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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