— tombstone,™ {BMOTD/MVC} on RolePlayer.me - www.roleplayer.me/tombstone_black — tombstone,™ {BMOTD/MVC}
Been Tombstone Erron Black since April 14, 2015. Been roleplaying on other sites since January 1, 2004. "When I pick sides, I pick a winner. Every time.„ —Past Erron Black to Johnny Cage in Mortal Kombat 11. I'm from Wickett, Texas, USA. Page is Private for a million reasons.

36 years old

Last Login:
June 27 2024

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Characters: Tombstone Erron Black
Verses: Mortal Kombat. Darksiders. Lucifer TV Show. SPN TV Show. LOTR. GOT.
Playbys: Jensen Ackles. Mortal Kombat Video Games.
Member Since:September 21, 2023

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About me:
Erron Black
General Information
Gender Male
Origin Earthrealm (Wickett, Texas, USA)
Resides Outworld (Present)
Earthrealm (Past)
Species Human
In Mortal Kombat
Revolvers (All Appearances)
Repeating Rifle (MKX, MK Mobile)
Sand Grenade (MKX)
Caltrops (MKX)
Severed Tarkatan Blade (MKX)
Dynamite (MK11)
Saurian Acid (MK11)
Nether Beast Trap (MK11)
Lever Action Rifle (MK11)
Mortal Kombat X
Mortal Kombat X (Comic Series)
Mortal Kombat Mobile
Mortal Kombat 11
Mortal Kombat: Onslaught
Troy Baker
Justin Tobias Jenkins (MK11) (model)

When I pick sides, I pick a winner. Every time. „

—Past Erron Black to Johnny Cage in Mortal Kombat 11

Erron Black is a character in the Mortal Kombat fighting game series. An Earthrealm-born Outworld mercenary and former member of the Black Dragon, Erron is an Outlander that serves closely to the Outworld throne, serving whoever is ruler of Outworld.

Originally being introduced in the Mortal Kombat X comic series, Erron Black made his debut as a playable character in Mortal Kombat X.

Erron returns in Mortal Kombat 11 as a playable character. Erron also serves as both a minor antagonist and supporting character in the game's Story Mode, with his present self taking on a minor supporting role while his younger self serves as a minor antagonist.

About Erron Black

Born long ago in Wickett, Texas, Earthrealm, Erron Black is a gunslinger and mercenary serving close to the Outworld throne as part of the Kahn Guard, protecting and serving whoever is the ruler of Outworld. He is decades older than he actually is, being born and raised in 19th century Texas and, as such, has many Old West mannerisms and makes frequent use of Old Western idioms as well as a vast knowledge of Earthrealm and Outworld. Erron is indifferent to Earthrealm's fate. He is loyal to Outworld and will work for whomever pays him the most, regardless of their realm or who they are.

Between his two game appearances between Mortal Kombat X and Mortal Kombat 11, Erron's backstory has been both expanded upon and retconned. His Arcade Ending shows he was hired by Shang Tsung over 150 years ago, granting the gunslinger longevity, explaining his old age and extensive knowledge of Earthrealm and Outworld despite his youthful appearance. Arcade interactions in the game show at one point Erron was almost involved with the Black Dragon but turned down offers from Kano, with additional interactions suggesting he killed Kobra at some point. This is later retconned in MK11, in which Erron's younger self is indeed part of the Black Dragon and has been for a while, as well as being present in Kotal's Koliseum when the timelines merge in the present and bringing kombatants from the second tournament in Outworld to the present.

Erron's most notable attribute in combat is his penchant for firearms, wielding a pair of revolvers with an almost superhuman degree of speed and accuracy. He also makes frequent use of rifles and dynamite, as well as many other unorthodox weaponry that he as made, fashioning weapons from bone and whatever he can salvage.


Erron Black is a gunslinger of the Old West and is depicted wearing black clothes under a brown leather vest, gauntlets, and boots, with a poncho around his shoulders and a mask covering the lower half of his face. His Stetson hat barely covers his light brown hair, and various bandoliers are wrapped is his waist, upper arms, and hat. Holsters for his sidearms are strapped to his thighs.

In MK11, it appears his aged skin and scars across his body have been removed. Additionally, unlike in MKX, Erron's face is now visible, based on which facial cosmetic is chosen between bandanas, masks, or hats, or removing said accessories entirely if selected. Also, Erron now sports a Southern accent when he talks, something absent from his previous appearance in MKX.

In MK11, through the game's Kustomization, Erron was given different outfits along with different Gear consisting of different head gear, lever action rifles and revolvers. Primarily, Erron has two specific outfits for both his past and present self, both of which appear in the Story Mode.

Erron's primary appearance is that of his present self, featuring an entirely new outfit and weapons compared to his appearance in MKX. Black wears much more motifs of Western styles, featuring a leather vest, with cloth draped over his neck, hanging down his back like a cape that also features a left shoulder guard. In addition, he wears cowboy boots with leather straps with bullet chains and leather revolver holsters. His clothing also feathers orange armored forearm guards and guards the cover his thighs along with grenades, however he never uses them along with a knife in his right boot holster. His mask and hat are also completely different, featuring a silver design at the top of his hat instead of a bullet chain and his mask is entirely leather with brown, black and red colors. However, unlike in MKX, his revolvers are large steampunk styled revolvers with large barrels and glowing orange spots instead of his gold revolvers. Additionally, he now sports a scoped lever action rifle as his second of two primary weapons he uses during gameplay.

Erron's secondary outfit is that of his younger self from the past, again featuring a completely different outfit, however other aspects are similar to his present counterpart. Unlike his present counterpart, his outfit is not heavy on the Western motifs, featuring a black and red upper body with black-blue pants and black cowboy boots with white designs on them. Additionally, the weapons he uses and mask he wears are identical to his present counterpart, with the only difference being the color. His hat however, is smaller and features a small bullet chain of smaller bullets that go around the hat.

Additional outfits feature an outfit looking similar to a matador's, with a button vest and shoulder tassel. Another is a modified version of her younger self's attire, changing the leather jacket to body armor. A fourth and final outfit is designed to be similar to his main attire from MKX, featuring a slightly armored upper body, with the lower body being identical to his present self's attire, however his legs from the knees down are armored. Additionally, through the Kustomization, Black can even equip his mask and hat from MKX.

Combat Characteristics
As a gunslinger, Erron Black is a master of firearms and one of Kotal Kahn's most potent warriors (as declared by the emperor himself). An expert marksman, Erron is a crack shot with both his pistols and rifle, as well as a competent hand-to-hand fighter. His marksmanship is so superb, he can ricochet bullets off of coins and other surfaces and effortlessly shoot airborne targets without looking. He also uses bombs filled with sand and sticks of dynamite for added offensive means, and caltrops to control his opponent's movements. Erron is also competent in sword fighting, using a severed Tarkatan arm blade strapped to a handle (that also has the skeletal hand of the likely former owner of said arm blade) that he uses to brutally stab and slash at his opponents.

He also appears to be a master of improvised combat and other various unusual tactics. An example of this is his use of caltrops, which he sometimes uses to damage opponents over time and leave a sprinting opponent dead in their tracks. Another example is his use of sand, which he throws into an opponent's face to stun them for a free hit. His creativity allows him to craft weapons from his surroundings, such as bear traps made out of the jaws of a Nether Beast and a jar of corrosive acid from the spit of a Saurian.

Signature Moves

Sand Grenade: Erron rolls a sand grenade on the ground which explodes under his opponent, knocking them off their feet. The grenade travels indefinitely until it either makes contact with the opponent or strikes the outside of the arena. (MKX)
The enhanced version is called Sand Shot, which activates faster and has Erron recover from the attack much faster. Additionally, the grenade no longer explodes when making contact with the opponent, rather dealing minor damage. However, Erron shoots the grenade to deal additional damage and launch the opponent in the air for extended combos. The grenade can be shot at either close or far, called Close/Far Sand Shot, respectively. In addition, there is a chance that the Far Sand Shot can miss the opponent when Erron shoots the grenade. Erron is also much safer when the enhanced version is blocked by the opponent and, when blocked by the opponent, the attack creates pushback.
Caltrops: Erron throws out several caltrops that damage his enemy as they step on them. They also stop the opponent from sprinting. The caltrops can be thrown at different distances, called Close/Far Caltrops, respectively. (MKX)
The enhanced version is called Double Trops and has Erron throw out twice as many, also doubling the damage and their area of effect. The enhanced version can be thrown at the same distances as the original and retains the same effects, with the exception of dealing double the damage.
Sand Slide: Erron dives feet first under his opponent, tripping them up into the air in the opposite direction. When used in the corner of an arena and utilized with juggle effects, Erron is capable of continuing combos, however this window is extremely small. In MK11, this attack is called Rattle Snake Slide, and has Erron runs and slides at the opponent with only one leg extended, similar to Sub-Zero, rather than both feet first and sliding on his side like in MKX. The attack is noticeably slower than the original version. (MKX, MK11)
The enhanced version is called Slide Shots, which has armor and has Erron shoot his opponent twice once they're knocked into the air for increased damage.
In MK11, amplifying the attack has Erron toss a vial of Zaterrean Spit where the opponent lands. The attack can not be amplified if a puddle of Zaterrean Spit is already on the fightline.
Equipping Enhanced Rattle Snake Slide allows Erron to spend a bar of Defensive Meter to cancel the attack. (MK11 - Equip Ability)
Sand Gust: Erron pulls out a sand grenade and smashes it between his hands, releasing the sand explosion, knocking the opponent into the air either away from Erron, or to extend his combos. (MKX)
The enhanced version is called Dust Storm and does more damage with increased range. The juggle effect remains the same, but due to the increased range, it grants the opportunity to juggle opponents in ways that Sand Gust would not.
Sand Trap: Erron tackles his opponent to the ground and fires several shots from his revolvers into their face. (MKX)
The enhanced version is called Quick Sand, which has armor, but deals no extra damage. When enhanced, the attack will connect on standing opponents during a combo.
The attack can also be enhanced after the opponent has been tackled, which adds one more shot at the opponent once Erron stands back up for extra damage.
The attack can be enhanced if either version of the attack connects.
Money Shot: Erron flips a coin into the air and fires a shot at it, ricocheting the bullet off it and at his opponent. The attack can be performed at different distances, called Close/Far Money Shot, respectively. In some instances, when hitting an airborne opponent, Erron can continue combos. (MKX - Gunslinger Variation)
The enhanced version is called Barrage and has Erron fire off three shots. When enhanced, the attack no longer has a range.
Stand Off: Erron stands his ground and can follow up with various attacks with his revolvers; (MKX - Gunslinger Variation)
Holster: Black keeps his revolvers holstered and returns to his normal fighting stance.
Spin Shot: Black draws and fires both revolvers straight ahead with a dash spin backwards.
Quick Shot: Black draws both revolvers and fires them upwards to strike the opponent, launching them into the air for a juggle if successful. This attack can also be used to strike airborne opponents or extend combos on juggled opponents. Additionally, this attack misses if Erron connects a previous attack that causes the opponent to stumble backwards or can miss ducking opponents.
Low Shot: Black draws one revolver and fires multiple times at his opponent's feet, then ends the bullet chain with a final shot to their abdomen. When blocked, this attack creates massive chip damage and considerable pushback. Additionally, when blocked, Erron fires his shots much slower.
Sand Toss: Black flings sand up in a rising arc doing little damage to his opponent, but also briefly stunning them for a free hit. This replaces Sand Gust in the Outlaw Variation. In MK11, the attack is called Pocket Sand and is now Erron's invulnerable Flawless Block/Getup Attack. Due to this, the attack no longer stuns the opponent. (MKX - Outlaw Variation, MK11)
The enhanced version is called Sand Throw and has Black throw a larger amount of sand for more damage and recover from the attack much faster while retaining the original stun effect.
Tarkatan Stab: Black unsheathes his Tarkatan blade and impales his opponent through their abdomen, lifting them into the air before they fall to their knees, where he follows up with several stabs before breaking the blade off in their chest. The opponent will be left bleeding after the blade is broken off, causing extra damage over time, but Black cannot use the move again during this time. Moves and combos including the sword can be used but with less range, however some combos will be disabled. (MKX - Outlaw Variation)
The enhanced version is called Tarkatan Infection, which has armor and it leaves the opponent bleeding for a longer period, however this also extends the time the sword will be unavailable for in addition to some combos.
Long Shot: Black drops to his knees, draws his rifle and gets off a shot at his opponent's legs. It can also delayed or run-cancelled. In MK11, the attack is modified and integrated into his Locked and Loaded ability, called Low Rifle Shot, respectively. (See Below). (MKX - Marksman Variation, MK11)
The enhanced version is called Sniper Shot and does more damage.
Swing Shot: Black draws his rifle out by the barrel and smacks his opponent with it across their face, launching them in the air for a juggle. When blocked, this attack creates massive pushback. (MKX - Marksman Variation)
This attack can be enhanced successfully hitting the opponent, which has Black firing a shot at them when they are airborne, dealing increased damage and extended the juggle effect even further, allowing for Erron to use other attacks he otherwise couldn't use with the original version's juggle effect.
Unload: Black draws his rifle and unloads several shots while walking backwards. In MK11, the attack is modified and integrated into his Locked and Loaded ability, called Straight Rifle Shot, respectively, and has Erron fire one shot at a time rather than three (See Below). (MKX - Marksman Variation, MK11)
The enhanced version is called Barrage and has Black fire three shots that track the opponent, bursting them into the air for extended combos.
Zaterrean Spit: Black tosses a vial of Saurian acid on the ground. If the opponent steps into the acid, they will take damage-over-time, similar to his Caltrops from MKX. While the opponent stands in the acid, their Dash and Back-Dash is disabled, but walking out of the acid restores them. Erron can toss the vial at two different distances, regular or close, called Close Zaterrean Spit, respectively. The damage-over-time's overall damage decreases as combos are continued on the opponent as they stand in it. As stated above, the attack cannot be performed if Erron performs an amplified Rattle Snake Slide. Connecting or being struck by a Krushing Blow or Fatal Blow ends this effect prematurely. (MK11)
Locked And Loaded: Black draws his rifle and approaches his opponent. Depending on an input, Black is given different attacks to use when his rifle is drawn. While using the ability, Erron will not stop his approach unless an attack is used and is able to travel half an arena's distance before he puts his rifle away. (MK11)
Cancel Locked and Loaded: Black immediately puts his rifle away, canceling the attack.
Straight Rifle Shot: Black shoots his opponent, knocking them half way across the arena and into the air. Erron can shoot the opponent 8 times until he runs out of ammo, disabling any additional moves involving shooting his rifle until he reloads. Each shot creates considerable pushback when blocked by the opponent.
Low Rifle Shot: Black crouches and shoots his opponent in the shins, similar to Long Shot from MKX, knocking them off their feet. Unlike Straight Rifle Shot, Erron cannot consecutively shoot his opponent as he must reposition and crouch for every shot for this version of the attack. When crouching while firing, Erron is capable of dodging High projectiles.
Stock Drop: While close to the opponent, Black strikes them in the head with the stock of his rifle. Erron cannot perform any follow-up attack after performing this attack, with the exception of Straight Rifle Shot.
Rising Stock: When close to the opponent, Black uppercuts the opponent with his with the stock of his rifle, launching them in the air for a juggle.
If Black has no ammo in his rifle when performing this attack, the attack turns into a Krushing Blow, with the uppercut breaking the opponent's jaw and knocking out several of their teeth, similar to his uppercut's Krushing Blow, dealing double the original damage and retailing the juggle effect. Erron will immediately sheathe his rifle after performing this Krushing Blow, regardless if Enhanced Locked And Locked is equipped or not.
Reload Single Bullet: Black reloads his rifle if he has fired shots from it. Pressing the attack's command reloads a single shell, while holding the command has him slowly reload each shell until it is fully reloaded. Depending on how long the command is held determines how many bullets Erron loads. Depending on whether Black has reloaded a specific amount or all his bullets, he will put his rifle away after.
Enhanced Locked And Loaded: Black gains several new attacks for Locked and Loaded. This ability modifies Locked And Loaded when equipped. (MK11 - Equip Ability)
Drop Shot: Black goes prone and shoots the opponent's ankles, knocking them off their feet. Holding the attack's command will delay when Black shoots. Similar to Low Rifle Shot, Erron can not consecutively shoot his opponent as he must reposition and go prone for every shot for this version of the attack.
The attack can also be amplified to have Black shoot the opponent's ankles three consecutive times. The attack cannot be amplified if Erron does not have enough ammo. Stock Bop: Black smashes the opponent over the head with the stock of his rifle, bouncing the opponent and launching them into the air for a juggle. This attack deals more damage than Stock Drop, however that takes longer start-up and recovery compared to the latter.
Reload Multiple Bullets: A modified version of holding the command for Reload Single Bullet where Black rapidly loads his rifle at a considerably faster rate. As with Reload Single Bullet, Erron can choose how many bullets he loads and will always put his rifle away after reloading.
End Locked And Loaded: After performing one of the various attacks given in Locked and Loaded, holding a directional button allows for Erron to stop using Locked And Loaded and use other combos or specials, allowing him to continue combos much easier.
Acid Pour: Equipping Acid Pour alongside Enhanced Locked And Loaded integrates it into the special (See Below).
Acid Pour: Erron Black smacks the opponent over the head with his rifle, jams it into their stomach and fires a shot, knocking them off their feet. Each time this is successful, Erron loses a shot towards his Locked and Loaded and must reload. If Erron has no ammo when this attack is performed, he will simply smack the opponent over the head, where they fall over shortly after, reducing the damage dealt by Acid Pour by over half its original damage. If this attack is equipped alongside Enhanced Locked And Loaded, this special will be integrated and used if Locked And Loaded is being used as well. This attack has armor breaking properties. This ability conflicts with Cattle Toss when equipped, disabling the option to select Cattle Toss. (MK11 - Equip Ability)
Amplifying the attack has Erron pull out a vial of Zaterrean Spit and pour it on the stunned opponent then shatter the empty vial across their face for increased damage. Amplifying the attack does not require or consume ammunition for a non-amplified Acid Pour or Locked And Loaded.
If this attack connects on an opponent standing in Zaterrean Spit or breaks armor, the attack turns into a Krushing Blow, where when Erron jams his rifle into the opponent's stomach, he fires immediately, causing blood to splatter and deal nearly three times the attack's original damage. This Krushing Blow will not trigger if Erron has no ammo in his rifle.
Cattle Toss: Black grabs his opponent and throws them down in the opposite direction and fires five shots at their chest while downed and delivers a final shot to the head. This ability conflicts with Acid Pour when equipped, disabling the option to select Acid Pour. (MK11 - Equip Ability)
Amplifying the attack has Erron pull out a stick of TNT and light the fuse by shooting the opponent in the head, then toss it at them, where it explodes immediately, dealing increased damage and knocking the opponent further away from Erron in the process.
Up Peacemaker: Black steps back, draws his pistols and shoots upwards at airborne opponents. When used in the corner of an arena, this can offer additional attacks when used on airborne opponents or during a juggle, however the window is short. (MK11 - Equip Ability)
Down Peacemaker: Black steps back, draws his pistols and shoots downwards at the opponent's feet, knocking them off their feet. (MK11 - Equip Ability)
Scud Shot: Entering a quickdraw stance, Erron parries any and all projectiles that come towards him by shooting them, with the exception of specific Fatal Blow start-ups. Holding the attack's command can delay the parry, allowing Erron to stay in the stance for a longer period of time.(MK11 - Equip Ability)
Amplifying the attack has Erron draw his pistols and shoot the opponent, dealing damage. The attack can be amplified at any time. When amplified on a projectile, Black destroys the projectile then fires a second quick shot at the opponent.
Netherbeast Trap: Black places a bear trap fashioned from the jaws of a Netherrealm demon on the fightline. Should the opponent step on the trap, it will close on their leg, stunning them and setting them up for a free hit. After a while, if the opponent does not step on the trap, it will close automatically and destroy itself. Erron can only place one trap at a time and must wait for the trap to trigger or be destroyed to place a new one. Additionally, Erron is completely vulnerable when placing the trap and if he is attacked before successfully placing it, the trap will not be placed. This ability requires two ability slots when equipped. (MK11 - Equip Ability)
Amplifying the attack has Erron step forward and kick the trap towards the opponent immediately after placing it on the ground. The trap travels a great distance when kicked, which can almost reach the opponent should it be kicked at full-screen distance, however it does not reach full-screen distance. The trap retains the same stun effect should the opponent be caught by it while it is kicked towards them.
TNT Toss: Black pulls out a stick of TNT, lights it and tosses it at the opponent, where it explodes shortly after. The explosion caused by the TNT deals unblockable damage and launches the opponent into the air for a juggle. Black can also delay when he wants to toss the TNT and has the option to cancel by snuffing the wick of the explosive, however holding the TNT until the fuse runs out will cause it to blow up in Erron's hands, dealing damage to himself and launching him into the air for a juggle for the opponent. Additionally, if Black is near the TNT when thrown at the opponent, he too will take damage from the explosion and will be launched into the air with the opponent. The attack can also be used at different ranges, called Close/Far TNT Toss, respectively. Erron can only toss one stick of TNT at a time and must wait for the explosive to detonate before being able to perform the attack again. This ability replaces Zaterrean Spit when equipped. (MK11 - Equip Ability)
Amplifying the attack has Black shoot the opponent immediately after lighting the fuse, dealing damage. Black still hold onto the TNT and the TNT itself retains the original effects.
X-Ray/Fatal Blow

X-Ray - Trick Shot: Black throws a sand grenade at his opponent's feet, stunning them, then loads a bullet with the opponent's name on it into his revolver, fires it, hitting his opponent's hip and shattering it. The bullet ricochets up to his opponent's shoulder blade, and ricochets one last time to exit out their shoulder and hit their jaw. (MKX)
Fatal Blow - Ghost Koins: Black fires a barrage of bullets from his pistols at the opponent's chest and tosses two coins into the air. He grabs one of his pistols and begins to shoot the opponent from the waist up with the final bullet piercing through his opponent's neck. Black then proceeds to throw the pistol straight at the opponent with the handle smacking the opponent in the nose. The pistol bounces back to Black, he catches it and draws his second pistol and fires both at the coins, still in the air, where the shots ricochet off and pierce through the opponent's eyes, out the back of their head. As the opponent is knocked down, Black catches the falling coins. (MK11)
Other Moves

Throw: Black grabs and pistol whips his opponent with his revolvers, then shoots their kneecap and fires a shot in their face. (MKX)
Nailed: Black performs a kick then spins and quickly shoots the opponent with one of his revolvers. This combo can be used from anywhere in the arena. (MKX, MK11 - Equip Ability)
Throw (Forward): Black stomps on the opponent's foot. As they clutch it in pain, he lights a stick of dynamite and tosses it to them, where they juggle the explosive in a state of panic and it explodes, sending them flying. Black's hat flies off due to the explosion, but he catches it before it gets away. (MK11)
Throw (Backward): Black strikes the opponent with his rifle, knocking them to the ground. He proceeds to walk over to the grounded opponent and stomp on their head while they are still down three more times before walking away. (MK11)
If Black performs this on an opponent who has failed a Throw Escape during a previous Throw, the attack turns into a Krushing Blow, where when Black delivers the final stomp, it shatters and crushes the opponent's jaw, increasing the damage of his Throw (Backward) by over double the original damage. If the opponent successfully performs a Throw Escape before the Krushing Blow is performed, the next Throw (Backward) performed will not trigger a Krushing Blow.
This Krushing Blow damage can be increased slightly if the opponent is under the effects of a Zaterrean Spit.
Outworld Gunslinger: Black gains several combo attacks utilizing his revolvers, allowing him to deal damage to the opponent from anywhere in the arena. (MK11 - Equip Ability)
Ankle Biter: A low poke attack in which Black quickly shoots his opponent in the foot.
Hideout: Black lunges forward, striking his opponent with his one of his revolvers and shoots them twice in quick succession.
Luddy Mussy: After performing the combo Dead Man's Hand, Black fires six additional shots, knocking the opponent almost full-screen distance away while they are still in the air. When used in the corner of an arena, Erron has an increased chance to miss his shots, reducing the overall damage of the combo.
Smells Like Gunpowder: Black performs a lunging elbow then shoots his opponent from behind his back.
To the Gallows: After performing Smells Like Gunpowder, Black can continue the combo with an ender where he tosses the revolver from behind his back over his shoulder, catches it and draws his second revolver and shoots his opponent with both.
Pushing Daisies: Black performs a kick then spins and quickly shoots the opponent with one of his revolvers. This combo is identical to his Nailed combo from MKX.
Boot Drop: Black takes a running start and hits the opponent with a front drop kick. (MKX, MK11)
In MK11, if the attack whiffs or is blocked, Black can amplify it to fire a shot at the opponent's feet while on the ground for about half the attack's original damage.
Equipping Enhanced Rattle Snake Slide allows Erron to spend a bar of Defensive Meter to cancel the attack. (MK11 - Equip Ability)
In MK11, if Black connects two Boot Drops in a row, the attack turns into a Krushing Blow, where Black crushes the opponent's ribcage with his feet and damages their internal organs, dealing over double the original damage.
On the Shoot: Black delivers a string of punches before ending it with an overhead fist slam. (MK11)
If Black connects the final hit as a Kounter or a Punish, the attack turns into a Krushing Blow, where when Black delivers the overhead swing, it shatters the entire top of the opponent's skull, dealing increased damage, and sending the opponent high in the air for a juggle.
This Krushing Blow damage can be increased slightly if the opponent is under the effects of a Zaterrean Spit.


Sand Storm: Erron Black fires a single round into his opponent's abdomen, then throws a sand grenade into the hole, shooting it as well. The sand grenade explodes, releasing streams of sand that pour out of his opponent's mouth, eyes and ears as the sand rises up their waist, leaving them twitching. (MKX)
Six-Shooter: Black draws his revolvers and shoots the opponent twice in the chest and once in the shoulder, leaving holes. He then shoots the opponent cheek, leaving a huge hole. Finally, he shoots the opponent three times in the stomach. The opponent proceeds to falls on their knee, immediately collapsing afterwards. (MKX)
Melted: Black tosses a vial of Zaterrean Spit near the opponent. Black proceeds to shoot the opponent in the kneecaps, forcing them to fall to their knees. He slowly walks to the now kneeling opponent and forces their face into the Saurian acid by pressing their face down with his boot. As half of their face melts away, Black delivers a final stomp, causing their head to explode in the acid. (MK11)
Death Trap: Black throws a Netherbeast Trap attached to a rope at his opponent's torso, which clamps down and when yanked away, exposes much of their innards. Black then walks up and shoves his rifle vertically into their opened chest and fires his rifle, blowing the top of their head off from the inside, which also causes their eyeballs to fly out. (MK11)

Mortal Kombat X

Tunnel Vision: Black performs his Throw, only this time, he shoots the opponent's leg off and fires a shot into their head, killing them. A crow flies onto the body and pecks the corpse before flying away. (MKX)
A button must be held.
Serenity: Black performs either a Sand Trap or Quick Sand, only this time extended to the point the opponent's head is reduced to a bloody skull. (MKX)
A button must be pressed repeatedly.
Quick Draw: Black enters his Stand Off stance and performs a Spin Shot, firing two shots into the opponent's head and chest simultaneously. The opponent then falls down with their head gone and a gaping hole in their chest. (MKX - Gunslinger Variation)
Requires a number of back dashes during the match.
Sword In The Stone: Black performs a Tarkatan Infection, proceeding to stab them with the Tarkatan blade. After that, he plunges it into the opponent's head, leaving it gushing blood. (MKX - Outlaw Variation)
A series of buttons must be pressed during the stabs.
Swing Low: Black performs a Swing Shot that launches the opponent's head off their body. He then proceeds to aim at it and blow it up with a shot from his rifle. (MKX - Marksman Variation)
Secret X-Ray Brutality: Black performs his X-Ray, with the bullet blowing the opponent's head off in the end. (MKX - Secret)
Black must successfully land a number of bullets during the match.
The final hit must be from the X-Ray itself.
Opponent must be at 0% health during the end of the X-Ray.
Alternate Tunnel Vision Brutality: Black performs his Tunnel Vision Brutality, only this time, he shoots the crow off the opponent's corpse. (MKX - Secret)
Has the same requirements as Tunnel Vision.
Requires certain buttons to be held.

Mortal Kombat 11

The Klassic: Black performs his uppercut, decapitating the opponent with a rising uppercut with their spine still attached. This Brutality is shared with every character. (MK11)
Must not block an attack for the entirety of the final round.
A button must be held.
Is Something Burning?: Black performs a TNT Toss, only when he tosses it, the opponent picks it up once tossed at their feet. As they pick it up, bewildered by the "defective" explosive, it detonates, blowing off their face, arm, and a large chunk of their torso in the process. (MK11)
Goodbye Cruel World: Black performs a TNT Toss and hold the explosive in his hand until the fuse goes out. Once the fuse depletes, Erron will begin to throw it, only to look at it in confusion and not throw it. He inspects the explosive for a while only for the explosive to go off, blowing off his arm and a large chunk from his torso, killing himself. (MK11)
This is the only Brutality in the game in which the initiate dies and the opponent is declared the winner.
TNT Toss must be held.
Beast Trap: Black performs either a regular or amplified Netherbeast Trap where after a moment of struggling, the opponent's leg is severed by the trap, causing them to bleed profusely before they die from blood loss. (MK11)
A number of Netherbeast Traps must be performed.
Ewwww: Black performs an amplified version of Acid Pour, only this time, the acid melts the opponent's face off. Black shatters the empty vial across the opponent's face, causing them to stumble backwards before dying. (MK11)
A button must be held.
Dancing Days Are Done: Black performs a Down Peacemaker and blows off his opponent's shins. The opponent tries crawling away before bleeding to death. (MK11)
Must not have landed his Fatal Blow during the match.
A button must be held.
Hard To Swallow: Black performs a Cattle Toss with each shot to the opponent's torso tearing it to shreds and the final shot blowing off the top of their head. (MK11)
Certain buttons must be pressed repeatedly.
Kiss My Spur: Black performs his Throw (Backward) with the final stomp destroying the opponent's entire head. (MK11)
A button must be held.
Will not trigger on Krushing Blow, if it has not been activated during the match.
High Noon: Black performs his Throw (Forward), and the stick of TNT explodes in the opponent's arms, blowing off their skin and flesh of the front part of the body revealing bloody skeleton. (MK11)
A button must be pressed repeatedly.
Lights Out: Black performs Straight Rifle Shot and destroys the opponent's head with the bullet. (MK11)
A button must be held.
Tumble Weed: Black performs a Boot Drop, tearing off the upper body of the opponent. (MK11)
A button must be held.
Will not trigger on Krushing Blow, if it has not been activated during the match.
Alternate Hard To Swallow: Black performs his Hard To Swallow Brutality, only this time, instead of shooting off the opponent's head, he shoots them an additional time and tosses a stick of TNT which lands in the opponent's mouth, only to blow up shortly after along with their head. (MK11 - Secret)
Has the same requirements as Hard To Swallow.
Requires certain buttons to be held.

Other Finishers

Friendship - What the Duck: Black stares at the carnival ducks. As the drum rolls, he successfully shoots all four ducks. (MK11)

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