Ermac
As punishment for resisting Shao Kahn’s claim to the realm of Edenia, the souls of the vanquished were torn from their bodies and fused together to form the being now known as Ermac. Bent to Shao Kahn’s will, Ermac is his foremost enforcer. The essences of so many souls bound together give Ermac immense telekinetic power--an advantage that will destroy Earthrealm’s resistance to Shao Kahn’s rule.
Moves
Basic Attacks
Front Punch
fp
3%
high bufferable
Back Punch
bp
5%
high bufferable
Front Kick
fk
5%
high bufferable
Back Kick
bk
7%
high bufferable
Crouching Front Punch
d + fp
2%
high bufferable
Crouching Back Punch
d + bp
12%
high uprcut
Crouching Front Kick
d + fk
1%
low bufferable
Crouching Back Kick
d + bk
3%
low bufferable
Angled Jumping Punch
during angled jump, fp or bp
4%
med
Angled Jumping Kick
during angled jump, fk or bk
7%
high knockdown
Straight Up Jumping Punch
during straight up jump, fp or bp
5%
med groundbounce
Straight Up Jumping Kick
during straight up jump, fk or bk
5%
med knockdown
Command Normals
Back Fist
f + fp
5%
high bufferable
Wind Strikes
b + fp
3% + 2
high + high ; 2nd hit: bufferable
Fist Smash
f + bp
9%
high knockdown
Psychic Palm
b + bp
3% / 7% / 9% / 11%
Hold bp to charge up; 4 levels of charge; high / high / high / unblockable ; All levels: bufferable ; 4th level: crumple
Quick Kick
b + fk
3%
high bufferable knockdown
2-hit Kick
f + bk
3% + 5%
low + high
Low Leg
u + bk
9%
med knockdown
Sweep
b + bk
7%
low sweep
Throws
Throw (Away)
b or n + fp + fk
1% + 5% + 6%
throw
Throw (Towards)
f + fp + fk
1% + 5% + 6%
throw
Kombo Attacks
Ermac Rush
fp --- bp --- fp
3% --- 3% --- 5%
high --- high --- high ; 1st and 2nd and 3rd hit: bufferable
Mysterious Mash
f + fp --- fp --- bk
5% --- 3% --- 5%
high --- high --- high ; 1nd and 2nd and 3rd hit: bufferable ; 3rd hit: knockdown but comboable
Fusion
b + fp --- fp --- bk
3% + 2% --- 3% --- 8%
high + high --- high --- high ; 2nd hit and 3rd hit and 4th hit: bufferable ; 4th hit: knockdown but comboable
Nether Pain
bp --- bp
5% --- 7%
high --- high ; 1st and 2nd hit: bufferable
Relinquish
fk --- fk
5% --- 7%
high --- high ; 1st and 2nd hit: bufferable
Surrender
fk --- fp --- bp
5% --- 3% --- 6%
high --- high --- high ; 1st and 2nd and 3rd hit: bufferable
Disoriented
b + fk --- bk
3% --- 7%
high --- high ; 1st and 2nd hit: bufferable ; 1st and 2nd hit: knockdown
Controlled Chaos
f + bk --- b + bp
3% + 5% --- 8%
low + high --- high ; 3rd hit: knockdown
Fast Tags
Breakdown
Fist Smash --- tg
N/A
Brain Freeze
Psychic Palm --- tg
N/A
Only works with level 4 Psychic Palm
Mind-Blowing
We Win --- tg
N/A
Tag Kombos
Clear Your Mind
f + fp --- fp --- tg
Based on Teammate
Subconscious
b + fp --- fp --- tg
Based on Teammate
Lucidity
fk --- fp --- tg
Based on Teammate
Tag Kombo Attack
Attack from Teammate's Tag Kombo
5%
high knockdown
Tag Specials
Special Attacks
Force Ball
d , b + bp
8%
high
Airblast
in air, d , b + bp
8%
high
Force Port
d , b + bk
8%
high airok wkup
Force Lift
d , b + fp
1% + 4%
high + unblockable ; launcher wkup ; 2nd time used in combo: flatten
Force Push
b , f + fp
6% + 5%
high + high ; flatten wkup
Enhanced Special Attacks
Focus Ball
d , b + bp + bl
6% + 5%
high + high
Force Blast
in air, d , b + bp + bl
12%
high
Teleport
d , b + bk + bl
5% + 6%
high + high ; 2nd hit: flatten ; airok wlup
Telelift
d , b + fp + bl
1% + 5% + 3%
high + unblockable + unblockable ; launcher wkup ; 2nd time used in combo: flatten
Telepush
b , f + fp + bl
6% + 3% + 6%
high + high + unblockable ; flatten wkup
X-Ray Attack
Cannonball Slam
fk + bk + bl
5% + 15% + 15%
1st hit: high ; flatten
Finishing Moves
Mind Over Splatter
d u d d + bl
Jump
Pest Control
f b f d + bk
Jump
Stage Fatality
d u d d + fk
Varies
Babality
d d b d + bp
Jump
Move Analysis
Basic Attacks
N/A
Command Normals
2-Hit Kick and Low Kick
Use these to mix up opponents since one is low-high and the other is Mid. Ermac gets advantage after 2-Hit Kick.
Kombo Attacks
N/A
Special Attacks
Force Push
Best punisher tool. Relatively safe outside of sweep range and chips well. Use it to punish any forward movement or jumps.
Teleport Punch
Good for punish in projectile wars. After a hit you can get a free jump for mixups. Punishable on block.
Force Lift
Punishable on block up close and sweep range. Where combos come from. Try to air to air fish with jump punch and when you land you can get a Force Lift in. Can be used as anti-air when timed correctly.
Enhanced Special Attacks
Enhance Telepush
Flattens opponent so you can go in for mixups.
X-Ray Attack
N/A
Basic Strategy
Advanced Strategy
Combos
Matchups