How to Fight Erron Black – Beginner Guide

This is a small preview of the Premium How to Fight Erron Black Advanced guide.

PunishTo attack an opponent who has done an attack that left them unable to block in time.ing Gaps

F32 is Erron Black’s forward-advancing mid. The 2nd hit of F32 can be Flawless BlockedA special type of block that takes no chip damage and occurs when an attack is blocked within 3 frames upon contact.. Once you start Flawless BlockingA special type of block that takes no chip damage and occurs when an attack is blocked within 3 frames upon contact. F32, this will force Erron Black to use F3 by itself. F3 is -13 on block so it is punishable on a read.

B2U4 can also be Flawless BlockedA special type of block that takes no chip damage and occurs when an attack is blocked within 3 frames upon contact.. This will usually be used in the corner because it will launch for a combo. Erron Black’s 114 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 B222 and 21212 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.


B22 Rattle Snake Slide / B222
This can be fuzzy guarded by blocking low then high. The low hits 4 frames faster than the overhead.

212 Rattle Snake Slide / 21212
This can be fuzzy guarded by blocking high then low. The overhead hits 5 frames faster than the low.

2121 Rattle Snake Slide / 21212
This can be fuzzy guarded by blocking high then low. The overhead hits 8 frames faster than the low.

B2 Rattle Snake Slide / B222
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:
https://www.kombatakademy.com/mortal-kombat-11/erron-black/fuzzy-guarding-erron-black/

PunishTo attack an opponent who has done an attack that left them unable to block in time.ing Command GrabA move that acts as a throw and cannot be throw teched.

In Erron Black’s Barking Irons variation, he gains access to Cattle Toss, or DBF1. This is a high command grab. Usually Erron Black will use this after his F3 as a mixup with F32 and to counter you for Flawless BlockingA special type of block that takes no chip damage and occurs when an attack is blocked within 3 frames upon contact. F32. He can also use this after his D1 and D3.

To punish the command grab, duck and do a D2. Your D2 will become a Krushing BlowAn enhanced attack that can be performed after meeting certain requirements. because the command grab is a high.

PunishTo attack an opponent who has done an attack that left them unable to block in time.ing Getup AttackA type of Getup that allows you to counterattack the opponent after being knocked down. Requires 1 bar of Offensive Meter and 1 bar of Defensive Meter.s

While Erron Black has some strong knockdown options, he also has very weak Getup AttackA type of Getup that allows you to counterattack the opponent after being knocked down. Requires 1 bar of Offensive Meter and 1 bar of Defensive Meter.s if he is the one that is knocked down. Erron Black’s U2 and U3 are both punishable on block. His U2 does not have a good vertical hurtbox, so you are able to freely jump at him on knockdown. His U3 does not have a good horizontal hurtbox, so you can also walk back and whiff punish him.

Using BreakawayA defensive mechanic that allows you to break out of a combo. Requires 2 bars of Defensive Meter.

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 BreakawayA defensive mechanic that allows you to break out of a combo. Requires 2 bars of Defensive Meter. 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 BreakawayA defensive mechanic that allows you to break out of a combo. Requires 2 bars of Defensive Meter. as to avoid wasting meter.

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