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

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{{WIP}}{{Navigation-UNI2}}
{{WIP|info=The info on this page was copied from [[Under_Night_In-Birth/UNICLR/Merkava/Combos|UNICLR]] and may not be up-to-date.}}
<!----------------------------------------
{{Navigation-UNI2}}
--------------- LORE SECTION -------------
----------------------------------------->
<div style="float:right; overflow:hidden; width:200px; height:500px; border:1px solid; margin-left:8px"><span style="margin-left:-50px">[[File:Uni2_profile_merkava.png|x500px]]</span></div>
<div style="float:right; overflow:hidden; width:200px; height:500px; border:1px solid; margin-left:8px"><span style="margin-left:-50px">[[File:Uni2_profile_merkava.png|x500px]]</span></div>
 
{{TOC limit|3}}
<div style="overflow:auto"><span style="float:left; padding-top:5px; padding-right:8px; padding-bottom:5px">{{TOClimit|2}}</span>
 
==Story==
<!--From official profile, which is linked on Fandom Wiki-->
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.
 
{{QuotationBox | margin = right | fontsize=1.0 |
The one to devour this world... shall be Jormungandr... Me.<br>
I won't stop... I... won't... stop...
}}</div>
<div style="clear:both"></div>
<div style="clear:both"></div>
<!----------------------------------------
{{ComboLegend-UNI}}
----------- START EDITING HERE -----------
----------------------------------------->
==Gameplay==
<!--A short 1-2 paragraph summary of the character's gameplay style catered for new players. For more detailed information, use Strategy subpage-->
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.


{{ProConTable
==Getting Started==
|pros=
===Starter Combos===
*'''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.
Combos to start off with
*'''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.
{{ComboTable-UNI
*'''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.
|data=
|cons=
{{ComboData-UNI
*'''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.
  | combo        = 2A > 2B > 2CC > dl. j.C > j.2C > {{Property-UNI|Ender}}
*'''Limited Defense''': All reversals require meter. Standing moves are fairly slow, and 2A is 6f, which can limit options up close.
  | basedamage    = 2160
*'''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.
  | bonusdamage  = 2369
*'''Ground Movement''': His walk speed is very slow, and his backdash comes with a lot of recovery.
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Good for learning the jump cancel from 2CC.
}}
{{ComboData-UNI
  | combo        = 5B > 5C > 6C > 214B</br>5B > 5C > 6C > dl.214A
  | basedamage    = 2093
  | bonusdamage  = 2298
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Doesn't lead to great oki but is about as good damage you can reliably get from 5B.  
*Do 214X j.214C if you need more damage or want to be further away. Slight delay gives better frame advantage and allows you to place 22[B] fairly safely when you land.
}}
{{ComboData-UNI
  | combo        = 2A > 2B > 2CC > dl. j.C > j.A > j.B (2 hits) > j.2C > {{Property-UNI|ender}}
  | basedamage    = 2232
  | bonusdamage  = 2449
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Good stepping stone for learning 2CC j.C jump sequence.
}}
{{ComboData-UNI
  | combo        = 2A > 2B > 2CC > 6[C] > j.6D > j.A > j.B (2 hits) > j.2C > {{Property-UNI|ender}}
  | basedamage    = 2299
  | bonusdamage  = 2522
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Good for learning 6[C] j.6D jump sequence.
}}
{{ComboData-UNI
  | combo        = 236C > 6C > 214B
  | basedamage    = 2666
  | bonusdamage  = 2916
  | cost          = 100
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Easy extra damage from reversal.
}}
}}
}}


==Character Stats==
{{StatsInfobox-UNI2
|character = Merkava
|health = 10400
|smartSteer = 5A > 4B > 5C > 236B > 5A+B > IW (requires 200 EXS)
|fWalkSpeed = 740
|bWalkSpeed = -660
|jumpStartup = 5
|jumpDuration = 51
|jumpDurationNote =
|dashStartup = 1
|iDashSpeed = 1550
|dashAccel = 150
|dashAccelNote =
|maxDashSpeed = 2600
|bDashStartup = 1
|bDashDuration = 33
|bDashDistance = -63800
|bDashFullInvulStart = 1
|bDashFullInvulEnd = 10
|throwWidth =
|throwRange =
|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.
|vorpalTrait =
*Worms no longer disappear when Merkava blocks.
*On hit, Force Function can be special cancelled, has more untechable time, and steals more GRD.
}}


{{AttackData-UNI/Infobox}}
===Theory===
<!-- See Template:AttackData-UNI documentations for help editing the moves below -->
Basic combo string is
*ground normals > 2CC > air normals > j.2C or 66C > filler > ender
*ground normals > launcher > 6C or 6[C] j.6D > air normals > j.2C or 66C > filler > ender


{{#vardefine:cargoTable|UNI2_MoveData}}
===FAQ===
=====How do I do x? / Why is x dropping=====
[https://docs.google.com/document/d/1J7nxjfYYgiCT3cPqHnrWTP4-z4lU_nqIVf1YlaQ9l7s/edit?usp=sharing Combo troubleshooting guide] by [https://twitter.com/EU_DHD DHD]


==Normal Moves==


===Standing Normals===
==Enders==
 
{{ComboTable-UNI | width = 700px | showDamage = no | showMeter = no
=====5A=====
|data=
{{MoveData-UNI2
{{ComboData-UNI
|input=5A
  | combo        = 2C > 4B
|description=
  | cost          =  
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.
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Ender for good midscreen oki
*Moves can be added between 2C and 4B to get more damage but may drop from certain combos.
*For worm setup, use 4B 22A.
}}
{{ComboData-UNI
  | combo        = OTG 66B, 66C
  | cost          =  
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Both used as filler and ender for corner carry.
*For worm setup, use 66C 22B.
}}
{{ComboData-UNI
  | combo        = 66C > j.214[A], 66C
  | cost          =
  | location      = {{Property-UNI|Corner}}
  | notes        = *Ender for good corner oki
}}
{{ComboData-UNI
  | combo        = 2C > 3C (2 hits) > Flight
  | cost          =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Decent way to set up flight oki near the corner or play keepout midscreen.
*Can only be done from combos with fewer moves/better proration or it will drop after the first hit of 3C.
}}
{{ComboData-UNI
  | combo        = 2C > B+C
  | cost          =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Good for stealing some last-minute GRD.
*Vorpal Force Function sets up flight pretty well.
}}
{{ComboData-UNI
  | combo        = 2C > 236B > 22C/236C/623C
  | cost          = 100 {{Property-UNI|EXS}}
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Most combos ending in 2C > 4B will work with this ender as well.
*22C for worm setup and 623C/236C if you need to kill.
}}
{{ComboData-UNI
  | combo        = 66C > j.214[A], 236A > [Meter move]
  | cost          = 100 {{Property-UNI|EXS}}
  | location      = {{Property-UNI|Corner}}
  | notes        = *Meter ender when you're out of OTGs.
}}
{{ComboData-UNI
  | combo        = 22C, 2CC > 4B
  | cost          = 100 {{Property-UNI|EXS}}
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Sets up meaty worms.
*Best used when you haven't spent your jump cancel so that you can jump cancel 4B and get meaty worms together with flight oki.
*22C uses an OTG so you need to keep that in mind when routing for this ender.
*Some combos need you to do 2C > 5C > 4B, 2C > 5B > 4B or some other variation of the ender for the worms to hit meaty properly.
*22C >2C will drop if the combo is too prorated.
}}
{{ComboData-UNI
  | combo        = CVO, (delay 236B 236C) > IW
  | cost          = 100~200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *CVO ender
  }}
  }}
=====5B=====
{{MoveData-UNI2
|versioned=input
|command=5B
|input=5B, 5BB
|5B=
Merkava does a mid range punch.
|5BB=
5B follow-up that is usable even on whiff.
}}
}}


=====5C=====
==Combos==
{{MoveData-UNI2
<!-------------------------------------------------------
|versioned=input
- Add level 3 headings to fit various combo situations. -
|command=5C
-------------------------------------------------------->
|input=5C, 5[C]
===2A/2B Starters===
|5C=
{{ComboTable-UNI
Merkava shoots his arms out at about 3/4 of the entire screen.
|data=
|5[C]=
{{#var:starter1}}
Same as 5C, but wallbounces the opponent on hit.  
{{ComboData-UNI
  | combo        = 2A (2 hits) > 5C > 2CC > 6[C] > j.6D > j.A > j.B > 66C, 66B, 66C, dash 2C > 4B
  | basedamage    = 2898
  | bonusdamage  =  
  | cost          =  
  | metergain    =  
  | oppmetergain =  
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Classic Merkava BNB that works the same on all characters and ranges.
*In corner, replace 66B with j.214[A].
*2C > 236B > 22C works.
*Works from longer starter strings as well, like 5A > 2A > 2B > 2C.
*5C is optional but adds a lot of free damage if you take the time to hit confirm the combo. Longer starter strings will not allow 5C.
}}
{{ComboData-UNI
  | combo        = 2A (2) > 5C > 2C > 5B > 6C > j.6D > j.A > j.B > 66C, 66B, 66C, dash 2C > 5C > 4B
  | basedamage    = 2878
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Alternative BNB with similar corner carry but worse damage than the classic BNB.
*5C is optional.
}}
{{ComboData-UNI
  | combo        = 2A > 2C > dl.623A, 66C, 66B, 5B > j.C > dl. j.A > dl. j.B > 66C, dash 2C > 4B
  | basedamage    = 2859
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *High-damage route with good corner carry.
*In corner, replace 66B with j.214[A].
*Harder to hit confirm since the launcher is earlier in the combo.
*Stricter timings than the classic BNB.
}}
{{ComboData-UNI
  | combo        = 2A > 2C > dl.3C > j.214[A]~6, j.2C > 66B, 5B > j.C > dl. j.A > dl. j.B > 66C, dash 2C > 5C > 4B
  | basedamage    = 2935
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Alternative high-damage route that ends slightly further away from the opponent.
*Similar hit confirm to the first high-damage route.
*Stricter timings than the classic BNB and varies slightly depending on character.
}}
{{ComboData-UNI
  | combo        = 2A > 2C > dl.623A, 66C, dash 2C > dl.3C > j.214[A]~6, 2C > 5C > 4B
  | basedamage    = 2992
  | bonusdamage  =
  | cost          =  
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Alternative high-damage route that ends slightly further away from the opponent.
*Need to delay j.214[A] for it to work on big bodies.
}}
}}
}}


===Crouching Normals===
===5B Starters===
 
{{ComboTable-UNI
=====2A=====
|data=
{{MoveData-UNI2
{{ComboData-UNI
|input=2A
  | combo        = 5B > 5C > 6C > dl.214A > CS > dl.2C > dl.623A, 66C, dash 2C > 3C > j.214[A]~6, 2C > 5C > 4B
|description=
  | basedamage    = 3550
Two-hit low ground pound that can gatling into itself.  
  | bonusdamage  =  
  | cost          = {{Property-UNI|Vorpal}}
  | metergain    =  
  | oppmetergain =  
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *CS extension from 5B.
*If they get put in the corner by 623A, instead do 66C > j.214[A], 66C, 2C ender. Alternatively 2C > dl.3C(1) > j.214[A]~6, j.2C > 2C ender.
}}
{{ComboData-UNI
  | combo        = CH 5B > 5[C] > dl. j.6D > j.C > dl. j.A > 2C > dl.623A, 66C, dash > {{Property-UNI|Ender}}
  | basedamage    = 3123
  | bonusdamage  =
  | cost          =
  | metergain    =  
  | oppmetergain =  
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Counterhit confirm from 5B.
*Partially charging 5C and letting go early on normal hit makes it much easier to confirm.
  }}
  }}
 
{{ComboData-UNI
=====2B=====
  | combo        = 5B > 5C > 6C > dl. j.6D > j.A > j.C > 2C > 623A, 66C > j.214[A], 66C > {{Property-UNI|Ender}}
{{MoveData-UNI2
  | basedamage    = 3453
|input=2B
  | bonusdamage  =  
|description=
  | cost          =  
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.
  | metergain    =  
  | oppmetergain =  
  | location      = {{Property-UNI|Corner}}
  | notes        = *Corner combo that does a lot of damage.
*Jump sequence can be replaced with 6C > j.6D > j.A > j.B > 623A.
  }}
  }}
=====2C=====
{{MoveData-UNI2
|versioned=input
|command=2C
|input=2C, 2CC
|2C=
Merkava lunges forward with a low hit that knocks the opponent airborne on hit.
|2CC=
Launches the opponent pretty high on hit, making it a primary combo tool.
}}
}}


===Air Normals===
===2C Starters===
 
{{ComboTable-UNI
=====j.A=====
|data=
{{MoveData-UNI2
{{ComboData-UNI
|input=jA
  | combo        = 2C > 5AA > j.214[A]~6, 2C > 623A, 66C > {{Property-UNI|Ender}}
|description=
  | basedamage    = 2952
Downwards punch that hits diagonally.
  | bonusdamage  =  
  | cost          =  
  | metergain    =  
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *High-damage confirm from safe 2C poke.
*Damage calculated with 66B, 66C ender.
}}
{{ComboData-UNI
  | combo        = 2C > 5AA, 66B > 623A, 66C, 66B, 5B > j.C > j.A > j.B > 66C
  | basedamage    = 2699
  | bonusdamage  =  
  | cost          =  
  | metergain    =  
  | oppmetergain =  
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Corner-carry confirm.
}}
{{ComboData-UNI
  | combo        = 2C > 5AA, 66B, dl.3C(1) > j.214[A]~6, 66C > dash 2CC > j.C > j.B > j.2C
  | basedamage    = 2758
  | bonusdamage  =  
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Alternative route for higher damage.
  }}
  }}
 
{{ComboData-UNI
=====j.B=====
  | combo        = 2C > 623A, 66C, dash 2C > dl.3C > j.214[A]~6, 2C > dl.5C > 4B
{{MoveData-UNI2
  | basedamage    = 3176
|input=jB
  | bonusdamage  =  
|description=
  | cost          =  
Two-hit move where Merkava throws his arm out across the screen.  
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *High-damage confirm from 2C 623A.
{{ComboData-UNI
  | combo        = 2C > 623A, 623B
  | basedamage    = 2235
  | bonusdamage  =  
  | cost          =  
  | metergain    =  
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Backup combo for when it's too far away for 66C.
*Can be extended with CS or 22C.
  }}
  }}
=====j.C=====
{{MoveData-UNI2
|input=jC
|description=
Merkava spins his arms in a large circle.
  }}
  }}
 
{{ComboData-UNI
===Command Normals===
  | combo        = 2C> dl.3C(1) > j.214[A]~6, j.2C > 2CC > 6[C] > j.6D > j.A > j.B > 66C > {{Property-UNI|Ender}}
 
  | basedamage    = 3217
=====4B=====
  | bonusdamage  =  
{{MoveData-UNI2
  | cost          =  
|input=4B
  | metergain    =  
|description=
  | oppmetergain =  
Merkava does an attack with his elbow.  
  | location      = {{Property-UNI|Anywhere}}
*First two active frames only hit opponents in the air.
  | notes        = *2C punish route.
*Can be done from 5C starter for DP punishes.
  }}
  }}
 
{{ComboData-UNI
=====6C=====
  | combo        = 2C > dl.3C > j.214[A]~6, 2C > 5B > 6C > j.6D > j.A > j.B > 66C > {{Property-UNI|Ender}}
{{MoveData-UNI2
  | basedamage    = 3223
|versioned=input
  | bonusdamage  =  
|command=6C
  | cost          =  
|input=6C, 6[C]
  | metergain    =  
|6C=
  | oppmetergain =  
Similar to 5C, but angled upwards.
  | location      = {{Property-UNI|Anywhere}}
|6[C]=
  | notes        = *Alternate punish route.
Mostly used as a combo tool.
*Can be done from 5C starter for DP punishes.
}}
 
=====4C=====
{{MoveData-UNI2
|input=4C
|description=
Merkava tilts his arms back, then slams them down a fair distance forward.
  }}
  }}
=====3C=====
{{MoveData-UNI2
|versioned=input
|command=3C
|input=3C, 3[C]
|3C=
Merkava flips into the air with his arms extended and slams down with an overhead.
|3[C]=
Merkava feints performing the overhead portion and slams back down to his original position.
}}
}}


=====j.2C=====
===66B Starters===
{{MoveData-UNI2
{{ComboTable-UNI
|input=j2C
|data=
|description=
{{ComboData-UNI
Divekick. On hit, it causes a knockdown that can easily be followed up.  
  | combo        = 66B > 623A, 66C, 2CC > j.C > j.A > j.B > 66C > {{Property-UNI|Ender}}
  | basedamage    = 3011
  | bonusdamage  =  
  | cost          =  
  | metergain    =  
  | oppmetergain =  
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Standard 66B confirm.
*Can drop at 623A, 66C on Orie, Hilda, and Chaos if not point blank.
  }}
  }}
 
{{ComboData-UNI
===Dash Moves===
  | combo        = 66B > 623A, 2B(1) > 4B > 2CC > j.C > j.A > j.B > 66C, dash > {{Property-UNI|Ender}}
 
  | basedamage    = 2917
=====66B=====
  | bonusdamage  =  
{{MoveData-UNI2
  | cost          =  
|input=66B
  | metergain    =  
|description=
  | oppmetergain =  
Dash version of 2B. Preferable in pressure and combos due to better frame data, but naturally not available in as many situations.
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Alternate route for 66B > 623A.
  }}
  }}
 
  {{ComboData-UNI
=====66C=====
  | combo        = 66B, 2A > 2A-route
{{MoveData-UNI2
  | basedamage    =  
|input=66C
  | bonusdamage  =  
|description=
  | cost          =  
Similar to 3C but is faster and goes further, however it lacks its flight cancel options, making it a significantly worse option for pressure. Ultimately sees most use in combos.
  | metergain    =  
  | oppmetergain =  
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Useful for throw mixups from 66B since you can do 66B without needing to cancel.
  }}
  }}
==Universal Mechanics==
===Force Function===
{{MoveData-UNI2
|versioned=input
|command=B+C
|input=B+C, B+C Vorpal
|description=
Merkava grabs the opponent and spins them around for a wallbounce.
}}
{{MoveData-UNI2
|versioned=input
|command=2B+C
|input=2B+C, 2B+C Vorpal, 2[B]+[C], 2[B]+[C] Vorpal
|description=
[WIP]
}}
}}


===Throw===
===623A Starters===
{{MoveData-UNI2
{{ComboTable-UNI
|input=A+D
|data=
|description=
{{ComboData-UNI
Merkava slams the opponent back and forth.
  | combo        = 623A, 66C, dash 2C > dl.3C(1) > j.214[A]~6, j.2C > 2CC > j.C > j.A > j.B > 66C
  | basedamage    = 3539
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *DP Punish.
}}
{{ComboData-UNI
  | combo        = 623A, 66C, dash 2CC > 6[C] > j.6D > j.A > j.B > 66C > dash > {{Property-UNI|Ender}}
  | basedamage    = 3447
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *DP Punish.
}}
}}
}}


===Guard Thrust===
===214A Starters===
{{MoveData-UNI2
{{ComboTable-UNI
|input=6A+B+C
|data=
|description=
{{ComboData-UNI
{{AttackDataCargo-UNI2/Guard_Thrust_Description}}
  | combo        = 214A > CS, dash 5C > dl.2C > dl.623A, 66C, 66B, 5B > 6C > j.6D > j.A > j.B > 66C, dash 2C > 5C > 4B
  | basedamage    = 3583
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Standard 214A route.
}}
{{ComboData-UNI
  | combo        = 214A > dl.CS > j.214[A]~6, 2C > 623A, 66C, dash 2CC > dl. j.C > j.A > j.B > 66C, dash 2C > 5C > 4B
  | basedamage    = 3699
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *High-damage route.
}}
{{ComboData-UNI
  | combo        = 214A > CS > Flight~3 > j.C > 5C > dl.2C > dl.623A, 66C, dash 2C > dl.3C > j.214[A]~6, 2C > dl.5C > 4B
  | basedamage    = 3759
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Starting to get difficult.
}}
{{ComboData-UNI
  | combo        = 214A > CS > Flight > Swoop (j.66) > j.214[A]~6, 2C > 623A, 66C, 2C > dl.3C > j.214[A]~6, 2C > dl.5C > 4B
  | basedamage    = 3831
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Very difficult confirm.
*the first 6 in Swoop must be input after flight has started. Can be seen by Merkava flapping his wings.
}}
}}
}}


===Veil Off===
===236C Starters===
{{MoveData-UNI2|versioned=input |input=A+B+C,A+B+C (during a move)
{{ComboTable-UNI
|A+B+C={{AttackDataCargo-UNI2/Veil_Off_Description|normal}}
|data=
|A+B+C (during a move)={{AttackDataCargo-UNI2/Veil_Off_Description|crosscast}}
{{ComboData-UNI
  | combo        = 236C, dash > dl. j.B > dl. j.A > j.C > 66B > dl.623A, 66C > {{Property-UNI|Ender}}
  | basedamage    = 3236
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *High-damage combo from reversal.
*Damage calculated with dash 2C > 5C > 4B ender.
}}
{{ComboData-UNI
  | combo        = 236C, dash > dl. j.B > dl. j.A > j.C > 66B, 5B > 6C > j.6D > j.A > j.B > 66C > {{Property-UNI|Ender}}
  | basedamage    = 3047
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Corner-carry combo from reversal.
*Damage calculated with 66B, 66C ender.
}}
}}
}}


==Special Moves==
===Assault Starters===
 
{{ComboTable-UNI
=====j.44 / j.4AB=====
|data=
{{MoveData-UNI2
{{ComboData-UNI
|input=j4~4/j4AB
  | combo        = 6D > j.C > 2B(2) > 5C > 2C > 5B > 6C > j.6D > j.A > j.B > 66C, 66B, 66C, dash 2C > 4B
|description=
  | basedamage    = 2676
Merkava quickly dashes up and back a short distance.
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Standard assault confirm.
}}
{{ComboData-UNI
  | combo        = 6D > j.C > 2B > 623A, 66C > 2C > 3C > j.214[A]~6, 2C > dl.5C > 4B
  | basedamage    = 2810
  | bonusdamage  =  
  | cost          =  
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *High-damage assault confirm.
}}
{{ComboData-UNI
  | combo        = 6D > j.A > CS > j.B > 5C > 2C > 5B > 6C > j.6D > j.A > j.B > 66C, 66B, 66C, dash 2C > 4B
  | basedamage    = 2451
  | bonusdamage  =  
  | cost          =  
  | metergain    =  
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *One of Merkava's fastest overhead options.
}}
{{ComboData-UNI
  | combo        = 6D > j.A > CS > j.B > 2C > 623A, 66C, 2C > 3C > j.214[A]~6, 2C > dl.5C > 4B
  | basedamage    = 2668
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =  
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *High-damage confirm.
}}
}}
}}


=====j.8=====
===Other Confirms===
{{MoveData-UNI2
{{ComboTable-UNI
|input=7/8/9 While Jumping
|data=
|description=
  {{ComboData-UNI
Merkava takes flight and gains brief access to free aerial movement and can take any actions as if jumping.
  | combo        = 4B, 66B > 66B-route
  | basedamage    =
  | bonusdamage  =  
  | cost          =  
  | metergain    =  
  | oppmetergain =  
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Ending blockstrings on 4B is safe and on hit you can confirm into 66B.
  }}
  }}
 
{{ComboData-UNI
=====j.866=====
  | combo        = 623C > CS > reverse 4B > reverse 3C(1) > j.214[A]~6, 2C > dl.623A, 66C, 66B, 5B > j.C > j.A > j.B > 66C, dash 2C > 5C > 4B
{{MoveData-UNI2
  | basedamage    = 3733
|input=66 During Flight
  | bonusdamage  =
|description=
  | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|Vorpal}}
Swooping attack.  
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Conversion from true reversal.
}}
{{ComboData-UNI
  | combo        = 66C or 3C > j.214[B]~6, 5C > 214A
  | basedamage    = 2216</br>2321
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =  
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Extra damage from unexpected overhead hit.
*Usually not worth spending CS on for better ender.
}}
{{ComboData-UNI
  | combo        = 623B > dl.CS > dl. j.214[A]~6, 2CC > dl. j.C > dl. j.A > j.B > 66C, 66B, 66C, 2C > 5C > 4B
  | basedamage    = 3564
  | bonusdamage  =
  | cost          = {{Property-UNI|Vorpal}}
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Works for 2C > 623A, 623B routes.
}}
{{ComboData-UNI
  | combo        = 623B, dl.22C, 2CC > dl. j.C > j.A > j.B > worm hit 66C, dash 2C > 4B, (4B again if worm hits after 4B)
  | basedamage    = 3803
  | bonusdamage  =  
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *623B conversion using meter.
*Works for 2C > 623A, 623B routes.
  }}
  }}
 
{{ComboData-UNI
=====236X=====
  | combo        = Flight > j.66 > j.A > 5AA > 2CC > j.C > j.A > j.B > 66C, dash 2C > 5C > 4B
{{MoveData-UNI2
  | basedamage    = -
|versioned=input
  | bonusdamage  =  
|command=236X
  | cost          =  
|input=236A, 236B, 236[B], 236C
  | metergain    =  
|description=
   | oppmetergain =  
Merkava flails his arms forward in a flurry of punches.
  | location      = {{Property-UNI|Anywhere}}
}}
   | notes        = *Super simple confirm that almost always works regardless of height or range.
 
*Tight on block and ends up plus. Sometimes even on shield.
=====623X=====
{{MoveData-UNI2
|versioned=input
|command=623X
|input=623A, 623B, 623C
|description=
Merkava leaps off the ground in an arc while punching continuously.
}}
 
=====214X=====
{{MoveData-UNI2
|versioned=input
|command=214X
|input=214A, 214B, 214C
|description=
Attack throw that can be stopped by pressing D during the stretching animation.
}}
 
=====22X=====
{{MoveData-UNI2
|versioned=input
|command=22X
|input=22A, 22B, 22[B], 22C
|description=
Merkava throws down his arm and spawns a little worm creature after a bit of time.
}}
 
=====j.214X=====
{{MoveData-UNI2
|versioned=input
|command=j214X
|input=j214A, j214[A], j214B, j214[B], j214C
|description=
Merkava shoots fireballs from his mouth and changes his aerial trajectry depending on which version.
}}
 
=====236B+C=====
{{MoveData-UNI2
|input=236BC
|description=
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.
}}
 
==Super Moves==
 
===Infinite Worth===
{{MoveDataCargo
| title   = I, Resentfully Rage
| subtitle = 『我、憤る』
| input    = {{#invoke:InputsUNI|toIcons|41236D}}
| images   =
{{MoveDataCargoImage|mr_41236d|caption=}}
| hitboxes =
{{MoveDataCargoImage|mr_41236d|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-UNI2/Query|mr_41236d}}
Merkava flails his arms covering a large area around him.
  }}
  }}
 
  {{ComboData-UNI
===Infinite Worth EXS===
  | combo        = Flight > j.66 > j.214[A], 2C~dl.C > j.C > j.A > j.B > 66C, dash > {{Property-UNI|Ender}}
  {{MoveDataCargo
  | basedamage    = -
| title    =
  | bonusdamage  =  
| subtitle =
  | cost          =  
| input    = {{#invoke:InputsUNI|toIcons|A+B+C+D}}
  | metergain     =  
| images  =  
  | oppmetergain =
{{MoveDataCargoImage|mr_abcd|caption=}}
  | location      = {{Property-UNI|Anywhere}}
| hitboxes =  
  | notes        = *Higher damage with the downside of not being tight on block.
| info     =  
{{AttackDataCargo-UNI2/Query|mr_abcd}}
{{AttackDataCargo-UNI/IWEX_Description}}
  }}
  }}
==Notable Rebeats and Gaps==
{{RebeatGapTables-UNI
|rebeats=
{{!}} rowspan="1" {{!}} 5C
{{!}} 5A
{{!}} -5
{{!}}-
{{!}} rowspan="1" {{!}} 5[C]
{{!}} 5A
{{!}} -5
{{!}}-
{{!}} rowspan="1" {{!}} 5B
{{!}} 5A
{{!}} -11
{{!}}-
{{!}} rowspan="1" {{!}} 5BB
{{!}} 5A
{{!}} -7
{{!}}-
{{!}} rowspan="1" {{!}} 4B
{{!}} 5A
{{!}} -5
{{!}}-
{{!}} rowspan="1" {{!}} 6C
{{!}} 5A
{{!}} -5
{{!}}-
{{!}} rowspan="1" {{!}} 6[C]
{{!}} 5A
{{!}} -5
{{!}}-
<!---------->
| gaps=
{{!}} 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
{{!}}-
}}
}}
{| class="wikitable" style="margin:auto"
|+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==
==Videos==
<!-- Add videos here using this format where xyz is the video ID: {{#ev:youtube|xyz|||'''Video Title''' by [https://www.twitter.com Video Author]|frame}} -->
<!-- Add videos here using this format where xyz is the video ID: -->
<!-- {{#ev:youtube|xyz|||'''Video Title''' by [https://www.twitter.com Video Author]|frame}} -->
{{#ev:youtube|A1R5tBVgxuY|||'''Combo Examples''' by [https://twitter.com/EU_DHD DHD]|frame}}
{{#ev:youtube|z9XkOqzSIuc|||'''UNI2 Merkava Beginner Combos''' by Sea Leaf Dojo|frame}}
{{#ev:youtube|jLHa6SiujVA|||'''UNI2 Merkava Intermediate Combos''' by Sea Leaf Dojo|frame}}
{{#ev:youtube|4ZTT7_0f7ug|||'''UNI2 Merkava Advanced Practical Combos''' by Sea Leaf Dojo|frame}}


==External Links==
==External Links==
<!-- Add links to documents and the link here using this formt: *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] -->
<!-- Add links to documents and the link here using this format: -->
 
<!-- *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] -->
[https://docs.google.com/document/d/1AYkLqkCWFsb1PDUemHV2cc5Zhd6tTKJ2HoQpIOzT8Ao/edit?usp=sharing CL-R Merkava Primer WIP] by [https://twitter.com/EU_DHD DHD]
[https://docs.google.com/spreadsheets/d/13X9I-fd-o1MLkb2aoEnkXCLlrDYTWLo5QxaKmYvwQro/edit#gid=0 Optimal Merkava Combos (UNI2 Update)]
 
==Colors==
<!----------------------------------------
----- Do NOT add colors at this time. ----
----------------------------------------->
===Default Colors===
{{ColorGallery | filePrefix=Merkava- | colors=
{{ColorGallery/Color|1|  text= 001 Hell's Viper}}
{{ColorGallery/Color|2|  text= 002 Scallop}}
{{ColorGallery/Color|3|  text= 003 Brown Lizard}}
{{ColorGallery/Color|4|  text= 004 Scream Hades}}
{{ColorGallery/Color|5|  text= 005 Green Iguana}}
{{ColorGallery/Color|6|  text= 006 Bloody Basilisk}}
{{ColorGallery/Color|7|  text= 007 Violet Naja}}
{{ColorGallery/Color|8|  text= 008 Sea Snake}}
{{ColorGallery/Color|9|  text= 009 Dust Sand}}
{{ColorGallery/Color|10| text= 010 Hephaistos}}
{{ColorGallery/Color|11| text= 011 Wise Marlin}}
{{ColorGallery/Color|12| text= 012 Noble Turtle}}
{{ColorGallery/Color|13| text= 013 Ladybug}}
{{ColorGallery/Color|14| text= 014 Sauterelle Prince}}
{{ColorGallery/Color|15| text= 015 Rose Crane}}
{{ColorGallery/Color|16| text= 016 Lark Dancer}}
{{ColorGallery/Color|17| text= 017 Cruel Penguin}}
{{ColorGallery/Color|18| text= 018 Killer Bee}}
{{ColorGallery/Color|19| text= 019 Sombre Corbeau}}
{{ColorGallery/Color|20| text= 020 Humble Falcon}}
{{ColorGallery/Color|21| text= 021 Lila Giftschlange}}
{{ColorGallery/Color|22| text= 022 Flamme Haare}}
{{ColorGallery/Color|23| text= 023 Blame Strumm}}
{{ColorGallery/Color|24| text= 024 Abitante de Vulcano}}
{{ColorGallery/Color|25| text= 025 Gloomy Violet}}
{{ColorGallery/Color|26| text= 026 Orange A La Mode}}
{{ColorGallery/Color|27| text= 027 Gewitterwoke}}
{{ColorGallery/Color|28| text= 028 Forest Gorilla}}
{{ColorGallery/Color|29| text= 029 Motor Schlange}}
{{ColorGallery/Color|30| text= 030 Marchen Merkava}}
{{ColorGallery/Color|31| text= 031 Equatorial Wave}}
{{ColorGallery/Color|32| text= 032 Inferno Blaze}}
{{ColorGallery/Color|33| text= 033 Annular Eclipse}}
{{ColorGallery/Color|34| text= 034 Seeds of Heaven}}
{{ColorGallery/Color|35| text= 035 Clamorous Colors}}
{{ColorGallery/Color|36| text= 036 Royal Calibur}}
{{ColorGallery/Color|37| text= 037 Stella Nest}}
{{ColorGallery/Color|38| text= 038 Little Briar Rose}}
{{ColorGallery/Color|39| text= 039 Betrayal of Savior}}
{{ColorGallery/Color|40| text= 040 Switching Contrast}}
}}
<!----------------------------------------
--------- DON'T EDIT THIS SECTION --------
----------------------------------------->
{{#lst:Mizuumi Wiki:Roadmap/UNICLR|{{SUBPAGENAME}}}}
 
{{Navigation-UNI2}}


<!-- DON'T EDIT BELOW -->
{{#lst:Mizuumi Wiki:Roadmap/UNI2|Merkava}}
{{Navbox-UNI2}}
{{Navbox-UNI2}}
[[Category:Under Night In-Birth II Sys:Celes]]
[[Category:Under Night In-Birth II Sys:Celes]]
[[Category:Merkava]]
[[Category:Merkava]]

Revision as of 10:14, 22 April 2024

Uni2 profile merkava.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Starter Combos

Combos to start off with

Combo Damage Cost Meter Gain Location
  • Good for learning the jump cancel from 2CC.
  • Doesn't lead to great oki but is about as good damage you can reliably get from 5B.
  • Do 214X j.214C if you need more damage or want to be further away. Slight delay gives better frame advantage and allows you to place 22[B] fairly safely when you land.
  • Good stepping stone for learning 2CC j.C jump sequence.
  • Good for learning 6[C] j.6D jump sequence.
  • Easy extra damage from reversal.


Theory

Basic combo string is

  • ground normals > 2CC > air normals > j.2C or 66C > filler > ender
  • ground normals > launcher > 6C or 6[C] j.6D > air normals > j.2C or 66C > filler > ender

FAQ

How do I do x? / Why is x dropping

Combo troubleshooting guide by DHD


Enders

Combo Cost Location
  • Ender for good midscreen oki
  • Moves can be added between 2C and 4B to get more damage but may drop from certain combos.
  • For worm setup, use 4B 22A.
  • Both used as filler and ender for corner carry.
  • For worm setup, use 66C 22B.
  • Ender for good corner oki
  • Decent way to set up flight oki near the corner or play keepout midscreen.
  • Can only be done from combos with fewer moves/better proration or it will drop after the first hit of 3C.
  • Good for stealing some last-minute GRD.
  • Vorpal Force Function sets up flight pretty well.
  • Most combos ending in 2C > 4B will work with this ender as well.
  • 22C for worm setup and 623C/236C if you need to kill.
  • Meter ender when you're out of OTGs.
  • Sets up meaty worms.
  • Best used when you haven't spent your jump cancel so that you can jump cancel 4B and get meaty worms together with flight oki.
  • 22C uses an OTG so you need to keep that in mind when routing for this ender.
  • Some combos need you to do 2C > 5C > 4B, 2C > 5B > 4B or some other variation of the ender for the worms to hit meaty properly.
  • 22C >2C will drop if the combo is too prorated.
  • CVO ender

Combos

2A/2B Starters

Combo Damage Cost Meter Gain Location
  • Classic Merkava BNB that works the same on all characters and ranges.
  • In corner, replace 66B with j.214[A].
  • 2C > 236B > 22C works.
  • Works from longer starter strings as well, like 5A > 2A > 2B > 2C.
  • 5C is optional but adds a lot of free damage if you take the time to hit confirm the combo. Longer starter strings will not allow 5C.
  • Alternative BNB with similar corner carry but worse damage than the classic BNB.
  • 5C is optional.
  • High-damage route with good corner carry.
  • In corner, replace 66B with j.214[A].
  • Harder to hit confirm since the launcher is earlier in the combo.
  • Stricter timings than the classic BNB.
  • Alternative high-damage route that ends slightly further away from the opponent.
  • Similar hit confirm to the first high-damage route.
  • Stricter timings than the classic BNB and varies slightly depending on character.
  • Alternative high-damage route that ends slightly further away from the opponent.
  • Need to delay j.214[A] for it to work on big bodies.

5B Starters

Combo Damage Cost Meter Gain Location
  • CS extension from 5B.
  • If they get put in the corner by 623A, instead do 66C > j.214[A], 66C, 2C ender. Alternatively 2C > dl.3C(1) > j.214[A]~6, j.2C > 2C ender.
  • Counterhit confirm from 5B.
  • Partially charging 5C and letting go early on normal hit makes it much easier to confirm.
  • Corner combo that does a lot of damage.
  • Jump sequence can be replaced with 6C > j.6D > j.A > j.B > 623A.

2C Starters

Combo Damage Cost Meter Gain Location
  • High-damage confirm from safe 2C poke.
  • Damage calculated with 66B, 66C ender.
  • Corner-carry confirm.
  • Alternative route for higher damage.
  • High-damage confirm from 2C 623A.
  • Backup combo for when it's too far away for 66C.
  • Can be extended with CS or 22C.
  • 2C punish route.
  • Can be done from 5C starter for DP punishes.
  • Alternate punish route.
  • Can be done from 5C starter for DP punishes.

66B Starters

Combo Damage Cost Meter Gain Location
  • Standard 66B confirm.
  • Can drop at 623A, 66C on Orie, Hilda, and Chaos if not point blank.
  • Alternate route for 66B > 623A.
  • Useful for throw mixups from 66B since you can do 66B without needing to cancel.

623A Starters

Combo Damage Cost Meter Gain Location
  • DP Punish.
  • DP Punish.

214A Starters

Combo Damage Cost Meter Gain Location
  • Standard 214A route.
  • High-damage route.
  • Starting to get difficult.
  • Very difficult confirm.
  • the first 6 in Swoop must be input after flight has started. Can be seen by Merkava flapping his wings.

236C Starters

Combo Damage Cost Meter Gain Location
  • High-damage combo from reversal.
  • Damage calculated with dash 2C > 5C > 4B ender.
  • Corner-carry combo from reversal.
  • Damage calculated with 66B, 66C ender.

Assault Starters

Combo Damage Cost Meter Gain Location
  • Standard assault confirm.
  • High-damage assault confirm.
  • One of Merkava's fastest overhead options.
  • High-damage confirm.

Other Confirms

Combo Damage Cost Meter Gain Location
  • Ending blockstrings on 4B is safe and on hit you can confirm into 66B.
  • Conversion from true reversal.
  • Extra damage from unexpected overhead hit.
  • Usually not worth spending CS on for better ender.
  • Works for 2C > 623A, 623B routes.
  • 623B conversion using meter.
  • Works for 2C > 623A, 623B routes.
  • Super simple confirm that almost always works regardless of height or range.
  • Tight on block and ends up plus. Sometimes even on shield.
  • Higher damage with the downside of not being tight on block.

Videos

Combo Examples by DHD
UNI2 Merkava Beginner Combos by Sea Leaf Dojo
UNI2 Merkava Intermediate Combos by Sea Leaf Dojo
UNI2 Merkava Advanced Practical Combos by Sea Leaf Dojo

External Links

Optimal Merkava Combos (UNI2 Update)

Mizuumi Wiki:Roadmap/UNI2

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