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Ermac ultimate mortal kombat 3
Ermac ultimate mortal kombat 3











  1. Ermac ultimate mortal kombat 3 how to#
  2. Ermac ultimate mortal kombat 3 full#

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. Make sure to try and labor the 3 hit succession just a bit to elapse the time limit inbetween uses, which isn't noticable usually. Your standard set ups are going to be either hit, TKS, hit, hit, hit, TKS -or- TKS, hit, hit, hit, hit, TKS, etc. 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. 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. 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).

Ermac ultimate mortal kombat 3 how to#

  • 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.
  • 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 only thing that can be weird about them is their aaHPs. 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. At worst, it is universally punishable by uppercut in the corner.
  • Poor Throw: The Male Ninja throw is negative on hit.
  • Most of the time you are forced to Uppercut or Teleport to reset the neutral.
  • Weak Anti Air Options against Crossups: Ermac has trouble anti airing crossup jump attacks.
  • Male Ninja Hurtbox: The Male Ninja hurtbox is the status quo for UMK3 combos.
  • Ermac ultimate mortal kombat 3 full#

    If RH is done at the edge of the screen, Teleport can be juggled after for a full combo. Good Anti Airs: Ermac can anti normal jump attacks with HP, HK, Uppercut and RH.This is especially useful when combined with his glitch jab launcher. LK, HK, Sweep Punish: Ermac can punish LK, HK and unsafe Sweeps at any range on block with Telekinetic Slam.Glitch Jab Launcher: One of Ermac's launchers (HPHPbLPdfLP) begins with a HP, so it can be glitch jab option selected.Teleport: Teleport allows Ermac to escape corners and run jab pressure.Universal Relaunch: Ermac can relaunch every character in the game no matter what.

    ermac ultimate mortal kombat 3

  • High Combo Damage: Ermac generally does 50-100% off any hit.
  • Male Ninja Normals: Male Ninjas have a great LP, HP, HK, RH and Uppercut.
  • Great Runaway: Ermac can use Teleport to reset spacing if the opponent gets too close.
  • Great Rushdown: Ermac's pressure consists of kara jabs, mid launchers and Teleports.












  • Ermac ultimate mortal kombat 3