Under Night In-Birth/UNI2/Merkava

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< Under Night In-Birth‎ | UNI2
Revision as of 16:22, 26 January 2024 by Crakestraw (talk | contribs) (→‎Character Stats: Added walk speed and backdash duration and distance)
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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
  • To be filled at a later date
  • To be filled at a later date

Character Stats

Health Smart Steer Route
10400 5A > 4B > 5C > 236B > 5A+B > 41236D
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
740 -660
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
33 -63800
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
UNI Merkava 5A.png
Damage Guard Cancel Property Cost Attribute
180 Mid N, J, SP, EX, CS, TH - - Strike
Startup Active Recovery Overall Advantage Invul
8 - - 22 -3 -
Far reaching but slow 5A.
5B
5B
5B
UNI Merkava 5B.png
UNI Merkava 5BB.png
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 -
5B follow-up that is usable even on whiff.
5C
5C
5C
UNI Merkava 5C.png
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 -
Same as 5C, but wallbounces the opponent on hit.

Crouching Normals

2A
2A
2A
UNI Merkava 2A.png
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 -
Two-hit low ground pound that can gatling into itself.
2B
2B
2B
UNI Merkava 2B.png
Damage Guard Cancel Property Cost Attribute
245×2 (475) Low N, J, SP, EX, CS Vacuum (hit only) - Strike, Foot
Startup Active Recovery Overall Advantage Invul
7 - - 32 -6 -
Two-hit lunge and retract with a lot of active frames.
2C
2C
2C
UNI Merkava 2C.png
UNI Merkava 2CC.png
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.

Damage Guard Cancel Property Cost Attribute
536 Mid (N), J, SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
- - - - -11 -
Launches the opponent pretty high on hit, making it a primary combo tool.

Air Normals

j.A
j.A
jA
UNI Merkava j.A.png
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 -
Downwards punch that hits diagonally.
j.B
j.B
jB
UNI Merkava j.B.png
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 - -
Two-hit move where Merkava throws his arm out across the screen.
j.C
j.C
jC
UNI Merkava j.C.png
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 - -
Merkava spins his arms in a large circle.

Command Normals

4B
4B
4B
UNI Merkava 4B.png
Damage Guard Cancel Property Cost Attribute
666 Mid N, J, SP, EX, CS Tumble - Strike
Startup Active Recovery Overall Advantage Invul
10, 12 - - 35 -6 -
Merkava does an attack with his elbow.
6C
6C
6C
UNI Merkava 6C.png
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 -
Mostly used as a combo tool.
4C
4C
4C
UNI Merkava 4C.png
Damage Guard Cancel Property Cost Attribute
862 High SP, EX, CS Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
28 - - 56 -11 -
Merkava tilts his arms back, then slams them down a fair distance forward.
3C
3C
3C
UNI Merkava 3C.png
UNI Merkava 3C IC.png
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 - -
Merkava feints performing the overhead portion and slams back down to his original position.
j.2C
j.2C
j2C
UNI Merkava j.2C.png
Damage Guard Cancel Property Cost Attribute
410 Mid - Knockdown - Strike, Head
Startup Active Recovery Overall Advantage Invul
10 - - - -12~+1 -
Divekick. On hit, it causes a knockdown that can easily be followed up.

Dash Moves

66B
66B
66B
UNI Merkava 2B.png
Damage Guard Cancel Property Cost Attribute
420×2 (802) Low SP, EX, CS Vacuum (hit only) - Strike, Foot
Startup Active Recovery Overall Advantage Invul
7 - - 30 -2 -
Dash version of 2B.
66C
66C
66C
UNI Merkava 3C.png
Damage Guard Cancel Property Cost Attribute
442, 800 (1178) High SP, EX, CS Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
6, ?? - - 50 -7~-2 -
Similar to 3C but is faster and goes further.

Universal Mechanics

Force Function

I, Agitate
『我、攪拌する』
B+C
UNI Merkava BC.png
B+C
I, Agitate
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 -
B+C
I, Agitate (Vorpal)
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 -
Merkava grabs the opponent and spins them around for a wallbounce.
I, Revile
『我、攪拌する』
2B+C
2B+C
I, Revile
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
2B+C
I, Revile (Vorpal)
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
2[B]+[C]
I, Revile (Increase)
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 -
2[B]+[C]
I, Revile (Increase, Vorpal)
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

Throw
A+D
UNI Merkava AD.png
A+D
Throw
Damage Guard Cancel Property Cost Attribute
1110~1745 Unblockable - - - Throw
Startup Active Recovery Overall Advantage Invul
4 - - 30 +29 (hit) -
Merkava slams the opponent back and forth.

Guard Thrust

Guard Thrust
6A+B+C
UNI Merkava 4B.png
6A+B+C
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

Veil Off
A+B+C
UNI Merkava ABC.png
A+B+C
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
A+B+C
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

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.
A+B+C
Cross Cast Veil Off
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
I, Alienate
『我、背離する』
j4~4/j4AB
UNI Merkava j.44.png
j4~4/j4AB
I, Alienate
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - 18 18 - -
Merkava quickly dashes up and back a short distance.
j.8
I, Ascend to the Sky
『我、天を躍る』
j7/8/9
UNI Merkava j.8.png
7/8/9
I, Ascend to the Sky
Damage Guard Cancel Property Cost Attribute
- - - - GRD Over Time -
Startup Active Recovery Overall Advantage Invul
17 - 16 on landing - - -
Merkava takes flight and gains brief access to free aerial movement and can take any actions as if jumping.
j.866
I, Soar Through the Sky
『我、空を翔る』
66 During Flight
UNI Merkava j.8 66.png
66
I, Soar Through the Sky
Damage Guard Cancel Property Cost Attribute
666 High N, SP, EX, CS, UNQ Launch - Head
Startup Active Recovery Overall Advantage Invul
20 - - - - -
Swooping attack.
236X
I, Drill Through
『我、穿つ』
236X
UNI Merkava 236X.png
236A
I, Drill Through
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.

236B
I, Drill Through
Damage Guard Cancel Property Cost Attribute
260, 187×7 (1569) Mid -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
13 - - 46 -6 -
236[B]
I, Drill Through
Damage Guard Cancel Property Cost Attribute
200, 128×11 (1608) Mid -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
25 - - 60 -4 -
236C
I, Drill Through
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
Merkava flails his arms forward in a flurry of punches.
623X
I, Penetrate the Clear Skies
『我、穹窿を貫く』
623X
UNI Merkava 623X.png
623A
I, Penetrate the Clear Skies
Damage Guard Cancel Property Cost Attribute
260, 195×6 (1430) Mid EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
14 - - 47 +1 -
623B
I, Penetrate the Clear Skies
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 -
623C
I, Penetrate the Clear Skies
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 -
Merkava leaps off the ground in an arc while punching continuously
214X
I, Capture and Devour
『我、捕獲して喰らう』
214X
UNI Merkava 214A.png
A/C Version
UNI Merkava 214B.png
B Version
214A
I, Capture and Devour
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 -
214B
I, Capture and Devour
Damage Guard Cancel Property Cost Attribute
1517 - EX, CS, UNQ Launch - Strike
Startup Active Recovery Overall Advantage Invul
11~21 - - 36~46 - -
214C
I, Capture and Devour
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 -
Attack throw that can be stopped by pressing D during the stretching animation.
22X
I, Persistently Cling
『我、執拗に纏わり付く』
22X
UNI Merkava 22X.png
Set
UNI Merkava 22X Worm.png
Worm
22A
I, Persistently Cling
Damage Guard Cancel Property Cost Attribute
427 Mid/Air -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
- - - 40 - -
22B
I, Persistently Cling
Damage Guard Cancel Property Cost Attribute
427×2 Mid/Air -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
- - - 55 - -
22[B]
I, Persistently Cling
Damage Guard Cancel Property Cost Attribute
427×3 Mid/Air -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
- - - 65 - -
22C
I, Persistently Cling
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 -
Merkava throws down his arm and spawns a little worm creature after a bit of time.
j.214X
I, Breathe Out
『我、息吹く』
j214X
UNI Merkava j.214X.png
UNI2 Merkava j236X HB.png
UNI2 Merkava j236C HB.png
Hitboxes Off
Hitboxes On
j214A
I, Breathe Out
Damage Guard Cancel Property Cost Attribute
710 Mid/Air -EX-, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
14 - 4 on landing 46 - -
j214[A]
I, Breathe Out
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 - -
j214B
I, Breathe Out
Damage Guard Cancel Property Cost Attribute
710 Mid/Air -EX-, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
15 - 4 on landing 47 - -
j214[B]
I, Breathe Out
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 - -
j214C
I, Breathe Out
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 - -
Merkava shoots fireballs from his mouth and changes his aerial trajectry depending on which version.
236B+C
I, Rampage
『我、跳梁する』
236A+B
UNI Merkava 41236C.png
236BC
I, Rampage
Damage Guard Cancel Property Cost Attribute
2109 Mid (CS) Launch 100 EXS -
Startup Active Recovery Overall Advantage Invul
10 - - 29~42 -9~-4 -
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

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
Gap Table
Attack Chain Frame Gap
TODO Fill in Data

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

Click here for the UNICLR roadmap.

Page last edited on: 2024-01-26 by Crakestraw.

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
Patch Notes
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters