Mortal Kombat 1/Ermac

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Introduction

Collection of Souls

"Ermac is a collection of souls, bound together by Quan Chi's dark magic. The souls within him were intended to function as a group mind. That part of the spell is temporarily undone, however, when Ermac is defeated by Mileena. During that period, one of the souls in Ermac's collection takes control of his group mind. It is that of Emperor Jerrod, deceased ruler of Outworld and husband of Empress Sindel. He rejoins the royal family, aiding Empress Mileena's reign. But when Ermac's collection of souls reestablishes its control, Ermac retreats to Outworld's shadows. No longer Quan Chi's slave, nor bound to the royal family, he must find a future worth fighting for."

Ermac is a Rushdown/Mixup spirit entity that excels playing neutral with many disjointed mid-range normals as well as close-range pressure options to open the opponent up for kombos; some of his tools include an autoshimmy that is neutral on block (s12), a disjointed High (S2) and fast Mid (B2) with safe staggers that can confirm into kombos, a safe disjointed 23f Overhead (F2) that is special-cancellable, and two Low disjointed crouch-pokes (D3/D4) with active frames that allow them to hit meaty and become safe. Specials like EX DB1 can be used as whiff-punish tools or kombo enders to grant a stun extension while his EX BF2 armor reversal can be converted into juggles with Kameo assists. Moves that put Ermac in an airborne state (i.e. F4, s42) can be cancelled into (Air) DB2 which momentarily leaves him airborne allowing him to quickly cancel into one of his aerial options during kombos and/or blockstrings; his 18f (Air) EX DB3 is unsafe and costs 2 bars of meter but can be difficult to react to when conditioned by the Overhead aerial attacks, and will cause a stun/restand on hit to increase his reward for successfully mixing up the opponent. His DB4 teleport may be used on the ground or while airborne (interchangeably); dash cancelling specials like BF1 charge or EX BF3 launcher on hit allows him to extend kombos as well as to remain safe/continue pressure on block. Death’s Embrace (FDB3) causes all dmg inflicted against Ermac to instead drain his super meter for 7 seconds or until Ermac cancels the buff/runs out of meter to drain.

Strengths Weaknesses
  • MKX Lite: Soul Charge can be dash-cancelled, granting Ermac the ability to engage or disengage pressure at will and creating mind games between cancelling and letting it rip; dash-cancelling the move in neutral can also be used for meter gain;
  • Float Cancels: Ermac’s DB2 further opens up his kombo, mixup, and pressure game on top of the mobility it offers;
  • Launching Armored Reversal: Enhanced Lift gives him a kombo opportunity with Kameos like Janet Cage, a great tool against gaps in strings and on wakeup (although there is a significant flaw noted on the opposite side);
  • Mana Shield: Death's Embrace gives Ermac an additional lifeline by draining meter instead of health when he gets hit;
  • Shimmy God: His Throw animation is unusual compared to the rest of the cast as it resembles some of his other disjointed attacks, giving him a strike/throw game that can be harder to defend against.
  • High APM Requirements: Ermac's gameplan is reliant on dash cancels of different flavors;
  • Bad Armored Wakeup: Challenging gaps is not a problem for Ermac but waking up is a different story: the attack hits High meaning the opponent meatying with a Low makes it whiff.
Ermac
Mk1 ermac portrait.png
Base Health 1000.00
Availability

Normals and Strings

Grounded

1

1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

d1
Crouching Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

2

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d2
Crouching Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

3

3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d3
Crouching Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

4

4
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d4
Crouching Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Aerial

j1

j1
Jumping Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j2

j2
Jumping Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j3

j3
Jumping Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -

j4

j4
Jumping Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -



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