Zoidberg747
My blades will find your heart
What is his max damage off of a B34? I have been trying to do b34 TLP TS 22 TKP but I can never do the 22 TKP consistently.
Against a large hitbox character you can do b34 tele 22 lift, b12f1 push, i believe. Should up your damage.What is his max damage off of a B34? I have been trying to do b34 TLP TS 22 TKP but I can never do the 22 TKP consistently.
Yeah, has to be a big hitbox character, otherwise the lift whiffs. I've been thinking it might be better to end this combo with F44. You'll sacrifice a bit of damage but you could rush in for a grab or a push/lift depending on what you think they will do?Against a large hitbox character you can do b34 tele 22 lift, b12f1 push, i believe. Should up your damage.
The 22 whiffs on smaller characters, but 12 lift should work on them all.Yeah, has to be a big hitbox character, otherwise the lift whiffs. I've been thinking it might be better to end this combo with F44. You'll sacrifice a bit of damage but you could rush in for a grab or a push/lift depending on what you think they will do?
Meterless best combo off B114: jp B114 TKS jk tp jk tp d1 TKP 50% dmg. With meter you can go up to 51% dmg if you use jp B114 EX TKS jk tp dash 22 TKP. You can also do jp B114 EX TKS jk tp jk tp d1 TKP for 53% dmg i think. With X-RAY you can do jp B114 jk tp dash 22 x-ray. It does 59% dmg.What's the best combo off of back 1 1 4?
What is the best combo off of forward 2?
Without meter the most damaging i have found is : jp B34 tp jk tp d1 TKS dash B12F1 dash TKP. It does 40% dmg.What is his max damage off of a B34? I have been trying to do b34 TLP TS 22 TKP but I can never do the 22 TKP consistently.
I've posted it some time ago somewhere, nj.P works after bare EX TKS or 3,1~Ex Slam (it used to work after 22~Ex TKS also, but that combo got patch'd :/ ) - but not after 1,2 (which also keeps opp standing before lifting like 31, why it doesn't work? MK9 logic).I just found a new combo with Ermac. It does 48% dmg and it requires one bar. Dunno if its known but i havent seen it posted around here. I could be wrong though. The commands are : jp 31 EX TKS NJP jk tp jk tp d1 TKP.
Yeah from what i ve seen NJP only works if you havent launched your opponent from the ground before the ex TKS comes (i.e 31, F11, B11). NJP doesnt work after a 12 ex TKS ? Lol thats a new one. Didnt know that. MK9 logic indeed.I've posted it some time ago somewhere, nj.P works after bare EX TKS or 3,1~Ex Slam (it used to work after 22~Ex TKS also, but that combo got patch'd :/ ) - but not after 1,2 (which also keeps opp standing before lifting like 31, why it doesn't work? MK9 logic).
Sadly, nj.P only adds 1% of overall damage.
This is disgusting in a fantastic way.I just found a new combo with Ermac. It does 48% dmg and it requires one bar. Dunno if its known but i havent seen it posted around here. I could be wrong though. The commands are : jp 31 EX TKS NJP jk tp jk tp d1 TKP.
Yeah absolutely, but not use it at all. B114 other uses is that it builds a good amount of meter and it does alot of chip dmg. It also creates very good spacing allowing you to utilize d3, d4, f2 and u4 much easier. Could you tell me which combo you meant plz ?Metzos to connect 2,2 without meter you need to be near the corner. Btw Do you agree with my decision to quit using that string(B1,1,4) unless I get a good cross up/JIP? I'm trying to play less like an online warrior IE: Less jumping. More footsies, dash blocking, walking.
Metzos
Its not bad if you want to bait any wake ups and punish accordingly but overall i would recomend finishing your combos with TKP.This is disgusting in a fantastic way.
I never thought to NJP after the EX TKS, I figured they'd just flatten out.
Speaking of which, I had a thought today. And seeing as I'm not great at translating frame data into brain thought movement, lemme ask you guys...as I've been trying to work out the timing on the 2x JKTP into D1 Push, I've been getting a lot of Slams, but trying to make them work regardless and exploring their uses. How much use do you guys think could be made of Ermac ending combos with a 2'nd, flattening TKS? It seems like a useful plan, ala Scorpion shenanigans off of a 2'nd Spear. Since Ermac is always most deadly when he's in TKP range, landing an opponent on their back (depending on the characters and their lack or abundance of Wakeup/Armor options) in the meatiest point of said range has to have its uses. Am I right or wrong?
Excellent. As long as it still has its uses .Its not bad if you want to bait any wake ups and punish accordingly but overall i would recomend finishing your combos with TKP.
True, but I imagine it may serve a purpose depending on where you want to put your opponent/what they have at the disposal.Scorp's second spear gives untechable KND, Ermac's second Lift doesn't, that's why it wouldn't be as useful.
New? b12f1 loop always applied to all Ermac's main juggle starters. Instead of 22~TKP you can use f2, 3~TKP for 1% dmg more, but timing's a bitch.New corner combo : Jp B2 (charge till 7%) B1 lift B12F1x3 22 TKP. Does 58% dmg without meter.
you seriously need to start making videos...New corner combo : Jp B2 (charge till 7%) B1 lift B12F1x3 22 TKP. Does 58% dmg without meter.
New midscreen combo : Jp B2 (charge till 7%) B1 lift jk tp jk tp d1 TKP. Does 52% dmg without meter.
Yeah, but not always without EX TKS . Hmm F2 3 TKP does 59% dmg you say ?New? b12f1 loop always applied to all Ermac's main juggle starters. Instead of 22~TKP you can use f2, 3~TKP for 1% dmg more, but timing's a bitch.