Ermac by Mobius Gear1

Version: Final | Updated: 12/15/04 | Printable Version

   M   M K  K      D D    EEEE   CCC  EEEE  P P  TTTTT  IIIII  OOOO  N   N
   MM MM K K   ::  D  D   E     C     E     P  P   T      I    O  O  NN  N
   M M M KK        D   D  EEE   C     EEE   P P    T      I    O  O  N N N
   M   M K K   ::  D  D   E     C     E     P      T      I    O  O  N  NN
   M   M K  K      D D    EEEE   CCC  EEEE  P      T    IIIII  OOOO  N   N
                       EEEE  RR    M   M   AA    CCC
                       E     R R   MM MM  A  A  C
                       EEE   RR    M M M  AAAA  C
                       E     R R   M   M  A  A  C
                       EEEE  R  R  M   M  A  A   CCC


Mortal Kombat Deception Ermac guide VFinal for PS2/Xbox by Mobius Gear1
This should be the only version posted on a site.


Welcome. I'll keep this short. I like Ermac...I make Ermac guide :) This only
covers Eramc in the fighting game mode, not the chess or puzzle games. My 
name is MobiusakaBorat on the MKO ( boards. I also 
occasionally visit the boards with the name Mobius Gear1. I am a
Ps2 exclusive player...I dont have an xbox. Thats it, lets get started.

NOTE: I will NEVER play online with any name such as Mobius Gear1 or 
      MobiusakaBorat or EVER reveal myself in any way as the creator of this
      guide. If anyone is claiming to be me, they are NOT. This is in regards
      to some mails I have been getting revealing some impersonators. 


     This FAQ is copyright Mobius Gear1.  You cannot steal or borrow this FAQ
without written consent from me.  This FAQ may only be on Mortalkombatonline 
Gamefaqs or No where else and must fully credit me. I hope you
all enjoyed this, and I hope it taught you something about our beloved Ermac.


New to version 1.0

 - Updated the Special Move Section - added strat/uses/ratings
 - Updated the Strategy sections 5.1(DT methods) and 5.2(mixups 50/50) 
 - Added a small online section - warning to Ermac users.
 - Added a "Why Ermac?" section with pros/cons and a rating for him compared
   to the rest of the cast.
 - General polish/updates here and there

New to version 1.2
 - Ermac's new rating, he is truely one of the best in the game.
 - Added a Bread and Butter EASY combo to the end of the combos section.
 - A few small unnoticeable fixes 
 - Kill Scorpion everytime strat added to the PROs section as well as a few
   other small update in that area.

New to version 1.3
 - Ermac special move descriptions as requested by Ross
 - A few minor mistakes in the Bio section - corrected by Anthony Capaldo
 - Some new combos sent in by Ryan Harvey at 
 - A small but sincere general Thanks section at the very end of the FAQ :)

New to version 1.35

 - Strat section, I added a line that I should mention.
 - An alternative bread and butter combo submitted by Armagon Felspire at
 - Legal section updated with another site that may post my faq:

New to version 1.36

 - Just the note at the Introduction regarding impersonators
 - Added a new EASY combo for Axe Submitted by Sam -

New to Version 1.5

 - My new love for the Axe stance, his best stance

   - Added a new mix-up for the Axe Stance in the Mix-up and strat sections 
   - Got a good Axe stance Bread and Butter added in the Axe combo section
   - New strats in the strategy section concerning, you guessed it, AxeStance

 - A substitute for fatalities in the fatality section. Its the ultimate 
   insult and almost always gets a rise+intant rematch request by players :)

 - General revisions throughout, you might want to read some sections you have
   not read for a couple versions that are gameplay related.

 - Breaker Bugs added to the breaker section

New to the Final Version

 - Some combos added to the end of the combo section. These are from Mew2King
Note: I sold my copy of the game a couple weeks ago. I had fun with it for a 
      short while which was the plan, but the engine is too broken for my 
      tastes. Again, I totally appreciate all the e-mails people sent in. You
      have made writing this guide a treat. Farewell. 

Final Note: People mailed me asking questions about online tactics,
            since I don't play anymore I can't answer them. 

Why Ermac? - Rating 4.5/5


_ IMO he is one of the best in the game, only Baraka can be cheaper/better 
  and thats just by a little. scorpions are a breeze (read below)

- His float/dive is one of the BEST moves in the game, he owns at long range
  if played correctly. This alone is a great Pro, big part of his game. If
  you play Ermac you will live and die by how well you can use this move.

- His float, again, allows for some garunteed added damage after certain hits
  example: an uppercut.

- He has big juggles.

- B D B + 4 is an awesome move.

- He can totally tear up Scorpions, who we all see too many times. (block tele
  kick -> uppercut -> float/bomb and float/bomb to beat his spear keep moving
  and keep it long range/defensive. If they try and walk or jump to close the 
  gap B D B + 4 and do your bread and butter. As it stands I can not be beat
  by any ranked scorp unless its a fluke on my part using this strat.

- Axe stance, his best stance, is great, check strategy section

- Ermac lacks a good agressive 50/50 game (doesnt need one imo)

- Internet lag doesnt allow you to consistently use his best juggles

- He lacks one super solid stance. Either its missing good sweeps or mids.
  The closest thing is Axe stance. If it had a sweep it would rock even more.

- All his combos/juggle launchers hit highs except Axe stance! >.<

- He really is NOT a dial-a-combo character if thats your thing. I'm not sure,
  is this is a pro or a con? LoL

If you still want to learn him read on! He is fun to use and can kick some 
serious butt regardless of some flaws of his. Truly one of the most 
overlooked and best characters in MKD.

Table of Contents:                                              Search Symbol

1. Conventions                                                          [CON]
  1.1 Breakers                                                          [BRK]
2. Biographies                                                          [BIO]
  2.1 First Person Bio                                                  [BI2]
  2.2 Alt Bio                                	                        [BI3]
  2.3 Ending                                   	                        [END]
  2.4 Alt. Costume                      	                        [COS]
3. Moveslist                                 	                        [MOV]
  3.1 Special Moves                      	                        [SPM]
  3.2 Hua Chuan                         	                        [HUA]
  3.3 Choy Lee Fut                        	                        [CLF]
  3.4 Axe                                	                        [AXE]
  3.5 Fatalities/Hari-Kiri                	                        [F&H]
4. Combos                                 	                        [CMB]
  4.1 Hua Chuan                           	                        [CM1]
  4.2 Choy Lee Fut                        	                        [CM2]
  4.3 Axe                                	                        [CM3]
5. Strategy                              	                        [SGT]
  5.1 What are good Methods to DT?       	                        [DTM] 
  5.2 Mixups and 50/50 forces             	                        [MIX]
  5.3 Online Issues with Ermac            	                        [ONL]
  5.4 Auto-Tracking                      	                        [TRK]
1. Conventions:                         		                [CON]
Back            B
Forward         F
Up              U
Down            D
Move        Abbreviation   PS2            X-Box
Attack 1        1          Square         X
Attack 2        2          Triangle       Y
Attack 3        3          X              A
Attack 4        4          Circle         B

Change Style    CS         L1             L  
Block           BL         R2             R       
Throw           TW         R1             Black (thanks to Shaun Greiner for 
                                                 the X-box controls)

+       indicates to press both buttons at the same time
DT      This is an abbreviation for Death Trap.
->      In combos, means "followed by." Does NOT mean forward.
whiff   Refers to when your move gets blocked or you miss.

1.1 Breakers:                                                           [BRK]

- A breaker is performed by pressing F + BL
When can it be performed?
  - While you are getting pounded in by a ground combo 
  - On a single hit, right as it is about to hit you.
  - While you are blocking you can use the breaker 
  - Throws - On some throws you can break. You can like Scorps and thats only
    one one of the last hits. Dont waste breakers on throws.
  - Juggles - You can stop juggles as well.

- You can NOT use a breaker to knock someone into a DT.  
- You only get 3 per match and they do no damage. 

Having trouble performing breakers? 

-Use the breaker MASH tactic. This works in every case. If you are in one of
the above situations, you can use this method to help you. Hold down on the 
block and start tapping forward over and over and you will perform a breaker.
Sometimes you see people using a breaker on your very first move! If you are
blocking you can be tapping forward before any attacks are attempted by the soon as they try something you will breaker on the very first 

Note on Breaker Bugs:
 - Dont Break throws, you take full throw damage anyway. This is a bug.
 - Also, try and use a break instantly after a juggle or you end up take- 
   ing just as much damage as you would without breaking. Sometimes if you
   break late, you take full damage and then break. 
   Example: I'm comboing and my opponent breaks, then falls over and dies :/

2. Biographies:                     		      	                [BIO]

Name: Ermac
Difficulty: 4 (in-game rating, not personal)
Place of Origin: Unknown
Alignment: Good
Allies: Kenshi, Liu Kang
Foes: Dragon King, Ashrah

A being created through Sorcery, Ermac is the combined might of many warrior
souls fused together. He was once a servant of Shao Kahn until Kenshi freed 
him. Now he seeks to make amends for all the harm he has caused in the past 
by freeing Liu Kang's enslaved allies from the Dragon King's control.

2.1 First Person Bio:                                                   [BI2]

We are Ermac. We are the fusion of the souls of dead warriors, created by 
Shao Kahn to obey him without question. We served as his enforcer for many
years, until the Earthrealm warrior Kenshi released us from our bondage and 
awakened our perception of the worlds that surround us. We are now free to 
choose our own destiny. We encountered a fellow warrior spirit, who, like 
Kenshi, understood our suffering. Eager to atone for the atrocities we had
committed in Shao Kahn's name, we agreed to help this warrior, Liu Kang, to
liberate his allies from the control of the Dragon King. Shao Kahn may be
dead, but it seems his essence lives on in this new menace. It is as if they 
are both manipulated by the very fabric of the realms. 

2.2 Alternate Character Bio:                                            [BI3]

This can be found in the krypt - koffin  PJ - 254 Gold Koins - Bio: Ermac Alt

      CREDIT goes to John Ryall known as Bronzie on,
             for the location from his Krypt FAQ. 

We encountered a fellow warrior spirit who, like Kenshi, understood our 
suffering. Eager to atone for the atrocities we had committed in Shao Kahn's 
name, we agreed to help this warrior, Liu Kang, to liberate his allies from
the control of the Dragon King. Shao Kahn may be dead, but it seems his 
essence lives on in this new menace. It is as if they are both manipulated by
the very fabric of the realms. 

2.3 Ending:                       			                [END]

In an outer chamer of the Dragon King's throne room, Ermac did battle with 
Liu Kang's ensalved comrades. Ermac was more than a match for the five 
warriors, but their defeat was not his objective. Liu Kang materialized and, 
one by one, freed their souls while Ermac occupied the rest. Eventually all 
five were awakened from their enchantment and freed from Onaga's control.
Ermac was pleased that his warrior skills could for once bring about a noble
outcome. He sensed, however, that an ominous force still shaped the destiny 
of the realms. It was everywhere, he could feel its influence on Onaga, 
though the Dragon King was oblivious to its manipulation. Time was running 
out.Ermac feared the celebration of this latest victory would be short lived.

Note: The five enslaved warriors were Johnny Cage, Sonya, Kitana, Kung Lao 
      and Jax

2.4 Alternate Outfit:                                                   [COS]

Ermac -  Koffin QP - Key Location - A-8/Netherrealm. 

      CREDIT goes to John Ryall known as Bronzie on,
             for the location from his Krypt FAQ.

3. Moveslist:                                            	        [MOV]

3.1 Special Moves:                                                      [SPM]

Mystic Float                           D U + 3
Mystic Bomb (During Mystic Float)      D + 3
Dive Kick (During Mystic Float)        F + 3           * Can be used to DT
Telekinetic Throw                      F B + 2
Telekinetic Slam                       B D B + 4
Hado-Energy                            D B + 1
Set and Spike                          R2 or black  
      Note: his throw does not juggle :(   

Mystic Float - rating: N/A

Description: Ermac floats straight up with his arms spread out making the 
             letter T. He glows green all over and hovers there slightly
             bobbing up and down for 4 seconds (or bobs).

By itself this really isnt a move. The worst thing about this move is that
there is no way to cancel it without having to do the bomb or kick. I would 
have liked such an option, but its not necessary. As it stands, dont just 
float there. You cant move around while in the air and just staying there 
is begging to get comboed or knocked into a DT. You can also be hit by 
standard fireballs like freeze and Spear even though it looks like they may
go under you, but there is a counter for that :) read the bomb section below.
Remeber to mix up bombs and kicks (mostly you will be using bombs).

Mystic Bomb - rating:  5/5 

Description: Ermac starts to decent to the ground very quickly and slams into 
             the floor flat on his back. Before he hits the ground he tucks 
             in his arms and legs to focus his weight. Upon hitting the 
             ground the green energy that encircled him from the float shoots
             out of him in all directions. 

Note: This move hurts the enemy no matter how far they stand, as long as they
      are touching the floor.

I love this move. If you quickly float/bomb you can get some garunteed hits
after an opponent lands from a pop-up. Most players dont even jump when you 
float so abuse this against those players. When you float, stall, and they 
will get eager and jump early, then bomb as they land! The bomb is so fast it
almost seems instantaneous. You can float, and when you see a fireball/spear
/etc coming at you as a counter, you can bomb before it gets to you. You
should hit the ground and the fireball will go over you and you'll get em 
with another bomb. For those defensive players or defensive segments of a 
match (when you are far from your opponent in general) you should use this 
to lure your opponent in and close the gap. After a couple bombs/stalled 
bombs/missed fireballs they will give up and close in. If they dont, well, 
then you will chip away at them until they do :) You can also bomb after your
opponent lands from certain attacks such as an uppercut for a garunteed hit.

Dive Kick - rating: 2.5/5

Description: Ermac shoots forward at a 45 degree angle in a jumpkick
             animation leaving a trail of the green energy that was flowing 
             around him from the float.

This move can DT but its not that great when used as such since you shouldnt
be floating at close range. At that range you are more vulnerable to
fireballs/attacks even if you try and bomb counter (although you still can 
beat them a lot which is why that move rocks). If your opponent tries to 
attack you as you are dive kicking you will usually trade hits with them :/
The moves sole purpose is to act as a mix-up for the bomb...even though 
stalling bombs from a float is a better mix-up. Its an Ok move but I wont 
lie when I say that I sometimes go for several matches or days without using
it and do great.

Telekinetic Throw - rating: 4/5

Description: Almost identical to Kenshi's tele throw, Ermac uses both hands
             to telekinetically pull the enemy in front of him and toss him
             to his opposite side. Both his hands glow green as he does this.

This move is best used as a Juggle ender and a good ender it makes too. It
can not DT but you can use it to position someone by a DT though. Dont use 
this move at close range unless you see an opening or your opponent is
walking forward, backward or jumping. It, like the Slam, also is fairly easy 
to see coming thanks to all the green glow and easily punishable on a whiff. 
If any one jumps you can catch them in the air with this move, though a 
T.Slam would be a better option.

Telekinetic Slam - rating: 4.5/5

Description: Almost identical to Kenshi's tele slam, Ermac uses one hand to 
             raise his opponent into the air and them slam them into the 
             ground with enough force that they bounce back up high enough to
             be juggled. Again, his hand glows green as he does this.

This is Ermac's best move for juggles. You want to master doing this from
both sides and want to be able to do it fast enough to get it off in tight 
juggle situations. Some juggles require you to do it mulitple times in one 
combo, so I hope dexterity is not an issue for you. Seriously, Ermac needs 
this to do decent combo damage, otherwise he is very limited in his juggles.
Its easy to see coming and very easy to punish on a whiff though. There are
some situations where you can catch your opponent off guard like when they
are walking toward or away. If anyone jumps you can catch them in the air 
with this move. Since you will be float/bombing people WILL be jumping.

Hado-Energy - rating: 1/5  

Description: Easily the coolest looking fireball in the game. Ermac leans 
             back and faces away from his arm, which he extends outward 
             toward his opponent, as if it emits great heat. Then a snake-
             like figure of green energy shoots from his palm and slithers
             through the sky leaving a long trail of green energy. Upon 
             impact many particles of energy are expelled. 

This is as bad as any other straight forward fireball in this game. The 
Hado-Energy (a clever twist on Hado-Ken...or is it? LoL) doesnt come out 
fast/travel fast, doesnt do much damage, and can not knock oponents into a 
DT. Its not even good as a juggle ender. I dont suggest using it. Even at 
long range, if you use it someone like Scorpion can telehit you (worst case) 
or you miss completely (best case). Plus, at long range you have much better
options with your bombs/delayed bombs. Unless you are playing someone of very
low skill and what to see the move because you miss it dont use this 
otherwise cool looking move. The ONLY uses I can think of are if sub makes a 
clone and you do this to punish him, or if you are too far and scorp whiffs 
a ground flame. Dont use this move much.

Set and Spike - rating 4/5
Dont get me wrong, I dont want to be cheap, but throwing is a big part of MK 
all of a sudden. You can not block throws in this game as you could in the 
last. Since the engine of the game is flawed, there is also no designated 
throw escape implemented. SO, you can abuse this move. Many a time at mid
range you can just dash/walk right upto opponents and throw them on the 
average player. At close range its deadly. Players tend to block right after
a whiffed combo they just did so they can block your counter-combo. Since 
there are many safe combos and they actually CAN block in time, you can just 
take a step or two forward and throw them! Ermac's throw is standard in 
damage (still pretty high) and doesnt juggle like a few do :( but all throws
in this game are deadly. Man, only if it juggled... (by juggle I mean like
Nightwolfs throw). All throws are damaging, dont forget about this move in
your aresenal. Also, people get real angry when you throw more than a couple
times and might lose their will win those matchs. or if they
are better than you they will abuse it better...abuse it if you feel 
confident of your skill.

Note: There are stars (*) next to moves that can knock an opponent into a DT
      (Deathtrap) or through walls and such. Any move without a star can not,
      such as Ermac's Tele Throw. One an opponent is airborn from a juggle 
      launcher, pretty much anything can DT them at that point, just dont try
      and pop them up again.

3.2 Hua Chuan:                       	                                [HUA]
Thigh Punch                    1                             
Long Arm Fist                  B + 1
Razor Hand                     D + 1
Fast Hammer Strike             2
Hammer Fist Uppercut           D + 2        * 
Soaring Edge Hand              3            *
Low Mule Kick                  D + 3 
Foot Plant                     4            *
Creeping Leg                   D + 4
Chop Shop                      2 2 
Blender Fist                   2 2 2        * (on final hit)
Face Chop                      B + 1 3      * (on final hit)  
Chop Em Up                     2 2 1          
Face Plant                     2 B + 1      * (on final hit)
Swift Like The Wind            2 2 CS       * (on final hit)

3.3 Choy Lee Fut:                         		        	[CLF]

Tiger Claw                     1            *
Sloping Ridgehand              U + 1        
Deadly Palm                    F + 1        *  
Kneecap Strike                 D + 1        
Dual Rising Ridgehand          2            *
Ridged Knife Chop              B + 2        
Grasping Uppercut              D + 2        *
Twin Ox                        3            *
Twin Fingers                   B + 3        *
Choy Lay Foot                  D + 3
Snapping Sidekick              4            *
Dragonís Tail                  B + 4        
Sneak Attack                   F + 4
Whirling Demon                 D + 4
Nitro Strikes                  1 1          * (on first or final hit)
Strong Ox                      1 1 3        * (on first or final hit)
Strong Mule                    1 U + 1      * (on first hit)
Bloody Master                  1 1 4        * (on all hits)
Carving The Way                1 1 B + 2    * (on all hits)
Grasping Fingers               1 1 2        * (on all hits)
Choy Lay Powder                1 1 2 CS     * (on all hits except last)

3.4 Axe:                              			                [AXE]

Overhead Slice                 1
Whirling Blade                 B + 1
Sideways Cut                   F + 1        *
Power Jab                      D + 1        
Horizontal Slash               2            *
Windy Axe                      B + 2        *    
Slice You In Two               U + 2
Unresting Axe                  D + 2        *
Stomach Mash                   3            *
Low Slasher                    B + 3        
Pelvis Cut                     U + 3        *
Foot Slice                     D + 3        * One of the best in the game!
Quick Fist                     4            
Ankle Slicer                   D + 4            
Slice And Attack               1 3          * (on all hits)       
Mystic Rush                    1 3 4        * (only on firt and second hits)
Beat Down                      1 3 4 4      * (only on firt and second hits)
Into The Shadows               1 3 4 4 4    * (only on firt and second hits)
3 jabs                         4 4 4          This is not listed in the game
                                              menu for some reason.

3.5 Fatalities/Hari-Kiri:                			        [F&H]

Ermac Fatality 1: D,B,B,D, 3 (Sweep) 
        Description - Tele Slams - Ermac tele slams his opponent a few times
                                   and the final slam his opponent explodes.

Ermac Fatality 2: B,D,B,D, 4 (Sweep) 
        Description - Tele Rip - Ermac lifts his opponent up and makes him 
                                 crumple up into a ball. Then in one full 
                                 motion he makes them uncrumple and tear 

Ermac Hari -Kiri : D,U,U,D 3 

        Description - Head Bang - Ermac bangs his head on the floor a couple
                                  times...gets dizzy, and does a final bang
                                  causing his head to explode.

His most insulting finisher though is what I love to do and is my Signature
finisher since I have seen NO ONE else do it online for the entire period the
game has been out...and Ive seen many players. After this update with my new
finisher up I am SURE I will see it places, but I like to think that I am
the one to come up with this, so without further ado here is what I do:

I walk up to the dizzy opponent and then Tele Float right in their face! You
have to time it so that they fall over right as your float ends. This is a 
mean and demeaning way to end a match. It looks like they are bowing down to 
you, like you own them, you are their king! Its so evil :) 

Note: I only do this when I want to be real mean and it has a HIGH percent 
      chance of getting the other player to instantly challenge with 
      a rematch! ^^

4. Combos:                               	                        [CMB]

In this section I will not list all combos by any means. I will try and make 
a few easy ones for decent damage. I'll add em as I go along. During my 
comboing I found many slick looking combos of medium to hard skill. I didnt 
list them because the damage was pitiful and they really werent worth doing
with these other options.

EASY - These are pretty easy
MEDIUM - These are well, medium lol
HARD -  Not neccesarily hard.I am assuming you are an average skilled player.
A plus(+) sign mean its borderline, almost next difficulty level. 

IMPORTANT NOTE: You can not buffer moves in MKD. So when juggling, wait till
                one animation is over and then do the next button inputs 
                quickly. All these combos work, they have been tested.

IMPORTANT NOTE2: All my combos were done on Sub-Zero. Ryan Harvey at 
        wrote to me that different characters
                 take different amounts of damage. Which is why you might try 
                 these combos and get a different percent damage. I totally 
                 overlooked this and it is Very true. Thanks to him for
                 mentioning this. Read his original note below:

"Another thing you should note is that the combo damage percentages
vary from character to character.  For example, the same combo done to
Mileena and Sub-Zero will do more damage to Mileena because she has
less stamina."

4.1 Hua Chuan:                       			                [CM1]

All of these hit HIGH only :/


2,B+1 is a good pop up. Poke with 2 and follow through if it conncets. 
2,B+1 -> 2,2 -> B D B + 4 -> 2 -> F B + 2                 8hits 36%    MEDIUM

Ryan Harvey at adds a more damaging variation to the
above combo:

"2,B+1 -> (take a step back ) 2, 2 -> B D B + 4 -> 2, 2 -> F B + 2. (38%)

Author's Note: Basically, you can do two button 2's between the tele-slams and
the tele-throw at the end.  This is the most damaging combo I found that he 
can do in this stance.  However, you have to juggle the last 2, 2 at just the
right height in order to land the tele-throw afterwards--you should be hitting
them pretty high up (before they fall too low to the ground)."

2,B+1 ->* B D B + 4 -> 2 -> B D B + 4 -> 2 -> F B + 2     8hits 37%    HARD

   *Note: you will have to take 1 step back then do the tele slam. 
          Otherwise they may bounce over your head. 

2,B+1 -> B+1,3                                            4hits 27%    EASY


2,2,CS is another option. Whats bad about it is that after the pop-up, you
have very limited options for both moves and damage. Again, poke with 2 and
follow through if it conncets.

2,2,CS -> B D B + 4 -> F B + 2                             6hits 28%    EASY+

2,2,CS -> B D B + 4 -> 1,1,2,CS                            9hits 24%    EASY+

4.2 Choy Lee Fut:                                                       [CM2]

All of these hit HIGH only :/  T.Slam hits HIGH and MID, but it can be
blocked HIGH and MID as well so there really is no classification for it.


Im not too crazy about this combo launcher. It leads to Ermac's most damaging
combos in this particular stance. The 1 has some decent range, however, it 
can be easily side stepped/punished. Dont whiff the second part of it either.
Some decent damage for average skill also.

1,U+1 -> D+2 -> B D B + 4 -> F B + 2                      6hits 34%    MEDIUM

1,U+1 -> 2 -> B D B + 4 -> 2 -> F B + 2                   7hits 33%    MEDIUM

1,U+1 -> CS,1,3 -> B D B + 4 -> F B + 2                   7hits 36%    MEDIUM

    or 1,U+1 -> CS,1,3 -> B D B + 4 -> 1,3,4,4,4          9hits 32%    MEDIUM

1,U+1 -> B D B + 4 -> 1 -> B D B + 4 -> 1 -> F B + 2      8hits 35%    MEDIUM
1,1,B+2 or B+2

Almost the same deal as the above launcher for 1,1,B+2 but less damaging 
juggles. B+2 by itself comes out fast, but you cant abuse it. It seems to
have less recover time when its blocked rather than missed? Still, you can be

B+2 -> CS,1,3,4 -> B D B + 4 -> F B + 2                   7hits 36%    MEDIUM

1,1,B+2 -> B D B + 4 -> B+2 -> 1,1,2,CS                  10hits 24%    EASY+

       or 1,1,B+2 -> B D B + 4 -> B+2 -> F+1*             8hits 21%    EASY

    *Note: This finisher doesnt do much damage but sends           
           the enemy across the screen and if there is a 
           DT, into it. It has some nice range which is 
           why I put it in.

B D B + 4

If they jump you can catch em, if they walk towards/away from you can also.

B D B + 4 -> 2 -> B D B + 4 -> D+2 -> Float/slam          4hits ~25%  EASY+

B D B + 4 -> D+2 -> Float/slam BREAD AND BUTTER COMBO     3hits ~20%  EASY

Alternate Bread and Butter Combo submitted by Armagon Felspire at : B+2 -> B+2 -> B, D, B, 4 -> F, B, 2

Author's Note: B+2 comes out fast enough to catch people in recovery from 
               many blocked attacks (great way to punish Scorps!) In fact,
               it comes out faster than B,D,B,4, and if you time it, you'll
               have plenty of time to do your Tele-Slam since the opponent
               goes nice and high. The timing on the Tele-Throw, however,
               seems to be a bit tighter than normal for some reason,but it
               isn't a big issue.

    Warning from me: Use this if you are a more agressive player that tends
               to stay at closer range and watch out not to get B+2 ducked,
               use it on counters and not so much on offense.

4.3 Axe:                                                                [CM3]

  NOTE: The launchers here are not half bad. D+2 is good, damaging and a 
        great counter for throws, blocked teleport kicks/other moves etc.
        Also, this stance is the least effected by lag if its affecting 
        your combos online. 

Bread and Butter combo for this stance:
    B D B + 4 -> D+2 -> B D B + 4 -> F B + 2              5hits 32%    EASY

  and it can usually be added to like so...
    B D B + 4 -> D+2 -> B D B + 4 -> D+2 -> B D B + 4 -> F B + 2 
  ... for 7hits 41% HARD or replace the second D+2 with a B+2 like so...
    B D B + 4 -> D+2 -> B D B + 4 -> B+2 -> B D B + 4 -> F B + 2

  ... for 7hits 39% MEDIUM. For the second two you have to judge your 
  distance to see if you can connect with another D+2 or B+2. Obviously,
  you have to be much closer and will not often get a chance to do that
U+2           MID

If you whiff or are blocked there is much time for you to get punished. But 
this does hit MID 100% of the time so you can use that to your advantage.

U+2 -> 1,3 -> B D B + 4 -> 1,3,4,4,4                      8hits 34%    MEDIUM
U+2 -> 4 -> B D B + 4 -> 4 -> B D B + 4 -> F B + 2        7hits 36%    MEDIUM

U+2 -> D+2 -> B D B + 4 -> B+1                            6hits 28%    EASY+

U+2 -> U+2 -> B D B + 4 -> D+2                            4hits 23%    EASY

U+2 -> *4,4,4 -> B D B + 4 -> F B + 2                     7hits 34%    EASY+

   *Note: Delay a slight bit before hitting these 
          so that all 3 can hit.

U+2 -> *4,4,4 -> B D B + 4 -> CS,B+1,3                    7hits 31%    HARD

   *Note: Gotta get your opponent high with these
          so that you have time to do that extra
          CS later. 

Here is an EASY level comob for nice damage submitted by 
 Sam at :

U+2 -> D+2 -> B D B + 4 ->  F B + 2                       5hits 35%    EASY
D+2           MID

Your most damaging launcher in Axe, and best, is D+2. This hits MID most of 
the time. What does that mean? The games collision detection isnt all that
great so sometimes it misses MID, but 80% of the time it will hit MID. The
D+2 combo here may not be practical at all for some players, so I suggest
either practicing it or sticking to an easier one.

*D+2 -> B D B + 4 -> D+2 -> B D B + 4 -> F B + 2            6hits 44%    HARD

    *NOTE: You have to be close when you connect the first
           hit or you will miss the second D+2. You may have
           to take a quick step forward before the second D+2.
           Gently tap forward. You know if your step is too big
           if your second D+2 goes through your opponent.

D+2 -> B D B + 4 -> 1,3,4,4,4                               6hits 32%   EASY+

B+2          HIGH

This is the weakest single attack amongst these juggles. It doesnt throw your
opponent as far out as D+2 does. The 44% combo with above can be done much 
easier with B+2 but it will do considerably less damage, 11% less. Similar to
D+2 in safety, seems slower in execution. Hits HIGH and not MID which is why
its not as good as D+2

B+2 -> B D B + 4 -> 1,3 -> B D B + 4 -> 1,3,4,4,4          9hits 32%   MEDIUM

B+2 -> *4,4 -> *4,4,4                                      7hits 22%   HARD+

     *NOTE: Hold forward while doing these first 2 4s   
     *NOTE: Can be tricky to connect. You can also reverse
            Them. Do three 4s, then two. This combo can
            be done though.       

Mew2King at combos

This is the raw e-mail he sent me. Since Im done with the game I wont be 
reformatting the text to the standard I set throughout the guide. The combos
are all in xbox controls, but you can use the conventions section found at 
[CON] to convert them to ps2 if thats what you need. Enjoy.

"---53% - 8 hits - (Stance 1) - Back B (L), Tele-Slam, (L) Down Y, Tele-Slam,
                  Down Y, Tele-Slam, Tele-Throw

---44% - 6 hits - (Stance 3) - Down Y, Tele-Slam, Down Y, Tele-Slam

---41% - 7 hits - (Stance 3) - Tele-Slam, Down Y, Tele-Slam, Down Y, Tele-Slam

---41% - 7 hits - (Stance 2) - Forward Y, Tele-Slam, Down Y, Tele-Slam, Down Y

..........The 53% combo is shown as a 37% (and 7 hits) combo in the game,
           but itís REALLY 53% (and 8 hits)"   

5. Strategy                                                             [SGT]

Random strats:

- In general, people get caught with a B D B + 4 more than you would thing,
  just look for an opening and catch em. 

- Many float/bombs lead to jumpy opponents...Tele-slam to catch em out of the
  air and do a combo. 

- **In general, you want to stay in Choy Kee Fut the most. Its got your only 
  good sweep and decent combo options.
   **REVISION: Experience has lead me to say that Axe is your best stance now! 
               See Axe stance strats below

- The float/bomb wins over many moves, good priority on this one.

- Ermac's combos/launchers all hit high in both Hua Chuan and Choy Lee Fut,
  you dont want to combo much since you can easily be ducked.

- Upper cuts in CLF and HC stances lead to floatbombs. If you want you can 
  end combos in uppercut/bombs instead of F,B,2. 

      Example of uppercut to bomb: Block Scorps telekick and uppercut, then
                                   bomb for an extra hit.

- Anti Throw, you can uppercut them as you duck under the throw attempt and
  get a free bomb as they land/recover from the uppercut.

Axe strats

- Your new Bread and butter starts from a T.Slam just as before except it 
  does much more damage, about 7% more! (than the one listed in CLF)

- D+3 in Axe is one of the best single hit DT moves in the game! It recovers 
  fast too, its easy to abuse in a offensive DT situation.

- Mix-up: Try throwing out D+1s for a low hit and mixing that up with B+1 
  for a mid attack. B+1 is 17% by itself alone! Or you can mix D+1 to a 
  D+2 laucher leading to some damaging combos.

- In Axe 4444 is fast and can beat out throws. Use it agains throw lovers.

- Duck under throws and uppercut(D+2) then T.slam and combo from there 

- Uppercuts (D+2) lead to combos now, dont Float/bomb after this one, T.Slam
  them instead

- Remember that every character loses more life in a weapon stance than a 
  none weapon stance. 

5.1 What are good Methods to DT?                                        [DTM]

General Methods of DT: 1) You can simply just nail em.
                       2) You can side step real quick and nail em
                       3) You can throw them, some throws can DT, Ermacs cant
                       4) You can juggle them and at some point they DT.
                       5) 50/50 force with their back to a DT - this is best.
                          50/50 force is explained in 5.2


- In general I dont suggest trying to force a combo in a DT situation. Every
  thing hits high...can easily be ducked.

Hua Chuan -  In this stance Ermac has a nice variety to choose from. But they
             are not all that great as far as single hitters are concerned. 3
             has big recover time and ok speed - I dont suggest it. The same
             goes for D+2. 4 is your fastest and safest option as far as 
             single hits go, but even that isnt all that great. If you do
             knock them up  with a laucher and they dont DT, you can simply 
             just nail em with a power move like 4 go get the DT. I dont 
             suggest going for combos since most of his hit high and players
             naturally like to duck or sidestep etc when their back is to a
             DT. 4 is what I use with most success.

Choy Lee Fut - This stance isnt good at all as far as single hits are 
               concerned. All his single hits hit high, but if you must use 
               some I guess you could use B+3 since it executes the fastest.
               His worst stance for DTs I think.
Axe - D+3 is your best option for a mid hit or standing 2 for a faster high
      hit. D+3 in Axe is one of the best single hit DT moves in the game! So,
      its obviously your best option. Expect a high level of success with it,
      just another reason why this stance is so great. You really dont even 
      need to look at his other options.

5.2 Mixups and 50/50 forces                                             [MIX]

Note: 50/50 is an aggresive style of play required for higher lvl fights.
      Basically, once your opponent is on the floor a 50/50 force can start.
      You walk upto them while they are getting up and you can either sweep
      (low block required) or mid attack (high block required). If the move
      connects the 50/50 force loops and you walk up to them. This time will
      have to guess if you will sweep or mid attack? They have to guess and
      block accordingly. They have a 50% chance of guessing correctly. This 
      is a broken feature in the game, no skill required really. 

This is an area that Ermac takes a hit. In order to be able to have good 
50/50 you simply need to parts. A good sweep and pretty much any mid hitting
move. His Stance Hua Chuan stance lacks a sweep move while it has workable
mids. His Choy Lee Fut stance has great sweeps but has NO MID attacks! His 
final stance, Axe, has good mids and no sweep. If you try and use the CLF 
lows and switch stances to another with good mids, then yourm opponent will 
see it coming...since you dont have good lows there and the enemy will catch
on to this quickly. are some mixups you can do....but dont
expect as much success as his his Float/bomb/delaybed bomb mixup.

 - Mix-up, Axe stance: I have been recently paying more attention to axe 
   stance and noticed a decent mix-up. Try throwing out D+1s for a low hit 
   and mixing that up with B+1 for a mid attack. B+1 is 17% by itself alone!

 - Mix-up, Axe stance: Similar to the one above, you can poke with D+1 and  
   mix up with a D+2 laucher. This can lead to his biggest combo of 44%. If
   not that then still some hefty damage, a good mix-up. Watch out for the 
   D+2 part, sometimes it will miss MID (like 20% of the time) even though 
   its a MID move because of the games bad collision detection.

5.3 Online Issues with Ermac                                            [ONL]

Well we all knew there would be some issues. When challenging an opponent or 
accepting, do not play against 1 or 2 star pingers. These people will lag
the match and make it nearly impossible to perform at a normal level. The
lag will keep you from doing your juggles almost completely. Ermac struggles
to consistently do his juggles online, your inputs are lagged so miss unlike
a dial-a-combo player. Im not saying dont combo or you cant, just dont be 
dependant on one powerful and hard to do juggle that does much damage. 

 NOTE: If you are having trouble with juggles online, Axe stance in
       general is less affected by the lag. IMO its easier to juggle in 
       that stance than his other two. Try it out.

5.4 Auto-Tracking                                                       [TRK]

coming soon


   This FAQ is copyright Mobius Gear1.  You cannot steal or borrow this FAQ
without written consent from me.  This FAQ may only be on Mortalkombatonline 
Gamefaqs or, no where else I hope you all enjoyed 
this, and I hope it taught you something about our beloved Ermac.


Thanks goes out to everyone who sent me e-mails to better the guide, you know
who you are. Feedback is always appreciated.