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Combo List - Erron Black Erron Black Combo Thread (Updated 15.05.15)

Pakman

Lawless Victory!
Generally speaking, the combo system works like this
Starter/Launcher - filler - ender.

Starters
F1 string variations
B3 string variations
11 string variations

Launchers
* 112 (8 frame punisher, launches at an angle - requires Run Cancels)

* b32u1 (low starter, "normal" pop up)

* Db4 (Marksman and Gunslinger only; in Outlaw, this move is replaced with Sand cloud that acts as a combo extender)

* Db2 (Marksman only, AA launcher )

* b2 (slight angle [can follow up without running], raw standing launch, relaunches, great in corner)

* EX sand grenade (great mid screen combo extender in all variations, can follow up without Run cancels)

Enders:
21122 (put em up)
2112xxdbf2 (above combo into sand tackle)
F2xxdbf2
121 (last hit is overhead, smashes opponent straight down, potential for oki set ups)
F232 (last hit shoots opponent full screen)

Here's a selection of Kombos from the thread so far.

Universal Kombos (WIP)
b32u1, f2,4, dbf2 (26%)
B32u1, njp, ji3, b12xxdbf2 (31%, corner only)
B33 xx EX sand grenade, njp 1, f12 xx dbf2 - (36%, 1 bar)

Gunslinger Combos:

Ok so here's my recommended bnbs with Gunslinger , these can also be done in Marksman but there are other optimal combos for that variation.

11b3

11b3xxSO3 17%

11b3xxSS 17%

11b3xxEX SG NJP RC f24 211xxST 34% 1 Meter

11b3xxEX SG NJP RC b33xxEX SG 211xxST 39% 2 Meter

(Corner) 11b3xxdb4 4xxdb4 21122xxST 36%

(Corner) 11b3xxdb4 3xxdb4 NJP f24xxCT 29% Caltrops setup

(Corner) 11b3xxEX SG 4xxdb4 NJP FJ1 21122xxST 39% 1 Meter

(Corner) 11b3xxEX SG 4xxdb4 NJP FJ1 f24xxCT 34% Caltrops setup 1 Meter

(Corner) 11b3xxEX SG 4xxdb4 NJP FJ1 21122xxCT 36% Caltrops setup 1 Meter

112

112 rc 2112xxST 23%

112 rc f24xxCT 15% Caltrops setup

(Corner) 112 4xxdb4 21122xxST 29%

(Corner) 112 4xxdb4 f24xxCT 22% Caltrops setup

f13/f12

xxSO3 17%

xxSS 17%

xxEX SG NJP RC f24 211xxST 34% 1 Meter

xxEX SG NJP RC b33xxEX SG 211xxST 40% 2 Meter

(Corner) xxdb4 4xxdb4 21122xxST 37% ( doesn't work on females )

(Corner) xxdb4 3xxdb4 NJP f24xxCT 30% Caltrops setup ( doesn't work on females )

(Corner) xxEX SG 4xxdb4 NJP FJ1 21122xxST 40% 1 Meter

(Corner) xxEX SG 4xxdb4 NJP FJ1 f24xxCT 35% Caltrops setup 1 Meter

(Corner) xxEX SG 4xxdb4 NJP FJ1 21122xxCT 37% Caltrops setup 1 Meter

b33/b32

xxSO3 19/17 %

xxSS 19/17 %

xxEX SG NJP RC f24 211xxST 36/ 34 % 1 Meter

xxEX SG NJP RC b33xxEX SG 211xxST 42/40 % 2 Meter

(Corner) xxdb4 4xxdb4 21122xxST 39/37 % ( doesn't work on females )

(Corner) xxdb4 3xxdb4 NJP f24xxCT 32/30 % Caltrops setup ( doesn't work on females )

(Corner) xxEX SG 4xxdb4 NJP FJ1 21122xxST 42/40 % 1 Meter

(Corner) xxEX SG 4xxdb4 NJP FJ1 f24xxCT 37/35 % Caltrops setup 1 Meter

(Corner) xxEX SG 4xxdb4 NJP FJ1 21122xxCT 39/37 % Caltrops setup 1 Meter

b32u1

b32u1 JF1 RC 2112xxST 29%

b32u1 RC f24 2112xxST 29%

b32u1 RC f3xxdb4 RC 211xxST 31%

b32u1 RC f24 f24xxCT 22% Caltrops setup

b32u1 RC NJP RC f24 f24xxCT 25% Caltrops setup ( harder )

b32u1 RC b33xxEX SG 211xxST 36% 1 Meter

(Corner) b32u1 4xxdb4 NJP FJ1 21122xxST 37%

(Corner) b32u1 4xxdb4 NJP FJ1 f24xxCT 31% Caltrops setup

(Corner) b32u1 4xxEX db4 NJP FJ1 21122xxST 40% 1 Meter

(Corner) b32u1 4xxEX db4 NJP FJ1 f24xxCT 35% Caltrops setup 1 Meter

21122

xxST 24

xxSS 22%

2112xxSO3 18%

2112xxEX SG NJP RC f24 211xxST 34% 1 Meter

2112xxEX SG NJP RC b33xxEX SG 211xxST 39% 2 Meter

(Corner) xxdb4 NJP FJ1 21122xxST 36%

(Corner) xxdb4 NJP FJ1 f24xxCT 30% Caltrops setup

(Corner) xxEX db4 NJP FJ1 21122xxST 40% 1 Meter

(Corner) xxEX db4 NJP FJ1 f24xxCT 34% Caltrops setup 1 Meter

(Corner) 2112xxEX SG 4xxdb4 NJP FJ1 21122xxST 40% 1 Meter

(Corner) 2112xxEX SG 4xxdb4 NJP FJ1 f24xxCT 35% Caltrops setup 1 Meter

(Corner) 2112xxEX SG 4xxdb4 NJP FJ1 21122xxCT 37% Caltrops setup 1 Meter

Marksman Combos:
Optimal (to my knowledge) 1 Bar midscreen combos:


1 - B33 xx GC 21122 xx EX BF3 F3 xx DB2 Run 211 xx DBF2 - 39%
- 21122 xx DBF2 - 41%

3 - B33 xx GC 21122 xx EX BF3 Run B33 xx DB2 Run 211 xx DBF2 - 40%

4 - B33 xx GC 21122 xx EX DB2 Run F3 xx DB2 Run 211 xx DBF2 - 42%
- 21122 xx DBF2 - 44%


Outlaw Combos:
Mid screen

B3,2,U1, NJP, Dash, F3, 2+4 (26%)
starter~db4, walk forward, b32u1, njp, dash, f24, 211~dbf2 (30%)
starter~db4, walk forward, b32u1, njp, ji4, f24~close caltrops (26% + hard knockdown on DoT setup)
jip b33 Sand Toss jip b32u1 njp run b33 Tarkatan Stab (40% or 45% ending with EX T.S)

Corner only:

jip b33 Close Sand Shot Uppercut 11 b33 EX TS: (51%, 2 bars)
 
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Pakman

Lawless Victory!
Working on gunslinger variation myself. The problem I have encountered so far is gunslinger specific moves don't really combo very well

Stand off stance (SOS) > 2 (AA) for instance cannot be followed up, and whilst it can be used as a combo ender he has more non-variation specific damaging ones tbh.

But he can do for example 11xxSos > 4 (low shots) for a 7 hit combo (Iirc ~13% damage) which is a decent enough mix up. I believe he has another combo that goes naturally into SOS 3 (retreating shot) but haven't pulled it off yet.

I haven't been able to connect regular coin flip off anything yet, 'll try tomorrow.
 
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Xerclipse

"I saw you staring"
Working on gunslinger variation myself. The problem I have encountered so far is gunslinger specific moves don't really combo very well

Stand off stance (SOS) > 2 (AA) for instance cannot be followed up, and whilst it can be used as a combo ender he has more (universal) damaging ones tbh.

But he can do for example 11xxSos > 4 (low shots) for a 7 hit combo (I forgot the damage to be honest). I think he has another combo that goes naturally into SOS 3 (retreating shot) but haven't pulled it off yet.
Ahhh so its one of those variations/characters where you gotta pull teeth or they barely have anything to form a decent combo with damage? Yeah Mortal Kombat 9 and Injustice has characters like that all around. Fatal 8 seemed like the varations and combos there make the combos look easy and show true potential. Its very frustrating to play as those characters because there are these other greater characters out there who form nice combos while you are stuck with bare basic moves that can't follow up on. Noob Saibot was one of those for me but his combos were heavy on certain conditions.

I don't have the game early yet, but Gunslinger was one of my variations I wanted to main as. But I am skeptical about it because I don't see too many combo videos of it. All of his other variations have something but not Gunslinger yet. But time will tell. Even in the Kombat Kast stream showing him off, I thought back on his moveset and his variation moveset doesn't look like its easy to follow up on. Am a little dissapointed in that.
 

Pakman

Lawless Victory!
GUNSLINGER SWAG COMBO

Corner only:
Njp, enhanced money shot (df1), f2xxdbf2 - 31% (requires some dexterity and the follow up after money shot is very tight)

You can use Enhanced money shot as a combo extender in corners. However, you have to use njp or b2 to get sufficient air time/frame data to actually connect with enhanced money shot. Also, damage scaling kicks in heavily as you approach the mid 20s, preventing anything over 31% :(

Mid screen, you can still use njp > enhanced money shot but then you have to literally run to get anything out of it

EDIT: I'll upload some of these combos tomorrow, I don't have the dexterity for run combos though so don't expect anything too flashy!
 
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Crathen

Death is my business
Just a taste...

Gunslinger / Marksman corner combo

b32u1 4xxdb4 NJP f24 11b3xxdbf2 36% meterless

Midscreen variation free

b32u1 RC f24 f3xxdbf2 28(29?) %

Midscreen 1 bar

f13xxEX db3 NJP RC f24 f3xxdbf2 34%
 

RizRaz

Errons with combos - always hot.
Alright Cowboys, Cowgirls and Cowpokes. I sure hope somebody figures out something with Gunslinger, because so far - I got nothin'. Great hat, not so great combo potential. Marksman and Outlaw seem pretty good though.

If there's anything variation specific I know of I'll list it in bold. On that note, since db4 is different in Gunslinger and Marksman - any combo with a cancel (xx) into db4 will likely not work when playing as Gunslinger/Marksman Erron.

Midscreen BnB - You can start these with f12 OR f13. f13 hits Overhead, Low, making it a bit more of a tough cookie to block. f12 is -6 on block, while f13 is -9 on block.

Meterless
  • (Outlaw) f12xxdb4, b32u1, 2112xxdbf2 - 28% (Note: I believe 21122 only comes out as 211 OR 21122. Dial 21122 and input the special when 2112 comes out)
  • (Outlaw) f12xxdb4, b32u1, 21122xxbf4 - 28%
  • (Outlaw) f12xxdb4, b32u1, 211 df2 - 26% combo + 6.3% bleed for 32.3%
1 Bar
  • (Marksman) f12xxdb2EX, 1xxdbf2 - 34%
  • (Marksman - Half a Stamina Bar) f12xxdb2EX, Run forward, f24, 2112xxdbf2 - 38%
I'll be editing this post as I find out more and hopefully make combos better as more stuff gets found.
 
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RiBBz22

TYM's Confirmed Prophet/Time-Traveler
How much damage is lost when using the f12 starter over f13? I am at work and unable to check at the moment, but I figured f13 would be better for combos since the string hits overhead, low and you can still cancel into anything.
 

RizRaz

Errons with combos - always hot.
How much damage is lost when using the f12 starter over f13? I am at work and unable to check at the moment, but I figured f13 would be better for combos since the string hits overhead, low and you can still cancel into anything.
For the combos I've posted so far, f13 still works just fine and comes out at 28% for the command grab finisher. The only difference is that you need to walk forward a step or so before performing b32u1, since f13 knocks the opponent a little further away than f12.

Matter of fact I think the scaling is exactly the same on those combos with both f12 and f13. It's just the step forward that changes which isn't difficult in the slightest. Nice catch!
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
For the combos I've posted so far, f13 still works just fine and comes out at 28% for the command grab finisher. The only difference is that you need to walk forward a step or so before performing b32u1, since f13 knocks the opponent a little further away than f12.

Matter of fact I think the scaling is exactly the same on those combos with both f12 and f13. It's just the step forward that changes which isn't difficult in the slightest. Nice catch!
Yeah last night I was doing all my combos with f12 and then I did f13 a few times and was like overhead low....ok I am sold, this is dirtay!
 

HeroesNZ

Baconlord's Billionaire Sugar Daddy
Marksman can get pretty good meterless damage: B33 xx DB2 1 xx DB2 112 NJP 112 211 xx DBF2 - 37%.
I could only play for an hour so most of my time was spent getting a feel for the game. I'm sure he can get much higher than this.
 

HeroesNZ

Baconlord's Billionaire Sugar Daddy
Outlaw's meterless damage is amazing. Corner: B33 xx DB4 B32U1 NJP JK F24 112 11 xx DBF2 - 41%.
I feel like Marksman & Outlaw will be his go-to variations. I messed around with Gunslinger for a bit & couldn't really find much reason to pick it over the other two, apart from the cool hat.
 
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HeroesNZ

Baconlord's Billionaire Sugar Daddy
is it possible to end the combo with the impale instead of the tackle? or is it to slow
It's too slow, however you can cut the combo short and end with F24 xx Impale for roughly 37% (can't remember) + DoT.
 
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Groove Heaven

Jobber-baron
Marksman corner combos:

f12~db2, b2~db4, njp, b12~dbf2 --- METERLESS 34%

f12~db1 MB, ji4 (early), b12~dbf2 --- ONE BAR 36%

For both of these, you can do f24, d1~dbf2 instead of the b12~dbf2 for the same damage. I can't get f24, 2112~dbf2 in either of these to work

Marksman midscreen combo:

f12~b2, f12~dbf2 --- METERLESS 29%
 
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StevoSuprem0

I'm gonna make this skill gap... disappear.
Been messing with Marksman in the corner. Timing on this is pretty easy, and it's a very solid setup.
Start with either b13 or b33 for the overhead/low mixup and do the following:
starter xx db2, enhance, njp, db2, f24 ender.
f23 produces a hard knockdown and is cancellable, so you can go into either dbf2 for damage (39-41%) or db3b for caltrops setup that leaves you AT ADVANTAGE and still nets you 35-37% + whatever bleed they take getting up. Let's you continue oki, or block a read armored wakeup and just keep pressuring them on the caltrops. You can just throw them as they are standing up and net a total of around 55% lol. Pretty sick.
 
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