BoromiRofGeo
Noob
Ermac
Let us all post our observation of match-ups. Who thinks what & so forth. Post videos of problematic matches, and let us discuss them together.Please be civil. This is topic for everyone.
But written below is just my personal thoughts and representations of match-ups, which doesn't mean they are 100% right or legit. They are just subjective. Let us discuss them, as well as match-up numbers in civil manner. After that, match-up numbers will change accordingly, from subjective to objective, based on general consensus.
Make a post in this manner: Character>Downside>Upside (or upside>downside doesn't matter) and our dear Zaf (or mb me) will update posts this first post to include your overview.
is this is a good idea?
Cassie Cage
- Downside: Today I've played with Arzzu (Russia-MFA2014 1st place) Cassie Cage. I can't say there is something specific that should be mentioned, except for Cassie's 50/50. Once she corners Ermac (usually in 1-2 combo) it is basically slaughter. Her rockets are very hard to fuzzy guard, when she sends both overhead and low at the same time. I'm no expert in mkx, but i'm not even sure it can be fuzzy guarded. I think it is guaranteed for her.
- Upside: Cassie loses mid/far battles, as well as zoning and space control by great margin. If Ermac restricts her movement by doing clever ground slams, as well as instant air soul balls that restrict Cassie jumping on you, she is forced to turtle. By jumping backwards and doing levitate mid-air, then instantly doing slam, forces Cassie to guard low all the time. If she tries to run >>> soul ball. If she tries to jump on you >>> iASB. If she tries to zone/rocket you >>> trade into Soul Ball.
- Conclusion: (4-6) This match up reminds me of Johnny Cage vs Kabal in mk9. Despite the fact that Ermac is much worse zoner in mk10, and more of a rushdown, this matchup is especially problematic. Because Cassie has very fast d1, which even outperforms Ermac's great d1. Ermac's goal in this match up is to try keep as less contact with her as possible, try to catch her with any tool, be that b3/f4 or SoulBall and try to kill her immediately with vortex. If you won't kill her with vortex, then she will... without mercy or second thought.
Kotal Kahn
- Downside: This guy over here is just a footsie monster. He is a killer machine without a doubt. His d3 and especially d4 is so goddamn good that he destroys Ermac's pokes all day long. He crushes Ermac's attempts to play footsie game.
- Upside: Ermac feels really safe at long distance. Occasionally throwing slams and soul balls in attempt to catch advancing Kotal.
- Conclusion: (5-5) It may be hard for Ermac to compete with Kotal, especially a moving tank like War God, but it is not impossible. Due to sheer amount of huge damage Ermac might just drag Kotal down.
Jax Briggs
- Downside: I would say that it is ironic that in MK9 Ermac mutilates Jax, but in actual matchup exactly opposite takes place. I hoped that in MK10 Jax wouldn't be such a pain in the **s, but he is. Jax in MK10 is a better version of his previous iteration. Jax feels alright at long distance, but he becomes an unstoppable force if he so chooses, and there is nothing that Ermac can do. It is basically trying to destroy a military tank with a pistol... Jax destroys Ermac up-close and personal with his glorious normals.
- Upside: Ermac might try to trade soul ball, but in my experience it doesn't work.
- Conclusion: (4-6) Jax has so many forward advancing moves, some with armor even, that it is practically impossible to stop this man. Once Jax corners Ermac, which is basically one or two combos at mid-screen - it is a GG. Good luck getting out without armor. (PS. Soul blast is broken, it practically doesn't work, and even if it hits, Ermac usually loses trade battle and doesn't gain any tactical advantage even if Soul Blast hits opponent)
Kung Jin
- Downside: If you mained Ermac in mk9, you would know, how much we hated Ex-Kartwheel. Kung Jin's Bojutsu variation, and his multiple staff spins are working exactly like Sonya Blade's kartwheel in MK9. It is an armored combo starter, which many, if not all Kung Jin players like to abuse. It leads to tremendous amounts of damage, and to be completely honest, I envy characters like Kung Jin, who brainlessly and mindlessly turn on armored move, time it slightly, trade and do 40%. This is where Kung Jin outperforms Ermac. Ermac due to pushback from staff, cannot full combo punish Kung Jin's EX-specials. It is possible do punish lunge kick (bf3) and some of his spins with standing 2(9f), but I find it very hard to do. Also, in here should be noted, that due to specials coming out of block immediately as inputted, I find it very easy to punish lunge kick(-14f) with soul burst (11f). Drawback is that it only does 5 damage, which is usually not respected by Kung Jin players.
- Upside: Only guaranteed way Ermac can punish Kung Jin and make him stop his spamming is by punishing him with EX-lift/lift (due to slow normals). Raw lift (outside of mystic) leads to just 4% damage, while EX-lift leads to 30+ vortex.
- Conclusion: (4-6) By doing ex-lift punishes once or twice, you're making Kung Jin respect your options, after which Ermac can outperform him in footsie or mid-range battle, nevertheless, it is easier said than done.
Takeda Takashi
- Downside: Takeda might be slow like a turtle, but he tries to play similar game as Ermac, but with different tools. While Ermac has access to powerful, although very punishable low/overhead setups up-close, Takeda maintains very strong and dominant position at mid-space. Takeda doesn't like to be in your face and doesn't want you to be in his face. This is exactly where problems start. Takeda does surprisingly good job keeping Ermac away. He feels safe as well as at distance, zoning, as well as at mid-space. Due to lack of armored moves, or some forward advancing moves, it becomes quite problematic to approach this youngster. Ermac's teleport does alright job, but it is extremely full combo punishable. (i miss day1 tournaments when Ermac players where getting away with murder xD)
- Upside: Once up close, Takeda will try to initiate his mix-up game, but once you'll figure it out, it should prove no problem to outplay him up-close. Ermac has better normals and access to low/overhead which leads to vortex.
- Conclusion: (5-5) Force (or wait) for Takeda to spend his meter in frustration on his specials, block them successfully few times, and then go for full vortex. Good luck breaking that, kid.
Scorpion (outdated since scorp nerf)
- Downside: Let us be honest here... Scorpion drew a long straw in MKX. Has viable all three of his variations (!!!), has amazing specials, amazing normals and what not. Scorpion wins in absolutely every department compared to Ermac. Footsies? Of course he outperforms Ermac, especially Ninjutsu variation. Zoning? He can mind***k with minions in his Inferno variation, and absolutely cannot be zoned due to amazing teleport. Specials? Well, good luck punishing that takedown or minions at fullscreen. But wait, there is more................................................ Hellfire.
- Upside: Really, none. I do not know what is upside in here.
Conclusion: - Hellfire (3-7) In here especially should be noted Hellfire variation. In mk9 we had Kabal with his broken rushdown and Nomad dash cancels, you don't need me to remind you how difficult it was for Ermac to get out of his pressure without armor... well, guess what, Kabal returned in MKX in the face of Scorpion. Hellfire's pressure is so daunting for Ermac, that you can even spend whole round trying to get out. It is not like we can turn on some magic mambo jambo armored move...
- Inferno (6-4) This variation shouldn't be such intimidating as hellfire variation. Ermac is able to punish almost all of Scorpions specials. Including his takedown (bf4) which can be punished with f4 with ease.
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