Under Night In-Birth/UNI2/Merkava: Difference between revisions
YellowCake (talk | contribs) m (→Notable Rebeats and Gaps: Edited most gapless data. I will probably delete most of the gapless data and replace it with entries where gaps actually exist this week.) |
YellowCake (talk | contribs) (→Notable Rebeats and Gaps: < # means it's hard to test because of pushback) |
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{{!}} | {{!}} 1 | ||
{{!}}- | {{!}}- | ||
{{!}} | {{!}} 2A/B | ||
{{!}} 5C | |||
{{!}} 1 | |||
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{{!}} | |||
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{{!}} | {{!}} 5A/B | ||
{{!}} 5C | {{!}} 5C | ||
{{!}} | {{!}} 2 | ||
{{!}}- | {{!}}- | ||
{{!}} | {{!}} 2/5A, 2/5B | ||
{{!}} 4B | {{!}} 4B | ||
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{{!}} 2B | |||
{{!}} 623A | |||
{{!}} < 3 | |||
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{{!}} 3C | |||
{{!}} 623A | |||
{{!}} 2 | |||
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{{!}} 4C | |||
{{!}} 623A | {{!}} 623A | ||
{{!}} | {{!}} < 5 | ||
{{!}}- | {{!}}- | ||
{{!}} 2A, 5A, 2B, 5B, 5BB, 4B, 2C, 2CC, 5C, 5[C], 6[C], 6[C], 4C, FF, 2FF | {{!}} 2A, 5A, 2B, 5B, 5BB, 4B, 2C, 2CC, 5C, 5[C], 6[C], 6[C], 4C, FF, 2FF |
Revision as of 17:36, 30 January 2024
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Under Construction
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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 | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | Mid | N, J, SP, EX, CS, TH | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | - | - | 22 | -3 | - |
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460 | Mid | N, J, SP, EX, CS, -UNQ- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | - | - | 34 | -12 | - |
Merkava does a mid range punch.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
383 | Mid | N, J, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -14 | - |
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | Mid | N, J, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | - | - | 42 | -11 | - |
Merkava shoots his arms out at about 3/4 of the entire screen.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
805 | Mid | N, J, SP, EX, CS | Launch, Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
26 | - | - | 53 | -10 | - |
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
168×2 (356) | Low | N, J, SP, EX, CS, TH | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | - | - | 27 | -2 | - |
2B
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | Low | N, J, SP, EX, CS, UNQ | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | - | - | 42 | -15 | - |
Merkava lunges forward with a low hit that knocks the opponent airborne on hit.
Launches the opponent pretty high on hit, making it a primary combo tool.Air Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | High/Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | - | 2 on landing | 27 | -7~+9 Assault -4~+9 | - |
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
280×2 (546) | High/Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | - | 3 on landing | 27 | - | - |
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640 | High/Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | - | 4 on landing | 42 | - | - |
Command Normals
4B
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
774 | Mid | N, J, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | - | - | 43 | -8 | - |
Similar to 5C, but angled upwards.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
862 | Mid | N, J, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
28 | - | - | 54 | -9 | - |
4C
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
612, 488 (1041) | High | SP, EX, CS, UNQ | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7, ?? | - | - | 54 | -9~+1 | - |
Merkava flips into the air with his arms extended and slams down with an overhead.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
612 | - | SP, EX, CS, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | - | - | 44 | - | - |
j.2C
Dash Moves
66B
66C
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1426~1790 | Mid | UNQ | Launch, Wall Bounce, GRD Steal | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | - | - | 35 | -9 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1526~1890 | Mid | SP, EX, CS | Launch, Wall Bounce, GRD Steal | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | - | - | 35 | -9 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
730 | Mid | SP, EX | Knockdown | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | - | - | 35 | -7 | 8~13 head |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
730 | Mid | SP, EX, CS | Knockdown | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | - | - | 35 | -7 | 8~13 Head |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | SP, EX | Knockdown, Ground Bounce | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | - | - | 43 | 0 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | SP, EX | Knockdown, Ground Bounce | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | - | - | 43 | 0 | - |
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1110~1745 | Unblockable | - | - | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | - | - | 30 | +29 (hit) | - |
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, All GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
No results
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.Veil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- 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).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 1~19 Full |
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- 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.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- 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.
Special Moves
j.44 / j.4AB
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | 18 | 18 | - | - |
j.8
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | GRD Over Time | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | - | 16 on landing | - | - | - |
j.866
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230, 165×7 (1385) | Mid | -EX-, -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | - | - | 41 | -5 | - |
Merkava flails his arms forward in a flurry of punches.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
260, 187×7 (1569) | Mid | -EX-, -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | - | - | 46 | -6 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200, 128×11 (1608) | Mid | -EX-, -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
25 | - | - | 60 | -4 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
170, 119×15 (1955) | Mid | CS | Launch, Wall Bounce | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+8 | 16 | 22 | 49 | -4 | 1~13F |
623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
260, 195×6 (1430) | Mid | EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | - | - | 47 | +1 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160, 112×13 (1616) | Mid | -EX-, -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | - | - | 58 | -8~-9 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
190, 127×13 (1841) | Mid | CS | Launch | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+3 | - | - | 62 | -36 | - |
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1517 | Mid | EX, CS, UNQ | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13~23 | - | - | 38~47 | -14~-13 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1517 | - | EX, CS, UNQ | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11~21 | - | - | 36~46 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1985 | Mid | CS, UNQ | Launch | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+1 ~ 14+1 | - | - | 34 | -12~-2 | - |
22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
427 | Mid/Air | -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 40 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
427×2 | Mid/Air | -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 55 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
427×3 | Mid/Air | -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 65 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
427×3×3 | High, Mid/Air | (CS) | - | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | - | - | 38 | -3 | - |
j.214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
710 | Mid/Air | -EX-, -CS- | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | - | 4 on landing | 46 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560, 515 (1075) | Mid/Air | -EX-, -CS- | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | - | 4 on landing | 53 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
710 | Mid/Air | -EX-, -CS- | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | - | 4 on landing | 47 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560, 515 (1075) | Mid/Air | -EX-, -CS- | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | - | 4 on landing | 53 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
555×2, 999 (1725) | Mid/Air | (CS) | Launch | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+2 | - | 4 on landing | 91 | - | - |
236B+C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2109 | Mid | (CS) | Launch | 100 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | - | - | 29~42 | -9~-4 | - |
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, 5B | 623A | 1 |
2B | 623A | < 3 |
3C | 623A | 2 |
4C | 623A | < 5 |
2A, 5A, 2B, 5B, 5BB, 4B, 2C, 2CC, 5C, 5[C], 6[C], 6[C], 4C, FF, 2FF | 236A | 0 |
5BB, 4B, 2C, 2CC, 5C, 5[C], 6C, 6[C], 4C, FF, 2FF | 236B | 0 |
None | 236[B] | 0 |
2A, 5A, 2B, 5B, 5BB, 4B, 2C, 2CC, 5C, 5[C], 6C, 6[C], 4C | FF | 0 |
2A, 5A, 2B, 5B, 5BB, 4B, 2C, 2CC | 2FF | 0 |
move | into | fd |
Videos
External Links
CL-R Merkava Primer WIP by DHD
Colors
Default Colors
Merkava Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2024-01-30 by YellowCake.
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Strategy |
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Combos |
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