- Great Rushdown: Ermac's pressure consists of kara jabs, mid launchers and Teleports.
- Great Runaway: Ermac can use Teleport to reset spacing if the opponent gets too close.
- Male Ninja Normals: Male Ninjas have a great LP, HP, HK, RH and Uppercut.
- High Combo Damage: Ermac generally does 50-100% off any hit.
- Universal Relaunch: Ermac can relaunch every character in the game no matter what.
- Teleport: Teleport allows Ermac to escape corners and run jab pressure.
- Glitch Jab Launcher: One of Ermac's launchers (HPHPbLPdfLP) begins with a HP, so it can be glitch jab option selected.
- LK, HK, Sweep Punish: Ermac can punish LK, HK and unsafe Sweeps at any range on block with Telekinetic Slam. This is especially useful when combined with his glitch jab launcher.
- Good Anti Airs: Ermac can anti normal jump attacks with HP, HK, Uppercut and RH. If RH is done at the edge of the screen, Teleport can be juggled after for a full combo.
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- Male Ninja Hurtbox: The Male Ninja hurtbox is the status quo for UMK3 combos. Expect most combos to work against you.
- Weak Anti Air Options against Crossups: Ermac has trouble anti airing crossup jump attacks. Most of the time you are forced to Uppercut or Teleport to reset the neutral.
- Poor Throw: The Male Ninja throw is negative on hit. At worst, it is universally punishable by uppercut in the corner.
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