i think you mean FL, hmm hmmm thinking... im actually ok with Lift being that punishable, I would like push to be a little less negative tho... other than that the only thing i would to do Ermac and this is not so much a buff but just giving him a another relevant footsie tool would be making the 3 in the 34 string a mid... i quite like that string at some ranges cause of the kick leap he does, but i feel the 3 being a high takes some of its usefullness away... But oh well cant have it all can we...Not fishing for buffs (he doesn't need anything IMO) but does anyone else think -51 is a bit extreme for a move that does 4% damage? *
*I know you can get over 30%+ with meter and it combos in Mystic. Irrelevant.
His lift move is supposed to be used for ending combos since its a hkd IIIRC or for midscreen AA's. I dont find it that an issue tbh with you. I havent played the character for quite sometime now, but he is still my favorite character in the MK universe.Not fishing for buffs (he doesn't need anything IMO) but does anyone else think -51 is a bit extreme for a move that does 4% damage? *
*I know you can get over 30%+ with meter and it combos in Mystic. Irrelevant.
Well I like to use it for AA but the hitbox isn't great and if mistimed it's party time for anyone. The reward is 4% and -51 seems insanely disproportional risk. But meh, blast was fixed and I've no complaints. Just wondering if anyone else thought the same as me.I believe Ermac is the most balanced character in the game. Unsafe 50/50's which lead to very high damage (MoS), excellent pokes, good AA's, good screen control and a very good punisher.
He is a high risk/high reward character, much like MK9 Scorpion. My only issue is his b1 normal. NRS should clarify if that move is indeed a broken mid or a true high.
His lift move is supposed to be used for ending combos since its a hkd IIIRC or for midscreen AA's. I dont find it that an issue tbh with you. I havent played the character for quite sometime now, but he is still my favorite character in the MK universe.
just ex lift them if they randomly jump at mid distance or if they whiff movesWell I like to use it for AA but the hitbox isn't great and if mistimed it's party time for anyone. The reward is 4% and -51 seems insanely disproportional risk. But meh, blast was fixed and I've no complaints. Just wondering if anyone else thought the same as me.
We love you tooErmac community for best community, it's so peaceful here. Just like Ermac after his win animation. There's no arguing, bitching, or downplaying(for MoS), if only all forums could be like this.
Well we all love Ermac in here and we accept he has flaws, well not flaws he has character traits LOL, besides we all like helping each other out, and i believe thats why the Ermac community evolves so quickly, sharing the love mann XDI've also noticed the lack of arguing or even heated debates here. It's nice.
You know I was just thinking earlier about how ermac seems a lot more fleshed out than other characters (admittedly mostly talking about mos) and I honestly think it's because of this right here. Instead of 40 pages of bickering we use 15 pages of piecing the puzzle together lolWell we all love Ermac in here and we accept he has flaws, well not flaws he has character traits LOL, besides we all like helping each other out, and i believe thats why the Ermac community evolves so quickly, sharing the love mann XD
his ex push should do 10 % dmg instead of 6% i mean its still super punishable.we are many but we are one!, amazing group of like minded souls in here, only striving to keep our ermacs better despite his flaws, agree with @Metzos too, for me he's like the mk9 scorpion, high risk high reward, with punishable 50 50s.. imo should be the way 50 50 vortexes should be , other than that yeah, maybe a lil damage buff or less - frames on mystic push (because i really love this variation in tune with his space control roots in mk9 despite mos clearly being superior), and im complete,
I've been using Mystic more recently. I think mystic might be better against sub then MoS. What are your thoughts on that? Way easier to punish clone if done out of a block string. It does suck that sub can just slide if he blocks a tkp, so there is always that to be thinking about. One of the problems that mystic has I found at least, is that like you mentioned, ex push is only 6%... I figured it traded damage for the heal. But the heal is so small, is it really worth the bar?his ex push should do 10 % dmg instead of 6% i mean its still super punishable.
Or make ex push a little bit safer or even the regular one
in that match up i would use MoS cause sub can punish push easily with slideI've been using Mystic more recently. I think mystic might be better against sub then MoS. What are your thoughts on that? Way easier to punish clone if done out of a block string. It does suck that sub can just slide if he blocks a tkp, so there is always that to be thinking about. One of the problems that mystic has I found at least, is that like you mentioned, ex push is only 6%... I figured it traded damage for the heal. But the heal is so small, is it really worth the bar?
yea that is what I was thinking too. So what match ups do you actually prefer Mystic? I know you have mentioned kotal.in that match up i would use MoS cause sub can punish push easily with slide
Yea it does that too. Meter, hp and 6%I thought ex TP removed some of their meter too? Thats why it doesn't do that much damage
I've thought this for a long time, I think it's the only MU (and KJ for me too) where I prefer Mystic.I've been using Mystic more recently. I think mystic might be better against sub then MoS. What are your thoughts on that? Way easier to punish clone if done out of a block string. It does suck that sub can just slide if he blocks a tkp, so there is always that to be thinking about. One of the problems that mystic has I found at least, is that like you mentioned, ex push is only 6%... I figured it traded damage for the heal. But the heal is so small, is it really worth the bar?
I am not sure off the top of my head. Off a raw hang i usually try to do the PPJ/Nikolasss combo. Which is you step forward slightly. Enter in F21D2, but you let the first 2 hits whiff, so only the last hit hits them. You then run cancel into uppercut, then end with push.I've thought this for a long time, I think it's the only MU (and KJ for me too) where I prefer Mystic.
What is your max damage from raw hang though? (my punish for clone/EX bo swing)
The thing is even tho i feel the changes i said would fix the move itself, it will not fix the problem that i feel the character has in that variation. Lets take this to the more basic needs of such a move in the grand scheme of things, this move is intended to be a space creator correct? well it performs its function well enouth... but heres the deal in any fighting game ever, the need to create space between you and your opponent has only 1 objective, start a zonning game where your opponent might not have the tools to get in as easily, case and point Kenshi... well Ermac has no such Zooning, they took away his straight fireball to make MOS more unique, sooooo.... if he has no zooning tools why do you need to create such space? there is no reason what so ever... you are actually giving up positioning by doing TKP cause you just gave your opponent enouth space to start a neutral game where you cannot follow up pressure... So like i said before in a game with a run button and characters that teleport TKP is useless with out a zooning tool to complement it...I think we all have the same thoughts regarding mystic, for me a little fix for the normal and ex push, for the normal one its either make it 15 or 17? Well its hella punishable by anything haha, or lessen the - frames on recovery, kinda like the one in mk9, as for ex push, same proposed 15 - 17 damage, i dont mind not having the life gain as its totally useless imo, or 10% damage but it drains 1 whole bar of meter, yep same thoughts with 14k, i really love this variation as it sticks true with ermac's space control roots, but as of now its like im always at a disadvantage when im trying to risk a mixup and do a long combo and just get around 31-35 with a meter damage, as for the sub gm vs mystic matchup, yep its really risky, any blocked tele push can be easily punished by a slide, and that pushes you closer to the corner, kinda wish soul burst can shatter klones upclose, haha