+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ M M K K D D EEEE CCC EEEE P P TTTTT IIIII OOOO N N MM MM K K :: D D E C E P P T I O O NN N M M M KK D D EEE C EEE P P T I O O N N N M M K K :: D D E C E P T I O O N NN M M K K D D EEEE CCC EEEE P T IIIII OOOO N N +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ EEEE RR M M AA CCC E R R MM MM A A C EEE RR M M M AAAA C E R R M M A A C EEEE R R M M A A CCC +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Mortal Kombat Deception Ermac guide VFinal for PS2/Xbox by Mobius Gear1 This should be the only version posted on a site. ============================================================================= Introduction: ============================================================================= Welcome. I'll keep this short. I like Ermac...I make Ermac guide :) This only covers Eramc in the fighting game mode, not the chess or puzzle games. My name is MobiusakaBorat on the MKO (MortalKombatOnline.com) boards. I also occasionally visit the gamefaqs.com boards with the name Mobius Gear1. I am a Ps2 exclusive player...I dont have an xbox. Thats it, lets get started. NOTE: I will NEVER play online with any name such as Mobius Gear1 or MobiusakaBorat or EVER reveal myself in any way as the creator of this guide. If anyone is claiming to be me, they are NOT. This is in regards to some mails I have been getting revealing some impersonators. ============================================================================= LEGAL MUMBO JUMBO: ============================================================================= This FAQ is copyright Mobius Gear1. You cannot steal or borrow this FAQ without written consent from me. This FAQ may only be on Mortalkombatonline Gamefaqs or thegenie.net. No where else and must fully credit me. I hope you all enjoyed this, and I hope it taught you something about our beloved Ermac. ============================================================================= Updates: ============================================================================= New to version 1.0 - Updated the Special Move Section - added strat/uses/ratings - Updated the Strategy sections 5.1(DT methods) and 5.2(mixups 50/50) - Added a small online section - warning to Ermac users. - Added a "Why Ermac?" section with pros/cons and a rating for him compared to the rest of the cast. - General polish/updates here and there New to version 1.2 - Ermac's new rating, he is truely one of the best in the game. - Added a Bread and Butter EASY combo to the end of the combos section. - A few small unnoticeable fixes - Kill Scorpion everytime strat added to the PROs section as well as a few other small update in that area. New to version 1.3 - Ermac special move descriptions as requested by Ross - A few minor mistakes in the Bio section - corrected by Anthony Capaldo - Some new combos sent in by Ryan Harvey at fubarduck@gmail.com - A small but sincere general Thanks section at the very end of the FAQ :) New to version 1.35 - Strat section, I added a line that I should mention. - An alternative bread and butter combo submitted by Armagon Felspire at felspiresdream@hotmail.com - Legal section updated with another site that may post my faq: thegenie.net New to version 1.36 - Just the note at the Introduction regarding impersonators - Added a new EASY combo for Axe Submitted by Sam - SexyloverBoy34@gmail.com New to Version 1.5 - My new love for the Axe stance, his best stance - Added a new mix-up for the Axe Stance in the Mix-up and strat sections - Got a good Axe stance Bread and Butter added in the Axe combo section - New strats in the strategy section concerning, you guessed it, AxeStance - A substitute for fatalities in the fatality section. Its the ultimate insult and almost always gets a rise+intant rematch request by players :) - General revisions throughout, you might want to read some sections you have not read for a couple versions that are gameplay related. - Breaker Bugs added to the breaker section New to the Final Version - Some combos added to the end of the combo section. These are from Mew2King at zimm11111@yahoo.com Note: I sold my copy of the game a couple weeks ago. I had fun with it for a short while which was the plan, but the engine is too broken for my tastes. Again, I totally appreciate all the e-mails people sent in. You have made writing this guide a treat. Farewell. Final Note: People mailed me asking questions about online tactics, since I don't play anymore I can't answer them. ============================================================================= Why Ermac? - Rating 4.5/5 ============================================================================= ------- Pros: ------- _ IMO he is one of the best in the game, only Baraka can be cheaper/better and thats just by a little. scorpions are a breeze (read below) - His float/dive is one of the BEST moves in the game, he owns at long range if played correctly. This alone is a great Pro, big part of his game. If you play Ermac you will live and die by how well you can use this move. - His float, again, allows for some garunteed added damage after certain hits example: an uppercut. - He has big juggles. - B D B + 4 is an awesome move. - He can totally tear up Scorpions, who we all see too many times. (block tele kick -> uppercut -> float/bomb and float/bomb to beat his spear keep moving and keep it long range/defensive. If they try and walk or jump to close the gap B D B + 4 and do your bread and butter. As it stands I can not be beat by any ranked scorp unless its a fluke on my part using this strat. - Axe stance, his best stance, is great, check strategy section ------- Cons: ------- - Ermac lacks a good agressive 50/50 game (doesnt need one imo) - Internet lag doesnt allow you to consistently use his best juggles - He lacks one super solid stance. Either its missing good sweeps or mids. The closest thing is Axe stance. If it had a sweep it would rock even more. - All his combos/juggle launchers hit highs except Axe stance! >.< - He really is NOT a dial-a-combo character if thats your thing. I'm not sure, is this is a pro or a con? LoL If you still want to learn him read on! He is fun to use and can kick some serious butt regardless of some flaws of his. Truly one of the most overlooked and best characters in MKD. ============================================================================= Table of Contents: Search Symbol ============================================================================= 1. Conventions [CON] 1.1 Breakers [BRK] 2. Biographies [BIO] 2.1 First Person Bio [BI2] 2.2 Alt Bio [BI3] 2.3 Ending [END] 2.4 Alt. Costume [COS] 3. Moveslist [MOV] 3.1 Special Moves [SPM] 3.2 Hua Chuan [HUA] 3.3 Choy Lee Fut [CLF] 3.4 Axe [AXE] 3.5 Fatalities/Hari-Kiri [F&H] 4. Combos [CMB] 4.1 Hua Chuan [CM1] 4.2 Choy Lee Fut [CM2] 4.3 Axe [CM3] 5. Strategy [SGT] 5.1 What are good Methods to DT? [DTM] 5.2 Mixups and 50/50 forces [MIX] 5.3 Online Issues with Ermac [ONL] 5.4 Auto-Tracking [TRK] ============================================================================= 1. Conventions: [CON] ============================================================================= Back B Forward F Up U Down D ----------------------------------------------------------------------------- Move Abbreviation PS2 X-Box ----------------------------------------------------------------------------- Attack 1 1 Square X Attack 2 2 Triangle Y Attack 3 3 X A Attack 4 4 Circle B Change Style CS L1 L Block BL R2 R Throw TW R1 Black (thanks to Shaun Greiner for the X-box controls) + indicates to press both buttons at the same time DT This is an abbreviation for Death Trap. -> In combos, means "followed by." Does NOT mean forward. whiff Refers to when your move gets blocked or you miss. ----------------------------------------------------------------------------- 1.1 Breakers: [BRK] ----------------------------------------------------------------------------- - A breaker is performed by pressing F + BL When can it be performed? - While you are getting pounded in by a ground combo - On a single hit, right as it is about to hit you. - While you are blocking you can use the breaker - Throws - On some throws you can break. You can like Scorps and thats only one one of the last hits. Dont waste breakers on throws. - Juggles - You can stop juggles as well. - You can NOT use a breaker to knock someone into a DT. - You only get 3 per match and they do no damage. Having trouble performing breakers? -Use the breaker MASH tactic. This works in every case. If you are in one of the above situations, you can use this method to help you. Hold down on the block and start tapping forward over and over and you will perform a breaker. Sometimes you see people using a breaker on your very first move! If you are blocking you can be tapping forward before any attacks are attempted by the opponent...as soon as they try something you will breaker on the very first hit. Note on Breaker Bugs: - Dont Break throws, you take full throw damage anyway. This is a bug. - Also, try and use a break instantly after a juggle or you end up take- ing just as much damage as you would without breaking. Sometimes if you break late, you take full damage and then break. Example: I'm comboing and my opponent breaks, then falls over and dies :/ ============================================================================= 2. Biographies: [BIO] ============================================================================= Name: Ermac Difficulty: 4 (in-game rating, not personal) Place of Origin: Unknown Alignment: Good Allies: Kenshi, Liu Kang Foes: Dragon King, Ashrah A being created through Sorcery, Ermac is the combined might of many warrior souls fused together. He was once a servant of Shao Kahn until Kenshi freed him. Now he seeks to make amends for all the harm he has caused in the past by freeing Liu Kang's enslaved allies from the Dragon King's control. ----------------------------------------------------------------------------- 2.1 First Person Bio: [BI2] ----------------------------------------------------------------------------- We are Ermac. We are the fusion of the souls of dead warriors, created by Shao Kahn to obey him without question. We served as his enforcer for many years, until the Earthrealm warrior Kenshi released us from our bondage and awakened our perception of the worlds that surround us. We are now free to choose our own destiny. We encountered a fellow warrior spirit, who, like Kenshi, understood our suffering. Eager to atone for the atrocities we had committed in Shao Kahn's name, we agreed to help this warrior, Liu Kang, to liberate his allies from the control of the Dragon King. Shao Kahn may be dead, but it seems his essence lives on in this new menace. It is as if they are both manipulated by the very fabric of the realms. ----------------------------------------------------------------------------- 2.2 Alternate Character Bio: [BI3] ----------------------------------------------------------------------------- This can be found in the krypt - koffin PJ - 254 Gold Koins - Bio: Ermac Alt CREDIT goes to John Ryall known as Bronzie on Gamefaqs.com, for the location from his Krypt FAQ. We encountered a fellow warrior spirit who, like Kenshi, understood our suffering. Eager to atone for the atrocities we had committed in Shao Kahn's name, we agreed to help this warrior, Liu Kang, to liberate his allies from the control of the Dragon King. Shao Kahn may be dead, but it seems his essence lives on in this new menace. It is as if they are both manipulated by the very fabric of the realms. ----------------------------------------------------------------------------- 2.3 Ending: [END] ----------------------------------------------------------------------------- In an outer chamer of the Dragon King's throne room, Ermac did battle with Liu Kang's ensalved comrades. Ermac was more than a match for the five warriors, but their defeat was not his objective. Liu Kang materialized and, one by one, freed their souls while Ermac occupied the rest. Eventually all five were awakened from their enchantment and freed from Onaga's control. Ermac was pleased that his warrior skills could for once bring about a noble outcome. He sensed, however, that an ominous force still shaped the destiny of the realms. It was everywhere, he could feel its influence on Onaga, though the Dragon King was oblivious to its manipulation. Time was running out.Ermac feared the celebration of this latest victory would be short lived. Note: The five enslaved warriors were Johnny Cage, Sonya, Kitana, Kung Lao and Jax ----------------------------------------------------------------------------- 2.4 Alternate Outfit: [COS] ----------------------------------------------------------------------------- Ermac - Koffin QP - Key Location - A-8/Netherrealm. CREDIT goes to John Ryall known as Bronzie on Gamefaqs.com, for the location from his Krypt FAQ. ============================================================================= 3. Moveslist: [MOV] ============================================================================= ----------------------------------------------------------------------------- 3.1 Special Moves: [SPM] ----------------------------------------------------------------------------- Mystic Float D U + 3 Mystic Bomb (During Mystic Float) D + 3 Dive Kick (During Mystic Float) F + 3 * Can be used to DT Telekinetic Throw F B + 2 Telekinetic Slam B D B + 4 Hado-Energy D B + 1 Set and Spike R2 or black Note: his throw does not juggle :( ----------------------------------------------------------------------------- Mystic Float - rating: N/A ----------------------------------------------------------------------------- Description: Ermac floats straight up with his arms spread out making the letter T. He glows green all over and hovers there slightly bobbing up and down for 4 seconds (or bobs). By itself this really isnt a move. The worst thing about this move is that there is no way to cancel it without having to do the bomb or kick. I would have liked such an option, but its not necessary. As it stands, dont just float there. You cant move around while in the air and just staying there is begging to get comboed or knocked into a DT. You can also be hit by standard fireballs like freeze and Spear even though it looks like they may go under you, but there is a counter for that :) read the bomb section below. Remeber to mix up bombs and kicks (mostly you will be using bombs). ----------------------------------------------------------------------------- Mystic Bomb - rating: 5/5 ----------------------------------------------------------------------------- Description: Ermac starts to decent to the ground very quickly and slams into the floor flat on his back. Before he hits the ground he tucks in his arms and legs to focus his weight. Upon hitting the ground the green energy that encircled him from the float shoots out of him in all directions. Note: This move hurts the enemy no matter how far they stand, as long as they are touching the floor. I love this move. If you quickly float/bomb you can get some garunteed hits after an opponent lands from a pop-up. Most players dont even jump when you float so abuse this against those players. When you float, stall, and they will get eager and jump early, then bomb as they land! The bomb is so fast it almost seems instantaneous. You can float, and when you see a fireball/spear /etc coming at you as a counter, you can bomb before it gets to you. You should hit the ground and the fireball will go over you and you'll get em with another bomb. For those defensive players or defensive segments of a match (when you are far from your opponent in general) you should use this to lure your opponent in and close the gap. After a couple bombs/stalled bombs/missed fireballs they will give up and close in. If they dont, well, then you will chip away at them until they do :) You can also bomb after your opponent lands from certain attacks such as an uppercut for a garunteed hit. ----------------------------------------------------------------------------- Dive Kick - rating: 2.5/5 ----------------------------------------------------------------------------- Description: Ermac shoots forward at a 45 degree angle in a jumpkick animation leaving a trail of the green energy that was flowing around him from the float. This move can DT but its not that great when used as such since you shouldnt be floating at close range. At that range you are more vulnerable to fireballs/attacks even if you try and bomb counter (although you still can beat them a lot which is why that move rocks). If your opponent tries to attack you as you are dive kicking you will usually trade hits with them :/ The moves sole purpose is to act as a mix-up for the bomb...even though stalling bombs from a float is a better mix-up. Its an Ok move but I wont lie when I say that I sometimes go for several matches or days without using it and do great. ----------------------------------------------------------------------------- Telekinetic Throw - rating: 4/5 ----------------------------------------------------------------------------- Description: Almost identical to Kenshi's tele throw, Ermac uses both hands to telekinetically pull the enemy in front of him and toss him to his opposite side. Both his hands glow green as he does this. This move is best used as a Juggle ender and a good ender it makes too. It can not DT but you can use it to position someone by a DT though. Dont use this move at close range unless you see an opening or your opponent is walking forward, backward or jumping. It, like the Slam, also is fairly easy to see coming thanks to all the green glow and easily punishable on a whiff. If any one jumps you can catch them in the air with this move, though a T.Slam would be a better option. ----------------------------------------------------------------------------- Telekinetic Slam - rating: 4.5/5 ----------------------------------------------------------------------------- Description: Almost identical to Kenshi's tele slam, Ermac uses one hand to raise his opponent into the air and them slam them into the ground with enough force that they bounce back up high enough to be juggled. Again, his hand glows green as he does this. This is Ermac's best move for juggles. You want to master doing this from both sides and want to be able to do it fast enough to get it off in tight juggle situations. Some juggles require you to do it mulitple times in one combo, so I hope dexterity is not an issue for you. Seriously, Ermac needs this to do decent combo damage, otherwise he is very limited in his juggles. Its easy to see coming and very easy to punish on a whiff though. There are some situations where you can catch your opponent off guard like when they are walking toward or away. If anyone jumps you can catch them in the air with this move. Since you will be float/bombing people WILL be jumping. ----------------------------------------------------------------------------- Hado-Energy - rating: 1/5 ----------------------------------------------------------------------------- Description: Easily the coolest looking fireball in the game. Ermac leans back and faces away from his arm, which he extends outward toward his opponent, as if it emits great heat. Then a snake- like figure of green energy shoots from his palm and slithers through the sky leaving a long trail of green energy. Upon impact many particles of energy are expelled. This is as bad as any other straight forward fireball in this game. The Hado-Energy (a clever twist on Hado-Ken...or is it? LoL) doesnt come out fast/travel fast, doesnt do much damage, and can not knock oponents into a DT. Its not even good as a juggle ender. I dont suggest using it. Even at long range, if you use it someone like Scorpion can telehit you (worst case) or you miss completely (best case). Plus, at long range you have much better options with your bombs/delayed bombs. Unless you are playing someone of very low skill and what to see the move because you miss it dont use this otherwise cool looking move. The ONLY uses I can think of are if sub makes a clone and you do this to punish him, or if you are too far and scorp whiffs a ground flame. Dont use this move much. ----------------------------------------------------------------------------- Set and Spike - rating 4/5 ----------------------------------------------------------------------------- Dont get me wrong, I dont want to be cheap, but throwing is a big part of MK all of a sudden. You can not block throws in this game as you could in the last. Since the engine of the game is flawed, there is also no designated throw escape implemented. SO, you can abuse this move. Many a time at mid range you can just dash/walk right upto opponents and throw them on the average player. At close range its deadly. Players tend to block right after a whiffed combo they just did so they can block your counter-combo. Since there are many safe combos and they actually CAN block in time, you can just take a step or two forward and throw them! Ermac's throw is standard in damage (still pretty high) and doesnt juggle like a few do :( but all throws in this game are deadly. Man, only if it juggled... (by juggle I mean like Nightwolfs throw). All throws are damaging, dont forget about this move in your aresenal. Also, people get real angry when you throw more than a couple times and might lose their composure...you will win those matchs. or if they are better than you they will abuse it better...abuse it if you feel confident of your skill. ---------------------------------------------------------------------------- Note: There are stars (*) next to moves that can knock an opponent into a DT (Deathtrap) or through walls and such. Any move without a star can not, such as Ermac's Tele Throw. One an opponent is airborn from a juggle launcher, pretty much anything can DT them at that point, just dont try and pop them up again. ----------------------------------------------------------------------------- 3.2 Hua Chuan: [HUA] ----------------------------------------------------------------------------- Thigh Punch 1 Long Arm Fist B + 1 Razor Hand D + 1 Fast Hammer Strike 2 Hammer Fist Uppercut D + 2 * Soaring Edge Hand 3 * Low Mule Kick D + 3 Foot Plant 4 * Creeping Leg D + 4 Chop Shop 2 2 Blender Fist 2 2 2 * (on final hit) Face Chop B + 1 3 * (on final hit) Chop Em Up 2 2 1 Face Plant 2 B + 1 * (on final hit) Swift Like The Wind 2 2 CS * (on final hit) ----------------------------------------------------------------------------- 3.3 Choy Lee Fut: [CLF] ----------------------------------------------------------------------------- Tiger Claw 1 * Sloping Ridgehand U + 1 Deadly Palm F + 1 * Kneecap Strike D + 1 Dual Rising Ridgehand 2 * Ridged Knife Chop B + 2 Grasping Uppercut D + 2 * Twin Ox 3 * Twin Fingers B + 3 * Choy Lay Foot D + 3 Snapping Sidekick 4 * Dragon’s Tail B + 4 Sneak Attack F + 4 Whirling Demon D + 4 Nitro Strikes 1 1 * (on first or final hit) Strong Ox 1 1 3 * (on first or final hit) Strong Mule 1 U + 1 * (on first hit) Bloody Master 1 1 4 * (on all hits) Carving The Way 1 1 B + 2 * (on all hits) Grasping Fingers 1 1 2 * (on all hits) Choy Lay Powder 1 1 2 CS * (on all hits except last) ----------------------------------------------------------------------------- 3.4 Axe: [AXE] ----------------------------------------------------------------------------- Overhead Slice 1 Whirling Blade B + 1 Sideways Cut F + 1 * Power Jab D + 1 Horizontal Slash 2 * Windy Axe B + 2 * Slice You In Two U + 2 Unresting Axe D + 2 * Stomach Mash 3 * Low Slasher B + 3 Pelvis Cut U + 3 * Foot Slice D + 3 * One of the best in the game! Quick Fist 4 Ankle Slicer D + 4 Slice And Attack 1 3 * (on all hits) Mystic Rush 1 3 4 * (only on firt and second hits) Beat Down 1 3 4 4 * (only on firt and second hits) Into The Shadows 1 3 4 4 4 * (only on firt and second hits) 3 jabs 4 4 4 This is not listed in the game menu for some reason. ----------------------------------------------------------------------------- 3.5 Fatalities/Hari-Kiri: [F&H] ----------------------------------------------------------------------------- Ermac Fatality 1: D,B,B,D, 3 (Sweep) Description - Tele Slams - Ermac tele slams his opponent a few times and the final slam his opponent explodes. Ermac Fatality 2: B,D,B,D, 4 (Sweep) Description - Tele Rip - Ermac lifts his opponent up and makes him crumple up into a ball. Then in one full motion he makes them uncrumple and tear apart. Ermac Hari -Kiri : D,U,U,D 3 Description - Head Bang - Ermac bangs his head on the floor a couple times...gets dizzy, and does a final bang causing his head to explode. His most insulting finisher though is what I love to do and is my Signature finisher since I have seen NO ONE else do it online for the entire period the game has been out...and Ive seen many players. After this update with my new finisher up I am SURE I will see it places, but I like to think that I am the one to come up with this, so without further ado here is what I do: I walk up to the dizzy opponent and then Tele Float right in their face! You have to time it so that they fall over right as your float ends. This is a mean and demeaning way to end a match. It looks like they are bowing down to you, like you own them, you are their king! Its so evil :) Note: I only do this when I want to be real mean and it has a HIGH percent chance of getting the other player to instantly challenge with a rematch! ^^ ============================================================================= 4. Combos: [CMB] ============================================================================= In this section I will not list all combos by any means. I will try and make a few easy ones for decent damage. I'll add em as I go along. During my comboing I found many slick looking combos of medium to hard skill. I didnt list them because the damage was pitiful and they really werent worth doing with these other options. EASY - These are pretty easy MEDIUM - These are well, medium lol HARD - Not neccesarily hard.I am assuming you are an average skilled player. A plus(+) sign mean its borderline, almost next difficulty level. IMPORTANT NOTE: You can not buffer moves in MKD. So when juggling, wait till one animation is over and then do the next button inputs quickly. All these combos work, they have been tested. IMPORTANT NOTE2: All my combos were done on Sub-Zero. Ryan Harvey at fubarduck@gmail.com wrote to me that different characters take different amounts of damage. Which is why you might try these combos and get a different percent damage. I totally overlooked this and it is Very true. Thanks to him for mentioning this. Read his original note below: "Another thing you should note is that the combo damage percentages vary from character to character. For example, the same combo done to Mileena and Sub-Zero will do more damage to Mileena because she has less stamina." ----------------------------------------------------------------------------- 4.1 Hua Chuan: [CM1] ----------------------------------------------------------------------------- All of these hit HIGH only :/ ----------------- 2,B+1 ----------------- 2,B+1 is a good pop up. Poke with 2 and follow through if it conncets. 2,B+1 -> 2,2 -> B D B + 4 -> 2 -> F B + 2 8hits 36% MEDIUM Ryan Harvey at fubarduck@gmail.com adds a more damaging variation to the above combo: "2,B+1 -> (take a step back ) 2, 2 -> B D B + 4 -> 2, 2 -> F B + 2. (38%) Author's Note: Basically, you can do two button 2's between the tele-slams and the tele-throw at the end. This is the most damaging combo I found that he can do in this stance. However, you have to juggle the last 2, 2 at just the right height in order to land the tele-throw afterwards--you should be hitting them pretty high up (before they fall too low to the ground)." 2,B+1 ->* B D B + 4 -> 2 -> B D B + 4 -> 2 -> F B + 2 8hits 37% HARD *Note: you will have to take 1 step back then do the tele slam. Otherwise they may bounce over your head. 2,B+1 -> B+1,3 4hits 27% EASY ----------------- 2,2,CS ----------------- 2,2,CS is another option. Whats bad about it is that after the pop-up, you have very limited options for both moves and damage. Again, poke with 2 and follow through if it conncets. 2,2,CS -> B D B + 4 -> F B + 2 6hits 28% EASY+ 2,2,CS -> B D B + 4 -> 1,1,2,CS 9hits 24% EASY+ ----------------------------------------------------------------------------- 4.2 Choy Lee Fut: [CM2] ----------------------------------------------------------------------------- All of these hit HIGH only :/ T.Slam hits HIGH and MID, but it can be blocked HIGH and MID as well so there really is no classification for it. ----------------- 1,U+1 ----------------- Im not too crazy about this combo launcher. It leads to Ermac's most damaging combos in this particular stance. The 1 has some decent range, however, it can be easily side stepped/punished. Dont whiff the second part of it either. Some decent damage for average skill also. 1,U+1 -> D+2 -> B D B + 4 -> F B + 2 6hits 34% MEDIUM 1,U+1 -> 2 -> B D B + 4 -> 2 -> F B + 2 7hits 33% MEDIUM 1,U+1 -> CS,1,3 -> B D B + 4 -> F B + 2 7hits 36% MEDIUM or 1,U+1 -> CS,1,3 -> B D B + 4 -> 1,3,4,4,4 9hits 32% MEDIUM 1,U+1 -> B D B + 4 -> 1 -> B D B + 4 -> 1 -> F B + 2 8hits 35% MEDIUM ----------------- 1,1,B+2 or B+2 ----------------- Almost the same deal as the above launcher for 1,1,B+2 but less damaging juggles. B+2 by itself comes out fast, but you cant abuse it. It seems to have less recover time when its blocked rather than missed? Still, you can be punished. B+2 -> CS,1,3,4 -> B D B + 4 -> F B + 2 7hits 36% MEDIUM 1,1,B+2 -> B D B + 4 -> B+2 -> 1,1,2,CS 10hits 24% EASY+ or 1,1,B+2 -> B D B + 4 -> B+2 -> F+1* 8hits 21% EASY *Note: This finisher doesnt do much damage but sends the enemy across the screen and if there is a DT, into it. It has some nice range which is why I put it in. ----------------- B D B + 4 ----------------- If they jump you can catch em, if they walk towards/away from you can also. B D B + 4 -> 2 -> B D B + 4 -> D+2 -> Float/slam 4hits ~25% EASY+ B D B + 4 -> D+2 -> Float/slam BREAD AND BUTTER COMBO 3hits ~20% EASY Alternate Bread and Butter Combo submitted by Armagon Felspire at felspiresdream@hotmail.com : B+2 -> B+2 -> B, D, B, 4 -> F, B, 2 Author's Note: B+2 comes out fast enough to catch people in recovery from many blocked attacks (great way to punish Scorps!) In fact, it comes out faster than B,D,B,4, and if you time it, you'll have plenty of time to do your Tele-Slam since the opponent goes nice and high. The timing on the Tele-Throw, however, seems to be a bit tighter than normal for some reason,but it isn't a big issue. Warning from me: Use this if you are a more agressive player that tends to stay at closer range and watch out not to get B+2 ducked, use it on counters and not so much on offense. ----------------------------------------------------------------------------- 4.3 Axe: [CM3] ----------------------------------------------------------------------------- NOTE: The launchers here are not half bad. D+2 is good, damaging and a great counter for throws, blocked teleport kicks/other moves etc. Also, this stance is the least effected by lag if its affecting your combos online. Bread and Butter combo for this stance: B D B + 4 -> D+2 -> B D B + 4 -> F B + 2 5hits 32% EASY and it can usually be added to like so... B D B + 4 -> D+2 -> B D B + 4 -> D+2 -> B D B + 4 -> F B + 2 ... for 7hits 41% HARD or replace the second D+2 with a B+2 like so... B D B + 4 -> D+2 -> B D B + 4 -> B+2 -> B D B + 4 -> F B + 2 ... for 7hits 39% MEDIUM. For the second two you have to judge your distance to see if you can connect with another D+2 or B+2. Obviously, you have to be much closer and will not often get a chance to do that variety. ----------------- U+2 MID ----------------- If you whiff or are blocked there is much time for you to get punished. But this does hit MID 100% of the time so you can use that to your advantage. U+2 -> 1,3 -> B D B + 4 -> 1,3,4,4,4 8hits 34% MEDIUM U+2 -> 4 -> B D B + 4 -> 4 -> B D B + 4 -> F B + 2 7hits 36% MEDIUM U+2 -> D+2 -> B D B + 4 -> B+1 6hits 28% EASY+ U+2 -> U+2 -> B D B + 4 -> D+2 4hits 23% EASY U+2 -> *4,4,4 -> B D B + 4 -> F B + 2 7hits 34% EASY+ *Note: Delay a slight bit before hitting these so that all 3 can hit. U+2 -> *4,4,4 -> B D B + 4 -> CS,B+1,3 7hits 31% HARD *Note: Gotta get your opponent high with these so that you have time to do that extra CS later. Here is an EASY level comob for nice damage submitted by Sam at SexyloverBoy34@gmail.com : U+2 -> D+2 -> B D B + 4 -> F B + 2 5hits 35% EASY ----------------- D+2 MID ----------------- Your most damaging launcher in Axe, and best, is D+2. This hits MID most of the time. What does that mean? The games collision detection isnt all that great so sometimes it misses MID, but 80% of the time it will hit MID. The D+2 combo here may not be practical at all for some players, so I suggest either practicing it or sticking to an easier one. *D+2 -> B D B + 4 -> D+2 -> B D B + 4 -> F B + 2 6hits 44% HARD *NOTE: You have to be close when you connect the first hit or you will miss the second D+2. You may have to take a quick step forward before the second D+2. Gently tap forward. You know if your step is too big if your second D+2 goes through your opponent. D+2 -> B D B + 4 -> 1,3,4,4,4 6hits 32% EASY+ ----------------- B+2 HIGH ----------------- This is the weakest single attack amongst these juggles. It doesnt throw your opponent as far out as D+2 does. The 44% combo with above can be done much easier with B+2 but it will do considerably less damage, 11% less. Similar to D+2 in safety, seems slower in execution. Hits HIGH and not MID which is why its not as good as D+2 B+2 -> B D B + 4 -> 1,3 -> B D B + 4 -> 1,3,4,4,4 9hits 32% MEDIUM B+2 -> *4,4 -> *4,4,4 7hits 22% HARD+ *NOTE: Hold forward while doing these first 2 4s *NOTE: Can be tricky to connect. You can also reverse Them. Do three 4s, then two. This combo can be done though. ------------------------------------------- Mew2King at zimm11111@yahoo.com combos ------------------------------------------- This is the raw e-mail he sent me. Since Im done with the game I wont be reformatting the text to the standard I set throughout the guide. The combos are all in xbox controls, but you can use the conventions section found at [CON] to convert them to ps2 if thats what you need. Enjoy. "---53% - 8 hits - (Stance 1) - Back B (L), Tele-Slam, (L) Down Y, Tele-Slam, Down Y, Tele-Slam, Tele-Throw ---44% - 6 hits - (Stance 3) - Down Y, Tele-Slam, Down Y, Tele-Slam Tele-Throw ---41% - 7 hits - (Stance 3) - Tele-Slam, Down Y, Tele-Slam, Down Y, Tele-Slam Tele-Throw ---41% - 7 hits - (Stance 2) - Forward Y, Tele-Slam, Down Y, Tele-Slam, Down Y Tele-Throw ..........The 53% combo is shown as a 37% (and 7 hits) combo in the game, but it’s REALLY 53% (and 8 hits)" ============================================================================= 5. Strategy [SGT] ============================================================================= ---------------------- Random strats: ---------------------- - In general, people get caught with a B D B + 4 more than you would thing, just look for an opening and catch em. - Many float/bombs lead to jumpy opponents...Tele-slam to catch em out of the air and do a combo. - **In general, you want to stay in Choy Kee Fut the most. Its got your only good sweep and decent combo options. **REVISION: Experience has lead me to say that Axe is your best stance now! See Axe stance strats below - The float/bomb wins over many moves, good priority on this one. - Ermac's combos/launchers all hit high in both Hua Chuan and Choy Lee Fut, you dont want to combo much since you can easily be ducked. - Upper cuts in CLF and HC stances lead to floatbombs. If you want you can end combos in uppercut/bombs instead of F,B,2. Example of uppercut to bomb: Block Scorps telekick and uppercut, then bomb for an extra hit. - Anti Throw, you can uppercut them as you duck under the throw attempt and get a free bomb as they land/recover from the uppercut. ----------------------------------------------------------------------------- Axe strats ----------------------------------------------------------------------------- - Your new Bread and butter starts from a T.Slam just as before except it does much more damage, about 7% more! (than the one listed in CLF) - D+3 in Axe is one of the best single hit DT moves in the game! It recovers fast too, its easy to abuse in a offensive DT situation. - Mix-up: Try throwing out D+1s for a low hit and mixing that up with B+1 for a mid attack. B+1 is 17% by itself alone! Or you can mix D+1 to a D+2 laucher leading to some damaging combos. - In Axe 4444 is fast and can beat out throws. Use it agains throw lovers. - Duck under throws and uppercut(D+2) then T.slam and combo from there - Uppercuts (D+2) lead to combos now, dont Float/bomb after this one, T.Slam them instead - Remember that every character loses more life in a weapon stance than a none weapon stance. ----------------------------------------------------------------------------- 5.1 What are good Methods to DT? [DTM] ----------------------------------------------------------------------------- General Methods of DT: 1) You can simply just nail em. 2) You can side step real quick and nail em 3) You can throw them, some throws can DT, Ermacs cant 4) You can juggle them and at some point they DT. 5) 50/50 force with their back to a DT - this is best. 50/50 force is explained in 5.2 ----------------------------------------------------------------------------- - In general I dont suggest trying to force a combo in a DT situation. Every thing hits high...can easily be ducked. Hua Chuan - In this stance Ermac has a nice variety to choose from. But they are not all that great as far as single hitters are concerned. 3 has big recover time and ok speed - I dont suggest it. The same goes for D+2. 4 is your fastest and safest option as far as single hits go, but even that isnt all that great. If you do knock them up with a laucher and they dont DT, you can simply just nail em with a power move like 4 go get the DT. I dont suggest going for combos since most of his hit high and players naturally like to duck or sidestep etc when their back is to a DT. 4 is what I use with most success. Choy Lee Fut - This stance isnt good at all as far as single hits are concerned. All his single hits hit high, but if you must use some I guess you could use B+3 since it executes the fastest. His worst stance for DTs I think. Axe - D+3 is your best option for a mid hit or standing 2 for a faster high hit. D+3 in Axe is one of the best single hit DT moves in the game! So, its obviously your best option. Expect a high level of success with it, just another reason why this stance is so great. You really dont even need to look at his other options. ----------------------------------------------------------------------------- 5.2 Mixups and 50/50 forces [MIX] ----------------------------------------------------------------------------- Note: 50/50 is an aggresive style of play required for higher lvl fights. Basically, once your opponent is on the floor a 50/50 force can start. You walk upto them while they are getting up and you can either sweep (low block required) or mid attack (high block required). If the move connects the 50/50 force loops and you walk up to them. This time will have to guess if you will sweep or mid attack? They have to guess and block accordingly. They have a 50% chance of guessing correctly. This is a broken feature in the game, no skill required really. This is an area that Ermac takes a hit. In order to be able to have good 50/50 you simply need to parts. A good sweep and pretty much any mid hitting move. His Stance Hua Chuan stance lacks a sweep move while it has workable mids. His Choy Lee Fut stance has great sweeps but has NO MID attacks! His final stance, Axe, has good mids and no sweep. If you try and use the CLF lows and switch stances to another with good mids, then yourm opponent will see it coming...since you dont have good lows there and the enemy will catch on to this quickly. Nontheless...here are some mixups you can do....but dont expect as much success as his his Float/bomb/delaybed bomb mixup. - Mix-up, Axe stance: I have been recently paying more attention to axe stance and noticed a decent mix-up. Try throwing out D+1s for a low hit and mixing that up with B+1 for a mid attack. B+1 is 17% by itself alone! - Mix-up, Axe stance: Similar to the one above, you can poke with D+1 and mix up with a D+2 laucher. This can lead to his biggest combo of 44%. If not that then still some hefty damage, a good mix-up. Watch out for the D+2 part, sometimes it will miss MID (like 20% of the time) even though its a MID move because of the games bad collision detection. ----------------------------------------------------------------------------- 5.3 Online Issues with Ermac [ONL] ----------------------------------------------------------------------------- Well we all knew there would be some issues. When challenging an opponent or accepting, do not play against 1 or 2 star pingers. These people will lag the match and make it nearly impossible to perform at a normal level. The lag will keep you from doing your juggles almost completely. Ermac struggles to consistently do his juggles online, your inputs are lagged so miss unlike a dial-a-combo player. Im not saying dont combo or you cant, just dont be dependant on one powerful and hard to do juggle that does much damage. NOTE: If you are having trouble with juggles online, Axe stance in general is less affected by the lag. IMO its easier to juggle in that stance than his other two. Try it out. ----------------------------------------------------------------------------- 5.4 Auto-Tracking [TRK] ----------------------------------------------------------------------------- coming soon
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LEGAL MUMBO JUMBO AGAIN
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This FAQ is copyright Mobius Gear1. You cannot steal or borrow this FAQ
without written consent from me. This FAQ may only be on Mortalkombatonline
Gamefaqs or thegenie.net, no where else I hope you all enjoyed
this, and I hope it taught you something about our beloved Ermac.
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Thanks
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Thanks goes out to everyone who sent me e-mails to better the guide, you know
who you are. Feedback is always appreciated.
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