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Ultimate Mortal Kombat 3 - Strategy Guide - Ermac
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Ermac - Rank: 6
Ermac is a high tier top 10 character, he is ranked 6th but
in the right hands can be considered top 3 as his combo/juggle ability
is unparalleled in terms of average damage per combo coupled with the
relative ease. He is played very much like Human Smoke, except without
air throw tactics. His average combo ability is around the 50% or more
on anyone at anytime. I will list many specific character combos in his
juggle section. What you are going to try and do with him out of the
ordinary teleport methods is anti air HP counters on jump ins and what
you can do with that is cancel the HP with block so you cannot be
accidentally hit and if you do hit your HP you still have plenty of time
to cancel with a Telekinetic Slam (TKS). Watch out against Kano and
Nightwolf JKs because they tend to still over prioritize aaHPs if you
don't time it right, instead aaRH them. Against aggressive players you
can throw out a TKS sometimes after a blocked auto combo, and they will
get snagged by it. Against jumpy or overly aggressive players you can
stick in a TKS after an aaHK if you so choose to use it over the aaHP,
and often times it will get them on their wake up. Don't over use it.
Run and knee jab mix ups, teleporting away from and landing next to are
a must but watch out because players can scout the teleports and
position themselves to get in the way of what you might think is a safe
teleport, punishing you for it. His walking speed is slower than Human
Smoke's so multi jab juggles need to be timed more rigidly. The only
combo you should ever use midscreen is HK, LP when rushing down, and off
starters.
Basic Moves:
The Male Ninjas have
excellent basic moves, good height and range on everything in relation
to their sprite proportions, their roundhouse is extra wicked and can
connect in almost any situation. The only thing that can be weird about
them is their aaHPs. Sometimes they tend to miss in situations where you
wouldn't expect them to and this is due to kara canceling with run to
speed the last hit up, in this situation, often you can do aaHP,LP and
it'll work, with slightly less damage, otherwise, always take an extra
small step in before doing aaHPs.
The Telekinetic Slam is one of
the most broken and unique moves in the game, however you need to learn
how to max out the combos off it. Its properties are a little
unorthodox, as it does damage, but does not count as a hit in a combo
(unless you hit them before the first bounce in which it doesn't do
damage). It does not activate damage protection and has a limit of 4
hits before it is locked, and this means 2 usages per combo are about
the norm. There are ways to stretch it to 3 uses but they have to be
absolutely perfectly time with no room for error so it's not worth
getting into because you really can't get any more damage than normal
this way conventionally. Your standard set ups are going to be either
hit, TKS, hit, hit, hit, TKS -or- TKS, hit, hit, hit, hit, TKS, etc.
Make sure to try and labor the 3 hit succession just a bit to elapse the
time limit in-between uses, which isn't noticeable usually. Good set ups
for the TKS are anti air HPs if someone JKs early, this the perfect time
to aaHP and cancel to a TKS. From here a guaranteed 78% damage combo is
possible on almost every character, more difficult on some than others,
but on characters like Shang you need to be slightly more rigid with the
timing and max out about 75%, otherwise it's not worth trying the extra
hits, and on a lot of characters 82% standard counter from a standing
aaHP is possible. Remember that the TKS doesn't count as part of a combo
it also doesn't add to the damage for some reason, so for every TKS you
use in a combo, add 5.5% to the end damage read outand 3% in DPed
combos, generally two should always be used in a combo so that's 11%. In
the corner you can set up a TKS combo off an aaRH easily. Remember to
run cancel all your jabs during juggle combos to allow more time for
extra jabs and JKs. It is possible to glitch cancel (on the frame of
contact) up to 5 hits before a TKS, but it is not recommended
The Teleport Punch is a great move if used for escaping and overall
positioning and maneuverability. If you use it too much players will see
your patterns and counter by getting in the way of it and blocking. If
you are experienced enough with the placement and timing you should be
able to teleport almost anytime it is available (it has a small time
limit between usages) and not get punished. Use if when you are getting
up to escape run jabs, HKs or knee starting combos. Ermac turns
invisible when he does the teleport punch and is still actually on the
screen moving until he lands or shows up on the other side of the
screen. If you are air thrown or Bike Kicked, for example, before you
leave the screen Ermac will stay invisible until he is hit by another
move. Take advantage of this, an invisible Ermac is an even deadlier
Ermac. Try only to teleport when you have 2/3 of the screen behind you
or at least a total of 2/3 screen distance between you and your opponent
in some manner. This would mean, you can have half a screen behind you
and your opponent is standing right next to you, you'll wind up landing
about sweep distance away behind them. It is best to try and get the
placement down to land right next to them even if they are blocking,
this sets up free throw potential and/or rush down. Watch out for
counter sweeps, LKs, HKs or uppercuts if you rush in immediately.
Utilize the teleport punch as a combo extender but try not to actually
hit them with it as it activates damage protection. Its limit is 4 hits
before it is locked, has a small window of time limit recharge and you
can stretch it out to 2 uses per combo if done right. A good way to
start a DPed juggle combo would be to aaRH an incoming JK and hit a
teleport punch on the other side before they land. After this do a TKS,
wait, RH, again, teleport punch, TKS again, to standard finish of
choice. Do not use the teleport punch as a safe guard chip hit when
someone is on danger because it only does about 2% chip damage and
danger can mean the person has 4% life left. It is common to see people
lose matches they should have won because of this. In order to connect
his teleport punch on characters like Shang Tsung, Liu Kang, female
ninjas, Robots Ninjas, and Sheeva in mid screen standard combo
situations, after his HK, LP pop up, jump forward and wait until he
starts coming down on the flip to JK, then instantly cancel to the
teleport punch. This makes him line up better with them. You can also
glitch cancel the teleport punch if you want to get fancy.
The
Green Spark is a standard, slow starting fireball and is only good to
use as a combo terminator. In most cases if you realize you're not going
to be able to get 3 aaHPs at the end of a juggle (it's noticeable on how
the aaHPs connect after the second TKS) you can substitute aaHP, HP, aaLP,
fireball and that will usually connect and is compensable upon reaction.
There are no tactical uses for his fireball. There is never a time when
a fireball can be used as a last resort on a jumping back opponent with
him when a teleport punch would be better and more of a guarantee. In
general the fireball leaves him too open because it takes him forever to
recover, you can jump over it easily, and he stays in one position.
Ermac can relaunch all characters in the game like Kano and Human
Smoke. Some characters are more difficult than others, in order to best
line him up, you should do his pop up, pause slightly before jumping
forward, and punch at the last possible moment.
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Basic Juggles:
1. HK, LP, JK,
teleport punch, TKS, aaHP, HP, fireball 7 hits about 42% 2.
(for a punisher) aaHP, HP, JK, teleport punch, TKS, aaHP, HP,
fireball 7 hits about 53% 3. punch starter, HK, LP, aaHP,
TKS, aaHP, HP, fireball 7 hits about 43% 4. (for a punisher)
aaHP, TKS, aaHP, HP, aaHP, TKS, aaHP, HP, aaHP, fireball 8 hits
69%
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Advanced Juggles:
These are maxed out
combo situations that work faithfully with little risk of failure on
all characters except Shang, Sonya, Liu Kang, and Sheeva.
Adjustments are required for the slightly lesser damage combos on
the specific opponents mentioned with usage of one less HP, or a
fireball instead of a JK at the end, downgrading the combos by about
15%
1. HK, LP, JK, teleport punch, TKS, aaHPHP, aaHP, JK 8
hits about 47% on Sub-zero, Jax, Stryker, and Male Ninjas, you can
walk in after the HK, LP, and do a RH, then teleport punch, perform
the TKS motion backwards because the teleport punch usually juggles
behind him, for 48% 2. punch starter, HK, LP, JK, TKS, aaHP, HP,
aaHP, JK 8 hits 52% 3. (for a punisher) aaHP, HP, JK, teleport
punch, TKS, aaHP, HP, aaHP, JK 8 hits 58% 4. aaRH, teleport
punch, TKS, aaRH, teleport punch, TKS, aaHP, HP, aaHP, JK 8 hits 62%
5. (for a punisher or counter to a jump in attack) aaHP, TKS,
aaHP, HP, JK, TKS, aaHP, HP, aaHP, JK 8 hits 82% 6. (Opponent at
Midscreen) TKS, aaHP, HP, teleport punch (miss), aaHP, JK, TKS, aaHP,
HP, aaHP, JK 8 hits 82% 7. try and stick in an otg (off the
ground - does not work vs Shang Tsung) HK LP after his TKS for some
neat looking juggles HK, LP, JK, teleport punch, TKS, HK, LP, aaHP,
fireball 8 hits 46%
Advanced Corner Juggles (watered down):
1. HK, LP, JK, RH, (or
aaHP), TKS, aaHPHP, JK, RH, HK, (or LK) 9 hits 64% (58%) 2.
punch starter, HK, LP, RH (or aaHP), TKS, aaHP, HP, JK, RH, HK (or
LK)9 hits 66% (60%)
Corner 100% juggles:
1. TKS, aaHP,HP, JK,
aaHP, TKS, aaHP,HP, JK, RH, LK (works on just about everyone and is
good if someone does a projectile in the corner and Ermac is about
half screen away) 2. aaHP, TKS, aaHP,HP, RH, TKS, aaHP,HP, JK,
RH, LK 3. aaRH, TKS, aaHP,HP, aaHP, TKS, aaHP,HP, JK, RH, LK
4. suJK, TKS, aaHP,HP, RH, TKS, aaHP,HP, JK, RH, LK
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Ultimate Mortal Kombat 3 - Strategy Guide Ermac 100% Corner Counter
File Size: 2,28 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Ermac Punisher
File Size: 2,20 MB |
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Last Update
10.22.2009
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