Lore wise, who knows. But gameplay wise he's gonna cancel those out just like any other projectile.You know, I'm sitting here watching the gameplay of Erron Black and something just hit me, he fires a bullet to deflect against projectiles. That's all well and good against someone like Jade, Kitana, or Kotal Kahn, but how would that work with Liu Kang's fireball or Noob Saibot's Ghost Ball? Would Sub-Zero's projectile freeze the bullet?
As an outsider (non player) to Erron Black but am fan of a cowboy character in a FG.One of the things I really wanted him to have in MKX but didn't was dynamite. Glad they found a way to put it in here! I think his other Fatality is probably gone use it in some way.
At least in this variation, it looks like the emphasis is on controlling the mid-range with Lock and Loaded and Slide.Do you know the stuff for Erron that you know for Johnny? i.e best moves etc
Interesting, I know his other variation has a tech command grab. That alone will make me use that, good for mixups.At least in this variation, it looks like the emphasis is on controlling the mid-range with Lock and Loaded and Slide.
Even though Slide has a slow startup, you could still slide on reaction to the startup of opponent's high projectiles to punish them. This makes it so he could zone the opponent out with his rifle, but they can't do anything back.
Normally you could also crouch under high projectiles with Lock and Loaded too, but in this variation Lock and Loaded has D2 added to it.
The D2 from Lock and Loaded makes Erron go prone. This means that he could even shoot under MID projectiles which is nuts.
Add in the fact that he could lay down poison for the opponent to walk in on, his safe overhead that could be amplified, and the added equip F21 and F2121 (mid starting string with some reach to it) and I'd say he's going to play pretty unique to any other space control character in the game.
I wonder how his other variation will play.
I apologize in advance for being a scrub, but I have a quick question on string startup frame data. So when looking at black's 1 normal it's 8 startup and -3 on block. When looking at black's 11 string it's 13 frames of startup. Are the 13 frames of startup in the 11 string for the second hit in the string or the collective startup frames for both moves (8 frames for 1 and 5 frames for the second 1)? In the past Ive seen string startup data look much lower indicating it's for the last move in the string listed, is that the case here? Not sure if I'm overthinking it, but since 1 is -3 on block, does that mean there's an 8 frame gap between 11? In general, how does one calculate string gaps? Just trying to learn more on frame dataHere you go Erron Black mains!!! This'll make it easier to see what he's capable of: