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Strategy Maximize your Ermac damage

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Misanthropiate
Why is it that my b1, 2, f1 combo always whiffs on the last hit in the corner?

Nevermind. I got it.

I figured out that crazy corner combo. It seems too finicky to use in an actual match. The timing is super strict. It's hard as shit but fun.

I reduced it to just two b1, 2, f1's and I can land it much more consistently.
 

Error

DF2+R2
Tell me if there's anything missing, I guesstimated on some of these combos since I wrote most of them from memory.

Key
TKS -> Telekinetic Slam/Lift/:d:l:fp
TKP -> Telekinetic Push/:l:r:fp
Midscreen
JiP, charge 3-5 frames(7%) :l+:bp,:l+:fp~TKS,Jump Kick~Teleport Punch, Dash,:bp:bp~TKP
50%
(you may want to consider only doing one :bp for consistency)

JiP, charge 3-5 frames :l+:bp,:l+:fp~:exTKS, Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,:d+:fp~TKP
56%

JiP,:l+:fp:fp:bk~:exTKS, Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,:d+:fp~TKP
53%

In the corner JiP, charge 3-5 frames :l+:bp,:l+:fp~:exTKS, Dash,:l+:fp:bp:r+:fp,(do this second one fast so first hit misses):l+:fp:bp, :r+:fp,:l+:fp, :bp:r+:fp,:bp:bp~TKP
59%

Corner
JiP, charge 3-5 frames :l+:bp,:l+:fp~TKS, step back,:l+:fp:bp:r+:fp,(do this second one fast so first hit misses):l+:fp:bp, :r+:fp,:l+:fp, :bp:r+:fp,:bp:bp~TKP 58%

JiP, charge 3-5 frames :l+:bp,:l+:fp~:exTKS, Dash,:l+:fp:bp:r+:fp,(do this second one fast so first hit misses):l+:fp:bp, :r+:fp,:l+:fp, :bp:r+:fp,:bp:bp~TKP 62-63%

JiP, :fk:fp~TKS, Dash into corner, Jump-Kick~Teleport Punch, Dash, :l+:fp:bp, :r+:fp,:l+:fp, :bp:r+:fp,:bp:bp~TKP 49%

Grounded :d+:bp, :d+:fp~TKS, step back, :l+:fp:bp, :r+:fp,:l+:fp, :bp:r+:fp,:bp:bp~TKP 38%

NJP
NJP, Jump Kick~Teleport Punch, Dash,:bp:bp~TKS, Dash,:l+:fp:bp:r+:fp, Dash, TKP
39%

Back to the wall (or so, you have a lot of slack space here) NJP, Jump Kick~Teleport Punch, Dash,:bp:bp~TKS, Dash,:l+:fp:bp:r+:fp, Dash,:bp:bp~TKP
42%

Deep Jump in Kick
Deep JiK, Dash, TKS, Jump Kick~Teleport Punch, Dash, :bp:bp~TKP 39%

Deep JiK, Dash, TKS, Jump Kick~Teleport Punch, Jump Kick~Teleport Punch :d+:fp~TKP 41%

AA Jump Kick
AA Jump Kick TKP

If hitconfirmed with a teleport
AA Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,:fp or :d+:fp~TKS, Dash,:l+:fp:bp:r+:fp, Dash, TKP
39%

Going towards the corner AA Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,:d+:fp~TKS, Dash,:l+:fp:bp:r+:fp, Dash,:bp:bp~TKP
43%

AA Teleport Punch
AA Teleport Punch, Jump Kick~Teleport Punch,:fp:bp:fp~TKS, Dash,:l+:fp:bp:r+:fp, Dash, TKP
38%

Block string hit confirm
:fk:fp~TKS, Jump Kick~Teleport Punch, Jump Kick~Teleport punch,:d+:fp~TKP
40%

:r+:bp, TKS, Dash, Jump-Kick~Teleport, Dash :bp~TKP 32%

Anti-Air
:d+:fp~TKS, Jump-Kick~Teleport Punch, Dash, :bp:bp~TKP 32%

TKS, Jump Kick~Teleport Punch, Jump Kick~Teleport punch,:d+:fp~TKP 36%

AA :fp( :bp), Jump Kick~Teleport Punch, Jump Kick~Teleport Punch,:d+:fp~TKS, Dash,:l+:fp:bp:r+:fp, Dash, TKP
38% (40%)

Uppercut, Dash, TKS, Jump Kick~Teleport Punch, :bp( :bp)~TKP
40%(45%)

AA JiP
AA Jump Punch, Dash, TKS, Jump Kick~Teleport Punch, Dash,:bp:bp~TKP
26%

Punishers
Slightly negative moves on block/moves with pushback ie (elbow dash/low hat)
:fp:bp~TKS, Jump-Kick~Teleport Punch, Jump-Kick~Teleport Punch, :d+:fp~TKP 38%

Moves that are a bit more negative on block with not a lot of pushback
:fk:fp~TKS, Jump-Kick~Teleport Punch, Jump-Kick~Teleport Punch, :d+:fp~TKP 40%

Moves that "ball-up" on block (excepting Mileena's Roll)
charge 3-5 frames :l+:bp,:l+:fp~TKS,Jump Kick~Teleport Punch, Dash,:bp( :bp)~TKP

Mileena's Roll
Jump-Kick~Teleport Punch, Jump-Kick~Teleport Punch, :d+:fp~TKS, Dash, :l+:fp:bp, :r+:fp, Dash, TKP %39

Mileena's Telekick
TKS, Jump-Kick~Teleport Punch, Jump-Kick~Teleport Punch, :d+:fp~TKP 36%
Enhanced Telekick
:d+:fp~TKS, Jump Kick~Teleport Punch, Dash,:bp:bp~TKP 32%

:x-Ray
Jip, 31~TKS, dash under :d+:bp, :b+:fk~:x 56%

JiP, charge 3-5 frames :l+:bp,:l+:fp~TKS,Jump Kick~Teleport Punch, Dash,:bp:bp~:x
61-63%

[corner] JiP, charge 3-5 frames :l+:bp,:l+:fp~TKS, step back,:l+:fp:bp:r+:fp,(do this second one fast so first hit misses):l+:fp:bp, :r+:fp,:l+:fp, :bp:r+:fp, :l+:fk~:x 63%

Unbreakable/Breaker avoidance
Unbreakable Combos:
(Any single combo-able normal~)TKS, TKP 16%-(19%)
(Any single combo-able normal~)TKS, :x 40%-(45%)
Anti-Air :d+:bp, TKS, TKP( :x) 27%(50%)


Breaker Avoidance/Mix-ups
TKS, Dash under, :d+:bp*, TKS 27%
*Can be done with a dash under Jump-Kick~Teleport Punch for same damage.


The way in which Ermac's normals and comboing specials work allows some wiggle room for most combos, so if one combination seems too hard you can always replace a normal or special
( :ex TKS) to make a combo easier.

Any combo that excludes double Teleport Punches after a TKS can be ended with :r+:bk for a standing reset that leaves you at around +13 advantage.



zaf Metzos
 

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Misanthropiate
I'm sure I didn't "discover" this, but I have a method for the popular corner combo that is slightly less damaging but far more consistent.

JiP, 3, 1 TKL, Teleport, b1, 2, f1 ~ b1, 2, f1 ~ 2, 2, TKP.

46% damage.

I always have trouble with the height on the b1, 2, f1. With this combo you just start the chain right after your teleport hits.