Under Night In-Birth/UNI2/Merkava: Difference between revisions

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|input=66B
|input=66B
|description=
|description=
Dash version of 2B. Preferably in pressure and combos due to better frame data, but naturally not available in as many situations.
Dash version of 2B. Preferabla in pressure and combos due to better frame data, but naturally not available in as many situations.
  }}
  }}



Revision as of 02:09, 5 March 2024

Uni2 profile merkava.png

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.
I won't stop... I... won't... stop...

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
  • 50/50 Mixups: Flight gives Merkava high/low 50/50s, and his 22X moves allow him to set them up somewhat reliably, with 22C in particular being a very strong setplay option to enable his mix.
  • Unorthodox Movement: Merkava has an air backdash, flight, an airdash-like move from flight that takes him just above the ground, and 2[FF] which puts him into flight. On top of his unique movement options, he can also move left/right during the descent after his air fireballs.
  • Good Neutral: Merkava has longer than average Normals and Specials that cover large parts of the screen while still often converting into combos. Moves like 3C and 66C also move his hurtbox quickly. Has a great dashblock, and his standing hurtbox is also very narrow compared to his crouching. Flight hurtboxes can also quickly change when throwing out a move or landing making him hard to pin down.
  • Offense Without Setup: Without worms on screen to cover openings, Merkava is left with somewhat linear pressure with the worst rebeat table in the game.
  • Limited Defense: All reversals require meter. Standing moves are fairly slow, and 2A is 6f, which can limit options up close.
  • Large Hurtboxes: While it is unusual at times, Merkava is overall larger than average characters, and many of his Normals also extend his hurbox, which can yield the opponent favorable counterhits.
  • Ground Movement: His walk speed is very slow, and his backdash comes with a lot of recovery.

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
  • Can temporarily gain Flight by inputting 8 while jumping.
  • Can air backdash by inputting 44 while jumping.
  • Can increase throw hits and damage by mashing.
Vorpal Trait
  • Worms no longer disappear when Merkava blocks.
  • On hit, Force Function can be special cancelled, has more untechable time, and steals more GRD.
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
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
180 Mid 8 Total 22 -3 N, J, SP, EX, CS, TH Strike
Far reaching 5A, so it's very good as a quick midrange poke to counterpoke or check low jumps with low commitment. Very long total duration, but still preferred in rebeats over 2A.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
22 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
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
Merkava does a mid range punch.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5BB 383 Mid - -14 N, J, SP, EX, CS Strike
5B follow-up that is usable even on whiff.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5B 34 Launch /Data#5B
5BB /Data#5BB
5B :

5BB :

5C
5C
5C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5C 690 Mid 14 Total 42 -11 N, J, SP, EX, CS Strike
Merkava shoots his arms out at about 3/4 of the entire screen.
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
Same as 5C, but wallbounces the opponent on hit.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5C 42 /Data#5C
5[C] 53 Launch, Wall Bounce /Data#5[C]
5C :

5[C] :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
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
Two-hit low ground pound that can gatling into itself.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
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
Two-hit lunge and retract with a lot of active frames. Only one frame slower than 2A for noticably better reward, so it's preferred in high/low mixups.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
32 Vacuum (hit only) /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
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
Merkava lunges forward with a low hit that knocks the opponent airborne on hit.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2CC 536 Mid - -11 (N), J, SP, EX, CS Strike
Launches the opponent pretty high on hit, making it a primary combo tool.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
2C 42 /Data#2C
2CC Launch /Data#2CC
2C :

2CC :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
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
Downwards punch that hits diagonally.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
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
Two-hit move where Merkava throws his arm out across the screen.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 /Data#jB
jB :
j.C
jC
jC
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
640 High/Air Shield 15 Total 42 N, SP, EX, CS Strike, Head
Merkava spins his arms in a large circle.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
42 /Data#jC
jC :

Command Normals

4B
4B
4B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
666 Mid 10, 12 Total 35 -6 N, J, SP, EX, CS Strike
Merkava does an attack with his elbow.
  • First two active frames only hit opponents in the air.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Tumble /Data#4B
4B :
6C
6C
6C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
6C 774 Mid 18 Total 43 -8 N, J, SP, EX, CS Strike
Similar to 5C, but angled upwards.
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
Mostly used as a combo tool.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
6C 43 Launch /Data#6C
6[C] 54 Launch /Data#6[C]
6C :

6[C] :

4C
4C
4C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
862 High 28 Total 56 -11 SP, EX, CS Strike
Merkava tilts his arms back, then slams them down a fair distance forward.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
56 Knockdown /Data#4C
4C :
3C
3C
Full Flip
3C
Hitboxes Off
Hitboxes On
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
Merkava flips into the air with his arms extended and slams down with an overhead.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3[C] 612 7 Total 44 SP, EX, CS, -UNQ- Strike
Merkava feints performing the overhead portion and slams back down to his original position.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
3C 54 Knockdown /Data#3C
3[C] 44 /Data#3[C]
3C :

3[C] :

j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
410 Mid 10 - -12~+1 Strike, Head
Divekick. On hit, it causes a knockdown that can easily be followed up.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Knockdown /Data#j2C
j2C :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
420×2 (802) Low 7 Total 30 -2 SP, EX, CS Strike, Foot
Dash version of 2B. Preferabla in pressure and combos due to better frame data, but naturally not available in as many situations.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 Vacuum (hit only) /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
442, 800 (1178) High 6, ?? Total 50 -7~-2 SP, EX, CS Strike
Similar to 3C but is faster and goes further.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
50 Knockdown /Data#66C
66C :

Universal Mechanics

Force Function

I, Agitate
『我、攪拌する』
B+C
Hitboxes Off
Hitboxes On
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
Merkava grabs the opponent and spins them around for a wallbounce.
[Show/Hide Additional Data]
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 :

B+C Vorpal:

I, Revile
2B+C
Hitboxes Off
Hitboxes On
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
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
[WIP]
[Show/Hide Additional Data]
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 :

2B+C Vorpal:

2[B]+[C] :

2[B]+[C] Vorpal:

Throw

Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1110~1745 Unblockable 4 Total 30 +29 (hit) Throw
Merkava slams the opponent back and forth.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 /Data#A+D
A+D :

Guard Thrust

Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
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
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :

Veil Off

A+B+C
A+B+C
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Universal reversal that blows the opponent back on hit.
  • 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
Cancels an action and launches the opponent high into the air on hit.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C (during a move):

Special Moves

j.44 / j.4AB
I, Alienate
『我、背離する』
j4~4/j4AB
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
18
Merkava quickly dashes up and back a short distance.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
18 /Data#j4~4/j4AB
j4~4/j4AB :
j.8
I, Ascend to the Sky
Requires GRD Over Time
『我、天を躍る』
7/8/9
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
17
[16 on landing]
Merkava takes flight and gains brief access to free aerial movement and can take any actions as if jumping.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#7/8/9
7/8/9 While Jumping:
j.866
I, Soar Through the Sky
『我、空を翔る』
66
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
666 High 20 - N, SP, EX, CS, UNQ Head
Swooping attack.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Launch /Data#66
66 During Flight:
236X
I, Drill Through
『我、穿つ』
236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236A 230, 165×7 (1385) Mid 9 Total 41 -5 -EX-, -CS- Strike
236B 260, 187×7 (1569) Mid 13 Total 46 -6 -EX-, -CS- Strike
236[B] 200, 128×11 (1608) Mid 25 Total 60 -4 -EX-, -CS- Strike
236C
100 EXS
170, 119×15 (1955) Mid 4+8 16 22 -4 CS Strike 1~13F
Merkava flails his arms forward in a flurry of punches.
[Show/Hide Additional Data]
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
236A :

236B :

236[B] :

236C :

623X
I, Penetrate the Clear Skies
『我、穹窿を貫く』
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623A 260, 195×6 (1430) Mid 14 Total 47 +1 EX, CS Strike
623B 160, 112×13 (1616) Mid 7 Total 58 -8~-9 -EX-, -CS- Strike
623C
100 EXS
190, 127×13 (1841) Mid 4+3 Total 62 -36 CS Strike
Merkava leaps off the ground in an arc while punching continuously.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 47 Launch /Data#623A
623B 58 Launch /Data#623B
623C 62 Launch /Data#623C
623A :

623B :

623C :

214X
I, Capture and Devour
『我、捕獲して喰らう』
214X
Hitboxes Off
Hitboxes On
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
214B 1517 11~21 Total 36~46 EX, CS, UNQ Strike
214C
100 EXS
1985 Mid 4+1 ~ 14+1 Total 34 -12~-2 CS, UNQ Strike
Attack throw that can be stopped by pressing D during the stretching animation.
[Show/Hide Additional Data]
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
214A :

214B :

214C :

22X
I, Persistently Cling
『我、執拗に纏わり付く』
22X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22A 427 Mid/Air Total 40 -EX-, -CS- Strike
22B 427×2 Mid/Air Total 55 -EX-, -CS- Strike
22[B] 427×3 Mid/Air Total 65 -EX-, -CS- Strike
22C
100 EXS
427×3×3 High, Mid/Air 18 Total 38 -3 (CS) Strike
Merkava throws down his arm and spawns a little worm creature after a bit of time.
[Show/Hide Additional Data]
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
22A :

22B :

22[B] :

22C :

j.214X
I, Breathe Out
『我、息吹く』
j214X
Hitboxes Off
Hitboxes On
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
j214B 710 Mid/Air 15 Total 47 -EX-, -CS- Projectile
j214[B] 560, 515 (1075) Mid/Air 21 Total 53 -EX-, -CS- Projectile
j214C
100 EXS
555×2, 999 (1725) Mid/Air 4+2 Total 91 (CS) Projectile
Merkava shoots fireballs from his mouth and changes his aerial trajectry depending on which version.
[Show/Hide Additional Data]
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
j214A :

j214[A] :

j214B :

j214[B] :

j214C :

236B+C
I, Rampage
Requires 100 EXS
『我、跳梁する』
236BC
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2109 Mid 10 Total 29~42 -9~-4 (CS)
Hit throw where Merkava goes airborne then swoops at the opponent. On hit he drags them on the ground for a bit of damage then slams them.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29~42 Launch /Data#236BC
236BC :

Super Moves

Infinite Worth

I, Resentfully Rage
『我、憤る』
41236D
UNI Merkava 41236D.png
UNI2 Merkava IW HB.png
Hitboxes Off
Hitboxes On
41236D
I, Resentfully Rage
Damage Guard Cancel Property Cost Attribute
3519 Mid - Launch, Knockdown 200 EXS -
Startup Active Recovery Overall Advantage Invul
1+8 - - 124 -30 -
Merkava flails his arms covering a large area around him.

Infinite Worth EXS

A+B+C+D
UNI Merkava ABCD.png
A+B+C+D
I, Defile
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

Rebeat Table
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
Gap Table
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
Stagger and Cancel Frames for Normals
Move Cancelable from Cancelable to Blockstop Cancel window Stagger window Recovery Staggerable frames of recovery Notes
Move f f f f f f %

Videos

External Links

CL-R Merkava Primer WIP by DHD

Colors

Default Colors

001 Hell's Viper
002 Scallop
003 Brown Lizard
004 Scream Hades
005 Green Iguana
006 Bloody Basilisk
007 Violet Naja
008 Sea Snake
009 Dust Sand
010 Hephaistos
011 Wise Marlin
012 Noble Turtle
013 Ladybug
014 Sauterelle Prince
015 Rose Crane
016 Lark Dancer
017 Cruel Penguin
018 Killer Bee
019 Sombre Corbeau
020 Humble Falcon
021 Lila Giftschlange
022 Flamme Haare
023 Blame Strumm
024 Abitante de Vulcano
025 Gloomy Violet
026 Orange A La Mode
027 Gewitterwoke
028 Forest Gorilla
029 Motor Schlange
030 Marchen Merkava
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast


Merkava Wiki Roadmap

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Page last edited on: 2024-03-05 by AltSLEEP.

41% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting
  • Add gameplay summary, frame data and new moves.
  • Pending further frame data
40/50
Strategy
  • Created base pages
  • Filled in Neutral, offense and defense.
  • Fill in gimmicks and matchups.
0/25
Combos
  • Created base pages
  • Added common combos
  • Add links to external resources
1/25
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters