
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#
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.

