Yeah I guess I need to use different combos. I mean any character can be good if you practice so its not the character that is bad, its probably just how i handle him. My gamertag is AndroxineVortex so if anyone wants to add me just say you are from the forum. If we could get some practice battles and you can point out what im doing wrong i think that would be the best way to help me out.
Thanks!!
Ok
Don't listen to the 2nd post when he talks about using any combo and mixing it up. there is no mix up in combos so there is no point in doing a combo that does less damage than maximum damage for that particular moment. Besides if he ment strings to mix up pressure to break defense. Ermac is a special case as he isn't that versatile in bringing out large damage through conventional block break. The most he does is 10% off of his lows/mediums/grabs.
If you block a long delay move like Scorpion's Teleport or Smoke's teleport then you should always use the highest damage output combo you got in your arsenal. ALWAYS.
The only time you should use a less than full damage combo is if a lesser combo will come out quick enough to punish. For instance, Jade's highest damage combo starter is B1, or 3. Those moves are actually pretty slow on startup. So lets pretend these two moves come out in 12 frames. If the opponent's move that's blocked has 10 recovery frames, then you won't punish in time before he can block. So at this moment it's more beneficial to use her 1,2,2 combo, which comes out in like 6 frames(guesses), although the damage is a lot less, it's GUARANTEED damage because they can't block in time.
Situational combos are also another reason you should be aware of. IF a combo puts you in a better position at the end of it you should go for that instead.
For instance After a teleport punch from Ermac during his basic combo. Most people do 2,2 Into FORCE push, This is maximum damage but not always optimal. If you're fighting a johnny cage and you wish to zone him then yes do 2,2 force push. If you're fighting Sektor or Raiden. You DO NOT want to do 2,2 force push because they have teleports and can on reaction punish you for your far projectiles. You want to stay on these guys so after teleport punch off your combo. You'll do a F4, which will leave them standing in front of you at a disadvantage. Giving you free pressure, If they try to escape free combo. if they block, you can build meter with pressure, or grab, or charge an unblockable.
So pay attention and think. Don't just do random combos. One will always be better choice than another in the same situation.
If you're ermac player, your mix up options aren't that good. You got a low starter F4, and a reactionairy blockable overhead U+4. I advise using unblockable timing mixups as a more effective mix up vs going low/overhead with ermac. As they don't really lead to anything major.
Also as a Ermac player you need to take advantage of every high damage combo opportunity so get those down. Because a huge part of ermac's game is playing on the fear of high damage you opponent displays.
Ermac if he wins a air-air punch will get a free combo. lift immediately upon landing on the ground.
People who know how to fight ermac will cross up jump you constantly on your wake up. IF he's within range don't force lift on wake up if he's cross up jumping you'll whiff. IF you think he's gonna pressure you on your wake up w/o a cross up jump then go ahead and force lift on wake up. If he's waiting for force lift, just stand up and grab him. He's cared of lift, you can grab in time.
Uppercut is a full combo if you land it as a anti air. So when you see someone jump at you from midscreen, uppercut them for a full combo. I also uppercut or Nuetral jump punch cross up pressure, to maximum damage.
These are Ermac basics, and theories
Allow me to explain your "mix ups"
Your mix ups with force push or his projectile should be timings. Don't do them back to back, as that's really predictable. Walk backwards from your opponent, and mix up the timings of your projectile zoning. IF they want to catch you they have to drop block and approach sooner or later. You're gonna try to force push JUST as the let go of block. Once you get them with this enough times, then they will try to stand there and block and wait for the "Guess push" you'll realize this once you sit there for a full second, try to catch them dropping it and they didn't bother letting go of block the entire time. You have put in the fear, time to start up close pressure with.
3,1 3,1,2 B4,3(I think) F4, Grab, Are your best options up close. Occasionally UP+4
pay attention to patterns.
Lets say you jump in punch on his block. You go for F4, to mix him up. HE blocks it. That means he's in the habit of blocking high for jump in punch then immediately blocking low. That means you'll want to do Jump in punch (next time the opportunity arises) and do a U+4, or grab instead.
Know that 3,1,2 when it lands gives you a free jump in scenario. They can't do anything to stop you from your jump in punch other than block.
Cross ups while you're pressuring.
My favorite pressure tool is 3,1, over and over again. to break out they have to low jab or jump at just the right time after 1. If you call out the cross up jump after 1. Do a uppercut just after 1, then you get a full combo.
If they low jab you as a habit instead, the instead just finish your 3,1,2 the 2 will hit them before they low jab.
any other questions please ask.