Difference between revisions of "Under Night In-Birth/UNIST/Merkava/Combos"

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(→‎Combo Enders: Added CVO)
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  | oppmetergain = 8.95
 
  | oppmetergain = 8.95
 
  | notes        = *Generic meter ender.  
 
  | notes        = *Generic meter ender.  
 +
}}
 +
{{ComboData-UNI
 +
| difficulty  = {{Property-UNI|Easy}}
 +
| combo        = [...] CVO 236B 236C A+B+C(+D)
 +
| cost        = 100/ {{Property-UNI|Vorpal}}
 +
| basedamage  = 1537
 +
| bonusdamage  = 1687
 +
| metergain    = 17.99
 +
| oppmetergain = 8.95
 +
| notes        = *Generic CVO ender.
 
  }}
 
  }}
 
}}
 
}}
==='''Corner Enders'''===
+
==='''Corner'''===
 
Both 2C enders work just as well in the corner but 66B 66C tends to drop.
 
Both 2C enders work just as well in the corner but 66B 66C tends to drop.
  
Line 321: Line 331:
 
  | oppmetergain = #
 
  | oppmetergain = #
 
  | notes        = *Hit confirming with 2A allows you to dash throw if they block.
 
  | notes        = *Hit confirming with 2A allows you to dash throw if they block.
 +
}}
 +
  {{ComboData-UNI
 +
| difficulty  = {{Property-UNI|Hard}}
 +
| combo        = CH 5B 5[C] 9 delay j.6D j.C delay j.A 2C delay 623A 66C > {{Property-UNI|Ender}}
 +
| cost        = 0
 +
| basedamage  = #
 +
| bonusdamage  = #
 +
| metergain    = #
 +
| oppmetergain = #
 +
| notes        = *Counterhit confirm from 5B.
 +
*You can get some leeway on the confirm by partial charging 5C and letting go if you see that it's not a CH.
 +
}}
 +
{{ComboData-UNI
 +
| difficulty  = {{Property-UNI|Medium}}
 +
| combo        = 214A CS (66 delay 5C) delay 2C delay 623A 66C 66B 5B 6C j.6D j.A j.B 66C > {{Property-UNI|Ender}}
 +
| cost        = {{Property-UNI|Vorpal}}
 +
| basedamage  = 3577
 +
| bonusdamage  = 3724
 +
| metergain    = #
 +
| oppmetergain = #
 +
| notes        = *Generic 214A CS confirm.
 +
*Extremely good corner carry.
 +
}}
 +
{{ComboData-UNI
 +
| difficulty  = {{Property-UNI|Medium}}
 +
| combo        = 214A CS 66 delay 5C delay 2C delay 623A 66C 2CC delay j.C delay j.A j.B 66C 66 2C 5B 4B
 +
| cost        = {{Property-UNI|Vorpal}}
 +
| basedamage  = 3655
 +
| bonusdamage  = 3802
 +
| metergain    = #
 +
| oppmetergain = #
 +
| notes        = *Slightly higher damage 214A CS confirm.
 
  }}
 
  }}
 
  {{ComboData-UNI
 
  {{ComboData-UNI
 
  | difficulty  = {{Property-UNI|Hard}}
 
  | difficulty  = {{Property-UNI|Hard}}
  | combo        = 236C 66 rising j.B (2 hits) delay j.A j.C 66B (2 hits) delay 623A 66C {{Property-UNI|Ender}}
+
  | combo        = 236C 66 rising j.B (2 hits) delay j.A j.C 66B (2 hits) delay 623A 66C > {{Property-UNI|Ender}}
 
  | cost        = 100
 
  | cost        = 100
 
  | basedamage  = #
 
  | basedamage  = #

Revision as of 10:52, 14 February 2020

Navigation

Combo Enders

When a combo ends in Ender pick an ender from the table below.

Combo Damage Cost Meter Gain Location
  • This ender generally allows you to set up with 4B 22A and still meaty with 2A.
  • From most combos you can do 2C 5B/5C 4B for more damage.
    • This requires a short dash before 2C.
  • This ender allows you to set up with 66C 22B and still meaty with 2A.
  • Generic meter ender.
  • Generic CVO ender.

Corner

Both 2C enders work just as well in the corner but 66B 66C tends to drop.

Combo Damage Cost Meter Gain Location
  • Generic corner ender.
  • Can be done twice if you have an OTG (bounce) to spare
  • High damage corner ender.
  • Requres a lot of precision and becomes more difficult on prorated combos.
  • Depending on the route you can get more after 2C like 2C 5BB 4B.
  • For en easier meter ender after j.214[A] you can use 236A.

Beginner Combos

These combos are stepping stones that will function the same way as normal combos and teach you Merkava's most common ways to convert hits to damage. This will be your first step into pressing buttons correctly as well as a few slightly harder combos that Give you a better feel for how Merkava's combos work. These combos build up your experience in the combo theory and are a good way to increase your damage output without removing the focus on learning fundamental aspects such as Pressure and Neutral.

Combo Damage Cost Meter Gain Location
  • This combo is a good first step towards learning the basics of Merkava combos.
  • 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 214B j.214C if you need more damage or want to be further away. Slight delay gives better frame advantage.
  • Good stepping stone for learning 2CC j.C jump sequence.
  • Good for learning 6[C] j.6D jump sequence.
  • Extra damage from reversal.


Intermediate Combos

From this point focus will lie on learning Merkava's basic combo routes and how to capitalise on common situations.

Combo Damage Cost Meter Gain Location
  • Mostly used when GRD Broken since you cannot j.6D.
  • Merkava's Basic BNB.
  • Used to hit confirm 2C 5A which is a common tick throw setup.
  • Most commonly used from frametraps into 2C.
  • Counter hit confirm that does more damage without being much harder.
  • Standard route from 66B off the ground.
  • Better damage and corner carry from OTG 66B but doesn't work from as many starters.
  • Swoop = 66 during Flight
  • Basic assault confirm.
  • Side-switch combo.
  • Works from different starters.
  • Side-switch combo with 66B OTG.
  • Works from different starters.
  • Damage extention from 5B.
  • Damage extention from 214A. Often hit from 5C 214A.
  • Damage extention from reversal.
  • No standard ender since 236C uses an extra bounce.

Advanced Combos

Continuing from learning the Intermediate combo routes, the last step in optimisation of Merkava's damage is learning combos that might be technically difficult to execute or rely on certain situations.

Combo Damage Cost Meter Gain Location
  • Optimised version of Merkava's BNB.
  • Works from 2A or 2B.
  • Optimised damage without sacrificing corner carry.
  • Works from 2A, 5A or 2B.
  • On block 66B 623A is a high damage frame trap that mixes well with throw.
  • 623A needs to hit very close on Chaos, Hilda and Orie. Delaying slightly tends to help consistency but might create a mashable gap on block.
  • Hit confirming with 2A allows you to dash throw if they block.
  • Counterhit confirm from 5B.
  • You can get some leeway on the confirm by partial charging 5C and letting go if you see that it's not a CH.
  • Generic 214A CS confirm.
  • Extremely good corner carry.
  • Slightly higher damage 214A CS confirm.
  • Higher damage combo from 236C
  • For corner carry you can instead go into 66B 5B 6C j.6D route
  • Used to punish most DPs.
  • Used for specific punishes or for frame traps.
  • 623A should hit very close for best consistency.
  • Dedicated CVO route with >30% health.
  • Works from different starters.
  • Dedicated CVO route with <30% health.
  • Works from different starters.

External Links


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