]
- b+1,2,f+1 xx TP xx Push (probably can add hits before push)
b+1,1,4 xx TKS [most damaging starter for TKS juggles] and b+1,2,f+1 xx dash~TKS and f+1,1,4 xx TKS are very similar to the above but the spacing is a bit different, landing 2,2 after a TP is a bit more strict, if you're having a hard time, just use one 2. Also the double teleporting is very strict to do on these starters.
f+1,1,4 xx TP or B+1,2,f+1 xx TP or b+3,4 xx TP
-dash~2,2 xx TKS xx dash~2,2 xx Push [36, 45 DMG]
-dash~2,2 xx TKS xx j.k~TP xx d.1~Push [38, 47 DMG]
landing d.1~push (or TKS) is very strict and spacing dependent. It's not impossible. Negative Edge will affect you greatly here. What I've been doing is pressing d.1 hard to prevent other inputs from registering. Try not to "slide" from d.1 to b,f+1 as it may result in a TKS and the TKS may register before d.1 even comes out.
Edit 05/26/11: woo back again...im bout to put up some interesting things i found... Also Damage will be taken out of the combos and combos will be better formatted