Line 18: | Line 18: | ||
| intro = | | intro = | ||
| pros = | | pros = | ||
* Some of the highest damaging meterless kombos in the game | * '''Done Dirt Cheap:''' Some of the highest damaging meterless kombos in the game | ||
* Very high chip damage | * '''Death by a Thousand Cuts:''' Very high chip damage potential along with damage over time from Zaterran Spit. The latter adds excellent damage to throws thanks to their long animations. | ||
* 6-frame | * '''A Fistful of Frames:''' 6-frame D1 is a valuable tool to check opponents. | ||
* Almost always safe on block with the appropriate kustom abilities equipped | * '''Never Gonna Catch Me:''' Almost always safe on block with the appropriate kustom abilities equipped | ||
* Has access to several launching Krushing Blows | * '''I'm Gonna Git You Sucker:''' Has access to several launching Krushing Blows | ||
* Easily shuts down zoning with one of the best projectile parry kustom abilities in the game | * '''Fastest Gun in the West:''' Easily shuts down zoning with one of the best projectile parry kustom abilities in the game | ||
* '''This Is My Rifle:''' (Enhanced) Locked and Loaded grants strong(er) zoning options and unloading them all opens up a Krushing Blow. | |||
| cons = | | cons = | ||
* Can be punished by breakaway for going for optimals, as many of his strings are dial- | * '''Doesn't Know When to Stop:''' Can be punished by breakaway for going for optimals, as many of his strings are long dial-ins | ||
* His back dash is one of the worst in the game, ends up wanting to walk back instead or using Down Peacemaker | * '''Bowlegged:''' His back dash is one of the worst in the game, ends up wanting to walk back instead or using Down Peacemaker | ||
* Struggles to open people up at a high level without Down Peacemaker or Cattle Toss | * '''Weak Pressure:''' Struggles to open people up at a high level without Down Peacemaker or Cattle Toss | ||
* '''Give Me One Second:''' Rifle Bullets limit his ability to keep his zoning up, eventually forcing him to reload. | |||
}} | }} | ||
<br> | <br> |
Latest revision as of 22:12, 25 January 2022
Erron Black #MK11_ERR | |
---|---|
THRILLS
The best shot in Texas left home to seek adventure and excitement in Outworld with Kano and the Black Dragon. Outworld turned out to be the playground of Erron’s ultraviolent dreams. He decided to make his home there as the deadliest outlander in Outworld. | |
Data | |
Health | 1000.00 |
Hitbox | Male |
Introduction
Erron Black is a versatile character who can focus on rush-down or space control playstyles depending on the equipped Kustom abilities, if not a mix of both. He has several attacks that can precisely move the opponent's location on the stage to try and keep them in range of his Zaterrean Spit DoT as well as several attacks of his own that move himself.
Pros | Cons |
|
|
Movement
- Erron Black's forward dash is similar in speed and distance traveled to The Joker's, among the best in the game, only being slightly slower and travelling a slightly shorter distance
- Erron Black's back dash is similar in speed to Shang Tsung's, among the slowest in the game, and even travels a shorter distance than Shang's
Unique Mechanic - Rifle Bullets
Movelist
Normals and Strings
1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 8 | 2 | 18 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 3 | -3 | -3 | - | |||||||
One of the stronger standing button antiairs in the game. Can be hit-confirmed from the air into F32 very reliably. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 4.50 / 0.45 | Mid | 13 | 2 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
17 | 9 | -3 | -3 | - | |||||||
A simple safe stagger string. Not used often at a high level as he has better high strings. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 10.50 / 1.50 | Mid | 19 | 2 | 29 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
29 | 21 | -4 | -4 | - | |||||||
A Kombo Attack ender that can be special cancelled. Creates a small pop-up for certain abilities to combo. However it has a flawless block gap just like this string's other extension so there is no mind game between the two extensions and can be punished.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 13.50 / 1.35 | Mid | 23 | 2 | 32 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 33 | 3 | 3 | - | |||||||
Gives erron some plus frames, but just like 111, has a flawless block gap. Again, not a string used often as it only guarantees a poke after.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid | 13 | 3 | 26 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
21 | 11 | -2 | -2 | - | |||||||
A good poke to use in neutral to close in the space. With it being barely minus, it is possible to poke afterwards if the opponent doesn't respect the frames.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | Mid | 6 | 3 | 14 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 11 | -5 | -5 | - | |||||||
One of the fastest pokes in the game and plus enough to guarantee a jail his high strings.
|
2
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 4.50 / 0.45 | High | 8 | 3 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
13 | 14 | -4 | -4 | - | |||||||
A deceptively good stagger as it recovers quickly and the threat of the full string. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | Mid | 9 | 2 | 18 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
13 | 9 | -3 | -3 | - | |||||||
One of the best auto-shimmies in the business with one of the fastest mids in the game to follow-up a high in a string. This mid moves so fast it can stuff U2 block attacks from the majority of the cast. It's even faster than Shang Tsung's 11 (8 frames followed by 11 frames) and just shy of Cassie Cage's 11 (7 frames and 9 frames). Your opponents will throw-tech OS and their peril and are doomed the pain of death if they try flawless block U2'ing Erron's Black's Standing2. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
122.62 (30 + 47.50 + 45.12) / 19.50 (4.50 + 7.50*2) / 1.95 | Mid, Overhead, Overhead | 16 | 44 | 40 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
41 | 3 | -7 | -7 | - | |||||||
One of erron's best strings, as it is his fastest punish along with s1, but does more damage and is much easier to confirm into combos. It also does plenty of chip, especially when combined with his other tools. With it's pushback, it is very useful to reset neutral.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid | 11 | 3 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
20 | 5 | -10 | -10 | - | |||||||
Erron's fastest mid string starter, one of his best buttons. Great for catching opponents who try jumping out. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
77.50 (30 + 47.50) / 12.00 (6*2) / 1.20 | Overhead, Overhead | 19 | 30 | 39 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
49 | 35 | -15 | -15 | - | |||||||
A Kombo Attack ender that can be special cancelled. One of errons best strings, as it a string mid that can be easily hit confirmed. It's main weakness is it is unsafe on block, but can be made safe/create mindgames with his special moves. The overheads allow for mindgames with some of his low hitting special moves.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 10.50 / 1.05 | Mid | 25 | 3 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
31 | 34 | -5 | -5 | - | |||||||
An extension to b2 which makes it safe with some pushback, but with a flawless gap. Can be special cancelled into Locked and Loaded stance at a frame advantage, great for pushing the opponent back with the rifle shots afterwards if you need the distance.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid | 15 | 3 | 27 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
21 | 8 | -3 | -3 | - | |||||||
Another good poke to use in neutral, very similar to b1. Can also disrespect with a poke after if the opponent doesn't respect.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
140.00 / 21.00 / 2.10 | High | 10 | 4 | 40 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 26 | -7 | -17 | - | |||||||
|
3
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | High | 10 | 2 | 25 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
15 | 5 | 0 | 0 | - | |||||||
Despite being neutral on block, it's not a button used often as it has no extensions outside of abilities.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.5 / 0.75 | Mid | 13 | 2 | 26 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
20 | 11 | -11 | -11 | - | |||||||
A good long range mid to throw out in neutral, although risky if the opponent has knowledge of it's extensions weakness. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 10.50 / 1.05 | Mid | 16 | 3 | 32 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
19 | 19 | -3 | -8 | - | |||||||
A button which can be abused if the opponent doesn't know to flawless block. Used often to reset the opponent to neutral. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
10.00 / 1.50 / 0.15 | Low | 7 | 4 | 18 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
13 | 11 | -5 | -5 | - | |||||||
A good poke with fast startup and decent range. It's Erron Black's best tic throw with Cattle Toss only being 1 frame slower in startup than Down1 and only a smidge shorter in range than Forward3. It's the best of both worlds. On hit allows Erron to jail his highs for pressure afterwards. Can be cancelled into Zaterrean Spit (Close) on block for a free DoT. Even if the opponent hits you during Zaterrean Spit's animation the DoT will still come out. |
4
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 10.50 / 1.05 | High | 12 | 3 | 25 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
15 | 8 | -1 | -1 | - | |||||||
While not a button used often on it's own, its used at the end of a combo which you would end in fatal blow as it doesn't make the fatal blow scale as much as other buttons. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 10.50 / 1.05 | Low | 11 | 2 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 24 | -1 | -6 | - | |||||||
A good low damage poke which can be used to make sure the opponent isn't just blocking overhead. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
110.00 / 16.50 / 1.65 | Overhead | 26 | 3 | 41 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
49 | 26 | -8 | -8 | - | |||||||
One of the primary tools Erron Black can use to get in, as it covers a long distance and is safe on block to the majority of the cast with its pushback.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
110.00 / 16.50 / 1.65 | Low | 00 | 00 | 00 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 00 | 00 | 00 | 1 OFF | |||||||
Used to stop the opponent taking their turn back. However if the opponent reads it, they can do a short hop after blocking the f4, the amp will whiff and they can get a full combo.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 4.50 / 0.45 | Low | 8 | 4 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
16 | 16 | -7 | -7 | - | |||||||
One of Erron Black's primary pokes, it reaches really far and puts him nearly to the ground and can be made even safer on block with a special cancel into Down Peacemaker or Acid Pour. Can be cancelled into Zaterrean Spit (Close) on block for a free DoT. Even if the opponent hits you during Zaterrean Spit's animation the DoT will still come out.
|
Throw Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
130.00 / 0.00 / 0.00 | High | 10 | 2 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 14 | N/A | N/A | - | |||||||
Placeholder
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
130.00 / 0.00 / 0.00 | High | 10 | 2 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 14 | N/A | N/A | - | |||||||
|
Jump and Hop Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid/Overhead | 8 | 6 | 32 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | -2 | -14 | -14 | - | |||||||
A decent air-challenge tool, it's fast with good horizontal reach. Great if the opponent's Jump Kick has fewer startup frames than Erron's own. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 10.50 / 1.05 | Mid/Overhead | 10 | 6 | 32 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 8 | -9 | -14 | - | |||||||
The go-to jump in tool, it's downward reach more than makes up for the longer startup frames. |
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
90.00 / 13.50 / 1.35 | Mid/Overhead | 9 | 6 | 32 |
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost |
N/A | 22 | -9 | -14 | - |
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
90.00 / 13.50 / 1.35 | Overhead | 8 | 3 | 32 |
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost |
N/A | 34 | -13 | -13 | - |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 13.50 / 1.35 | Overhead | 10 | 2 | 48 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 18 | -13 | -33 | - | |||||||
The preferred hop attack. Despite being -13 on block, this hop attack is very difficult to punish because of how much pushback it delivers on block unlike U+1/U+2. |
Getup and Flawless Block Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | High | 9 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 40 | -13 | -13 | 1 OFF and 1 DEF | |||||||
A really good Block Attack and a more situational Getup Attack. Erron fires a projectile that is immune to non-projectile parries the opponent may use to cover their flawless gaps. Hit confirm this attack with F32 for a kombo. As a Getup Attack its angle isn't very favorable and it will not hit opponent directly above Erron Black.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 13.50 / 1.35 | Mid | 8 | 4 | 27 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 13 | -9 | -14 | 1 OFF and 1 DEF | |||||||
It's shorter in range than U+2 but it has a decently high hitbox directly above Erron Black's head.
|
Special Moves
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 (10*10) / N/A / N/A | High | 17 | N/A | 15/24 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | -48/-32 | N/A | N/A | - | |||||||
The center of Erron Black's overall gameplan. Many of his attacks, throws, strings and more center on controlling the pace and position of the opponent in order to keep them under the acid or threaten to move them into the acid. This special move sets a damage-over-time area on the stage that ignores Last Breath and immediately kills the opponent once their health reaches below 10.00 health points upon the following tick. Force your opponent to move by throwing this out or add an additional layer to their mental stack by making them consider their actions when this move is out on the stage.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 21.25 / 2.13 | Low | 21 | 19 | 42 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
26 | 19 | -15 | -15 | - | |||||||
Later into this attack's animation is it able to go under high projectiles, it has range but slows down towards the end of that range. It will side-switch the opponent but actually throw them further forward. If they were standing behind Zaterrean Spit and were hit by a sudden Rattle Snake Slide, they would end up on top of it. Ending the F32 string with Rattle Snake Slide can help further adjust the opponent's position with this special move. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
100.00 / 100.00 / 100.00 | N/A | 21 | 1 | 18 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 10 | N/A | N/A | 1 OFF | |||||||
Cancel's Erron Black's recovery early to stand up and toss a Zaterrean Spit, bringing himself closer to the opponent than if he didn't amplify Rattle Snake Slide. When amplified, Erron Black will always be in range for attacks such as Back4 or Cattle Toss. This close distance coupled with deploying Zaterrean Spit and the considerable frame advantage make this Erron Black's go-to kombo ender since he often has little demand for Offensive Meter outside of Scud Shot.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A | Stance | 1 | N/A | 391 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
369 | N/A | N/A | N/A | - | |||||||
A unique stance with several properties that can make Erron Black's screen control and pressure equally difficult to contain. From this stance Erron Black has a wide variety of attacks that require mutually exclusive answers to. The biggest weakness to this stance are the startup frames and the recovery frames of Cancel Locked And Loaded, allowing the opponent to challenge with fast attacks if they have the read. Erron Black would then have to play with what he does to keep the opponent on their toes and keep them guessing, but going into this stance from a blockstring will always carry significant risks.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
60.00 / 17.50 / 1.75 | High | 3 | 4 (Default) | 9 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
7 (Default) | 19 | -14 (Default) | -14 (Default) | 1 Rifle Bullet | |||||||
A unique attack for having the lowest start-up frames of any attack in the game. The quick follow-ups from continually shooting will shut down a lot of the opponent's options that include standing up and keep them crouching unless they want to get pushed away and eat chip damage. If Erron Black continues to Straight Shot, the opponent can crouch block and make the next shot whiff. They will have to watch out for Low Rifle Shot at that point or Erron Black's Overhead Stock Drop at closer distances.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 16.25 / 1.62 | Low | 12 | 4 (Default) | 14 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
-7 (Default) | 1 | -28 (Default) | -28 (Default) | 1 Rifle Bullet | |||||||
Makes Erron Black crouch, going under many high projectiles in the process. This attack has more startup frames than Straight Shot, the issue becomes what can be done after blocking. Erron Black can follow up Low Rifle Shot with Straight Rifle shot, kountering any attack the opponent might make to punish Low Rifle Shot on block if Erron Black has additional rifle bullets available. This threat, along with the pushback Low Rifle Shot has on block, makes this attack difficult to punish if the opponent doesn't have long-reach attacks available while crouching to make the possible following Straight Rifle Shit whiff.
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 16.25 / 1.62 | Mid | 7 | 5 | 56 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
32 | 11 | -34 | -34 | - | |||||||
Launches the opponent into the air, typically used as a hit confirm into Straight Rifle shots for decent damaging kombos if Erron Black doesn't have Rising Stock Cancel from Enhanced Locked And Loaded. It is one of the fastest mid-launchers in the game but it can be difficult to set up and is very punishable on block. The launcher from the Krushing Blow is very easy to get and is one of the three meterless launching krushing blows Erron Black can reliably get from any typical match (The others being Down2 and the 21212 KB).
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 16.25 / 1.62 | Overhead | 17 | 3 | 23 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
-7 | -17 | -10 | -10 | - | |||||||
Can be hit confirmed into Straight Rifle Shot for a good damaging kombo. This attack, while unsafe on block, is useful once you condition the opponent into crouching in order to avoid getting pushed away from multiple Straight Rifle Shots. That's if the opponent doesn't simply input a fast enough crouching attack after the blockstring, Erron Black would have to condition the opponent to respect the special cancel after the blockstring with a special move that is safe on block such as Amplified Scud Shot, Acid Pour or Down Peacemaker to enforce Locked And Loaded's pressure. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 24 | N/A | 95 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | - | |||||||
Placeholder description |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A | Cancel | 1 | N/A | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | - | |||||||
Very easy for the opponent to react and punish if they anticipate it, Erron Black would have to be really cheeky or really good at conditioning the opponent to surprise them with a Cancel Locked And Loaded in their face, which can often happen. |
Fatal Blow
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
340.00 (20*5 + Cutscene) / 62.50 (12.50*5) / 6.25 | High | 18 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 16 | -32 | -37 | FB Charge On Hit, 10 Sec CD On Miss Or Block | |||||||
Out of the 340 total damage, 100 of which comes from the pre-cutscene phase of the attack which only scales once which helps reduce the overall scaling of the fatal blow in kombos. The only issue that can come up is that if the opponent is not hit by several of these bullets a significant chunk of the overall damage is reduced. Despite that this Fatal Blow comes out relatively fast and is great for anti-airing, challenging zoning and immediately stealing the pace of the whole match once Erron Black has access to it. If Erron has health to spare, any action the opponent might make can be punished. Making this Fatal Blow a real game changer compared to other Fatal Blows and greatly enhancing his already formidably pace-enforcing playstyle.
|
Kustom Abilities
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
60.00 / 17.50 / 1.75 | Low | 24 | 3 (Default) | 33 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
-10 | -2 (Default) | -31 (Default) | -31 (Default | 1 Rifle Bullet | |||||||
Placeholder
|
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
68.50 / 15.25 / 1.53 | Low | 3 | 3 (Default) | 29 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
-3 | 3 (Default) | -24 (Default) | -24 (Default) | 1 OFF and 3 Rifle Bullets | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 16.25 / 1.62 | Mid | 7 | 5 | 32 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 40 | -15 | -15 | - | |||||||
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 16.25 / 1.62 | Overhead | 17 | 3 | 23 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
-7 | -2 | -11 | -11 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.88 | Overhead | 20 | 3 | 55 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
-10 | 34 | -31 | -31 | - | |||||||
Placeholder
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.88 | Overhead | 20 | 3 | 37 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 52 | -13 | -13 | - | |||||||
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 24 | N/A | 159 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | Cancel | 1 | N/A | 442 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
420 | N/A | N/A | N/A | - | |||||||
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
78.00 (40 + 38) / 12.00 (6*2) / 1.20 | High | 15 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 20 | -8 | -8 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
106.18 (20 + 19.68 + 18 + 17.71 + 16.20 + 14.58) / N/A / N/A | Unblockable | 26 | N/A | 74 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 24 | N/A | N/A | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
40.00 / 6.00 / 0.60 | Mid | 19 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
39 (Default) | 11 (Default) | -11 (Default) | -11 (Default) | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
78.00 (40 + 38 + 36.10) / 12.00 (6*3) / 1.20 | High | 39 | 4 | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 34 | -15 (Default) | -15 (Default) | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
40.00 / 6.00 / 0.60 | Mid | 21 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 1 | -21 | -21 | - | |||||||
Placeholder description |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
110.00 (50 + 30 + 40) / 16.25 / 1.62 | Mid | 13 | 3 | 37 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
19 | 15 | -9 | -9 | 1 Rifle Bullet | |||||||
Difficult to punish on block at further distances thanks to its farther reach and decent pushback. Useful for making certain blockstrings safe on block without having to spend Offensive meter like with Scud Shot Amp or Defensive meter like with Enhanced Rattle Snake Slide. On hit it's for catching breakaways on Erron's meterless launching kombos thanks to its Armor Breaking capabilities.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
150.00 (50 + 10*5 + 50) / N/A / N/A | N/A | 13 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 11 | N/A | N/A | 1 OFF | |||||||
If you want to save Rifle Bullets you can amplify at the cost of Offensive meter with added damage, the amplified Acid Pour will still armor break the opponent's Breakaways so it's extremely useful for saving that Krushing Blow for when you really need it.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
120.00 (20 + 10*5 + 50) / N/A / N/A | High | 11 | 2 | 38 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
126 | 10 | N/A | N/A | - | |||||||
A crucial tool for pressure since Erron Black's more crucial strings are Mid or High starters. It is also one of the farthest reaching command grabs in the game, capable of catching opponents attempting to escape the mix. Erron Black has a wide variety of tic throw options: Using Down1 for one of the fastest tic-throws in the game, Forward3 for one of the farthest reaching tic throws in the game and Down3 that's got a little bit of both and change to spare.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
170.00 (20 + 10*5 + 50*2) / N/A / N/A | N/A | 1 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 29 | N/A | N/A | 1 OFF | |||||||
A high amount of a damage off a command grab, with how the damage is allocated that last hit scales very well, resulting in decent overall damage to end your juggle kombos with.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
136.50 / N/A / N/A | Mid | 14 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 29 | 1 | 1 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 21.30 / 2.13 | Low | 21 | 19 | 42 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
26 | 19 | -15 | -15 | - | |||||||
Takes a step back before firing, makes for a difficult to punish poke and a decent alternative to making B222 safer on block when you don't have Scud Shot or Acid Pour. Commonly used for a safer 50/50 mixup with Erron's overheads than using Rattle Snake Slide or when you have Cattle Toss and cant use Acid Pour. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 1 | N/A | 33 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
17 | N/A | N/A | N/A | - | |||||||
Placeholder
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.80 / 1.88 | Mid | 2 | 6 (Default) | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 23 (Default) | -6 (Default) | -6 (Default) | 1 OFF | |||||||
Knocks down on hit. Can be used to make B222 much safer on block if you dont have Acid Pour or Down Peacemaker equipped. Follow up the projectile parry with an amplify to punish the opponent's zoning.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / N/A / N/A | Unblockable | 59 | 15 | 22 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
235 (Total) | 189 (Total) | N/A | N/A | - | |||||||
Placeholder
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 22 | N/A | 36 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70 / 18.75 / 1.87 | Mid | 12 | 48 | 17 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
7 | -5 | -34 | -34 | - | |||||||
Placeholder
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90 / 21.30 / 2.13 | Low | 59 | 300 | 18 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
69 | 103 | -1 | -1 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90 / 21.30 / 2.13 | Low | 59 | 300 | 59 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
51 | 103 | -15 | -15 | - | |||||||
Placeholder |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 17 | N/A | 12 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Makes B222 safe on block unless the opponent has a 6-frame attack at the cost of defensive meter. Following up the cancel with a throw or more blockstrings really spices up Erron Black's pressure game as well if you dont feel like ending your turn just yet.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / N/A / N/A | N/A | 14 | N/A | 12 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | N/A | N/A | N/A | 1 DEF | |||||||
Placeholder
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Strategy and Kombos
General Tactics
- Once Zaterrean Spit is deployed on the stage, Erron Black has many strategies to keep the opponent standing over it. His Forward Throw locks the opponent in place for the majority of the attack with his Back Throw actually propelling the opponent forward instead of behind Erron Black himself. Acid Pour Amplified and Cattle Toss both lock the opponent in place with B222 and 21212 being relatively long blockstrings for the opponent to withstand. Locked And Loaded's rifle shots also have serious pushback on block for how often Erron Black can fire them if the opponent needs to be pushed back into the acid.
- Since B222 is unsafe on block, one popular strategy is to special cancel the end with Cancel Locked And Loaded or Stock Bop and Cancel Scud Shot or Amplified Scud shot. Acid Pour, Down Peacemaker and Enhanced Rattle Snake Slide can also be used to make Erron Black's stringer safer.
- B222 and 21212 both have two overheads, these overheads can be replaced with a low using Rattle Snake Slide or Down Peacemaker for a 50/50 mixup. In order to replace the second overhead in B222 you'll have to dial the entire string and input the special move to cancel after the first overhead animation. The same will have to be done with both overheads in 21212. Keep in mind when doing these 50/50's that Rattle Snake Slide is unsafe on block, so consider using Enhanced Rattle Snake Slide for yet another layer of mindgames.
- Down3 and Down4 can be special cancelled into Close Zaterrean Spit, even if the opponent blocks those pokes and kounters you during Zaterrean Spit's animation, the DoT will still be deployed. This strategy is useful for closing out games as the damage over time will bypass the Last Breath mechanic and immediately kill the opponent if their health drops below 10 health points before the next tick.
- Forward3 is a really popular tick-throw for Cattle Toss because of its forward movement, mid guard and range with the option of finishing the string to catch people ducking the throw. You can make this more block-confirmable by jumping in with Jump2 and then dialing in F3, DBF(1/3). Making a DBF and inputting 3 will still make Rattle Snake Slide come out so you're safe making your Cattle Toss input here and only worry about hit-confirming and block-confirming with your face buttons. Because the timing is different between the Jump2 hit and block be sure to buffer the input by pressing 2 twice followed by F3.
Popular Variations
- Considered to be an "optimal" variation for Erron Black, this well-rounded variation focuses on enhancing Erron Black's pressure while still retaining space control. Scud Shot amplified can make B222 safer on block at the cost of offensive meter since Cattle Toss conflicts with Acid Pour. Scud Shot will also prevent Erron Black from being spaced or zoned out from projectiles.
- Cattle Toss is crucial for preventing the opponent from defaulting to block and scouting out throws to tech whenever Erron Black approaches as well as giving him 17% throws when amplified. Which adds up, fast.
- Enhanced Locked and Loaded in this case is the high-damaging reward for conditioning the opponent with Cattle Toss. Once you command grab the opponent enough times with a 17% throw, they'll stop wanting to block your actual buttons and overheads, opening them up to a very high-damaging meterless kombo.
- A well rounded variation with emphasis on increased overall damage. Acid pour makes Erron Black's pokes and pressure safe and gives him an armor break on his meterless launcher combos with Scud Shot allowing Erron to control the opponent's zoning game without spending Rifle Bullets.
- A variation that focuses on maximizing utility at the cost of greater overall damage per touch. Down Peacemaker can make Erron Black's buttons and stringers more safe on block without spending the offensive meter with Scud Shot Amplified. It also gives a 50/50 mixups he can swap out the overheads in his strings.
- Between the 50/50's and the command grab Erron Black has a much easier time opening the opponent up with the Scud Shot helping to close that distance by shutting down projectile zoning. Erron Black will typically end his combos with Locked And Loaded rifle shots and spends bullets to deal damage instead of using Enhanced Locked And Loaded variation kombos.
Universal Kombos
[Midscreen] B222-BF4, 2(KB), B222-BF3 (347.38 dmg) [Side Switch]
- Note: This kombo was recorded with Easy Krushing Blows; Erron must be out of ammo in his rifle to perform this.
- Amplify Ender: BF3 Amp (347.38 dmg + Zaterrean Spit Damage Over Time) [Side Switch]
- Replace Starter: 2121-BF4 (332.66 dmg)
- Replace Ender: Cattle Toss (352.58 dmg) [Side Switch]
- Amplify Ender: Cattle Toss Amp (378.97 dmg) [Side Switch]
- Replace Ender: Acid Pour (315.63 dmg)
- Amplify Ender: Acid Pour Amp (368.41 dmg)
[Midscreen] D2(KB), B222-BF3 (347.38 dmg) [Side Switch]
- Amplify Ender: BF3 Amp (347.38 + Zaterrean Spit Damage Over Time) [Side Switch]
- Replace Ender: Cattle Toss (366.88 dmg) [Side Switch]
- Amplify Ender: Cattle Toss Amp (399.37 dmg) [Side Switch]
- Replace Ender: Acid Pour (360.38 dmg)
- Amplify Ender: Acid Pour Amp (386.37 dmg)
Variation Kombos
[Midscreen] B2U4-BF3, B+Amp, F32-BF3 (248.24 dmg) [Side Switch]
- REQUIRES: Enhanced Rattle Snake Slide
- Amplify Ender: BF3 Amp (248.24 dmg + Zaterrean Spit Damage Over Time) [Side Switch]
- Replace [F32-BF3] with [2121-Cattle Toss]: (270.89 dmg) [Side Switch]
- Amplify Ender: (299.90 dmg) [Side Switch]
- Replace [F32-BF3] with [2121-Acid Pour]: (265.08 dmg)
- Amplify Ender: (288.30 dmg)
[Midscreen] B222-BF4, 2-U, MD, 2121-BF3 (268.34 dmg)
- REQUIRES: Enhanced Locked And Loaded
- Amplify Ender: (268.34 dmg + Zaterrean Spit Damage Over Time)
- Replace Ender: Cattle Toss (281.57 dmg)
- Amplify Ender: Cattle Toss Amp (303.62 dmg)
- Replace Ender: Acid Pour (277.17 dmg)
- Amplify Ender: Acid Pour Amp (294.89 dmg)
- Replace [MD, 2121-BF3] with [F32-BF3]: (264.36 dmg)
[Midscreen] 2121-BF4, D3-U, 2121-FB3 (309.06 dmg) [Side Switch]
- REQUIRES: Enhanced Locked And Loaded
- Amplify Ender: BF3 Amp (309.06 dmg + Zaterrean Spit Damage Over Time) [Side Switch]
- Replace [2121-FB3] with [B222-]
- Cattle Toss Ender (329.03 dmg) [SideSwitch]
- Amplify Ender: Cattle Toss Amp (357.15 dmg) [Side Switch]
- Acid Pour (323.41 dmg)
- Amplify Ender: Acid Pour Amp (345.90 dmg)
- Cattle Toss Ender (329.03 dmg) [SideSwitch]
[Midscreen] 2121-BF4, D3, 2-U, D2, D4-DB1+B (284.42 dmg + Zaterrean Spit Damage Over Time)
- REQUIRES: Enhanced Locked And Loaded
- Replace Ender: Cattle Toss (319.50 dmg) [Male Hitbox only]
- Amplify Ender: Cattle Toss Amp (334.12 dmg) [Male Hitbox only]
[Corner] 2121-BF4, D3, 2-U, 21, 2121-DB1+B (282.74 dmg + Zaterrean Spit Damage Over Time)
- REQUIRES: Enhanced Locked And Loaded
- Replace [D3, 2-U] with [3, 1, 2-U]: (285.65 dmg + Zaterrean Spit Damage Over Time) [Costs 1 Rifle Bullet]
- Replace Ender: Cattle Toss (323.45 dmg)
- Amplify Ender: Cattle Toss Amp (340.41 dmg)
- Replace Ender: Acid Pour (320.06 dmg)
- Amplify Ender: Acid Pour Amp (333.63 dmg)
- Replace [2121-BF4, D3] with [B222-BF4]: (248.90 dmg + Zaterrean Spit Damage Over Time)
Glitches/Port Differences
Known Glitches
- Erron Black's Scud Shot kustom ability, when activated, will fire but fail to destroy any Projectile-Type Environmental Interaction. These projectiles are immune to destruction but Scud Shot will still attempt to destroy them by firing, resulting in him being hit
- On Xbox One/PlayStation 4 (verified so far) Erron Black may occasionally not have his Forward4 Krushing Blow triggered in situations where it should have triggered. The cause for this glitch is not yet known at this time (6/8/2021)
Port Differences
- On the PC port (verified) Erron Black's Forward4 Krushing Blow glitch does not occur. His Krushing Blow will trigger every time as intended