kk I should say im new to fighters this generation so i dunno what 1, 2, 3 or 4 mean lol
On the xbox:
1=forward punch=x
2=back punch=y
3=forward kick=a
4=back kick=b
First off, I’m loving Ermac. I use the force lift to uppercut to force push as my primary combo. A few questions though.
-
Can anything combo off of a regular teleport? Sometimes I’ll land an uppercut or a force lift but that’s just due to them not blocking.
-
How do you deal with aggressive opponents? All the force moves have a bit of start-up and I find myself hit out of them quite often. Any ideas for quick combos that even if they are block strings give me a bit of breathing room? Thanks!
-
You can’t really combo anything off a regular teleport, since it doesn’t provide enough hitstun to combo after that one hit. You can combo after EX teleport, if I’m not mistaken.
-
I have trouble against aggressive opponents as well. It’s kind of risky to throw out force moves up-close (especially Force Lift). After your opponent does a string, you could try doing d+3, as it comes out pretty fast compared to the rest of his normals.
As for strings, I use these:
BP, BP
FP, BP, FP
FK, FP, BP
After a force lift, you can do a lot of different combos with Ermac.
For instance, after doing force lift, you could do j. BK -> teleport, j.BK -> teleport.
It is grateful, bent some of them served me very much =D!
When is it good to use Back+BP, charging it or using combos from that? Also, the last (psychic) strike of the combo We Win (Back+FP, BP, Forward FP) doesn’t seem to work deep in the corner, like if you’re both standing at the very, very edge, so remember to avoid that.
nice thinking and videos Blackula, seeing some wicked new stuff.
The only time I use the charge 2 is when Im baiting someone with the typical j1,b1,1,4,tks,etc combo once they start blocking that all the time I throw this in for example j1,charge b2,1,tks,etc.Its unblockable after the charged hit.Its a good tool to play head games with but you must be carefull cause if theyre onto you you will be punished.
wow thanks a lot for that u+4 overhead. was having a ton of trouble up close vs ppl downbacking.
i still feel pretty weak/not as scary up close though, but then again i’m still getting used to dealing with pressure/opening ppl up. this overhead hella helps alot
a little variation on the b+1 2 f+1:
j1 > b+1 2 f+1 > dash > TKS > dash > j3 > teleport > dash > 12 > TKPSH (45%)
and b+3 4
j1 > b+3 4 > teleport > dash > 21 > TKS > b+1 2 f+1 > dash > TkPSH (37%)
Sup fellow Ermac-ers… One thing Ive found insanely useful about Ermac is just how crazy his mixups can be!! Alo of people have asked what can be linked into just a ground telepunch, standing telepunch and most that have played him for awhile know that nothing will link into it because of the low hitstun. But I found that most people, especially after you catch them with the hit will shell up and try to block high. And by most I would say 55-45%, lol the other percent of the time when they do block itll be a crouch block of course… But If you hit them with the telepunch immediately hit them with the f+4 - b+1. And even if they are able to duck it or crouch block it you should be able to get a force push in to either further push them back or even catch them out of their gaurd in the hopes that you stopped your string. Another viable option after the telepunch is the u+4 of course if the do decide to crouch block you catch them with macs only overhead. Hopefully this helps somebody!!
another b+1 2 f+1:
j1 > b+1 2 f+1 > TKS > Teleport > TKPSH (38%)
We need to blow some life into this ermac thread…
to be honest theres not much life in any of the MK threads most people go to
http://testyourmight.com/forum/content.php or
http://www.trmk.org/
for serious MK talk
Thats weird… I wonder why? People just arent accepting it yet…?