Difference between revisions of "Under Night In-Birth/UNICLR/Merkava/Strategy"

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(started filling in strategy.)
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==General Gameplan==
 
==General Gameplan==
basic idea of how to play this character
+
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.
  
 
==Neutral==
 
==Neutral==
how to play neutral
+
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.
  
 
===Approach===
 
===Approach===
tools and plans to approach
+
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.
  
 
===Keep Away===
 
===Keep Away===
tools and plans to keep opponent away
+
====5C====
 +
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.
 +
 
 +
====Fireball====
 +
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.
  
 
==Offense==
 
==Offense==
how to keep the advantage
+
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.
  
 
===Pressure===
 
===Pressure===

Revision as of 02:49, 1 July 2020

Profile-merkava.png

Disclaimer: This is a community written page and may contain opinions that all players may not agree with. Use at your own discretion.

General Gameplan

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.

Neutral

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.

Approach

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.

Keep Away

5C

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.

Fireball

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.

Offense

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.

Pressure

tools to frame trap, blockstring,

Okizeme

lead up enders and tools to help in keeping pressure on opponents waking up

Gimmicks

tools that have situational, limited, or questionable usage

Defense

how to defend against, break, or escape pressure

Reversal Tools

tools that are invincible, strong, or fast at getting out of pressure/okizeme

Option Selects

inputs that cover multiple situations

Counter Strategies

general ways to aid players having trouble fighting against this character

Match Ups

Hyde
Uni hyde icon.png
Hyde[No Data]
[character page][match videos]
Linne
Uni linne icon.png
Linne[No Data]
[character page][match videos]
Waldstein
Uni waldstein icon.png
Waldstein[No Data]
[character page][match videos]
Carmine
Uni carmine icon.png
Carmine[No Data]
[character page][match videos]
Orie
Uni orie icon.png
Orie[No Data]
[character page][match videos]
Gordeau
Uni gordeau icon.png
Gordeau[No Data]
[character page][match videos]
Merkava
Uni merkava icon.png
Merkava[No Data]
(Mirror)
[character page][match videos]
Vatista
Uni vatista icon.png
Vatista[No Data]
[character page][match videos]
Seth
Uni seth icon.png
Seth[No Data]
[character page][match videos]
Yuzuriha
Uni yuzuriha icon.png
Yuzuriha[No Data]
[character page][match videos]
Hilda
Uni hilda icon.png
Hilda[No Data]
[character page][match videos]
Chaos
Uni chaos icon.png
Chaos[No Data]
[character page][match videos]
Nanase
Uni nanase icon.png
Nanase[No Data]
[character page][match videos]
Byakuya
Uni byakuya icon.png
Byakuya[No Data]
[character page][match videos]
Phonon
Uni phonon icon.png
Phonon[No Data]
[character page][match videos]
Mika
Uni mika icon.png
Mika[No Data]
[character page][match videos]
Wagner
Uni wagner icon.png
Wagner[No Data]
[character page][match videos]
Enkidu
Uni enkidu icon.png
Enkidu[No Data]
[character page][match videos]
Londrekia
Uni londrekia icon.png
Londrekia[No Data]
[character page][match videos]
Eltnum
Uni eltnum icon.png
Eltnum[No Data]
[character page][match videos]
Akatsuki
Uni akatsuki icon.png
Akatsuki[No Data]
[character page][match videos]

Videos

External Links

Merkava Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-07-01 by DHD.

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
General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki