KNX
Mortal
f+4,b+2 is L,M,Hf4,b2 - M,H
f+4,b+2 is L,M,Hf4,b2 - M,H
You're getting a negative edge when you do your . You can either hold down when you hit or be more careful not to hold down . Negative happens when you hold down a button and then release it after the motion (in your case [] release ~ turns into )So how exactly does one do a teleport after a j2? It's 50/50 if it will be an airblast or a teleport for me and I'm clueless as to why. I remember seeing something on this somewhere on this site, but it's not exactly easy to find articles in the forums here. So I do what know to teleport after hitting j2?
Well the game refers to Highs as anything that doesn't hit overhead or low and Mids as overheads. However from what I've read in the character guides here and in a few other places, the majority have been referring to Highs as moves that can be ducked completely (as in if the opponent ducks, the move will whiff) and Mids as moves that can't be ducked under.Lol I'm getting real confused in how you guys use "medium"
To me medium = overhead
He has no 50/50 strings
Maybe only f+4 strings but I mean they could block low and
Be safe from everything besides throws and u+4
The only high that is a medium is a throw (hits crouch blockers)
Unless I'm missing something here?
I personally don't feel he has a rushdown game. I think Ermac is most effective just at the edge of Force Push range. Basically at the range where whiffs and sloppy jump ins can get tagged by Force Push/Lifta question to those that have been playing matches online/offline....does ermac feel like a mid-long range zoning character like the devs say? or can he rush in and play up close as well?
thanks
So far, I would say that Ermac has a decent enough up close game, but only inasmuch as you want a few options for knocking people away from you so you can get your zone on. f+4 and u+4 are some of your best mixup tools along with b+1,1,4. I've noticed that string in particular tends to throw people off big time where they start throwing out attacks prematurely. Just b+1,1,4~TKS and then follow up with your favorite juggle string such as 1,2,1~push or j.3~tp,TKS.a question to those that have been playing matches online/offline....does ermac feel like a mid-long range zoning character like the devs say? or can he rush in and play up close as well?
thanks
okay i see it now, sorry i'm really use to Tekken mechanics and dictionWell the game refers to Highs as anything that doesn't hit overhead or low and Mids as overheads. However from what I've read in the character guides here and in a few other places, the majority have been referring to Highs as moves that can be ducked completely (as in if the opponent ducks, the move will whiff) and Mids as moves that can't be ducked under.
I think using it the latter way is better because doing it that way means you are differentiating the attacks that can be ducked from the attacks that can't
Fixed. I actually had it written down so I could type it out, but apparently I can't read my own writing, lol.f+4,b+2 is L,M,H
Really? Only thing I can see is maybe adjusting the damage on his X-ray a bit. I think it's 35% raw. But in combos it scales down to 30%. Other than that I can't see where he needs it. He is like Kung high risk high reward. To do his major combos you have to get your initial hit in which is hard to do with him since his mixups are pretty bad.So I hear that Ermac is to be nerfed soon. Anyone knows what these nerfs consist of? At the most, I think it should only be fixing his disjointed hitboxes on the TK.
It'll work if your opponent isn't blocking ^ lol I have done combos starting with 3, 3 TKS and gotten up to 46% damage online...it's far harder with the damn lag and delay but very much possible....sadly online, Ermac is slightly nullified with the lag and delay with his "crazy juggles" The 121 can also work but is not worth it, better off doing 11, TKS or 12 TKS etc, mix it up...Alright, so for reference I decided to annotate how strings hit on a crouched blocking opponent to see what is high, mid, low.
1 = FP, 2 = BP, 3 = FK, 4 = BK. H = High, M = Mid, L = L, NF = No Finish (string does not continue on block)
2,2 - H,H
1,2,1 - H,M,M
f1,1,2 - H,M,M
b1,1,2 - M,M,M
b1,2,f1 - M,M,NF
b2,1,f1 - M,NF,NF
b2,b1 - M,NF
3,3 - M,M
3,1,2 - M,H,M
b3,4 - M,H
f4,b2 - L,M,H
Also, be sure to turn on auto block when you try stuff out. Things like 3,3,TKS and 1,2,1,TKS don't work.
Pretty much how I feel on the matter. I think kids are just upset online because they don't know how to block.Really? Only thing I can see is maybe adjusting the damage on his X-ray a bit. I think it's 35% raw. But in combos it scales down to 30%. Other than that I can't see where he needs it. He is like Kung high risk high reward. To do his major combos you have to get your initial hit in which is hard to do with him since his mixups are pretty bad.
Oh god yes. I keep doing tp.Anyone else getting frustrated with the negative edge. Force Ball comes out when I want Force Lift. It's getting annoying to combo with Ermac and other characters like Nightwolf. Any suggestions ?
I cant find the check vid, link it here and I'll type out the notation. and Ermac's only overhead is u+4Does anyone have the notation for the meterless 50% by check? Also does Ermac have an overhead?
BnB refers to Bred n Butter, basic combos you should know for your fighter.New to this whole Mortal Kombat thing... can someone tell me what all these abbreviations mean?
BnB?
Zoning?
Poking?
FoTM?
JK?
Any abbreviations you feel I should know lol.
I posted a topic about Ermac and Kombos too...
I cant find the check vid, link it here and I'll type out the notation. and Ermac's only overhead is u+4