+, 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. This gap can be interrupted by 10 frame attacks or faster.
Defending Against Slide Mixups
Erron Black’s +,, and ,,,, end with double overhead attacks. These strings can be used along with Rattle Snake Slide to create overhead/low mixups. To defend against these mixups, you must fuzzy guard them.
+, Rattle Snake Slide / +,,
This can be fuzzy guarded by blocking low then high. The low hits 4 frames faster than the overhead.
,, Rattle Snake Slide / ,,,,
This can be fuzzy guarded by blocking high then low. The overhead hits 5 frames faster than the low.
,,, Rattle Snake Slide / ,,,,
This can be fuzzy guarded by blocking high then low. The overhead hits 8 frames faster than the low.
+ Rattle Snake Slide / +,,
This is more difficult to fuzzy guard as the overhead hits only 2 frames faster than the low. The best way to defend against this mixup is to react to the Rattle Snake Slide. The slide has a startup of 21 frames which can be reacted to.
For more information on defending against slide mixups, see below:
Punishing Command Grab
In Erron Black’s Barking Irons variation, he gains access to Cattle Toss, or . This is a high command grab. Usually Erron Black will use this after his + as a mixup with +, and to counter you for Flawless Blocking +,. He can also use this after his + and +.
To punish the command grab, duck and use a +. Your + will become a Krushing Blow because the command grab is a high.
Punishing Getup Attacks
While Erron Black has some strong knockdown options, he also has very weak Getup Attacks if he is the one that is knocked down. Erron Black’s + and + are both punishable on block. His + does not have a good vertical hurtbox, so you are able to freely jump at him on knockdown. His + does not have a good horizontal hurtbox, so you can also walk back and whiff punish him.
At the end of Erron Black’s combos he will usually use Rattle Snake Slide. If you think he will end the combo with Rattle Snake Slide, use Breakaway to escape the combo and punish him. Most of the time however the Erron Black player might play it safe and not use Rattle Snake Slide. In this case, do not use Breakaway as to avoid wasting meter.