Erron Black

Move List


INPUT COMMANDS
Straight Punch
1
Spinning Revolver
Back+1
Dusty Knuckles
Down+1
Bounty Bash
2
Grip Slam
Back+2
Shoulder Shimmy
Forward+2
Rising Outlaw
Down+2
Boot Flick
3
Saloon Strike
Forward+3
Low Boot
Down+3
Ankle Biter
Down + Forward+3
Spinning Spur
4
Low Spur
Back+4
Boot Drop
Forward+4
Amplify
   Amplify
Cancel
   Back+Amplify
Sandy Sole
Down+4
JUMPING ATTACKS
Swinging Pistol
1
Hammer Fist
2
Quick Flick
3or4
HOP ATTACKS
Tumbleweed
Up,1orUp,2
Drop Kick
Up,3orUp,4
GETUP ATTACKS
Quick Shot
Up+2
Pocket Sand
Up+3
FLAWLESS BLOCK ATTACKS
Quick Shot
Up+2
Pocket Sand
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Version 1.19
Last Updated: June 12, 2020

Strategy


Erron Black is a rushdown character with solid mix-ups. In his 52 Kard Pickup variation, Erron Black gains many new attacks, higher damaging combos, and the ability to counterzone opponents. In Erron Black’s Barking Irons variation, he gains additional mix-up and pressure options up-close. Erron Black’s Locked n’ Loaded variation allows him to place traps on the ground for setups.

Key Moves

2,1/2,1,2,1,2 – High, hit confirmable, used for mix-ups, great pushback, triggers a Krushing Blow if it is a Kounter or Punish
Back+2,2,2 – Fast 11 frame mid, hit confirmable, used for mix-ups, unsafe on block
Forward+3,2 – Mid, hit confirmable, -3 on block, can be Flawless Blocked on 2nd hit
Forward+4 – Advancing overhead, great range, used for mix-ups, triggers a Krushing Blow if opponent is hit by this move twice in a row
DownBack1 (Zaterrean Spit) – Damage over time
BackForward3 (Rattle Snake Slide) – Advancing low, great range, used for mix-ups, combo ender
BackForward4 (Locked and Loaded) – Stance, leads into many different attacks

Strengths

  • Fast normals
  • Good mix-ups
  • Great pokes
  • Strong counterzoning

Weaknesses

  • Short-ranged normals
  • Highly punishable
  • Weak Flawless Block Attacks

Combo Starters

The primary way for Erron Black to start his combos is to use Locked and Loaded (BackForward4) after any attack and follow it up with Rising Stock (2). This will launch the opponent up for a combo and can also trigger a Krushing Blow if Erron Black is out of rifle ammo. In his 52 Kard Pickup variation, Erron Black can use Stock Bop (Down+3) after Locked and Loaded for a more damaging combo starter.

Combo Enders

All of Erron Black’s combos can be ended with 2,1,2,1,2 for a hard knockdown or Rattle Slide Slide (BackForward3) for maximum damage and to switch positions with the opponent. If Amplified, Erron Black will throw out a Zaterrean Spit after the Rattle Snake Slide for a setup, which will deal damage over time while the opponent is in the Zaterrean Spit puddle.

Pokes

One of Erron Black’s greatest strengths is his ability to harass opponents with his pokes. Erron Black’s Down+1 is one of the fastest pokes in the game, having a start-up of 6 frames. His Down+3 and Down+4 are amazing pokes as well because they allow Erron Black to low profile underneath his opponent’s attacks while also creating a decent amount of pushback on block. Constant use of pokes can make it extremely difficult for opponents to attack.

On the Shoot

Erron Black’s On the Shoot (2,1,2,1,2) string is best used at close range. The 1st two hits of this string can be staggered for pressure. 2 leaves Erron Black at -4 on block, and 2,1 leaves him at -3 on block.

In order for Erron Black to use the rest of this string, it must be dialed in by quickly entering in each input of 2,1,2,1,2. Erron Black’s 2,1,2,1,2 is a multi-hitting string that can be easily hit confirmed into a combo. It also triggers a Krushing Blow on Kounter or Punish. This string is best used when mixed with throws as it can be difficult for opponents to block 2,1,2,1,2 and defend against being thrown. The final two hits of this string are overheads that can be used for mix-ups with Rattle Snake Slide (BackForward3). This string is very safe as it will leave Erron Black at -7 and create great pushback on block.

Note: Since 2,1,2,1,2 must be dialed in, Erron Black must commit to using this string. If the string happens to whiffs or hits an airborne opponent, Erron Black will be vulnerable to being punished.

At the Dooooor

Another strong attack for Erron Black to use up-close is his At the Dooooor (Back+2,2,2) string. In order for Erron Black to use this string, it must be dialed in by quickly entering in each input of Back+2,2,2. Back+2,2,2 is a multi-hitting mid attack and is one of Erron Black’s fastest attacks, having a start-up of 11 frames. Similar to 2,1,2,1,2, the final two hits of this string are overheads that can be used for mix-ups with Rattle Snake Slide. Because this string is -15 on block, Erron Black must use a Special Move, such as Scud Shot (DownDown3) in his 52 Kard Pickup variation, afterwards to be safe.

Note: Since Back+2,2,2 must be dialed in, Erron Black must commit to using this string. If the string happens to whiffs or hits an airborne opponent, Erron Black will be vulnerable to being punished.

Keep’em Honest

At mid range, Erron Black is able to use his Keep’em Honest (Forward+3,2) string. Forward+3,2 is 13 frame mid attack with decent range. On hit, Erron Black can combo into Rattle Snake Slide. Be careful when using this string as the 2nd hit can be Flawless Blocked. To stay safe, use Forward+3 instead which will leave Erron Black at -4 on block.

Boot Drop

Erron Black’s Boot Drop (Forward+4) is one of his main attacks to use at longer distances. Forward+4 is an advancing overhead attack with amazing range. Forward+4 also triggers a Krushing Blow if it hits twice in a row. This can be used as a mix-up with Rattle Snake Slide (BackForward3), as well as Erron Black’s low pokes. Dashing forward and using pokes such as Down+3 and Down+4 is a great way to approach opponents because they will be anticipating Forward+4.

Although it is -8 on block, Forward+4 is safe due to Erron Black lowering his hurtbox and the amount of pushback it creates. Forward+4 can also be Amplified on block or miss. If Amplified, Erron Black will send out a low shot after Forward+4 which can hit opponents trying to attack. The low shot however is -11 on block and can be punished by fast advancing attacks.

Zaterrean Spit

Erron Black’s Zaterrean Spit (DownBack1) allows him to throw acid on the floor, causing damage over time to opponents standing on top. Zaterrean Spit is best used to close out the round when the opponent is low on health. A good way to use Zaterrean Spit is to stand on top of it after throwing it out. Opponents will not be able to attack Erron Black without making contact with the acid. Zaterrean Spit can be used after blockstrings as well. If the opponent is low on health and Erron Black used a string such as Back+2,2,2, using Zaterrean Spit afterwards will immediately deal damage to the opponent and deplete the remainder of their health.

Rattle Snake Slide Mix-ups

Rattle Snake Slide (BackForward3) is an advancing low attack that can be used for mix-ups along with Erron Black’s many overheads. Rattle Snake Slide can be used as a mix-up with Erron Black’s 2,1,2,1,2 and Back+2,2,2. In order to use Rattle Snake Slide during these strings, BackForward3 must be inputted after the string has been dialed in. After each hit connects with the opponent is when BackForward3 can be inputted.

The strongest mix-up is to use Rattle Snake Slide immediately after the 1st hit of Back+2,2,2. This is because the opponent will have little time to defend against the mix-up, and the opponent will only have 2 frames to fuzzy guard. If Rattle Snake Slide is used with 2,1,2,1,2 or after the 2nd hit of Back+2,2,2, then it is less effective as opponents will be able to fuzzy guard the mix-up. While these mix-ups are unsafe and can be fuzzy guarded, they can still be applied occasionally against ill-prepared opponents.

Note: Although quite difficult, it is possible for opponents to react to Rattle Snake Slide. Therefore, Rattle Snake Slide is ill-advised against opponents with strong defense.

Locked and Loaded Stance

Erron Black’s Locked and Loaded (BackForward4) puts him into a stance that can lead into a variety of attacks:

Cancel Locked and Loaded – Stance Switch

Allows Erron Black to exit out of the stance. This is mainly done to safely go on the defensive after firing at the opponent.

Straight Rifle Shot – 1

Allows Erron Black to shoot high projectiles at the opponent. Each shot uses up 1 out of 8 bullets. Erron Black can unload shots by inputting 1 repeatedly.

Low Rifle Shot – Down+1

Allows Erron Black to shoot a low projectile at the opponent. Each shot uses up 1 out of 8 bullets. When zoning with Erron Black, it’s best to mix up Straight Rifle Shot and Low Rifle Shot. If an opponent attempts to jump over a Low Rifle Shot, they will be vulnerable to being hit out of the air by a Straight Rifle Shot. If an opponent ducks to avoid a Straight Rifle Shot, they must block a Low Rifle Shot and take the chip damage.

Rising Stock – 2

Used as a combo starter. It triggers a Krushing Blow if Erron Black is out of rifle ammo. A good strategy is to use up all of Erron Black’s ammo while zoning, then when the time comes, use the Rising Stock Krushing Blow for increased damage.

Stock Drop – 3

Overhead attack that can be used up-close for mix-ups. Stock Drop can be used as a mix-up with Low Rifle Shot. If Stock Drop hits, it can combo into Straight Rifle Shot.

Reload Single Bullet – 4

Allows Erron Black to reload 1 bullet.

In Erron Black’s 52 Kard Pickup variation, he gains additional attacks from his Locked and Loaded stance:

Drop Shot – Down+2

Allows Erron Black to shoot low projectiles at the opponent while lowering his hurtbox. Drop Shot can be delayed by holding 2. During the Drop Shot, Erron Black will be able to avoid many attacks. If Amplified, Erron Black will fire multiple shots at the opponent. This can be a useful way to close out the round while the opponent is low on health.

Stock Bop – Down+3

Overhead attack that can be used up-close for mix-ups. Stock Bop is a bit slower than Stock Drop, but will launch the opponent up for a combo. Stop Bop is also used as a combo starter after Erron Black’s 2,1,2,1,2.

Reload Multiple Bullets – 4

Allows Erron Black to reload multiple bullets.

End Locked and Loaded – Hold Up

Allows Erron Black to exit out of the stance immediately after any attack.

Scud Shot

Erron Black’s 52 Kard Pickup variation gives him Scud Shot (DownDown3). Scud Shot is a parry that will absorb any projectile thrown at Erron Black. Scud Shot can be delayed by holding 3. If Amplified, Erron Black will shoot a mid projectile at the opponent. This allows Erron Black to counterzone while shooting back at opponents.

Scud Shot can be used up-close for pressure as well. Scud Shot is mainly used after strings such as Back+2,2,2 and Amplifying it to stay safe. Since opponents will be conditioned to block the Amplified Scud Shot, Erron Black can mix this up by not Amplifying the Scud Shot. This can then be followed up with another Back+2,2,2 to continue Erron Black’s offense. It should be noted that if Scud Shot is not Amplified, Erron Black will usually be left punishable.

Scud Shot Block Data

1 = -21
1,1 = -22
1,1,1 = -18
Back+1 = -20
Down+1 = -29
2 = -22
2,1 = -21
2,1,2 = -18
2,1,2,1 = -22
Back+2 = -16
Back+2,2 = -9
Back+2,2,2 = -12
Back+2,Up+4 = -8
Forward+2 = -13
3 = -12
Forward+3 = -24
Forward+3,2 = -6
Down+3 = -24
4 = -11
Down+4 = -20

Cattle Toss

Erron Black gains Cattle Toss (DownBackForward1) in his Barking Irons variation. Cattle Toss is a command grab that is used for mix-ups. Cattle Toss can be done after Forward+3,Down+1,Down+3 and Down+4. It’s best to use Cattle Toss in situations where the opponent is more likely to block, such as when Erron Black is at an advantage.

Cattle Toss can be used as a mix-up with Erron Black’s Forward+3,2. If the opponent is attempts to block or Flawless Block the 2nd hit of Forward+3,2, Erron Black can use Forward+3 into Cattle Toss instead for a mix-up. It’s important to always use Rattle Snake Slide (BackForward3) after Forward+3,2 in case the opponent attempts to avoid the Cattle Toss and is hit by the 2nd hit. If Rattle Snake Slide is done on block, Erron Black has enough time to cancel out of it by inputting Back+Amplify to stay safe.

TNT Toss

In Erron Black’s Barking Irons variation, he is able to throw a stick of dynamite at the opponent with TNT Toss (DownBack1). The dynamite is an unblockable that can be directed close, mid or far and will explode after a short delay. Due to its slow start-up, it’s best to use TNT Toss from a distance. TNT Toss can be delayed by holding 1, cancelled by inputting DownDown, and Amplified. If Amplified, Erron Black will shoot at the opponent just before throwing the dynamite. Amplifying TNT Toss can stop opponents from attacking when using this move. Once the dynamite has been thrown, Erron Black can then use Locked and Loaded into Straight Rifle Shot to hit opponents trying to avoid the explosion.

Note: Erron Black is able to damage himself after the TNT Toss so make sure to avoid making contact with the dynamite once it’s thrown.

In the corner, Erron Black can create setups using TNT Toss. This is done by ending combos into Close TNT Toss and Amplifying it. Once the dynamite is set, Erron Black can then use an attack such as Back+2,2,2. The dynamite underneath the opponent will explode, launching the opponent up for a combo. The setup can be looped by ending combos with Back+2,Up+4 into Amplified TNT Toss. This setup is very strong because the opponent must use a Getup Attack, Short Delayed Getup or Roll Escape to avoid being hit by the unblockable, all of which can be baited and punished. If the opponent does not have meter, they will have very little options to escape.

Rattle Snake Slide Cancel

Erron Black has the ability to cancel out of his Rattle Snake Slide in his Barking Irons variation by inputting Back+Amplify at the cost of 1 bar of Defensive Meter. This allows Erron Black to pressure opponents up-close. Rattle Snake Slide Cancel is best used during 2,1,2,1,2 and Back+2,2,2. While opponents are focusing on defending against his overhead and low mix-ups, Erron Black can cancel out of the Rattle Snake Slide to continue his offense. After cancelling, Erron Black can then attack again with 2,1,2,1,2 or Back+2,2,2. Using Cattle Toss (DownBackForward1) after a cancel can also be effective as opponents will be blocking in anticipation to the Rattle Snake Slide.

Rattle Snake Slide Cancel Block Data

1 = -16
1,1 = -17
1,1,1 = -13
Back+1 = -15
Down+1 = -24
2 = -17
2,1 = -16
2,1,2 = -13
2,1,2,1 = -17
Back+2 = -11
Back+2,2 = -4
Back+2,2,2 = -7
Back+2,Up+4 = -3
Forward+2 = -8
3 = -7
Forward+3 = -19
Forward+3,2 = -1
Down+3 = -19
4 = -6
Down+4 = -15

Acid Pour

In Erron Black’s Locked n’ Loaded variation, Acid Pour (BackForward1) allows Erron Black to swing his rifle at the opponent and pour acid on top of them. This is mainly done after blockstrings such as Back+2,2,2. Although it is -9 on block, Erron Black will remain safe due to pushback.

Netherbeast Trap

In Erron Black’s Locked n’ Loaded variation, he is able to place a Netherbeast Trap (DownBack4) on the ground. This is a low trap that temporarily stays on the screen. If the opponent is caught in the trap, they will be stunned long enough for Erron Black to combo. If Amplified, Erron Black will kick the Netherbeast Trap towards the opponent. Once the Netherbeast Trap has been placed, Erron Black can then use Rattle Snake Slide which can knock the opponent into the trap. If the trap is placed behind the opponent, Erron Black can use overhead attacks such as Forward+4, which can be difficult to defend against as the opponent must block low while the Netherbeast Trap is set.

While the opponent is stuck in the trap, Erron Black has enough time to throw out a Zaterrean Spit (DownBack1). This can then be followed up with Acid Pour which will trigger a Krushing Blow as the opponent will be standing in the Zaterrean Spit puddle.

Combos


52 Kard Pickup

Erron Black - 52 Kard Pickup - Beginner Combos

Erron Black – 52 Kard Pickup – Beginner Combos


Erron Black - 52 Kard Pickup - Beginner Combos
Erron Black - 52 Kard Pickup - Advanced Combos

Erron Black – 52 Kard Pickup – Advanced Combos


Erron Black - 52 Kard Pickup - Advanced Combos

Barking Irons

Erron Black - Barking Irons - Advanced Combos

Erron Black – Barking Irons – Advanced Combos


Erron Black - Barking Irons - Advanced Combos

Locked n' Loaded

Erron Black - Locked n' Loaded - Advanced Combos

Erron Black – Locked n’ Loaded – Advanced Combos


Erron Black - Locked n' Loaded - Advanced Combos

Guides


General

How to Fight Erron Black - Beginner Guide

How to Fight Erron Black – Beginner Guide


Punishing Gaps is Erron Black’s forward-advancing mid. The 2nd hit of can be Flawless Blocked. Once you start Flawless Blocking , this will force Erron Black to use by itself. is -13 on block so it is punishable on a read. can also be Flawless Blocked. This will usually be used in the corner because it will launch for a combo. Erron Black’s also has a gap before the last hit. ...
Punishing Amplified Boot Drop

Punishing Amplified Boot Drop


After blocking Erron Black’s Boot Drop, or , he has the option to Amplify it to send out a low gunshot. Amplifying the will counter your attempts at attacking. If blocked, Erron Black will be at -10 but this is generally safe due to pushback. This can be punished by jumping straight upwards and doing a jump attack after blocking the . The low gunshot will miss and you are able to punish Erron Black ...
Fuzzy Guarding Erron Black

Fuzzy Guarding Erron Black


Erron Black has two incredibly strong strings that end in double overhead attacks. These strings are his and his . He also has a Special Move called Rattle Snake Slide which hits low. A common tactic for Erron Black is to use the Rattle Snake Slide within his blockstrings to create overhead/low mixups which can be difficult to deal with. However, you can indeed fuzzy guard most, if not all, of these mixups with ...
How to Fight Erron Black

★ How to Fight Erron Black


Pokes Erron Black’s strongest poke is his . This is a 7 frame low poke that is only -2 on block. A lot of times Erron Black will do consecutive s on block. This can be difficult to deal with because the can also low profile your poke depending on the character. To counter this, either do a reversal throw or walk back and whiff punish the . Dealing with Boot Drop Erron Black’s Boot Drop, or ...

52 Kard Pickup

Barking Irons

Locked n' Loaded