MK9 | Ermac Match Up and Strategy Thread

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  • Forget zoning and jump a lot because his Floor flames unbloackable move is a bitch.
  • Best thing I found was to keep the aggressiveness very high because the more pressure you put, the less he will be inclined to do his spear (to start a combo) since the recovery is long.
    Credits: Kindred

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What seems to work best against Subby is to be aggressive with Force push. His ice clone negates any jumping towards him. Spamming Fireballs could work but if you exchange projectile, his will freeze you and he can do a combo on you.
So the best thing to do seems to just stand on the other side of his ice clone and block his ice balls then Force push him or block his slides and combo him.
Credits: Kindred

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B, F, 2 (the dreaded dash)

  • Grab is a viable and safe option
  • If you’re fast and no lag is present, you can go for a combo

Zoning Reptile

  • I would say out-zoning him is not viable since it’s very hard to do it at full screen. Ermac only has fireballs and Reptile has a FAST spit, fast and slow balls.
  • The best idea I found works is to just get close enough for your Force push to work and bait a dash so that u can grab him
    Credits: Kakimori, Kindred

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Yes this will be a massive who gets the TKP and TKL first but I’ve noticed that full screen, faking a Back Slam can open up great possibilities. Makes the opponent jump and you just teleport and catch them with a TKL as they fall back down. Keep in mind, this is a risky maneuver because if the opponent teleport first, you get screwed.

Using Ermac’s Low+High kick can also catch an opponent off guard. When close to an opponent, using it first can give you an advantage by doing a small combo by following it up with [ B+2, Dash, Dash, Grab ]. People usually don’t expect that but be careful of the wake up.

Breaking the block can be done using the Low+3,4. After the person releases the block, TKL them. If they do it to you, jump over them and kick them. (they might be too low for an over head) This is pretty much playing “footsies” or the poke game. Poking is more or less used to make your opponent react so you can punish. Jumping over them is the worst possible idea to do while playing footsies with someone. They want you to react and jumping right into them is what they want.

Credits: Kindred, zaf

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Smoke is a very funny matchup you have to approach him just enough to do TKP if not he is gonna gain lots of meter and fast because of smoke bombs… sure there no chip but full meter on anybody is BAD

TKP is your best friend…As you guys know smoke is an Anti-zone character throw a ball get punished by parry plus he close for BS, sure Ermac is well rounded but smoke is faster. do the math.

Wait for desperate teleport…from my observation when smoke feels cornered and sees that he is incapable of doing much he will throw out a random teleport…:Note:this will be airborne (for safety reasons) unless playing a scrub. force lift (BL then force lift if standing teleport) then have fun with with his life bar… Also watch out for wake up ports smoke loves doing that >:O

Credits: PsychoToad

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Noob is better than ermac at zoning. His running clone knocks you down, pushes you away, jumping to him is a risk with his up-clone so naturally the best thing is to time a teleport. Sometimes you dont have enough time in between running clones so heres what I like to do:
Jump over his clones to get in proximity. At this point, usually Noob Saibot players will think that your next move is to jump at them so they will do an upwards clone and this is when you can TKP or TKL. Basically switch this up a bit and they’ll never know if they should expect a jump+start combo, a dash+start combo, a TKP or a TKL+start combo
Credits: Kindred

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DO NOT CROUCH BLOCK! Her overhead kick is a pain in the ass because it allows for a long combo. Punish her rolls, punish her teleport. She will try to poke you low so that you start blocking low, then she will do her overhead. Never jump away to get away from her, its a horrible idea. She can just dive kick you. Best bet is to dash away and try to cancel them with blocks so you dont eat random rolls, get in some nice timed grabs and just play it safe. I dont really know what to say, i just play the matches out…
You really need to guess right on the highs and lows against her, her low she can link into sweep, can also be linked into a roll. So either way, if she does hit you with that low, you can eat a nice combo…
as for her ex dive kick, i have found a beautiful way to punish this.
when the second kick finishes, time a FP ( 1 ) , it will knock her into falling animation and you can TKS.
sorry i meant TKL after the FP. Not a TKP. Yes TKL to start the combo
kinda gotta be agressive, but not so aggressive that she can hit you with dive kicks or on rolls on wake up, you have nothing to punish her wakeup roll.
cant be too defensive, she will find a hole in your zoning and dive kick lol
Credits: Kindred, Zaf

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Kitana’s main strategy is to spam her fans and when she gets close she has the same combo that she will do to place you for more fans. She also pokes you to stop your block, then combos in.
Trick with her is to dash block close enough to TKP or TKL. Jumping makes you vulnerable to her rectangular special move that crosses the screen in the air and also to her Fan lift.
The MU requires a lot of patience
Stay away try to out spam her with fireballs and zone her, if you can knock her out of the air do TK combos and make her pay. Don’t let her get in close if you can help it.
Credits: Kindred, MKF30, Zaf

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Jade players love the low blade throw, watch for that.
Projectile spam them regardless of her shield special move, if i see her activate it, i know she wants to come to me at a much faster pace so ill plan force pushes better
You do need to be aware of the range on her kick. if she is close enough and had just activated the green shield she can probably still kick you before you can block. so just make sure you know when to and when not to shoot out a fireball. at full screen i believe you can shoot out a fireball and block in time if she activates the green and then kicks. but most of the time i play it safe and just try to make them rush to me so they can eat some pushes. most of the time if they activate the shield, you can make them waste it by using pushes. but i have noticed that they will just reactivate it as soon as they unblock, leaving them open at this point as well
Credits: Kindred, Zaf

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Whatever you do, DO NOT LET HIM ZONE YOU. Get out of the there immediately. Even if you block, chip damage will be clear and at the rate he can fire his missiles, your health will plummet down.
Problem is if you are too aggressive with your jumps, a well timed teleport can punish you pretty badly.
Fighting a good Sektor teaches you to take advantage of every situation.
Credits: Kindred

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When at full screen distance, Cyrax will often fire a far bomb, then when you jump to avoid it, he will fire a net. A nice trap that could be avoided if you just fake that you are jumping but just teleport instead. If you can hit him with the fireball before the bomb goes out of his chest, that’s also a good thing.
Close range he is a problem because of his high-low kicks and jumping is a risk since he can grab you in mid air. Cyrax players will usually do a combo that will end with the net so on the recovery, you should punish them.
It’s a hard MU because it requires a mix of agressive and zoning play.
Credits: Kindred

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Avoid jumping at him to start a combo since his Pary is VERY fast.
Zoning him is the best since his close up fighting is too fast for Ermac to react.
His uppercut is very fast so if he teleport to you, he may go for an uppercut or expect you to do the same so the best thing to do is either jump away or block and react to what he ends up doing.
Credits: Kindred

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Her zoning is great but so is your teleport.
Credits: Kindred

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Sonya’s main danger is her arc kick. If you can block it, you can do a TKL+Combo. Minimize your jumps and mainly zone her because her attacks are fast
Credits: Kindred

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Jumping towards him carriers a risk due to his grenades and close range he is pretty tough so zoning from mid range seems like a good option. Also he may try to roll towards you, if you’re fast you can TKL + combo him or just block, then grab or combo.
If you are in a situation where he is zoning you with his gun and nades full screen, time a teleport.
Credits: Kindred

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Raiden causes everyone problems. Jumping at him or trying to zone him with fireballs will just make him teleport to the other side. Jumping also carries the risk of getting a superman in the face while in the air.
A strategy that seems to work is to just stand and block and wait until there is an opening. He he teleports, try to uppercut or grab him. And whatever you do watch out for the superman because you can punish it nicely.
Credits: Kindred

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Going air against a good jax can be dangerous because of his air grabs. The best thing to do is to mainly zone him and try to punish his mistakes like his wave throw or ground pound by a jump in overhead + combo. His XRay is crazy so don’t hang out in from of him too long if he has a full meter
His dash punch can be punished if you simply duck (no block) under it and TKL +combo or uppercut for a safer option.
Credits: Kindred

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Kano is a little annoying but just try to anticipate the cannon balls, and punish immediately. His upwards ball can be spammed and the laggier, the safer. What I try to do is out fireball/zone him, and when I block a normal or enhanced Cannon ball, you can punish him. Take advantage of it and don’t miss. Also, make him block and get in and throw often if you can. After TK pushes immediately spam fireballs, also try ducking under the knives, moving in, dash/block, repeat and jump kick him if you’re within range and if you can anticipate his knives coming at you. He can’t block and throw a knife at the same time.
Credits: MKF30

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Zone like your life depends on it, cuz it does.
Also a great way to start the match is to simply crouch (don’t block). Johnny will either jump at you, advance to start a combo or shadow kick you, you simply respond with a well timed uppercut. Simple but effective since not a lot of people will think about it.
Credits: Kindred

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Zone like your life depends on it, cuz it does.
While zoning, watch for the teleport and uppercut or TKL + Combo
Credits: Kindred

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Lui Kang is an ass, zone like your life depends on it, because if you get too advanturous with close range fights, you’ll just get raped sideways.
Credits: Kindred

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  • To deal with the shoulder ram, “duck it and either uppercut or a d1 poke into TKL”
  • I find zoning with fireballs out of the question. So being aggressive and staying in TKP range is a good way to deal with him
    Credits: Kindred, Loot

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alright first off lets take a look at kabals favorite thing to do : f3 f2 nomad dash

After the punch, kabal can either chose to do the nomad dash or cancel it. If he does chose to cancel nomad dash, you are actually at the ADVANTAGE believe it or not. You can poke him with d3 before he can start anything else. You can also grab him as well, you don’t have to stick to d3. With ermac, if you KNOW the kabal player is going to do the cancel and try the f3 f2 string again, all you need to do is TKL. This will also get kabal after his nomad cancel before he can attack you.

Watch out for his command grab after f3 f2, kabal players do use this.

I prefer to grab,poke,tkl(when i get the read) instead of jump over him or jump away from him because he can still shoot out a nomad dash while we’re in the air and get us.

As for Kabal doing the f3 d2 Nomad dash without a cancel, you should not be letting this hit you. You should be blocking until you see the cancel, and it doesnt take jedi reflexes to punish either. And if you do block properly and they do this without the cancel, you get a free full combo punish.

Now as for how to play him, just zone him. Shoot fireballs all day and chill out. No need to rush him down. Watch out for the saws obviously but as for the fireballs, most kabal players do the insanely fast Instant air fireball. Similar to mileena and kitana. IF they are doing this, you will see maybe 2-3 fireballs before another saw can come out. Time your teleports wisely and use it sparingly. Since he does need to be in the air for IAF, when you hit him out with teleport you get a tkl and you can combo off that.

The hard part about zoning him, is that he has armor on ex nomad dash. So he can punish you with that and bait a fireball. Its a hard zoning war, but one you should be winning.

Like i said you can not rush this character down. ITs not going to work, you cant jump at him either cuz he can time saws and just jump back and IAF. Or just nomad dash you lol. You can stay in tkp range, but be aware of his meter, if he has none you can pressure with tkp all day and this is amazing, but when he has meter he gets in for free with ex nomad dash. What you can do, is bait the ex nomad dash and block lol.

At the start of the fight:
I noticed most kabals will jump away and do a gas ball in the air since most people will jump kick. So you, as Ermac, just TKP him.

Credits: Zaf, Kindred

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If you block his Blade Rush you get a free Force Push or TKS depending on how close he is, but if he blocks your Force Push or TKS, he gets a free Blade Rush.
Jumping towards Baraka is a big risk since his chopping move and spinning blade can punish you pretty badly.
You also want to avoid being in the corner against him because he is very brutal.
Best thing to do is zone him or try to bait his Blade rush, block it and punish him or bait his chopping Anti-air move and then TKL + combo him.
His close range attack combos include high and low hits so get away assoon as possiible.
Credits: Kakimori

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Sheeva sucks. She’s slower than Ermac, she’s ugly and the only move that can cause problems is her stomp move that’s unbloackable. The way around it I found very useful is to jump frequently and teleport when she does the stomp. This causes you to hit her in mid air and you can catch her with a TKL and start a combo.
Credits: Kindred

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DO NOT let Shang Tsung start a combo on you. Use a breaker as soon as possible because his flaming skulls from the floor can juggle you for quite a nice bit of damage. You don’t want it to get to that point.
The character’s weakness is the fact that he can’t deal with pressure very well and if you can find the sweet spot between his close range and mid range floor flaming skull, you can TKL or TKP him without getting hit.
One of his combos is a low kick followed by a pop-up kick which can let him start his skull juggle so start by blocking low.
If you have him in a corner, you can inflict some serious damage by staying mid range and repetedly TKP or flame ball him. It will be hard for him to get out.
Credits: Kindred

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Skarlet, you don’t want to let her rush you down, but at the same time must beware of her teleport too, I’ve noticed there’s a small window since her teleport itself is safe, where you can do a fast jump in as you block it and if you jump over her head quickly but also you can do a fast JK, (not a deep one a off the ground one I’m talking) it was working for me against Bak2back’s I’ve noticed. What you want to do is get more damage off her first and let her come to you.
Credits: MKF30

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Special Thanks to Kindred, MKF30, Zaf, Kakimori, PsychoToad and Loot from TYM for these helpful tips!
If you guys have any suggestions about how I should edit and make this thread more accessable/easier to traverse let me know! Please add any suggestions!