Under Night In-Birth/UNI2/Merkava: Difference between revisions
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*Can combo into 66C in most instances, allowing you to use fireball routes midscreen for increased corner carry. | *Can combo into 66C in most instances, allowing you to use fireball routes midscreen for increased corner carry. | ||
*On grounded hit it can combo into both hits of 66B. | *On grounded hit it can combo into both hits of 66B. | ||
*Holding a back or forward direction will influence the travel distance of this move. | |||
|236[B]=Works similarly to 236B but advances further forward letting you combo from long cancelable moves such as 4C. | |236[B]=Works similarly to 236B but advances further forward letting you combo from long cancelable moves such as 4C. | ||
*Due to its higher startup and more proration on hit it's rarely ever more useful than the non charged counterpart. | *Due to its higher startup and more proration on hit it's rarely ever more useful than the non charged counterpart. |
Latest revision as of 13:37, 22 May 2024
Story
A mysterious figure, Merkava has a Void's shape but a human's heart.
He can speak and understand human language. His two distinct consciousnesses stand at opposition to one another; the Void wishes to devour humans, while the human tries to suppress such urges. As the Void grows stronger by the day, Merkava searches for its cause. His search leads him to learn of Kuon's efforts to open the pit that will lead him into the Night--efforts that stir the Void within Merkava.
In hopes of attaining inner peace, and to show Kuon who the real Lord of the Void is, Merkava sets out to devour his soul.
“ |
The one to devour this world... shall be Jormungandr... Me. |
” |
Gameplay
Your main goal as Merkava is to keep your opponent guessing where and when you're going to strike. Merkava's big moves allow him to be minus at ranges where the opponent can't safely challenge him, then take back his turn when the opponent hesitates. Reward from this playstyle is fairly low until Merkava has Vorpal, which means Merkava has the choice of playing for resources or mixing it up by going in and trying hit the opponent with his better starters. In order to get the most out of this character, you will need to alternate between keeping your opponent out and punishing their attempts at taking their turn.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10400 | 5A > 4B > 5C > 236B > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
740 | -660 | 5 | 51 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
1 | 1550 | 150 | 2600 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
1 | 33 | -63800 | 1~10 Full |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
| ||
Vorpal Trait |
|
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
180 | Mid | 8 | Total 22 | -3 | N, J, SP, EX, CS, TH | Strike |
- Can cancel into itself multiple times by pressing 4A.
- Smart Steer follow-up afterwards is a natural frametrap.
- Can be used for tick throws and TRM set-ups.
- Main rebeat tool leaving you at -5 at best, but usually at ranges where you can't be punished.
- Gained a small range buff towards the tip of Merkava's wing.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
22 | /Data#5A |
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5B | 460 | Mid | 11 | Total 34 | -12 | N, J, SP, EX, CS, -UNQ- | Strike |
- Knocks the opponent airborne on hit.
- Good poke and combo tool.
- On counterhit you can go directly to 5[C] for much more damage and corner carry. Holding the C button after 5B allows you to see if it's CH and let go in time if it is not.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5BB | 383 | Mid | - | -14 | N, J, SP, EX, CS | Strike |
- Got a hitstun increase buff, allowing you to combo into different things like 5[C], 9D j.AB or 236[B] without counterhit.
- Can whiff on crouching and short characters.
5C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5C | 690 | Mid | 14 | Total 42 | -11 | N, J, SP, EX, CS | Strike |
- Amazing horizontal poke but can be punished in numerous ways such as whiff punishing or assaulting over it.
- Can hitconfirm into 5AB smart steer from any range without needing a counterhit.
- Very good starter.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5[C] | 805 | Mid | 26 | Total 53 | -10 | N, J, SP, EX, CS | Strike |
- Can be done as a hitconfirm after 5BB, counterhit 5B or air hit 6C
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5C | 42 | /Data#5C | ||||
5[C] | 53 | Launch, Wall Bounce | /Data#5[C] |
5[C] :
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
168×2 (356) | Low | 6 | Total 27 | -2 | N, J, SP, EX, CS, TH | Strike, Foot |
- Good for stagger pressure and tick throws.
- The second hit has enough hitstun to combo into 5C.
- At certain ranges the second hit can whiff.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
245×2 (475) | Low | 7 | Total 32 | -6 | N, J, SP, EX, CS | Strike, Foot |
- Has deceptively long range as well, so can be used to get things started.
- At -6 on block you must commmit to a frametrap (e.g 2C, 5C) or a gapless string (5A, 5B) on block if you don't want to be punished by 6f attacks.
- Low to the ground hurtbox can duck under moves that can't hit crouching opponents.
2C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2C | 580 | Low | 12 | Total 42 | -15 | N, J, SP, EX, CS, UNQ | Strike, Foot |
- One of Merkava's main combo tools since it leads into a launch and can be confirmed with multiple different buttons.
- Useful in pressure as a forward lunging frametrap that lets you gatling into buttons or specials at point blank range.
- Like 2B, this move's low hurtbox is also able to dodge attacks that can't hit crouching opponents.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2CC | 536 | Mid | - | -11 | (N), J, SP, EX, CS | Strike |
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
180 | High/Air Shield | 9 | Total 27 | -7~+9 Assault -4~+9 | N, SP, EX, CS | Strike, Head |
- Used often in combos to juggle the opponent in the air to allow followups upon reaching the ground such as 66C.
- Plays a big role in Merkava's safejump setups.
- Can only hit out of assault from midrange, up close it whiffs completely on crouching opponents.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | /Data#jA |
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
280×2 (546) | High/Air Shield | 10 | Total 27 | N, SP, EX, CS | Strike, Head |
- Good for zoning and far air-to-airs.
- Combined with low flight, Merkava can throw this out very low to the ground to cover space with very little recovery.
- If the first hit connects on block, the second hit is Mid.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | /Data#jB |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
640 | High/Air Shield | 15 | Total 42 | N, SP, EX, CS | Strike, Head |
- Starts as a small hit around his body and then the large swing comes out one frame later.
- Good as a jump-in, assault overhead, and combo tool.
- Hits slightly behind Merkava which on hit or block can push your opponent forward enough to follow-up with another jump move.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
42 | /Data#jC |
Command Normals
4B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
666 | Mid | 10, 12 | Total 35 | -6 | N, J, SP, EX, CS | Strike |
- First two active frames only hit opponents in the air.
- On ground hit, the opponent will be put in a tumble state.
- On air hit it spikes the opponent down to the ground.
- It has good usage as an anti-air, starter, and ender.
- If done at the end of a combo while you still have a jump cancel you can immediately go into low flight for safejump high low oki.
6C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6C | 774 | Mid | 18 | Total 43 | -8 | N, J, SP, EX, CS | Strike |
- Can be used as an anti-air in very specific situations, but can be prone to being punished if whiffed.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6[C] | 862 | Mid | 28 | Total 54 | -9 | N, J, SP, EX, CS | Strike |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
6C | 43 | Launch | /Data#6C | |||
6[C] | 54 | Launch | /Data#6[C] |
6[C] :
4C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
862 | High | 28 | Total 56 | -11 | SP, EX, CS | Strike |
- Can be canceled into 3C on block and hit.
- Slightly keeps his startup hurtbox in place which can make pokes whiff.
3C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
3C | 612, 488 (1041) | High | 7, ?? | Total 54 | -9~+1 | SP, EX, CS, UNQ | Strike |
- Will whiff on point-blank grounded opponents midscreen.
- Can high profile many moves and beat some mashing due to the hurtbox moving up on the first active frame.
- On hit it is easily confirmable into a combo.
- On block it's unsafe, but can be special cancelled into air fireball even if shielded to make it safer.
- You can delay the second hit by briefly holding down C.
- Can be canceled into flight or air backdash on hit or block.
- Can be used as an anti-air.
- First hit will only hit opponents in the air.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
3[C] | 612 | 7 | Total 44 | SP, EX, CS, -UNQ- | Strike |
- Can be canceled into flight.
- Can be canceled into air backdash on hit.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
3C | 54 | Knockdown | /Data#3C | |||
3[C] | 44 | /Data#3[C] |
3[C] :
j.2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
410 | Mid | 10 | - | -12~+1 | Strike, Head |
- Used as a knockdown tool in combos.
- Can beat lows or other moves with poor vertical range.
- Frame data varies depending on how high it was blocked. Hitting the lower half of an opponent will most likely leave you safe on block.
- +1 Divekick needs an extremely specific spacing to hit very low to the ground.
- Used in defensive options selects.
- Useful as a movement option since the hurtbox is smaller than many of Merkava's jump states.
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
420×2 (802) | Low | 7 | Total 30 | -2 | SP, EX, CS | Strike, Foot |
- Good cancel window.
- Useful as a combo and pressure tool.
- On hit, you can link into 2A on standing opponents and 2B/66B on crouching opponents.
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
442, 800 (1178) | High | 6, ?? | Total 50 | -7~-2 | SP, EX, CS | Strike |
- First hit will only hit opponents in the air.
- Cannot be canceled at all on shield.
- It will whiff at close range on grounded opponents.
- Can high profile attacks due to the hurtbox moving vertically during the active frames.
- Useful as a combo ender due to it's long hitstun.
- Cannot be canceled into flight, like 3C.
- Can be canceled into air backdash on hit or block.
Universal Mechanics
Force Function
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
B+C 1 GRD |
1426~1790 | Mid | 12 | Total 35 | -9 | UNQ | Strike | ||
B+C Vorpal 0.5 GRD |
1526~1890 | Mid | 11 | Total 35 | -9 | SP, EX, CS | Strike |
- If it connects each hit steals GRD from the opponent, netting you up to 3 blocks of GRD. (2.5 while in Vorpal).
- Can be special canceled on block.
- In vorpal this move can be canceled on hit at the end of the spin into specials, EXs or CS.
- Can get a combo in the corner after the wallbounce without vorpal.
- Very good starter despite using a bounce right away.
- Spin the stick and mash buttons to increase hits.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
B+C | 35 | Launch, Wall Bounce, GRD Steal | /Data#B+C | |||
B+C Vorpal |
35 | Launch, Wall Bounce, GRD Steal | /Data#B+C |
B+C Vorpal:
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2B+C 1 GRD |
730 | Mid | 11 | Total 35 | -7 | SP, EX | Strike | 8~13 head | |
2B+C Vorpal 0.5 GRD |
730 | Mid | 11 | Total 35 | -7 | SP, EX, CS | Strike | 8~13 Head |
- Causes a knockdown which can be comboed after.
- Spikes down on air hit.
- Can easily sideswap with 2B(1)>2C.
- Surprisingly decent anti assault tool that can be inputted while crouch blocking.
- Can be used as a throw option select but there must be a 3 frame gap between 2BC and AD when you have 100 meter or the input will become a Veil Off.
- Decent hitbox that can hit short backdashes used for shimmy attempts.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2[B]+[C] 1 GRD |
780 | Mid | 19 | Total 43 | 0 | SP, EX | Strike | ||
2[B]+[C] Vorpal 0.5 GRD |
780 | Mid | 19 | Total 43 | 0 | SP, EX | Strike |
- Bounces the opponent off the ground on hit instead, giving you time to get a combo in the air.
- Inputting a grounded special right after the hit will perform said special and keep Merkava grounded.
- Can be used to enter flight while pressuring at the expense of your GRD.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
2B+C | 35 | Knockdown | /Data#2B+C | |||
2B+C Vorpal |
35 | Knockdown | /Data#2B+C | |||
2[B]+[C] | 43 | Knockdown, Ground Bounce | /Data#2[B]+[C] | |||
2[B]+[C] Vorpal |
43 | Knockdown, Ground Bounce | /Data#2[B]+[C] |
2B+C Vorpal:
2[B]+[C] :
2[B]+[C] Vorpal:
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1110~1745 | Unblockable | 4 | Total 30 | +29 (hit) | Throw |
- Spin the stick and mash buttons to increase hits, the total number of inputs needed to get all hits has been lowered.
- Worms can still hit during the animation.
- Frame advantage is character specific. (depending on how shallow their hitbox is during launched animation)
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | /Data#A+D |
Smart Steer
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
Mid | - | -4 | (EX) (only IW or IWEXS), CS | Strike |
- Fullscreen hitgrab, one of the most useful Smart Steer finishers in the game.
- Allows Merkava to hitconfirm far stray hits into easy GRD and Okizeme.
- If perfomed after a single hit such as 5B or 5C it can be up to +48 on hit, giving you enough time to do low flight oki or put down a worm.
- Punishable with throw on block.
- 7 frame punishes are possible if the divekick is shielded.
- Can be canceled into CS on block as soon as the divekick connects.
- 5AB>CS is +16 on block, due to its fullscreen horizontal presence it can be used to immediately close the gap and start offense after a blocked 5C.
- If done at the soonest possible moment you will be midair with all of your air options available.
- Merkava retains the divekick momentum after CS, not allowing him to do an overhead while he falls unless flight is used.
Guard Thrust
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
0 | Mid | 15 | 5 | 26 | -12 | Strike | 1~15 Full, 16~45 Full on hit |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Launch | /Data#6A+B+C |
Veil Off
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C (during a move) 100+ EXS |
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
A+B+C (during a move) |
25 | Launch | /Data#A+B+C |
Special Moves
j.44 / j.4AB
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
18 |
- Has no invulnerability but retracks hurtbox quickly.
- Moves done out of air backdash will get combo scaling similar to assault.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
18 | /Data#j4~4/j4AB |
j.8
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
17 | [16 on landing] |
- You lose the ability to aerial assault unless you chain shift.
- Performing an action ends flight. You can still take actions if flight ends on it's own.
- You can bypass the 16 frames of landing recovery by landing with an attack (Example: landing while whiffing j.A will only give you 2 frames of landing recovery instead of 16).
- Low flight is important for setting up 50/50 high/low options.
- Due to jump angle, different jump directions have different height before flight can be started. 7 low, 8 high, 9 medium.
- Can now be entered by pressing AB in the air without a forward direction.
- AB flight can be buffered on prejump frames ONLY with neutral jump, making a 82AB input the fastest way to access flight.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#7/8/9 |
j.866
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
666 | High | 20 | - | N, SP, EX, CS, UNQ | Head |
- Can be canceled into Air normals, Air backdash, Air specials or Divekick on hit, block, shield and Air shield.
- Canceling into jump normals will make this move up to +4 in many situations.
- Depending on the height, normals done after swoop can whiff, allowing you to quickly go into a low instead.
- Covers a lot of distance fast.
- You can tell when the move starts going into whiff range when the camera starts to zoom out.
236X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236A | 230, 165×7 (1385) | Mid | 9 | Total 41 | -5 | -EX-, -CS- | Strike |
- Launches the opponent in the air on hit.
- Can convert into a combo if it connects up close as a starter.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236B | 260, 187×7 (1569) | Mid | 13 | Total 46 | -6 | -EX-, -CS- | Strike |
- Can combo into 66C in most instances, allowing you to use fireball routes midscreen for increased corner carry.
- On grounded hit it can combo into both hits of 66B.
- Holding a back or forward direction will influence the travel distance of this move.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236[B] | 200, 128×11 (1608) | Mid | 25 | Total 60 | -4 | -EX-, -CS- | Strike |
- Due to its higher startup and more proration on hit it's rarely ever more useful than the non charged counterpart.
- Safer on block than 236B.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236C 100 EXS |
170, 119×15 (1955) | Mid | 4+8 | 16 | 22 | -4 | CS | Strike | 1~13F |
- Reversal that covers a good amount of horizontal space.
- Wallbounces on the last hit giving you enough time to convert into a full combo with a well timed dash jump normal or air assault.
- On block all the cast can punish with a throw.
- If the last hit is shielded Merkava will be -7 on block.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236A | 41 | Launch | /Data#236A | |||
236B | 46 | Launch | /Data#236B | |||
236[B] | 60 | Launch | /Data#236[B] | |||
236C | 49 | Launch, Wall Bounce | /Data#236C |
236B :
236[B] :
236C :
623X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623A | 260, 195×6 (1430) | Mid | 14 | Total 47 | +1 | EX, CS | Strike |
- Used in combos as it can be followed up with 66C if done close enough.
- One of Merkava's best starters if all hits connect.
- Often used as a throw bait or to blow up certain Option Selects.
- The only way Merkava can get plus frames without using resources or from worms previously set up.
- Despite being +1, Merkava's 2A will trade against 5f normals.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623B | 160, 112×13 (1616) | Mid | 7 | Total 58 | -8~-9 | -EX-, -CS- | Strike |
- Whiffs on crouching opponents.
- Can be canceled with EX moves or CS making it have a high reward on hit or safer options on block.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623C 100 EXS |
190, 127×13 (1841) | Mid | 4+3 | Total 62 | -36 | CS | Strike |
- Merkava's other reversal, faster but way more punishable on block.
- As a combo ender it does the most damage out of all Merkava's EX moves, but gives no Oki whatsoever.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
623A | 47 | Launch | /Data#623A | |||
623B | 58 | Launch | /Data#623B | |||
623C | 62 | Launch | /Data#623C |
623B :
623C :
214X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214A | 1517 | Mid | 13~23 | Total 38~47 | -14~-13 | EX, CS, UNQ | Strike |
- Will only hit aerial opponents in combos.
- The arm will go through projectiles, making this a very good way to punish or discourage people from using them.
- If you press D while the arm is extending, the arm will stop and stay active for a few frames.
- Can be converted into a full combo with CS or j.214C.
- Can be CS or EX Canceled after the opponent has recovered from blockstun.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214B | 1517 | 11~21 | Total 36~46 | EX, CS, UNQ | Strike |
- Can grab airborne opponents but will whiff on standing ones.
- Aside from being used as an anti-air, is also commonly used to end long range combos.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214C 100 EXS |
1985 | Mid | 4+1 ~ 14+1 | Total 34 | -12~-2 | CS, UNQ | Strike |
- It can grab opponents grounded and airborne.
- it has 5 frames of startup at point blank, making it the only 5f option Merkava has.
- This super can only kill with the final hit, making it a good option after CS to get the full meter from the GRD Transfer State.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214A | 38~47 | Launch | /Data#214A | |||
214B | 36~46 | Launch | /Data#214B | |||
214C | 34 | Launch | /Data#214C |
214B :
214C :
22X
- As of UNI2, worms no longer 'eat' throws or active frames.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22A | 427 | Mid/Air | Total 40 | -EX-, -CS- | Strike |
- Can be done after 5C fullscreen instead of a rebeat to put more pressure on the opponent.
- Commonly done after 4B ender.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22B | 427×2 | Mid/Air | Total 55 | -EX-, -CS- | Strike |
- Can be special canceled after 66C ender and still have enough time to 2B meaty in the corner.
- Specific strings can be used to extend and hit confirm pressure such as 2B>236B>(Worm hit).
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22[B] | 427×3 | Mid/Air | Total 65 | -EX-, -CS- | Strike |
- Safe to use at fullscreen ranges or after ending a combo when an opponent techs backward.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22C 100 EXS |
427×3×3 | High, Mid/Air | 18 | Total 38 | -3 | (CS) | Strike |
- Often used as a combo ender due to its good damage and oki afterwards.
- Also usable as a combo extension tool after certain specials such as 236x 623x or early CVO.
- Can get high damage as a starter, especially while in Veil Off.
- Worm behavior can be somewhat controlled but they get quite erratically after the first jump.
- Getting a hit while worms are up can mess up your combo if you're not careful, be sure to know routes that at least secure you a knockdown.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
22A | 40 | /Data#22A | ||||
22B | 55 | /Data#22B | ||||
22[B] | 65 | /Data#22[B] | ||||
22C | 38 | /Data#22C |
22B :
22[B] :
22C :
j.214X
- After Merkava throws a Fireball he is able to drift and change the angle of descent with 4 and 6.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j214A | 710 | Mid/Air | 14 | Total 46 | -EX-, -CS- | Projectile | |||
j214[A] | 560, 515 (1075) | Mid/Air | 21 | Total 53 | -EX-, -CS- | Projectile |
- Only a small lift in altitude.
- Useful cancel after 3C/66C, both in combos or on block for plus frames.
- Increase version hits twice.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j214B | 710 | Mid/Air | 15 | Total 47 | -EX-, -CS- | Projectile | |||
j214[B] | 560, 515 (1075) | Mid/Air | 21 | Total 53 | -EX-, -CS- | Projectile |
- Sends Merkava backwards.
- Often used as a zoning tool due to the space it covers and the distance created after.
- Increase version hits twice.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j214C 100 EXS |
555×2, 999 (1725) | Mid/Air | 4+2 | Total 91 | (CS) | Projectile |
- Can now Drift on recovery.
- Lifts Merkava up higher than A and B but pushes him back about the same as B Version.
- Very good damage if used to end combos with, especially in the corner where you can drift forward to get oki, but requires having to use moves such as 623B to get airborne first.
- Fireballs can drop if the opponent is too high on prorated combos.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j214A | 46 | Launch | /Data#j214A | |||
j214[A] | 53 | Launch | /Data#j214[A] | |||
j214B | 47 | Launch | /Data#j214B | |||
j214[B] | 53 | Launch | /Data#j214[B] | |||
j214C | 91 | Launch | /Data#j214C |
j214[A] :
j214B :
j214[B] :
j214C :
236B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
2109 | Mid | 10 | Total 29~42 | -9~-4 | (CS) |
- Can be used to dodge and punish attacks and projectiles due to his hurtbox being high up during startup.
- Can chain shift on hits that slam into the ground.
- Very good as a combo ender to add more damage to your BNB while also keeping okizeme.
- The last part of the animation move both characters backwards even if they reach the corner.
- This super can only kill with the final hit, making it a good option after CS to get the full meter from the GRD Transfer State.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29~42 | Launch | /Data#236BC |
Super Moves
Infinite Worth
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3780 | All | - | Knockdown | 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+14 | - | - | 67 | -25 | 1~26 Full |
Merkava becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C | 5A | -5 |
5[C] | 5A | -5 |
5B | 5A | -11 |
5BB | 5A | -7 |
4B | 5A | -5 |
6C | 5A | -5 |
6[C] | 5A | -5 |
Attack | Chain | Frame Gap |
---|---|---|
2/5A, 2/5B | 2C | 1 |
2A/B | 5C | 1 |
5A/B | 5C | 2 |
2/5A, 2/5B | 4B | 1 |
None | 3C, 4C, 6C | 0 |
2/5A, 2B | 6C | 3 |
2B | 6C | 8 |
5B | 6C | 7 |
4B, 2C | 6C | 2 |
5C | 6C | < 3 |
Everything | FF, 2FF | 0 |
2/5A, 5B | 623A | 1 |
2B | 623A | < 3 |
3C | 623A | 2 |
3C | 236A | 5 |
2A | 236B | 1 |
5A, 2/5B | 236B | 2 |
3C | 236B | 9 |
None | 236[B] | 0 |
- | 214A | Can depend on distance |
3C | j.214A/B | Depends on distance |
Videos
External Links
CL-R Merkava Primer WIP by DHD