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Difference between revisions of "Under Night In-Birth/UNICLR/Merkava/Strategy"
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of this character
and to opponent
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Revision as of 02:49, 1 July 2020
- 1 General Gameplan
- 2 Neutral
- 3 Offense
- 4 Defense
- 5 Counter Strategies
- 6 Match Ups
- 7 Videos
- 8 External Links
- 9 Merkava Wiki Roadmap
Disclaimer: This is a community written page and may contain opinions that all players may not agree with. Use at your own discretion.
Merkava is fairly slow but his movement is very quick to change direction. His movement is fairly dependant on being able to keep your opponent from taking actions safely. This is where his zoner traits show through; keeping your opponent at bay with 5C, 214x, j.A, j.B and fireballs. Once you get a good hit on your opponent you want to get them as close to the corner as possible to restrict their movement, then end the combo by setting up worms of some sort. At this point you're playing a rushdown character. The worms act both as projectiles and objects that can be struck which freezes the attacker briefly.
You want to spend as much time as possible in control of your opponent's movement. Try to keep them grounded and focus on gaining GRD by blocking or concentrating and depleting your opponent's GRD by baiting Green Shields or making them move back. A whiffed green shield will also put you in frame advantage more often than not. Merkava's game around frame advantage often relies on abusing his large moves to take back his turn on minus frames where your opponent cannot reach you safely.
Merkava's dash has basically no startup, meaning you can gain space in the smallest of gaps. This is your main tool to go forward when your opponent is close to mid range. When you're further away you can start using other options to move and keep your opponent from moving at the same time. Using moves in conjunction with dashing will slide merkava forward as the move comes out. Some good moves for this are 5B, 5C, 4B, dash assault and 5A if they're closer. If you get a hit midscreen that doesn't lead to corner, you can often set up worms that you can use as a threat to keep your opponent from counterattacking, you can use moves to put your opponent in blockstun and let the worm come in after to frame trap or you can use the worm hit as the pressure starter and attack right after to start up pressure. Having B, [B] or EX worms you can often let the worms create the frame traps for safer pressure.
On block you cancel into either 5A or 214A. whiffing 5A makes 5C -5 on block which often lets you take your turn again. If the opponent tries to take their turn after 5C, following up with 214A beats almost all options they have. The threat of 5C will buy you enough time to get into flight or approach more safely.
J.214b and j.214[B] are good for keeping your opponent from pressing large buttons as well as stopping jump trajectories by making them block. With the ability to freely drift in the air after the move, merkava can choose to eitehr go in or maintain distance. If you think there is a risk of your opponent dashing under your fireball, you can use j.214A/j.214[A] and drift back.
Merkava has some of the most oppressive offense in the game, mostly thanks to his flight mixups and worms. From flight you can make it ambiguous whether you will land and hit them low or stay in the air and hit them high. Worms can lock down your opponent's movement extremely well and can keep them in blockstun for long enough that you can run your high/low game. They are also good starters for if your opponent tries to mash out. Most of Merkavas offense revolves around three steps. Neutral where you try to control space and force an error from your opponent. Pressure based on either throws, worms or both. Setup where you either go for high/low mixups or strike throw. Merkava also has the option to abuse flight mobility and his large jump normals to zone the opponent into the corner and make them take risks in order to get out or challenge his flight.
tools to frame trap, blockstring,
lead up enders and tools to help in keeping pressure on opponents waking up
tools that have situational, limited, or questionable usage
how to defend against, break, or escape pressure
tools that are invincible, strong, or fast at getting out of pressure/okizeme
inputs that cover multiple situations
general ways to aid players having trouble fighting against this character
Merkava Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-07-01 by DHD.