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Ermac Kombo Thread

  • A thread for Ermac combos in Mortal Kombat 1

    NO Kameo combos
    1. Midscreen:
      • 0-Bar
        • 42~db2 > 1 > dash > 4~bf3 > dash > 123 1+3 = 300
        • 212 > B24~bf3 > dash > 123 1+3 = 301
          • 212 > 4~bf3 > 4~Fatal Blow = 462
        • F4~db2 > 3 > dash > B2~bf3 > J14 > 123 1+3 = 318
      • 1-Bar
        • 12~bf3 > J122 > 3~db1(EX) > J123 > bf2 = 368
        • 212, 4~bf3 > dash 4~db1(EX) > J123~bf2 = 348
        • 42~db4d(EX) > B24~bf3 > 123 1+3 = 351
        • F2~bf3 > J122 > dash 4~db1(EX) > J123 > bf2 = 367
        • B24~bf3 > dash 4~db1(EX) > J14 > 123 1+3 = 345 (easy)
        • B24~bf3 > J122 > dash 1~db1(EX) > J123 > bf2 = 350 (hard)
        • 3~db4(EX) > 4~bf3 > J14 > 123 1+3 = 389
        • F4~db2 > 1 > 212 > 4~bf3 > dash > 4~db1(EX) > J123 > db4 = 330
      • 2-Bars
        • 12~db4(EX) > 4~bf3 > dash 4~db1(EX) > J123 > bf2 = 390
        • 3~db4(EX) > 4~bf3 > J122 > 4~db1(EX) > J123 > bf2 = 456
        • 3~db4(EX) > 4~bf3 > J122 > 4~db1(EX) > J123 > dash > F43 = 465
      • 3-Bars
        • 212~db4~db4(EX) > J123~db4(EX) > 4~db1(EX) > J123~db4 = 390
        • 3~db4(EX) > 4~bf3 > J123~db1(EX2) > db4-Up (empty teleport) >Njp > 21 1+3) = 443
        • 3~db4(EX) > 4~bf3 > J122 > 4~db1(EX) > J123~db4(EX) > F43 = 483
    2. Anti-Air:
      • Searching......
    3. Corner:
      • 0-Bar
        • 3~bf1(cancel) > F4~db2 > 2 > 42~db2 > 122 > J123 > 4~bf2 = 322
        • 4~bf3 > J122 > J123~db2 > 3 > 123 1+3 = 393 - takes opponent out of corner
        • F4~db2 > 3 > 4~bf3 > J123~db2 > 3 > 123 1+3 = 343 - takes opponent out of corner
        • 3~bf1(cancel) > F4~db2 > 2 > 42~db2 > 122 > J123~db2 > 3 > 123 1+3 = 337 - takes opponent out of corner
      • 1-Bar
        • 12~bf3 > J122 > J123 > 4~db1(EX) > Neutral J123 > bf2 = 402
        • 4~bf3 > dash > 4 > 4~db1(EX) > J123~db2 > 123 > 123 1+3 = 435 - takes opponent out of corner
      • 2-Bars
        • 3~bf1(EX)(full charge) > 4~bf3 > J123 > 4~db1(EX) > deep Jump kick > 123 1+3 = 461 - takes opponent out of corner
        • 3~db4(EX) > 4~bf3 > J122 > 4~db1(EX) > J123~db2 > 242 = 503 - Side switch, puts opponent in the corner
        • 3~db4(EX) > 4~bf3 > 4~db1(EX) > J123 > 4~Fatal Blow = 618 - Side switch, puts opponent in the corner
      • 3-Bars
        • 4~bf3 > 4 > F4~db1(EX2) > bf1(full charge) > Neutral J123 > 4~db1(EX) > J123~db2 > 3~bf2 = 465
        • 3~db4(EX) > 4~bf3(EX) > J122 > 4~db1(EX) > J123~db2 > 3 > F43 = 500 - Side switch, puts opponent in the corner
  1. Midscreen:
    • 0-Bar, 2 Kameos
      • 12~bf3 > dash 42 > F+RB > RB > J123 > bf2 > F+RB > RB > bf2 = 384
      • 212 > 4~bf3 > F+RB > RB > J123 > bf2 > F+RB > RB > db4 = 370
      • F2~bf3 > 42 > F+RB > RB > J123 > bf2 > F+RB > RB > bf2 = 383
    • 1-Bar, 1 Kameo
      • 12~bf3 > J122 > F43 > F+RB > RB > RB > J123 > bf2 = 403 ----can be improved or made easier Im sure
      • 3~db4(EX) > 4~bf3 > J14 > 123 1+3 > B+RB > RB > RB = 412 ----can be improved Im sure
      • Back Throw > F+RB > RB > RB > db4(EX) > 4~bf2 = 227
      • 12~bf3 > 42 > F+RB > RB > J123 > db1(EX) > deep JiK~Fatal Blow = 445
    • 1-Bar, 2 Kameos
      • 12~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 452
      • 212 > 4~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 444
      • F2~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 455
      • F4~db2 > 2 > 2~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 403
      • B24~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 440
      • Back Throw > F+RB > RB > RB > db4(EX) > F43 > F+RB > bf2 = 251
    • 2-Bars, 2 Kameos
      • 12~bf3 > dash 3~bf2 > F+RB > RB > db4(EX) > 3~db1(EX) > J24~F+RB > RB > J242 = 473
      • 12~db4(EX) > 4~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 510
      • 2~db4(EX) > 4~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 516
      • B24~db4(EX) > 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 466
      • F4~db2 > 2 > 2~db4(EX) > 4~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 444
      • db4(EX) > 4~bf3 > dash 4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242 = 511
  2. Anti-Air:
    • 1 > 4~bf3 > J123 > F43 > F+RB > RB > RB > J21 = ???
  3. Corner:
    • 12~db4(EX) > 4~bf3 > J123 > 4~bf2 > F+RB > RB > 4~bf2 > F+RB > RB > bf2 = 500 - Side switch, puts opponent in the corner
  1. Midscreen:
    • (2-bar) 12~db4(EX) > 4~bf3 > J123 > dash > 12~db1(EX) > dash > B23~bf2 > timed darius tornado kicks = 46%
  2. Anti-Air:
    • YYY
  3. Corner:
    • ZZZ
  • Midscreen:
    • 2~bf1(cancel)> 42 > Jax back breaker > db4 > J123 > 4~db1(EX) > J123 > bf2 = 387
  • Anti-Air:
    • YYY
  • Corner:
    • 2~bf1(cancel) > 3~bf1(full charge) > Neutral J123 > 4~bf2 > Jax Back breaker > 4~BF2 = 404
  • Midscreen:
    • F2 > Lao spin > J122 > 21 1+3 = 295
    • B23 > Lao spin > J14 > 123 1+3 = 277
  • Anti-Air:
    • YYY
  • Corner:
    • ZZZ
  • Midscreen:
    • 12~bf3 > J122 > 4~bf2 (right after skeleton monster slams them) > Scorpion far kameo upskull > dash > 4~bf2 = 372 (2 kameo bars = 41%)
    • 12~bf3 > J122 > 4~bf2 > Scorpion far kameo upskull > dash > 4~db1(EX) > deep JIK~bf3 = 42%
    • 12 S4 bf2 (skeleton monster slam) Scorpion far kameo upskull dash S4 db1EX deep JI123 bf2 = 37%
    • 21 > dash > 2~bf3 > 4~db1(EX) > J123 > bf2 > far scorp fireballs > 4~db1 = 39%
    • 2~bf1(EX)(full charge) > dash > 4~bf3(cancel) > 4~db1(EX) > J123 > bf2 > Far fireballs > j242 = 46%
    • (2 Kameos) 12~bf3 > J122 > 4~choke(scorp far fireballs) > micro dash > 4~choke(scorp far fireballs) > J242 = 44%
  • Anti-Air:
    • 1 > 4~bf1 > 4~bf2 > Scorpion fireball> 4~bf2 > Scorpion fireball > 4~db1 = 418
    • 3~bf3 > dash 4~db1(EX) > J123 > bf2 > upKameo > 2~bf2 > upKameo > dash F43 = 50%
  • Corner:
    • ZZZ

21551
 
Last edited:

Comments

Im not familiar with Scorpion Kameo. Can someone give me the notation of the last combo so I can add it to OP?
The input history is right on the screen there, but here:
anti-air s3~bf3, dash s4~EX db1, j123, bf2, uK, s2~bf2, uK, dash f43.

Any time you see Scorpion go behind like that it's up kameo unless in the corner.
 
NO Kameo combos
  1. Midscreen:
    • F4~db2 > 212 > 4 > bf3 > dash forward > 4 > db1(EX) > J123 > db4 = 330 - something is wrong with the first part here
There is a 1 between db2 and 212.
 
So Im looking at 1-bar no Kameo kombos to optimize and here's what we are missing:

A ckombo that starts with
  • 42
  • F2
  • B24
  • F4
  • Anti-air
So far, I have
  • 42~db2 > 14 > 4~db1(EX) > J123 > bf2 = 304
  • F2~db2 > J123 > 4~db1(EX) > J14 > D2 = 340
 
So Im looking at 1-bar no Kameo kombos to optimize and here's what we are missing:

A ckombo that starts with
  • 42
  • F2
  • B24
  • F4
  • Anti-air
So far, I have
  • 42~db2 > 14 > 4~db1(EX) > J123 > bf2 = 304
  • F2~db2 > J123 > 4~db1(EX) > J14 > D2 = 340
Try this route im off for the night i cant lab right now ,, 42 (no hover) 4 bf 3 dash 4 ex db1 b23 bf2
Also f2 is his overhead no? My f4 kombo so far is f4 db2 2b23 bf3 dash 12 db1 ex or not its up to you
 
What do you all do to maximize damage after an enhanced teleport without using another bar for a lift?

Also, 123 1+3 > Back Kameo Janet three times > db4(EX) has SO MUCH POTENTIAL but I cannot figure out how to continue it. Im trying to land F4~db2 > 14 and then judge what can be done after seeing the amount of gravity I have

Try this route im off for the night i cant lab right now ,, 42 (no hover) 4 bf 3 dash 4 ex db1 b23 bf2
Also f2 is his overhead no? My f4 kombo so far is f4 db2 2b23 bf3 dash 12 db1 ex or not its up to you
I can't seem to connect an empty 42 with a 4.
F2 is indeed his overhead.
Ill try the f4 combo today.
 
You can combo off 123 3+4 with mid scorpion fireballs. Call down kameo after the 3 hits, strict timing to continue the combo but I was able to get it somewhat consistent. After it hits we can do 12 ex lift into full combo.
 
What do you all do to maximize damage after an enhanced teleport without using another bar for a lift?

Also, 123 1+3 > Back Kameo Janet three times > db4(EX) has SO MUCH POTENTIAL but I cannot figure out how to continue it. Im trying to land F4~db2 > 14 and then judge what can be done after seeing the amount of gravity I have


I can't seem to connect an empty 42 with a 4.
F2 is indeed his overhead.
Ill try the f4 combo today.
Yeah the first one isnt possible i was sure i did it by accident but i was wrong lol , been messing with this one off f2 , f2 bf1 cancel , f4 db2 2 42 forward hover 14 , ji14 dash 12 db1 , its quite easy compared to the sonic fox version
 
Big update on main post with this kameoless video.

Some of those combos may not be realistic in a real game but I put them up for those of us who like to be flashy :D
 
So Im looking at 1-bar no Kameo kombos to optimize and here's what we are missing:

A ckombo that starts with
  • 42
  • F2
  • B24
  • F4
  • Anti-air
So far, I have
  • 42~db2 > 14 > 4~db1(EX) > J123 > bf2 = 304
  • F2~db2 > J123 > 4~db1(EX) > J14 > D2 = 340
Here is what i have for those. F4 starter kombos are basically the same kombos just do less damage.

Info: after // is the damage if start start from F4.


B24~shriek, dash s4~ex lift, ji14, dash 123 3+4 (345,53) // F4 1 (327,54)

B24~shriek, dash ji14, s4~ex lift, ji 123~push (343,45) // F4 1 (326,11)

B24~shriek, dash ji122, dash 1~ex lift, ji123~push (350~15) // F4 1 (330,71)

B24~shriek, dash ji123~ex lift, ji123~push (345,93) // F4 1 (327,81)

42~levi 14, j112 dash s4~ex lift, j123~push (337,76) // F4 1 (322,20)

42~levi 14, s4~shriek dash 12~ex lift, ji123~push (333,87) // F4 1 (319,54)

B2~shriek, dash f4~levi 14, j123 dash s4~ex lift, ji123~push (366,70) // F4 1 (342,07)

B2~shriek, dash ji14, s4~ex lift, ji14, dash 123 3+4 (363,12) // F4 1 (339,61)

B2~shriek, dash 122, dash b24~ex lift, ji123~push (364,60) // F4 1 (340,63)

B2~shriek, dash 122, dash s4~ex lift, ji123~push (367,29) // F4 1 (342,48)

242, s4~shriek, dash s4~ex lift, ji123~push (348,60) // F4 1 (329,65)
 
Last edited:
So Im looking at 1-bar no Kameo kombos to optimize and here's what we are missing:

A ckombo that starts with
  • 42
  • F2
  • B24
  • F4
  • Anti-air
So far, I have
  • 42~db2 > 14 > 4~db1(EX) > J123 > bf2 = 304
  • F2~db2 > J123 > 4~db1(EX) > J14 > D2 = 340
For 42 i go:42xxfloat,j2,f4xxfloat,j14,s4xxdb1EX,j123,buffer bf2. Not sure how much dmf it does as i usually dont do ex but instead extend bf2 with scorpipn instead.

F4, is same route as above but skap f4xxfloat j2 at the start.
 
Here is a combo just for fun for all ressources :)

12~ ex tele, s4~Shriek, dash s4~push, scorpion far, s4~push, scorpion far, ji12~ex ground projectile, dash dash bf1 fully charged, xray (573,03)
 
For 42 i go:42xxfloat,j2,f4xxfloat,j14,s4xxdb1EX,j123,buffer bf2. Not sure how much dmf it does as i usually dont do ex but instead extend bf2 with scorpipn instead.

F4, is same route as above but skap f4xxfloat j2 at the start.
This does 31,3% (313,29), 30,5% starting with f4 (305,41). Its flashy cuz of the multiple cancels but its sadly a bit lower damage than easier to execute routes.

This feels alot easier to me for example for more damage.
42~levi 14, j112 dash s4~ex lift, j123~push (33,8)

But found this with your route
42~levi 1, dash s4~shriek, dash s4~ex lift, ji123~push for almost 34% (339,38). You can replace ex lift for push+Scorpion route too. So thanks for the idea :)
 
This does 31,3% (313,29), 30,5% starting with f4 (305,41). Its flashy cuz of the multiple cancels but its sadly a bit lower damage than easier to execute routes.

This feels alot easier to me for example for more damage.
42~levi 14, j112 dash s4~ex lift, j123~push (33,8)

But found this with your route
42~levi 1, dash s4~shriek, dash s4~ex lift, ji123~push for almost 34% (339,38). You can replace ex lift for push+Scorpion route too. So thanks for the idea :)
Nice,yeah going for the shriek in whatever part of the combo when its possibel seems to be the way to go in terms of maximizing damage.
 
NEW UPDATE:
  • Added a lot of Janet Combos and my goodness does she pack a punch.
    • You'll notice that the second half of most of her combos is similar .....4~bf2 > F+RB > RB > db4(EX) > F43 > F+RB > RB > J242
  • Added some optimal combos that you all posted
  • To keep the post clean, I try to only post highest damage combos or alternatives if they have different properties (ender that keeps opponent close vs ender that pushes away, easy versions vs harder versions)
  • We still need some good and reliable AA combos.
  • I posted a nice combo with 42 starter that needs some getting used to but when landed consistently gives a smooth 351 damage
 
For those games where you just gotta go shwaggin
2 bf1 ex cancel 2 bf1 ex cancel 2 bf1 ex cancel 2 bf1 cancel f4 db2 2 42 ji13 ji123 dash 1 db1
Jokes aside its actually a good practice kombo to loosen them hands lol