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General/Other - Erron Black Erron Black General Discussion Thread

lionheart21

Its Game Over, Man
For those who use Outlaw, I need some help regarding Erron's best anti-air options. Aside from using N.JP, Sand Throw, and B2, not really sure what else I should be using.
 

Groove Heaven

Jobber-baron
For those who use Outlaw, I need some help regarding Erron's best anti-air options. Aside from using N.JP, Sand Throw, and B2, not really sure what else I should be using.
Pretty much all my testing and online matches have shown me that you either:

1) have to make a half-read, half-reaction or just have godlike reaction time to get them with b1, b2, or njp without trading or getting stuffed completely
2) uppercut, which still seems to run a decent risk of a trade (albeit in your favor)
3) MB db4 which will armor through their jump in and get you a full combo. I need to test this but I think they can empty jump and punish if they read this option

I've been having a rough time AAing with him to be honest. My reaction time is bad so that might be part of it, but so far I've easily had the most luck with uppercut, and the second-most with njp'ing from max distance (I like to neutral jump if I read a jump in, this hasn't really gotten me blown up...yet)

Those f13 gun cancels are siiiiiiiiick! I'm sticking to outlaw for now but I will definitely learn those.

In outlaw I'm favoring f12 over f13 because
-f12 is hit-confirmable into db4 whereas f13 is not
-there's no mixup so eventually people will just block low after the f1 (like how people would always stand block after blocking Green Lantern's b1)
-f122 on block is pretty good and it doesn't seem like any character can punish it

I still think 21122 is a WAY better tool than f1 strings if you're close enough to use it
 

Pakman

Lawless Victory!
Reaction-based AAing with his normals is very tricky - I think this is due to the mostly wysiwyg hit/hurt boxes as well as the initial start up on moves in general.

Pretty much everything has to be done on a read, the only things that come out fast enough for reaction AAs are d2 (probably the most consistent AA he has), Njp (Outlaw) and 112 string (due to how fast the string is, you essentially get 3 attempts at an AA) and d1 (which has worked once for me so far by accident and I've yet to replicate it!)

If you are in Gunslinger, SOS 2 can be useful but maintaining that sweet spot distance, where you can safely set up SOS in the first place for the AA follow up to actually work, is tricky especially without proper pokes (the closest of which he has is f2 and I suppose d1/d3) and with many characters having teleports!

Certain attacks like say Mileena's tele kick, you aren't going to AA on reaction, but if you block it you get full punish anyway.
 

InFlames

dead
So I just discovered f3 (lol). It's 12 frames and covers more space than f1 which is 15 frames, it's also only -1 on block. With Outlaw you can whiff punish with f3xxSand Throw into a jump in combo easily.

I feel like this is one of Erron's best normals.
 

Crathen

Death is my business
So I just discovered f3 (lol). It's 12 frames and covers more space than f1 which is 15 frames, it's also only -1 on block. With Outlaw you can whiff punish with f3xxSand Throw into a jump in combo easily.

I feel like this is one of Erron's best normals.
Been using it a lot here too , for Marksman / Gunslinger you can also go with f3xxMB sandbomb ( mid ) and if it gets blocked (close) so even on block you get advantage for mixups , f24 also is good for this task and in case the opponent went for a crossup you move out of the way w f(2)4.

Also for those pesky players that like to jump back to avoid playing the spacing game i use f4 as it catches them in the air and has good wallcarry.

I should post more but i'm learning hella stuff and having a blast w the game , oh and the meaty sandbomb setups are good too if you can RC into f12 as they can't jump out ( probably character dependent ).

Oh and the d3 / f12 tickthrows are good but they can be blown up if you neutral duck or just mash a ducking normal ( d1 , d3 , d2 , d4) , afterall it's a special high that connects only on crouchblocking / standing opponents
 

lionheart21

Its Game Over, Man
Seeing how Red Dead Redemption is my all-time favorite game, it seems only fitting that the one that would unseat Johnny Cage as my main would be a cowboy.
 

RizRaz

Errons with combos - always hot.
So, Aris has talked a lot about option selects lately. With Erron Black, try to input:
d3, bf2. If you time that correctly, you'll get a command grab if d3 is blocked, and you get nothing if d3 hits.
D3 has enough hitstun and blockstun that you'll get the grab either way if you go for it.

I can see a few situations where you might want to avoid grabbing, but I'd rather get the free tickthrow if I'm in d3 range.
 

InFlames

dead
Is there any way to unlock all of Erron's Brutalities without spending $20 on stuff I'm never going to use? I'm trying to find Krypt locations online but I can't seem to find anything.
 
I don't know if this was already found out but erron black's EX slide is actually -14 not -5. I have the computer set to doing a reversal tele-push with Kenshi (assuming the startup on his move is accurate that is) it punishes his EX slide at any range.
 

MsMiharo

Kuff Bano
I don't know if this was already found out but erron black's EX slide is actually -14 not -5. I have the computer set to doing a reversal tele-push with Kenshi (assuming the startup on his move is accurate that is) it punishes his EX slide at any range.
I think we've gotten away with it for too long ever since they said it was safe at fatal 8 lol
 

GrimJack

Rock paper scissor specialist
I think we've gotten away with it for too long ever since they said it was safe at fatal 8 lol
That was hilarious. The first day I thought it was safe and threw it out at wake up. Had to reconsider it after that
 

GrimJack

Rock paper scissor specialist
I think EB doesn't have very good AA tools. So when I see jump in, I choose between back dash or jump back or just block. Any of you guy got better tools?
 

lionheart21

Its Game Over, Man
For those who play Outlaw, anyone got any ways to take on opponents that have parries at their disposal (Commando Kano, Assassin Kitana, Flame Fist Liu Kang)?
 

GrimJack

Rock paper scissor specialist
For those who play Outlaw, anyone got any ways to take on opponents that have parries at their disposal (Commando Kano, Assassin Kitana, Flame Fist Liu Kang)?
Kano parry is a high low guess so I try to mix up from f1 or b3. Haven't play against of Liu kang so I don't really know
 

wsj515

This is my billionth life cycle.
Anyone notice that EB has a hard time landing a jump over JiP? Maybe its just me, but EB seems to not turn around in the air for the JiP to land in the correct direction consistently at all. Doesn't seem like its an issue of me inputting the JiP too early or late, as I tried other cast members and this didn't happen.
 

BrobaChett

GODSTOMPER
Anyone notice that EB has a hard time landing a jump over JiP? Maybe its just me, but EB seems to not turn around in the air for the JiP to land in the correct direction consistently at all. Doesn't seem like its an issue of me inputting the JiP too early or late, as I tried other cast members and this didn't happen.
Yes, you have to time it just right though. It's pretty frustrating but you can land it. Jump in 1 is better for cross ups, but it's irrelevant due to the block button.