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Guide - Ermac We Are Many: A Near Comprehensive Guide To Ermac WIP

While I am aware there are various YouTube videos and General Discussion Forums surrounding the topic. I am taking a shot at writing a Guide for this character from my own perspective having used him in some form or another since the launch of the game. Since this guide is written from my experience there may be some things others do not agree with. I also may have gotten some things wrong (Hence why its prefaced with W.I.P) Having never written something like this before, I am hoping to get some feedback from others who have, as well as other Ermac mains. I'm open to discussion and obviously will be making edits to the Guide as I go along. *


*Note as one would assume the Guide is meant for new players/ ones just picking up the character.


So, all of that being said. This is what I've done so far:
==========================================

*More Videos to come later

Overview:



In MKX Ermac's primary strength is whiff punishing. Across all 3 variations his punishment range extends to just before the Half Screen marker. While he lacks Overhead/Low transition to combo strings (ex: Erron Black F13). He does possess fast pokes, above average Anti Air's and an element of space control that other characters do not have.


Movement: Ermac's forward walk speed is decent, his back walk is slow. His back and forward dashes cover a healthy amount of ground. The forward dash in particular will take you from just outside of Jump range to within range of his F2. His run speed is also fairly quick.


*Note Ermac's mobility comes more into play when utilizing his Spectral Variation which will be covered later in the guide.



Pokes & Normals [As of 03/2016]



Ermac's normals are in my opinion well above average.



D1- 6 Frame Startup -6 on block +10 on hit 16 frames of recovery.



-Ermac was one of the original characters in the game to possess a 6 frame D1. This allows him to escape some types of block pressure from other characters, as well as punish those whose offense typically begins with a high. In the XL Patch, the block advantage was reduced from -10 to -6, taking Ermac from a character whose poke could be combo punished by some, to one where he simply must respect the opponent's return pressure. His D1 also has a very solid Anti Cross Up hitbox and can lead to a full combo if timed appropriately.





D3- 8 Frame Startup -6 On Block +15 On Hit 12 Frames of Recovery



-One of Ermac's better pokes. His D3 while a little slower than D1 also has more purpose to his pressure game. As with many characters, Ermac's D3 lowers his hitbox to low profile under high attacks. His D3 makes for a useful trip guarding tool against jumping opponents. This poke is also plus enough to jail into itself. Meaning, on hit Ermac can continue to press D3 and as long as it hits the opponent cannot jump, back dash or armor. We will take another look at D3 when discussing Ermac's jailing pressure.



D4- 11 Frame Startup -3 On Block +13 on hit 16 frames of Recovery



-D4 doesn't really come into play when looking at Ermac's tools up close. Despite the unorthodox animation the move does in fact hit low. It isn't very negative on block though at the same time with the recovery & hit advantage nothing is truly guaranteed after it. The purpose of this normal? It functions as one of Ermac's best Anti Air's. It still low profiles like D3, however with the upward hitbox, Ermac can anti air many jump ins, cross ups & Teleports on reaction and earn a full combo. D4 is also special cancellable, giving you multiple options for completing the combo in either cashing out damage or (In Master of Souls) Utilizing a vortex setup.



B1- 9 Frame Startup -9 On Block +13 on hit 23 frames of recovery.



-Ermac's B1 functions as one of his primary punish strings. Being a 9 frame High with a fairly wide range, Ermac can use this tool to punish moves with minimal pushback. Much like his D4 this move also offers a solid Anti Air Hitbox, capable of catching opponents rather easily from their front jump arcs. Due to the high recovery it can be difficult at first to transition B1 into full combo. Though it is well worth learning I wouldn't necessarily place it over D4.



Stand 1 & 2

1- 11 Frame Startup +2 On Block +8 on hit 12 frames of Recovery

2- 9 Frame Startup -3 On Block +18 on hit 18 frames of Recovery



- Ermac's stand 1 comes into use primarily for mixing up the opponent beftween 1 & 11 staggers. The move does possess an Anti Air Hitbox, though with such few Active Frames (3) You're much better off using B1,D4 or even D1 in it's place. Since some players have a tendency to poke after a blocked 11 (Since they suspect an incoming mixup) Feel free to use 11 into D1 on a read to gain frame advantage.



-Stand 2 has a very minimal Anti Air hitbox. However it does lead into 222. While the string does begin High, it does serve as one of Ermac's easier punish strings in the game. 2, and subsequently 222 can all be special cancelled, thus allowing Ermac a variety of combo opportunities depending on the variation in use.



B3/F4

B3- 13 Frame Startup -4 On Block +15 On Hit 25 Frames of Recovery

F4- 12 Frame Startup -20 On Block +3 On Hit 39 Frames of Recovery



-Ermac's '50/50' starters. Each one can lead to a potential high damage combo or vortex setup (When in Master of Souls) However each one is made based on a read. B3 while yielding slightly less damage per combo, is significantly safer on block. Ermac can fish or stagger it into another move on hit. His F4 does cover a fairly wide arc in front of his body, capable of catching an opponent out of a jump animation. F4 will always lead to the higher damage, though at the same time it is also the most negative on block. At -20 every character in the game can get a full combo punish. Thus it is rare to see Ermac do F4 without cancelling into something else, ex Soul Burst, F43, etc. The Low & Overhead can both be special cancelled of course, setting up Ermac for whatever combo he'd prefer to go with.


Anti Air Conversions [Mostly Universal: Demonstrated With Master of Souls]



Jailing Pressure




In the previous section we mentioned that D3 is the only normal Ermac has that will jail into itself. While this is true, the normal will also allow Ermac to Jail into his other strings as well.



D3- +15 on hit. While D1 will guarantee nothing outside of another poke on hit. Ermac's D3 guarantees another poke, B1 or Standing 2. All of which can be used to pressure an opponent, build meter if they opt to block, or lead to a full combo if they decide to disrespect your frames.






Meter Build



Ermac's primary method of building meter across all 3 variations includes Hover - Tele Stomp and whiffing Instant Air Soul Burst. When at full screen you're free to use both of these tools (responsibly) to begin building meter while at the same time inviting your opponent to come in and make a move.



*Note: It takes 17 Air Blasts to build 1 bar of meter.

: It takes 9 Hover - Tele Stomps to build 1 bar of m eter.



Due to the recent buff Ermac has received to B1. His combos off of teleport have become more damaging. As a result Ermac is one of the few characters who doesn't need to spend meter to get high damage from his combos. This leaves him with more meter for reversal & wake options. Or, in the case of Master of Souls, an easier time whiff punishing for full combo into vortex setups.


Variation Breakdown



Mystic:



Often heralded as the "MK9 Ermac' Mystic specializes primarily in whiff punishment and space control. The two attributes that set Ermac apart in Mystic is that Tele Hang (Db1) will suspend the opponent in mid air for a number of seconds, allowing Ermac to combo them at will. This move extends to just outside of sweep range and has limited anti air properties. The second of course is the now infamous TK Push (BF2) A mid hitting Force Push attack that sends the opponent roughly 1/3rd of the screen away. This move is also an excellent anti air as it's Hit Box extends to cover most of the space in front and on top of Ermac. The enhanced version of Tele Hang works the same as in his other variations. The preferred wake up option for Mystic is ex TK Push. While TK Push by itself is a 14 frame punish, ex TK Push actually comes out in 9 frames, allowing Ermac to punish far more moves in the game In addition to faster startup, EX Push will also drain a portion of the opponents meter AND grant Ermac a small health boost. Lastly, ex TK Push is -6 on block and has armor.*



*Due to an interesting quirk, if Ermac is hit while using TK Push, he may be able to recover and get a full combo while the opponent is suspended in the air.



*Due to Tele Hang's unique property of suspending the opponent, Ermac can use it then proceed to whiff 3 Instant Air Blasts to build meter. Or, you can whiff 1-2 (Depending on how low to the ground you perform them; and your space relative to the opponent and continue to combo them.



Damage: Of the 3 variations, Mystic has the lowest damage output without taking risks. The average combo will be roughly between 26-35% depending on the starter. If a combo is done off of a B3/F4 xxx Teleport starter (The riskiest) the damage can extend to upwards of 40% mid screen or 41% in the corner. Do not let the comparative damage dissuade you from using this Variation. Mystic excels in Space Control, so it is your job to end combos by pushing the opponent away. From there you can use a mix of Instant Air Blasts & Hover Stomps to build meter, gain chip damage & goad the opponent into doing something risky to get in. From there you can capitalize on your opponents over eagerness to punish and set them back to the other side of the screen.



Downside: The downside to Mystic is the unsafe nature of his zoning specials. Tele Hang has 13 frame startup, but massive recovery on whiff and is -51 or so on block. This essentially allows an opponent a free jump in combo if you make a bad read. TK Push on it's own has 14 frames of startup. Since the move has such a tall hit box it's unlikely it will whiff on most moves outside of Teleports & Back dashes. However TK Push is -24 on block. So, while many characters at max range cannot directly punish it. Using it up close opens you up for full combo. Note that some characters are capable of punishing a blocked TK Push even at the further ranges.*



Johnny Cage

Liu Kang

Jax

Kitana

Reptile

Scorpion

Sub Zero

Ermac





Combos [Video Showing Combos in order performed] [Note: NJP Tk Push can be subbed for easier execution but less damage]


Combo Demonstration Video:



9 Frame Start (B1) (High)

B12 xx Tele Hang ~ Whiff IAB ~ NJP ~ F21D2 ~ RC B12 ~F4 xx TK Push =27%
B12 xx Teleport ~ D1 xx Tele Hang ~ Whiff IAB ~ NJP ~ F21D2 ~ RC B12 xx TK Push =28%
B12 xx Teleport ~ D1 ~ F4 xx Tele Hang ~ Whiff IAB ~ NJP ~ F21D2 xx TK Push = 30%
B12xx Teleport ~ B12 ~ F21D2 ~ RC 4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK Push =36%



9 Frame Start (Stand 2) (High)

222 xx Teleport ~ D1 xx Tele Hang ~ Whiff IAB ~ NJP ~ F21D2 xx TK Push = 30%
22 xx Teleport ~ B12 ~ F21D2 ~ RC 4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK Push = 36%
12 Frame Start (F4) (Overhead)
F4 xx Tele Hang ~ Whiff IAB ~ NJP ~ F21D2 ~ B12 ~B12 xx TK Push =29%
F4 xx Teleport ~B12 ~F21D2 ~ RC 4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK Push = 40%
~ NJP xx TK Push = 37%


13 Frame Start (F2) (Mid)

F21D2 ~ RC B12 ~ B12 ~ B12 ~ F4 xx Tele Hang ~ Whiff IAB ~ NJP ~ St 4 xx TK Push =36%

~ D2 xx TK Push = 36%

F21D2 ~ RC F3 xx Teleport ~ B12 ~ B12 ~ F4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK Push = 39%
F21D2 ~ Ji3 xx Teleport ~ B12 ~ B12 ~ F4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK Push = 36%


13 Frame Start (B3) (Low)

B3 xx TK Lift ~ Whiff IAB ~ NJP ~ F21D2 ~B12 ~B12 xx TK Push = 27%
B3 xx Teleport ~ B12 ~F21D2 ~ RC St 4 xx Tele Hang ~ Whiff IAB ~D2 xx TK Push =38%


Neutral Jump Starter

NJP ~ F21D2 ~ B!2 ~ RC Stand 4 xx Tele Hang ~ Whiff IAB ~Ji2 xx TK Push = 30%
NJP F21D2 ~ B12 ~F4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK push =33%


Corner Combos
222 xxx Soul Burst Up ~ 222 xx Tele Hang ~ Whiff IAB ~ NJP ~F2D2 ~ St 4 xx TK Push =38%

~F21D2 ~ D1 xx TK Push =38%
F21D2 xx Soul Burst Up ~ St 4 xxx Lift ~ Whiff IAB ~ NJP ~ Stand 4 xx TK Push = 40%
F21D2 ~ NJP ~ JI2 ~B12 ~Stand 4 xx Tele Hang ~ Whiff IAB ~D2~ D1 xx Soul Burst =34%


Master Of Souls:

When you hear the phrase, "I hate playing against Ermac online." 9 times out of 10 this will be the variation the person is referring to. Master of Souls was originally Ermac's most viable variation. Combining his pressure tools and meter gain with possibly the highest practical meter-less damage in game. Master of Souls is equipped with 2 tools that help control the flow of the match. One of which is often seen as more 'gimmicky'. These tools are Disappear(DB3) and Soul Ball (BF2).


Disappear: At 17 Start Up frames, Disappear is a bit on the slow side. The positive is that once he is gone, Ermac is invulnerable towards all types of attacks minus throws. Projectiles & Normals will pass by him completely leaving you un-phased.


*Meter Burned "Vanish" The meter burned version of disappear. Starts up at the same speed. However, it makes Ermac completely invulnerable as he's disappearing. So, if your timing happens to be off using Disappear and you get pelted by a fireball, Vanish will negate all damage done.

Quirk* If the opponent uses a forward advancing move (ex Superman, Fly kick etc) as Ermac is vanishing. He will still not take any damage, however the opponent will recoil directly in front of him.

*Quirk 2 Though Disappear does have high recovery, Ermac can use it upwards of 3 times per jump.


Soul Ball: This move is the meat of Master Of Souls offensively and defensively. During the course of the match, Ermac will have at max 3 small souls orbiting his body, each one represents a level to Soul Ball.


Soul Trap: At the expense of 1 bar, Soul Ball will bind an opponent for an extremely short duration of time regardless of what level it is currently at. Not the best use of meter, use sparingly.


Level 1- High Projectile 8% Damage
Level 2- High Projectile 10% Damage
Level 3- Mid Projectile 8% Damage + Capture
Level 3 Soul Trap (Meter Burned) 10% Damage + Capture

Recharge: Roughly 4 seconds to go from 0 to Level 3



At it's max level, Soul Ball will ensnare an opponent for upwards of 3 seconds, leaving you free to combo them at will. Once an opponent is captured, you gain access to another special move known as "Soul Release" (BF1) This special will give off a 'burst' animation and launch the opponent up into the air. The height of the launch is of course determined by the amount of gravity scaling in your combo. Soul Release does also effect the damage scaling of Ermac's combos a bit more, so it's primary use is for Unbreakable Damage to seal the round, or to launch the opponent if Ermac happens to trade at full screen. Thereby allowing time for a Teleport B12 or D1 extension.



Soul Ball is the biggest threat in the variation at level 3 due to it's deceptively large hit box. Often times opponents will attempt to jump it only to hit the tail. It is also worth noting that being hit by a level 3 Soul Ball anywhere on the screen will ground & ensnare the opponent. This move can also be utilized in the air, making it very effective for jump happy opponents. With practice, one can even make use of an "Instant Air Soul Ball" performing the special low enough to stop jumps while at the same time hitting a grounded opponent. This special also leads to the Master of Souls Vortex. We will cover that later.





Pros: Master of Souls has some of the highest meter-less damage output of the current roster. The average touch from this variation can lead to 35-43% very easily. Corner combos extend to upwards of 50% damage if 1 bar of meter is used. Disappear can also be used very sparingly to bait jump ins or reversals, after which Ermac can re-appear and punish (To be used very sparingly) The biggest pro of all is of course Soul Ball. A mid hitting projectile that damages & binds the opponent


Cons: Master of Souls earned Ermac various titles such as, "The Unsafe God." "The Scorpion of MKX" and to some, "The most balanced 50/50 character." As you can imagine from such moniker's, Ermac's primary weakness is still how unsafe his specials are. When baited or used recklessly Vanish & Disappear can easily be anti aired with a D2 or full combo punish. The grounded version of both specials can also be grabbed freely. Soul Trap by itself is -23 on block which can be punished universally by the cast if done too close.



Master of Souls Vortex: You can't discuss Master of Souls without bringing the Vortex up. It was one of the most talked about aspects of this variation from the beginning. There were 4 integral parts of the Vortex overall.


The Opening Hit/Combo
The Soul Ball Capture
The Setup (B12)
The Mix Up (B3/F4)


The way it works is simple. You begin your hit or combo and end it will Soul Ball to ensnare the opponent. From that point you utilize Ermac's B12 string which on hit leaves him at +23. Essentially Ermac is so plus he is guaranteed B3 (13 frames of Startup) or F4 (12 frames of Startup) both of which can be cancelled into Teleport, allowing Ermac to restart the combo and end it with Soul Ball and making the opponent guess again.



The Vortex Then (Pre XL) vs The Vortex Now (Post XL)

The only drawback to the Vortex itself was that prior to the patch outside of a very specific setup, it required 1 bar of meter. Ermac would use a mix up, combo into Teleport and from there combo into Ex Lift to bring the opponent high enough in the air (while at the same time expending enough time for Soul Ball to recharge) To allow him a successful recapture. In the game's current edition, thanks in part to XL Buffs. Ermac's B12 string is now fast enough to combo from Teleport. This means that after the mix up, Ermac can combo his opponent without the use of meter long enough for Soul Ball to recharge. In short, a meter-less Vortex.



Combos [Video Showcasing In Order]



9 Frame Starter [B1 High]

B12 xx Soul Ball ~ Ji2 ~ F2D12 ~ B12 ~ B12 ~B12 ~F4 xx Soul Burst = 37%
B12 xx Teleport ~ D1 xx Soul Ball ~ Ji2 ~F2D12 ~ B12 ~ F4 xx Soul Burst = 36%
B12 xx Teleport ~ D1 ~ F4 xx Soul Ball ~ Ji2 ~F21D2 ~B12 ~F4 xx Soul Burst = 39%
B12 xx Teleport ~ B12 ~ F21D2 ~ Run Cancel B12 xx Soul Ball ~ Ji2 ~B12 = 33% + Vortex Setup


9 Frame Starter [2 High]

222 xx Soul Ball ~Ji2 ~F21D2 ~ B12 ~B12 ~F4 xx Soul Burst = 39%
222 xx Soul Ball ~Ji2 ~F21D2 ~ Ji3 xx Teleport ~ B12 ~ F4 xx Soul Burst = 40%
222 xx Soul Ball ~Ji2 ~ F21D2 ~ Run Cancel F3 xx Teleport ~B12 ~F4 xx Soul Burst = 41%
222 xx Teleport D1 xx ex Tele Hang ~ F21D2 ~ Run Cancel B12 xx Soul Ball ~ Ji2 ~B12 =35% + Vortex Setup [Male Only]


22 xx Teleport~ B12 ~ F21D2 ~Run Cancel B12 xx Soul Ball ~Ji2 ~B12 = 33% + Vortex Setup
222 xx Soul Burst Up ~ 222 xx Soul Ball ~Ji2~F21D2 ~NJP ~St4 xx Soul Burst = 45% [Corner]


12 Frame Starter [F4]

F4 xx Soul Ball ~ Ji2 ~F21D2 ~B12 ~B12~B12 ~F4 xx Soul Burst = 41%
F4 xx Teleport ~B12 ~F21D2 ~Run Cancel B12 xx Soul Ball ~Ji2 ~B12 = 37% + Vortex Setup
F4 xx Teleport ~D1 ~F4 xx Soul Ball ~Ji2 ~F21D2 ~B12 ~F4 xx Soul Burst =43%
F4 xx Teleport ~F3 xx Soul Ball ~Ji2 ~F21D2 ~B12 ~B12 xx Soul Burst = 44%
F4 xx Soul Ball ~Ji2~ F21D2 ~ St 4 xx Soul Burst Up ~ St 4 xx ex Tele Hang ~Run Cancel D2 ~D1 xx Soul Burst =50% [Corner Only]

**B3 can be substituted for F4 for slightly less percent damage.


13 Frame Starter [F2 Mid]

F21D2 ~B12 ~B12 ~B12 xx Soul Ball ~Ji2 ~B12 = 32% + Vortex Setup
F21D2 ~Ji3 xx Teleport ~B12 ~ F4 xx Soul Ball ~Ji2~ B12 =34% + Vortex Setup
F21D2 ~ Run Cancel F3 xx Teleport ~B12 ~F4 xx Soul Ball ~Ji2 ~B12 = 36% + Vortex Setup
F21D2 ~St 4 xx Soul Burst Up ~B12 xx Soul Ball ~ Back Dash ~ Ji2 ~B12 =37% + Vortex Setup [Corner]


17 Frame Startup [Soul Ball Mid]

Soul Ball ~ Ji2 ~F21D2 ~Ji3 ~B12 ~B12 ~F4 Soul Burst =37%
Soul Ball ~Ji2 ~F21D2~ Run Cancel F3 xx Teleport ~B12~B12 ~F4 xx Soul Burst =38%
Soul Ball ~ Soul Release ~ Teleport ~B12 ~F21D2 ~ Run Cancel F4 xx Soul Burst =32% [Full Screen Trade]


Spectral:


Spectral is considered by some to be Ermac's most viable and dangerous variation. It is also in the running for the most execution heavy of the three. Combining mobility with hit confirmable 50/50 pressure, Spectral gives Ermac the ability to both evade & rush down opponents at his leisure. This variation changes Ermac's existing special moves while adding a ability in "Spectal Charge". So you're asking how is Ermac different?

Soul Ascension: Ermac's most powerful and unique tool in Spectral. While Mystic & Master of Souls have Hover, a special move that guides Ermac directly to the top of the air, allowing for Stomp/Soul Burst/Teleport/ Soul Ball cancels. Soul Ascension grants Ermac the ability to freely fly about the screen. While flying he is faster than any character's walk speed and can only be caught by excessively dashing or running opponents. Soul Ascencion (Referred to from here out as S.A) grants Ermac access to new normals & alters the way his special moves operate. From S.A Ermac has 4 unique normals.


Soul Strike (S.A) 1 - 9 Frame Start Up [High] +9 On Hit +4 On Block

• A horizontal strike useful for quick confirms. However be advised as a High this normal can be ducked both in neutral and in blocking stances.


Crushing Fist (S.A) 2 - 10 Frame Start Up [Overhead] +2 On Hit -12 On Block

•A fast overhead strike with a deceptively tall hit box. Is the most used starter after S.A cancel's. Can be chained into SA 3 ~ 4 for max damage into either a 50/50 or a Teleport for combo extension.

Quick Kick (S.A) 3 10 Frame Start Up [Overhead] +13 On Hit -9 On Block

•A swift kick aimed down & Forward from Ermac. Useful for stopping jump in attacks when above the opponent. Most used for converting off of B3 S.A cancel. This move does not chain into other S.A normals, but it can be linked into S.A 4.


Swing Kick (S.A) 4 - 13 Frame Start Up [Overhead] +10 On Hit -12 On Block

•A horizontal kick. Has the slowest start up and smallest range of all S.A normals. Not as useful for combo starter's and rarely will you see it used outside of being linked from S.A 2~3.


Chain:


A buff Ermac receied with the Tremor Patch [8/31/2015] Ermac is now able to chain his S.A normals from SA 1~2~3~4. This, in addition to the aforementioned buff to B12 allows Ermac to easily confirm from Mid Screen & in the corner into max damage punishes. In addition it also allows Ermac to establish more unpredictable mix ups on his opponents.


Soul Charge/Spectral Charge: 9 Frame Start Up [Mid] +21 On Hit -23 On Block


•The second unique special move Ermac has in Spectral. Soul Charge is a 'Psycho Crusher' style move wherein Ermac launches himself across the screen towards the opponent. This move covers just a bit more than half the screen. It functions reasonably well as an Anti Air and can be used to punish a variety of moves & strings due to the fast start up. Can be meter burned for 1 hit of armor.


Soul Burst 8 Frame Start Up [Overhead] +10 On hit +1 On block


•Wait we already covered Soul Burst didn't we? Yes we did. However Ex Soul Burst did receive an adjustment unique to Spectral. When in S.A ex Soul Burst has 1 hit of Armor. Essentially this grants Ermac a plus frame armored overhead that can also be used to jail into B12 or a frame trap for a poke. It is this unique buff that also grants Ermac the ability to counter an opponent's armor in the corner off of S.A strings on the opponent's wake up.


Force Port 21 Frame Start Up [Mid] +52 On Hit -24 On Block


•Your first thought is likely going to be, "What is force port?" Which is a fair question. Most Ermac players don't make use of his Meter Burned Air Teleport. The Chip damage is okay (1.67%) though it's very unsafe on block. The move does launch, however his non meter Air Teleport will also allow for full combo. This move probably wont' be making its way into your arsenal too often. The one trait that does make it useful in the Spectral Variation is, like S.A Soul Burst, Force Port also receives 1 hit of armor when meter burned from S.A. In that regard it can be useful for counter armoring wake ups for full combo.


Combos: Spectral's base combos are largely the same as Mystic & Master of Souls. For that reason I will be showcasing the flight specific combos only.




Spectral Specific


B1 [9 Frame High]

B12 xx S.A 1~2~3~4 xx Teleport ~ B12 ~F21D2 ~ RC ~4 xx Soul Charge = 37% *
* F4 can be substituted for standing 4. It is easier to connect and does the same level of damage.

B12 xx S.A 1~2~3~4 xx Soul Blast = 24% *Provides opportunity for continued pressure.
xx Ground Slam = 25%

B12 xx S.A 1~2~3~4 xx ex Soul Blast ~B12 xx S.A 1~1~1~1~2~3~4 xx Soul Charge = 42% (Corner Only)


F2 [13 Frame Mid]

F21 xx S.A ~2~3~4 xx Teleport ~B12 ~F21D2 ~RC 4 xx Soul Charge =35%
F21 xx S.A ~2~3~4 xx Soul Blast = 21%
xx Ground Slam =22%


F21xx S.A~2~3~4 xx ex Soul Blast ~B12 xx S.A ~1~1~1~1~2~3~4 xx Soul Charge =40%
F21D2 ~ 4 xx S.A ~1~1~1~1~1~2~3~4 xx Soul Charge = 45% (Corner Only)


B3 [13 Frame Low]

B3 xx S.A ~3 xx Teleport ~B12 ~F21D2 ~ RC 4 xx Soul Charge =30%
B3 xx S.A ~1~2~3~4 xx ex Soul Blast ~B12 xx S.A ~1~1~1~1~2~3~4 xx Soul Charge =44% (Corner)


F4 [12 Frame Overhead]

F4 xx S.A ~2~3~4 xx Teleport ~B12 ~F21D2 ~RC 4 xx Soul Charge = 39%
F4 xx S.A ~2~3~4 xx ex Soul Blast ~B12 xx S.A ~1~1~1~1~2~3~4 xx Soul Charge = 44%


Neutral Jump Punch

NJP xx S.A ~1~1~1~1~1~1~2~3~4 xx Soul Charge = 38% (Corner)
NJP ~ 4 xx S.A ~1~1~1~1~1~2~3~4 xx Soul Charge = 40% (Corner)


Ex Soul Blast (Various Startup)


ex Soul Blast ~B12 xx S.A ~1~1~1~1~2~3~4 xx Soul Charge = 35% (Corner)

ex Soul Blast ~NJP ~B12 xx S.A ~1~1~1~2~3~4 xx Soul Charge = 33% (Corner) * Substitute Stand 4 for B12 and reach 36%


Misc Tools Pressure & Feints


Two underutilized tools for Ermac involve Instant Air Blast and B2. We covered Instant Air Blast in combos, though didn't really focus too much on it. The regular version of the Blast is roughly +1 on block when done at the lowest possible height. This gives Ermac a plus frame overhead attack that is virtually un-reactable. On hit it allows you to follow up with additional pressure. On block it is safe and can be used to frame trap the opponent with a D1 or D3. The meter burned version will launch on hit, allowing for additional combo opportunities. On block when done at the lowest possible height, the blast is roughly +9 and allows Ermac to jail the opponent with B12. While this doesn't benefit Master of Souls or Mystic as much, it does provide Spectral with okay chip damage and the possibility of a 50/50 mix up off of Soul Ascension.






That will conclude this guide for now. If there was something missed then it earns the title "Near Comprehensive." The Guide will be updated should there be some misinformation or a patch/hot fix that affects the character.
 
Last edited:

darth_infamous

#InfamousXO
Really well done. Interested to see how you examine MOS compared to Mystic. I like Mystic playstyle more, but MOS seems to be far easier execution for nearly the same damage.
 
Nothing I can think of. I write the guide in chunks as to not get overwhelmed and burned out. MOS may be next with Spectral being the last one I touch on.
 

Addhad

GOD OF EARTHRELM
Mos is bae but d4 is probably the best aa normal in the game. When you can easily aa sub zero kenshi and Lao VERY consistently also jump kicks with ease. Also you get a hard to droppable off of it that leads to 40%
 

Addhad

GOD OF EARTHRELM
Did u forget the 11 d3 instant air pressure? The 11 the d3 or an instant air as a safe 50-50
 
I apologize for the delay. Other projects & match up experience sets have been keeping me busy. The guide is now updated to give & demonstrate combos for the Master of Souls Variation.
 
The Guide has been updated to include a breakdown of the Spectral Variation, Spectral Combos, Instant Air Soul Blast & B2.

I pronounce this Guide finished, at least for the time being. Anything I missed will have earned the title of "Near Comprehensible". I will update the Guide from time to time, mostly if there is something incorrect or a future Hot Fix/Patch that somehow affects the character.

For the time being, please leave any feedback you like. I may do something like this in the future. Then again, it's a considerable amount of work so I may not.
 

Parasurama

Dragon
The Guide has been updated to include a breakdown of the Spectral Variation, Spectral Combos, Instant Air Soul Blast & B2.

I pronounce this Guide finished, at least for the time being. Anything I missed will have earned the title of "Near Comprehensible". I will update the Guide from time to time, mostly if there is something incorrect or a future Hot Fix/Patch that somehow affects the character.

For the time being, please leave any feedback you like. I may do something like this in the future. Then again, it's a considerable amount of work so I may not.
Thanks for the work, I have trouble linking the ascension to the 1 in Spectral - any tips?
 
Float 1 only links after B12 float cancel or b3 float cancel in the corner. After the b12 float then hold down and forward. You have enough time for Ermac to float down to the opponents eye level.
 
Excellent guide

While I am aware there are various YouTube videos and General Discussion Forums surrounding the topic. I am taking a shot at writing a Guide for this character from my own perspective having used him in some form or another since the launch of the game. Since this guide is written from my experience there may be some things others do not agree with. I also may have gotten some things wrong (Hence why its prefaced with W.I.P) Having never written something like this before, I am hoping to get some feedback from others who have, as well as other Ermac mains. I'm open to discussion and obviously will be making edits to the Guide as I go along. *


*Note as one would assume the Guide is meant for new players/ ones just picking up the character.


So, all of that being said. This is what I've done so far:
==========================================

*More Videos to come later

Overview:



In MKX Ermac's primary strength is whiff punishing. Across all 3 variations his punishment range extends to just before the Half Screen marker. While he lacks Overhead/Low transition to combo strings (ex: Erron Black F13). He does possess fast pokes, above average Anti Air's and an element of space control that other characters do not have.


Movement: Ermac's forward walk speed is decent, his back walk is slow. His back and forward dashes cover a healthy amount of ground. The forward dash in particular will take you from just outside of Jump range to within range of his F2. His run speed is also fairly quick.


*Note Ermac's mobility comes more into play when utilizing his Spectral Variation which will be covered later in the guide.



Pokes & Normals [As of 03/2016]



Ermac's normals are in my opinion well above average.



D1- 6 Frame Startup -6 on block +10 on hit 16 frames of recovery.



-Ermac was one of the original characters in the game to possess a 6 frame D1. This allows him to escape some types of block pressure from other characters, as well as punish those whose offense typically begins with a high. In the XL Patch, the block advantage was reduced from -10 to -6, taking Ermac from a character whose poke could be combo punished by some, to one where he simply must respect the opponent's return pressure. His D1 also has a very solid Anti Cross Up hitbox and can lead to a full combo if timed appropriately.





D3- 8 Frame Startup -6 On Block +15 On Hit 12 Frames of Recovery



-One of Ermac's better pokes. His D3 while a little slower than D1 also has more purpose to his pressure game. As with many characters, Ermac's D3 lowers his hitbox to low profile under high attacks. His D3 makes for a useful trip guarding tool against jumping opponents. This poke is also plus enough to jail into itself. Meaning, on hit Ermac can continue to press D3 and as long as it hits the opponent cannot jump, back dash or armor. We will take another look at D3 when discussing Ermac's jailing pressure.



D4- 11 Frame Startup -3 On Block +13 on hit 16 frames of Recovery



-D4 doesn't really come into play when looking at Ermac's tools up close. Despite the unorthodox animation the move does in fact hit low. It isn't very negative on block though at the same time with the recovery & hit advantage nothing is truly guaranteed after it. The purpose of this normal? It functions as one of Ermac's best Anti Air's. It still low profiles like D3, however with the upward hitbox, Ermac can anti air many jump ins, cross ups & Teleports on reaction and earn a full combo. D4 is also special cancellable, giving you multiple options for completing the combo in either cashing out damage or (In Master of Souls) Utilizing a vortex setup.



B1- 9 Frame Startup -9 On Block +13 on hit 23 frames of recovery.



-Ermac's B1 functions as one of his primary punish strings. Being a 9 frame High with a fairly wide range, Ermac can use this tool to punish moves with minimal pushback. Much like his D4 this move also offers a solid Anti Air Hitbox, capable of catching opponents rather easily from their front jump arcs. Due to the high recovery it can be difficult at first to transition B1 into full combo. Though it is well worth learning I wouldn't necessarily place it over D4.



Stand 1 & 2

1- 11 Frame Startup +2 On Block +8 on hit 12 frames of Recovery

2- 9 Frame Startup -3 On Block +18 on hit 18 frames of Recovery



- Ermac's stand 1 comes into use primarily for mixing up the opponent beftween 1 & 11 staggers. The move does possess an Anti Air Hitbox, though with such few Active Frames (3) You're much better off using B1,D4 or even D1 in it's place. Since some players have a tendency to poke after a blocked 11 (Since they suspect an incoming mixup) Feel free to use 11 into D1 on a read to gain frame advantage.



-Stand 2 has a very minimal Anti Air hitbox. However it does lead into 222. While the string does begin High, it does serve as one of Ermac's easier punish strings in the game. 2, and subsequently 222 can all be special cancelled, thus allowing Ermac a variety of combo opportunities depending on the variation in use.



B3/F4

B3- 13 Frame Startup -4 On Block +15 On Hit 25 Frames of Recovery

F4- 12 Frame Startup -20 On Block +3 On Hit 39 Frames of Recovery



-Ermac's '50/50' starters. Each one can lead to a potential high damage combo or vortex setup (When in Master of Souls) However each one is made based on a read. B3 while yielding slightly less damage per combo, is significantly safer on block. Ermac can fish or stagger it into another move on hit. His F4 does cover a fairly wide arc in front of his body, capable of catching an opponent out of a jump animation. F4 will always lead to the higher damage, though at the same time it is also the most negative on block. At -20 every character in the game can get a full combo punish. Thus it is rare to see Ermac do F4 without cancelling into something else, ex Soul Burst, F43, etc. The Low & Overhead can both be special cancelled of course, setting up Ermac for whatever combo he'd prefer to go with.


Anti Air Conversions [Mostly Universal: Demonstrated With Master of Souls]



Jailing Pressure




In the previous section we mentioned that D3 is the only normal Ermac has that will jail into itself. While this is true, the normal will also allow Ermac to Jail into his other strings as well.



D3- +15 on hit. While D1 will guarantee nothing outside of another poke on hit. Ermac's D3 guarantees another poke, B1 or Standing 2. All of which can be used to pressure an opponent, build meter if they opt to block, or lead to a full combo if they decide to disrespect your frames.






Meter Build



Ermac's primary method of building meter across all 3 variations includes Hover - Tele Stomp and whiffing Instant Air Soul Burst. When at full screen you're free to use both of these tools (responsibly) to begin building meter while at the same time inviting your opponent to come in and make a move.



*Note: It takes 17 Air Blasts to build 1 bar of meter.

: It takes 9 Hover - Tele Stomps to build 1 bar of m eter.



Due to the recent buff Ermac has received to B1. His combos off of teleport have become more damaging. As a result Ermac is one of the few characters who doesn't need to spend meter to get high damage from his combos. This leaves him with more meter for reversal & wake options. Or, in the case of Master of Souls, an easier time whiff punishing for full combo into vortex setups.


Variation Breakdown



Mystic:



Often heralded as the "MK9 Ermac' Mystic specializes primarily in whiff punishment and space control. The two attributes that set Ermac apart in Mystic is that Tele Hang (Db1) will suspend the opponent in mid air for a number of seconds, allowing Ermac to combo them at will. This move extends to just outside of sweep range and has limited anti air properties. The second of course is the now infamous TK Push (BF2) A mid hitting Force Push attack that sends the opponent roughly 1/3rd of the screen away. This move is also an excellent anti air as it's Hit Box extends to cover most of the space in front and on top of Ermac. The enhanced version of Tele Hang works the same as in his other variations. The preferred wake up option for Mystic is ex TK Push. While TK Push by itself is a 14 frame punish, ex TK Push actually comes out in 9 frames, allowing Ermac to punish far more moves in the game In addition to faster startup, EX Push will also drain a portion of the opponents meter AND grant Ermac a small health boost. Lastly, ex TK Push is -6 on block and has armor.*



*Due to an interesting quirk, if Ermac is hit while using TK Push, he may be able to recover and get a full combo while the opponent is suspended in the air.



*Due to Tele Hang's unique property of suspending the opponent, Ermac can use it then proceed to whiff 3 Instant Air Blasts to build meter. Or, you can whiff 1-2 (Depending on how low to the ground you perform them; and your space relative to the opponent and continue to combo them.



Damage: Of the 3 variations, Mystic has the lowest damage output without taking risks. The average combo will be roughly between 26-35% depending on the starter. If a combo is done off of a B3/F4 xxx Teleport starter (The riskiest) the damage can extend to upwards of 40% mid screen or 41% in the corner. Do not let the comparative damage dissuade you from using this Variation. Mystic excels in Space Control, so it is your job to end combos by pushing the opponent away. From there you can use a mix of Instant Air Blasts & Hover Stomps to build meter, gain chip damage & goad the opponent into doing something risky to get in. From there you can capitalize on your opponents over eagerness to punish and set them back to the other side of the screen.



Downside: The downside to Mystic is the unsafe nature of his zoning specials. Tele Hang has 13 frame startup, but massive recovery on whiff and is -51 or so on block. This essentially allows an opponent a free jump in combo if you make a bad read. TK Push on it's own has 14 frames of startup. Since the move has such a tall hit box it's unlikely it will whiff on most moves outside of Teleports & Back dashes. However TK Push is -24 on block. So, while many characters at max range cannot directly punish it. Using it up close opens you up for full combo. Note that some characters are capable of punishing a blocked TK Push even at the further ranges.*



Johnny Cage

Liu Kang

Jax

Kitana

Reptile

Scorpion

Sub Zero

Ermac





Combos [Video Showing Combos in order performed] [Note: NJP Tk Push can be subbed for easier execution but less damage]


Combo Demonstration Video:



9 Frame Start (B1) (High)

B12 xx Tele Hang ~ Whiff IAB ~ NJP ~ F21D2 ~ RC B12 ~F4 xx TK Push =27%
B12 xx Teleport ~ D1 xx Tele Hang ~ Whiff IAB ~ NJP ~ F21D2 ~ RC B12 xx TK Push =28%
B12 xx Teleport ~ D1 ~ F4 xx Tele Hang ~ Whiff IAB ~ NJP ~ F21D2 xx TK Push = 30%
B12xx Teleport ~ B12 ~ F21D2 ~ RC 4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK Push =36%



9 Frame Start (Stand 2) (High)

222 xx Teleport ~ D1 xx Tele Hang ~ Whiff IAB ~ NJP ~ F21D2 xx TK Push = 30%
22 xx Teleport ~ B12 ~ F21D2 ~ RC 4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK Push = 36%
12 Frame Start (F4) (Overhead)
F4 xx Tele Hang ~ Whiff IAB ~ NJP ~ F21D2 ~ B12 ~B12 xx TK Push =29%
F4 xx Teleport ~B12 ~F21D2 ~ RC 4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK Push = 40%
~ NJP xx TK Push = 37%


13 Frame Start (F2) (Mid)

F21D2 ~ RC B12 ~ B12 ~ B12 ~ F4 xx Tele Hang ~ Whiff IAB ~ NJP ~ St 4 xx TK Push =36%

~ D2 xx TK Push = 36%

F21D2 ~ RC F3 xx Teleport ~ B12 ~ B12 ~ F4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK Push = 39%
F21D2 ~ Ji3 xx Teleport ~ B12 ~ B12 ~ F4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK Push = 36%


13 Frame Start (B3) (Low)

B3 xx TK Lift ~ Whiff IAB ~ NJP ~ F21D2 ~B12 ~B12 xx TK Push = 27%
B3 xx Teleport ~ B12 ~F21D2 ~ RC St 4 xx Tele Hang ~ Whiff IAB ~D2 xx TK Push =38%


Neutral Jump Starter

NJP ~ F21D2 ~ B!2 ~ RC Stand 4 xx Tele Hang ~ Whiff IAB ~Ji2 xx TK Push = 30%
NJP F21D2 ~ B12 ~F4 xx Tele Hang ~ Whiff IAB ~ D2 xx TK push =33%


Corner Combos
222 xxx Soul Burst Up ~ 222 xx Tele Hang ~ Whiff IAB ~ NJP ~F2D2 ~ St 4 xx TK Push =38%

~F21D2 ~ D1 xx TK Push =38%
F21D2 xx Soul Burst Up ~ St 4 xxx Lift ~ Whiff IAB ~ NJP ~ Stand 4 xx TK Push = 40%
F21D2 ~ NJP ~ JI2 ~B12 ~Stand 4 xx Tele Hang ~ Whiff IAB ~D2~ D1 xx Soul Burst =34%


Master Of Souls:

When you hear the phrase, "I hate playing against Ermac online." 9 times out of 10 this will be the variation the person is referring to. Master of Souls was originally Ermac's most viable variation. Combining his pressure tools and meter gain with possibly the highest practical meter-less damage in game. Master of Souls is equipped with 2 tools that help control the flow of the match. One of which is often seen as more 'gimmicky'. These tools are Disappear(DB3) and Soul Ball (BF2).


Disappear: At 17 Start Up frames, Disappear is a bit on the slow side. The positive is that once he is gone, Ermac is invulnerable towards all types of attacks minus throws. Projectiles & Normals will pass by him completely leaving you un-phased.


*Meter Burned "Vanish" The meter burned version of disappear. Starts up at the same speed. However, it makes Ermac completely invulnerable as he's disappearing. So, if your timing happens to be off using Disappear and you get pelted by a fireball, Vanish will negate all damage done.

Quirk* If the opponent uses a forward advancing move (ex Superman, Fly kick etc) as Ermac is vanishing. He will still not take any damage, however the opponent will recoil directly in front of him.

*Quirk 2 Though Disappear does have high recovery, Ermac can use it upwards of 3 times per jump.


Soul Ball: This move is the meat of Master Of Souls offensively and defensively. During the course of the match, Ermac will have at max 3 small souls orbiting his body, each one represents a level to Soul Ball.


Soul Trap: At the expense of 1 bar, Soul Ball will bind an opponent for an extremely short duration of time regardless of what level it is currently at. Not the best use of meter, use sparingly.


Level 1- High Projectile 8% Damage
Level 2- High Projectile 10% Damage
Level 3- Mid Projectile 8% Damage + Capture
Level 3 Soul Trap (Meter Burned) 10% Damage + Capture

Recharge: Roughly 4 seconds to go from 0 to Level 3



At it's max level, Soul Ball will ensnare an opponent for upwards of 3 seconds, leaving you free to combo them at will. Once an opponent is captured, you gain access to another special move known as "Soul Release" (BF1) This special will give off a 'burst' animation and launch the opponent up into the air. The height of the launch is of course determined by the amount of gravity scaling in your combo. Soul Release does also effect the damage scaling of Ermac's combos a bit more, so it's primary use is for Unbreakable Damage to seal the round, or to launch the opponent if Ermac happens to trade at full screen. Thereby allowing time for a Teleport B12 or D1 extension.



Soul Ball is the biggest threat in the variation at level 3 due to it's deceptively large hit box. Often times opponents will attempt to jump it only to hit the tail. It is also worth noting that being hit by a level 3 Soul Ball anywhere on the screen will ground & ensnare the opponent. This move can also be utilized in the air, making it very effective for jump happy opponents. With practice, one can even make use of an "Instant Air Soul Ball" performing the special low enough to stop jumps while at the same time hitting a grounded opponent. This special also leads to the Master of Souls Vortex. We will cover that later.





Pros: Master of Souls has some of the highest meter-less damage output of the current roster. The average touch from this variation can lead to 35-43% very easily. Corner combos extend to upwards of 50% damage if 1 bar of meter is used. Disappear can also be used very sparingly to bait jump ins or reversals, after which Ermac can re-appear and punish (To be used very sparingly) The biggest pro of all is of course Soul Ball. A mid hitting projectile that damages & binds the opponent


Cons: Master of Souls earned Ermac various titles such as, "The Unsafe God." "The Scorpion of MKX" and to some, "The most balanced 50/50 character." As you can imagine from such moniker's, Ermac's primary weakness is still how unsafe his specials are. When baited or used recklessly Vanish & Disappear can easily be anti aired with a D2 or full combo punish. The grounded version of both specials can also be grabbed freely. Soul Trap by itself is -23 on block which can be punished universally by the cast if done too close.



Master of Souls Vortex: You can't discuss Master of Souls without bringing the Vortex up. It was one of the most talked about aspects of this variation from the beginning. There were 4 integral parts of the Vortex overall.


The Opening Hit/Combo
The Soul Ball Capture
The Setup (B12)
The Mix Up (B3/F4)


The way it works is simple. You begin your hit or combo and end it will Soul Ball to ensnare the opponent. From that point you utilize Ermac's B12 string which on hit leaves him at +23. Essentially Ermac is so plus he is guaranteed B3 (13 frames of Startup) or F4 (12 frames of Startup) both of which can be cancelled into Teleport, allowing Ermac to restart the combo and end it with Soul Ball and making the opponent guess again.



The Vortex Then (Pre XL) vs The Vortex Now (Post XL)

The only drawback to the Vortex itself was that prior to the patch outside of a very specific setup, it required 1 bar of meter. Ermac would use a mix up, combo into Teleport and from there combo into Ex Lift to bring the opponent high enough in the air (while at the same time expending enough time for Soul Ball to recharge) To allow him a successful recapture. In the game's current edition, thanks in part to XL Buffs. Ermac's B12 string is now fast enough to combo from Teleport. This means that after the mix up, Ermac can combo his opponent without the use of meter long enough for Soul Ball to recharge. In short, a meter-less Vortex.



Combos [Video Showcasing In Order]



9 Frame Starter [B1 High]

B12 xx Soul Ball ~ Ji2 ~ F2D12 ~ B12 ~ B12 ~B12 ~F4 xx Soul Burst = 37%
B12 xx Teleport ~ D1 xx Soul Ball ~ Ji2 ~F2D12 ~ B12 ~ F4 xx Soul Burst = 36%
B12 xx Teleport ~ D1 ~ F4 xx Soul Ball ~ Ji2 ~F21D2 ~B12 ~F4 xx Soul Burst = 39%
B12 xx Teleport ~ B12 ~ F21D2 ~ Run Cancel B12 xx Soul Ball ~ Ji2 ~B12 = 33% + Vortex Setup


9 Frame Starter [2 High]

222 xx Soul Ball ~Ji2 ~F21D2 ~ B12 ~B12 ~F4 xx Soul Burst = 39%
222 xx Soul Ball ~Ji2 ~F21D2 ~ Ji3 xx Teleport ~ B12 ~ F4 xx Soul Burst = 40%
222 xx Soul Ball ~Ji2 ~ F21D2 ~ Run Cancel F3 xx Teleport ~B12 ~F4 xx Soul Burst = 41%
222 xx Teleport D1 xx ex Tele Hang ~ F21D2 ~ Run Cancel B12 xx Soul Ball ~ Ji2 ~B12 =35% + Vortex Setup [Male Only]


22 xx Teleport~ B12 ~ F21D2 ~Run Cancel B12 xx Soul Ball ~Ji2 ~B12 = 33% + Vortex Setup
222 xx Soul Burst Up ~ 222 xx Soul Ball ~Ji2~F21D2 ~NJP ~St4 xx Soul Burst = 45% [Corner]


12 Frame Starter [F4]

F4 xx Soul Ball ~ Ji2 ~F21D2 ~B12 ~B12~B12 ~F4 xx Soul Burst = 41%
F4 xx Teleport ~B12 ~F21D2 ~Run Cancel B12 xx Soul Ball ~Ji2 ~B12 = 37% + Vortex Setup
F4 xx Teleport ~D1 ~F4 xx Soul Ball ~Ji2 ~F21D2 ~B12 ~F4 xx Soul Burst =43%
F4 xx Teleport ~F3 xx Soul Ball ~Ji2 ~F21D2 ~B12 ~B12 xx Soul Burst = 44%
F4 xx Soul Ball ~Ji2~ F21D2 ~ St 4 xx Soul Burst Up ~ St 4 xx ex Tele Hang ~Run Cancel D2 ~D1 xx Soul Burst =50% [Corner Only]

**B3 can be substituted for F4 for slightly less percent damage.


13 Frame Starter [F2 Mid]

F21D2 ~B12 ~B12 ~B12 xx Soul Ball ~Ji2 ~B12 = 32% + Vortex Setup
F21D2 ~Ji3 xx Teleport ~B12 ~ F4 xx Soul Ball ~Ji2~ B12 =34% + Vortex Setup
F21D2 ~ Run Cancel F3 xx Teleport ~B12 ~F4 xx Soul Ball ~Ji2 ~B12 = 36% + Vortex Setup
F21D2 ~St 4 xx Soul Burst Up ~B12 xx Soul Ball ~ Back Dash ~ Ji2 ~B12 =37% + Vortex Setup [Corner]


17 Frame Startup [Soul Ball Mid]

Soul Ball ~ Ji2 ~F21D2 ~Ji3 ~B12 ~B12 ~F4 Soul Burst =37%
Soul Ball ~Ji2 ~F21D2~ Run Cancel F3 xx Teleport ~B12~B12 ~F4 xx Soul Burst =38%
Soul Ball ~ Soul Release ~ Teleport ~B12 ~F21D2 ~ Run Cancel F4 xx Soul Burst =32% [Full Screen Trade]


Spectral:


Spectral is considered by some to be Ermac's most viable and dangerous variation. It is also in the running for the most execution heavy of the three. Combining mobility with hit confirmable 50/50 pressure, Spectral gives Ermac the ability to both evade & rush down opponents at his leisure. This variation changes Ermac's existing special moves while adding a ability in "Spectal Charge". So you're asking how is Ermac different?

Soul Ascension: Ermac's most powerful and unique tool in Spectral. While Mystic & Master of Souls have Hover, a special move that guides Ermac directly to the top of the air, allowing for Stomp/Soul Burst/Teleport/ Soul Ball cancels. Soul Ascension grants Ermac the ability to freely fly about the screen. While flying he is faster than any character's walk speed and can only be caught by excessively dashing or running opponents. Soul Ascencion (Referred to from here out as S.A) grants Ermac access to new normals & alters the way his special moves operate. From S.A Ermac has 4 unique normals.


Soul Strike (S.A) 1 - 9 Frame Start Up [High] +9 On Hit +4 On Block

• A horizontal strike useful for quick confirms. However be advised as a High this normal can be ducked both in neutral and in blocking stances.


Crushing Fist (S.A) 2 - 10 Frame Start Up [Overhead] +2 On Hit -12 On Block

•A fast overhead strike with a deceptively tall hit box. Is the most used starter after S.A cancel's. Can be chained into SA 3 ~ 4 for max damage into either a 50/50 or a Teleport for combo extension.

Quick Kick (S.A) 3 10 Frame Start Up [Overhead] +13 On Hit -9 On Block

•A swift kick aimed down & Forward from Ermac. Useful for stopping jump in attacks when above the opponent. Most used for converting off of B3 S.A cancel. This move does not chain into other S.A normals, but it can be linked into S.A 4.


Swing Kick (S.A) 4 - 13 Frame Start Up [Overhead] +10 On Hit -12 On Block

•A horizontal kick. Has the slowest start up and smallest range of all S.A normals. Not as useful for combo starter's and rarely will you see it used outside of being linked from S.A 2~3.


Chain:


A buff Ermac receied with the Tremor Patch [8/31/2015] Ermac is now able to chain his S.A normals from SA 1~2~3~4. This, in addition to the aforementioned buff to B12 allows Ermac to easily confirm from Mid Screen & in the corner into max damage punishes. In addition it also allows Ermac to establish more unpredictable mix ups on his opponents.


Soul Charge/Spectral Charge: 9 Frame Start Up [Mid] +21 On Hit -23 On Block


•The second unique special move Ermac has in Spectral. Soul Charge is a 'Psycho Crusher' style move wherein Ermac launches himself across the screen towards the opponent. This move covers just a bit more than half the screen. It functions reasonably well as an Anti Air and can be used to punish a variety of moves & strings due to the fast start up. Can be meter burned for 1 hit of armor.


Soul Burst 8 Frame Start Up [Overhead] +10 On hit +1 On block


•Wait we already covered Soul Burst didn't we? Yes we did. However Ex Soul Burst did receive an adjustment unique to Spectral. When in S.A ex Soul Burst has 1 hit of Armor. Essentially this grants Ermac a plus frame armored overhead that can also be used to jail into B12 or a frame trap for a poke. It is this unique buff that also grants Ermac the ability to counter an opponent's armor in the corner off of S.A strings on the opponent's wake up.


Force Port 21 Frame Start Up [Mid] +52 On Hit -24 On Block


•Your first thought is likely going to be, "What is force port?" Which is a fair question. Most Ermac players don't make use of his Meter Burned Air Teleport. The Chip damage is okay (1.67%) though it's very unsafe on block. The move does launch, however his non meter Air Teleport will also allow for full combo. This move probably wont' be making its way into your arsenal too often. The one trait that does make it useful in the Spectral Variation is, like S.A Soul Burst, Force Port also receives 1 hit of armor when meter burned from S.A. In that regard it can be useful for counter armoring wake ups for full combo.


Combos: Spectral's base combos are largely the same as Mystic & Master of Souls. For that reason I will be showcasing the flight specific combos only.




Spectral Specific


B1 [9 Frame High]

B12 xx S.A 1~2~3~4 xx Teleport ~ B12 ~F21D2 ~ RC ~4 xx Soul Charge = 37% *
* F4 can be substituted for standing 4. It is easier to connect and does the same level of damage.

B12 xx S.A 1~2~3~4 xx Soul Blast = 24% *Provides opportunity for continued pressure.
xx Ground Slam = 25%

B12 xx S.A 1~2~3~4 xx ex Soul Blast ~B12 xx S.A 1~1~1~1~2~3~4 xx Soul Charge = 42% (Corner Only)


F2 [13 Frame Mid]

F21 xx S.A ~2~3~4 xx Teleport ~B12 ~F21D2 ~RC 4 xx Soul Charge =35%
F21 xx S.A ~2~3~4 xx Soul Blast = 21%
xx Ground Slam =22%


F21xx S.A~2~3~4 xx ex Soul Blast ~B12 xx S.A ~1~1~1~1~2~3~4 xx Soul Charge =40%
F21D2 ~ 4 xx S.A ~1~1~1~1~1~2~3~4 xx Soul Charge = 45% (Corner Only)


B3 [13 Frame Low]

B3 xx S.A ~3 xx Teleport ~B12 ~F21D2 ~ RC 4 xx Soul Charge =30%
B3 xx S.A ~1~2~3~4 xx ex Soul Blast ~B12 xx S.A ~1~1~1~1~2~3~4 xx Soul Charge =44% (Corner)


F4 [12 Frame Overhead]

F4 xx S.A ~2~3~4 xx Teleport ~B12 ~F21D2 ~RC 4 xx Soul Charge = 39%
F4 xx S.A ~2~3~4 xx ex Soul Blast ~B12 xx S.A ~1~1~1~1~2~3~4 xx Soul Charge = 44%


Neutral Jump Punch

NJP xx S.A ~1~1~1~1~1~1~2~3~4 xx Soul Charge = 38% (Corner)
NJP ~ 4 xx S.A ~1~1~1~1~1~2~3~4 xx Soul Charge = 40% (Corner)


Ex Soul Blast (Various Startup)


ex Soul Blast ~B12 xx S.A ~1~1~1~1~2~3~4 xx Soul Charge = 35% (Corner)

ex Soul Blast ~NJP ~B12 xx S.A ~1~1~1~2~3~4 xx Soul Charge = 33% (Corner) * Substitute Stand 4 for B12 and reach 36%


Misc Tools Pressure & Feints


Two underutilized tools for Ermac involve Instant Air Blast and B2. We covered Instant Air Blast in combos, though didn't really focus too much on it. The regular version of the Blast is roughly +1 on block when done at the lowest possible height. This gives Ermac a plus frame overhead attack that is virtually un-reactable. On hit it allows you to follow up with additional pressure. On block it is safe and can be used to frame trap the opponent with a D1 or D3. The meter burned version will launch on hit, allowing for additional combo opportunities. On block when done at the lowest possible height, the blast is roughly +9 and allows Ermac to jail the opponent with B12. While this doesn't benefit Master of Souls or Mystic as much, it does provide Spectral with okay chip damage and the possibility of a 50/50 mix up off of Soul Ascension.






That will conclude this guide for now. If there was something missed then it earns the title "Near Comprehensive." The Guide will be updated should there be some misinformation or a patch/hot fix that affects the character.[/excellent guide, very nice
 
Typin issues with this iPad, It was suppose to have said, EXCELLENT GUIDE, VERY NICE, based on frame data of start up and block adv., what are your go to start up basic moves and basic kombos to either lead into a f4 or f3 link then to a cancel or a direct cancel, I like d1, d4, d3, b3, 112 and f21d2 and 22 or 222, I really like the Mac daddy and my saying is "take it off the rack, give me slack, put it back, hate the whopper, love the Big Mac" partial lyrics to the song "it takes two", by rob base and dj e-z Rock in 1988, came out my final year of graduate school, yes iam an old fart
 
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