Under Night In-Birth/UNI2/Merkava

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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
  • 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.
  • 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.
  • 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.
  • 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.
  • Limited Defense: All reversals require meter. Standing moves are fairly slow with a 8f 5A and a 6f 2A , which can limit options up close.
  • 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.
  • Ground Movement: His walk speed is very slow, and his backdash comes with a lot of recovery.

Character Stats

Health Smart Steer Route
10400 5A > 4B > 5C > 236B > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
740 -660 5 51
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
1 1550 150 2600
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
1 33 -63800 1~10 Full
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
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
180 Mid 8 Total 22 -3 N, J, SP, EX, CS, TH Strike
Far reaching 5A, so it's very good as a quick midrange poke to counterpoke or check low jumps with low commitment.
  • Can cancel into itself multiple times by pressing 4A.
  • Smart Steer follow-up afterwards is a natural frametrap.
  • Can be used for tick throws and TRM set-ups.
  • Main rebeat tool leaving you at -5 at best, but usually at ranges where you can't be punished.
  • Gained a small range buff towards the tip of Merkava's wing.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
22 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5B 460 Mid 11 Total 34 -12 N, J, SP, EX, CS, -UNQ- Strike
Merkava does a mid range punch.
  • Knocks the opponent airborne on hit.
  • Good poke and combo tool.
  • On counterhit you can go directly to 5[C] for much more damage and corner carry. Holding the C button after 5B allows you to see if it's CH and let go in time if it is not.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5BB 383 Mid - -14 N, J, SP, EX, CS Strike
5B follow-up that is usable even on whiff.
  • Got a hitstun increase buff, allowing you to combo into different things like 5[C], 9D j.AB or 236[B] without counterhit.
  • Can whiff on crouching and short characters.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5B 34 Launch /Data#5B
5BB /Data#5BB
5B :

5BB :

5C
5C
5C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5C 690 Mid 14 Total 42 -11 N, J, SP, EX, CS Strike
Merkava shoots his arms out at about 3/4 of the entire screen.
  • Amazing horizontal poke but can be punished in numerous ways such as whiff punishing or assaulting over it.
  • Can hitconfirm into 5AB smart steer from any range without needing a counterhit.
  • Very good starter.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5[C] 805 Mid 26 Total 53 -10 N, J, SP, EX, CS Strike
Same as 5C, but wallbounces the opponent on hit.
  • Can be done as a hitconfirm after 5BB, counterhit 5B or air hit 6C
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5C 42 /Data#5C
5[C] 53 Launch, Wall Bounce /Data#5[C]
5C :

5[C] :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
168×2 (356) Low 6 Total 27 -2 N, J, SP, EX, CS, TH Strike, Foot
Two-hit low ground pound that can gatling into itself.
  • Good for stagger pressure and tick throws.
  • The second hit has enough hitstun to combo into 5C.
  • At certain ranges the second hit can whiff.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
245×2 (475) Low 7 Total 32 -6 N, J, SP, EX, CS Strike, Foot
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.
  • Has deceptively long range as well, so can be used to get things started.
  • At -6 on block you must commmit to a frametrap (e.g 2C, 5C) or a gapless string (5A, 5B) on block if you don't want to be punished by 6f attacks.
  • Low to the ground hurtbox can duck under moves that can't hit crouching opponents.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
32 Vacuum (hit only) /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2C 580 Low 12 Total 42 -15 N, J, SP, EX, CS, UNQ Strike, Foot
Merkava lunges forward with a low hit that knocks the opponent airborne on hit.
  • One of Merkava's main combo tools since it leads into a launch and can be confirmed with multiple different buttons.
  • Useful in pressure as a forward lunging frametrap that lets you gatling into buttons or specials at point blank range.
  • Like 2B, this move's low hurtbox is also able to dodge attacks that can't hit crouching opponents.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2CC 536 Mid - -11 (N), J, SP, EX, CS Strike
Launches the opponent pretty high on hit, making it a primary combo tool.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
2C 42 /Data#2C
2CC Launch /Data#2CC
2C :

2CC :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
180 High/Air Shield 9 Total 27 -7~+9 Assault -4~+9 N, SP, EX, CS Strike, Head
Downwards punch that hits diagonally.
  • Used often in combos to juggle the opponent in the air to allow followups upon reaching the ground such as 66C.
  • Plays a big role in Merkava's safejump setups.
  • Can only hit out of assault from midrange, up close it whiffs completely on crouching opponents.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
280×2 (546) High/Air Shield 10 Total 27 N, SP, EX, CS Strike, Head
Two-hit move where Merkava throws his arm out across the screen.
  • Good for zoning and far air-to-airs.
  • Combined with low flight, Merkava can throw this out very low to the ground to cover space with very little recovery.
  • If the first hit connects on block, the second hit is Mid.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 /Data#jB
jB :
j.C
jC
jC
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
640 High/Air Shield 15 Total 42 N, SP, EX, CS Strike, Head
Merkava spins his arms in a large circle.
  • Starts as a small hit around his body and then the large swing comes out one frame later.
  • Good as a jump-in, assault overhead, and combo tool.
  • Hits slightly behind Merkava which on hit or block can push your opponent forward enough to follow-up with another jump move.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
42 /Data#jC
jC :

Command Normals

4B
4B
4B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
666 Mid 10, 12 Total 35 -6 N, J, SP, EX, CS Strike
Merkava does an attack with his elbow.
  • First two active frames only hit opponents in the air.
  • On ground hit, the opponent will be put in a tumble state.
  • On air hit it spikes the opponent down to the ground.
  • It has good usage as an anti-air, starter, and ender.
  • If done at the end of a combo while you still have a jump cancel you can immediately go into low flight for safejump high low oki.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Tumble /Data#4B
4B :
6C
6C
6C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
6C 774 Mid 18 Total 43 -8 N, J, SP, EX, CS Strike
Similar to 5C, but angled upwards.
  • Can be used as an anti-air in very specific situations, but can be prone to being punished if whiffed.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
6[C] 862 Mid 28 Total 54 -9 N, J, SP, EX, CS Strike
Mostly used as a combo tool.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
6C 43 Launch /Data#6C
6[C] 54 Launch /Data#6[C]
6C :

6[C] :

4C
4C
4C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
862 High 28 Total 56 -11 SP, EX, CS Strike
Merkava tilts his arms back, then slams them down a fair distance forward.
  • Can be canceled into 3C on block and hit.
  • Slightly keeps his startup hurtbox in place which can make pokes whiff.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
56 Knockdown /Data#4C
4C :
3C
3C
Full Flip
3C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3C 612, 488 (1041) High 7, ?? Total 54 -9~+1 SP, EX, CS, UNQ Strike
Merkava flips into the air with his arms extended and slams down with an overhead.
  • Will whiff on point-blank grounded opponents midscreen.
  • Can high profile many moves and beat some mashing due to the hurtbox moving up on the first active frame.
  • On hit it is easily confirmable into a combo.
  • On block it's unsafe, but can be special cancelled into air fireball even if shielded to make it safer.
  • You can delay the second hit by briefly holding down C.
  • Can be canceled into flight or air backdash on hit or block.
  • Can be used as an anti-air.
    • First hit will only hit opponents in the air.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3[C] 612 7 Total 44 SP, EX, CS, -UNQ- Strike
Merkava feints performing the overhead portion and slams back down to his original position.
  • Can be canceled into flight.
  • Can be canceled into air backdash on hit.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
3C 54 Knockdown /Data#3C
3[C] 44 /Data#3[C]
3C :

3[C] :

j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
410 Mid 10 - -12~+1 Strike, Head
Divekick. On hit, it causes a knockdown that can easily be followed up.
  • Used as a knockdown tool in combos.
  • Can beat lows or other moves with poor vertical range.
  • Frame data varies depending on how high it was blocked. Hitting the lower half of an opponent will most likely leave you safe on block.
    • +1 Divekick needs an extremely specific spacing to hit very low to the ground.
  • Used in defensive options selects.
  • Useful as a movement option since the hurtbox is smaller than many of Merkava's jump states.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Knockdown /Data#j2C
j2C :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
420×2 (802) Low 7 Total 30 -2 SP, EX, CS Strike, Foot
Dash version of 2B. Preferable in pressure and combos due to better frame data, but naturally not available in as many situations.
  • Good cancel window.
  • Useful as a combo and pressure tool.
  • On hit, you can link into 2A on standing opponents and 2B/66B on crouching opponents.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 Vacuum (hit only) /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
442, 800 (1178) High 6, ?? Total 50 -7~-2 SP, EX, CS Strike
Similar to 3C but is faster and goes further, lacks flight options on hit and block but allows for grounded frametraps such as 5FF.
  • First hit will only hit opponents in the air.
  • Cannot be canceled at all on shield.
  • It will whiff at close range on grounded opponents.
  • Can high profile attacks due to the hurtbox moving vertically during the active frames.
  • Useful as a combo ender due to it's long hitstun.
  • Cannot be canceled into flight, like 3C.
  • Can be canceled into air backdash on hit or block.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
50 Knockdown /Data#66C
66C :

Universal Mechanics

Force Function

I, Agitate
『我、攪拌する』
B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C
1 GRD
1426~1790 Mid 12 Total 35 -9 UNQ Strike
B+C Vorpal
0.5 GRD
1526~1890 Mid 11 Total 35 -9 SP, EX, CS Strike
Merkava grabs the opponent and spins them around for a wallbounce.
  • If it connects each hit steals GRD from the opponent, netting you up to 3 blocks of GRD. (2.5 while in Vorpal).
  • Can be special canceled on block.
  • In vorpal this move can be canceled on hit at the end of the spin into specials, EXs or CS.
  • Can get a combo in the corner after the wallbounce without vorpal.
    • Very good starter despite using a bounce right away.
  • Spin the stick and mash buttons to increase hits.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 35 Launch, Wall Bounce, GRD Steal /Data#B+C
B+C
Vorpal
35 Launch, Wall Bounce, GRD Steal /Data#B+C
B+C :

B+C Vorpal:

I, Revile
2B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2B+C
1 GRD
730 Mid 11 Total 35 -7 SP, EX Strike 8~13 head
2B+C Vorpal
0.5 GRD
730 Mid 11 Total 35 -7 SP, EX, CS Strike 8~13 Head
Merkava hits the ground with both arms.
  • Causes a knockdown which can be comboed after.
  • Spikes down on air hit.
    • Can easily sideswap with 2B(1)>2C.
  • Surprisingly decent anti assault tool that can be inputted while crouch blocking.
  • Can be used as a throw option select but there must be a 3 frame gap between 2BC and AD when you have 100 meter or the input will become a Veil Off.
  • Decent hitbox that can hit short backdashes used for shimmy attempts.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2[B]+[C]
1 GRD
780 Mid 19 Total 43 0 SP, EX Strike
2[B]+[C] Vorpal
0.5 GRD
780 Mid 19 Total 43 0 SP, EX Strike
Charging the input quickly puts Merkava in flight state after the attack on hit or whiff.
  • Bounces the opponent off the ground on hit instead, giving you time to get a combo in the air.
  • Inputting a grounded special right after the hit will perform said special and keep Merkava grounded.
  • Can be used to enter flight while pressuring at the expense of your GRD.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
2B+C 35 Knockdown /Data#2B+C
2B+C
Vorpal
35 Knockdown /Data#2B+C
2[B]+[C] 43 Knockdown, Ground Bounce /Data#2[B]+[C]
2[B]+[C]
Vorpal
43 Knockdown, Ground Bounce /Data#2[B]+[C]
2B+C :

2B+C Vorpal:

2[B]+[C] :

2[B]+[C] Vorpal:

Throw

Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1110~1745 Unblockable 4 Total 30 +29 (hit) Throw
Merkava slams the opponent back and forth.
  • Spin the stick and mash buttons to increase hits, the total number of inputs needed to get all hits has been lowered.
  • Worms can still hit during the animation.
  • Frame advantage is character specific. (depending on how shallow their hitbox is during launched animation)
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 /Data#A+D
A+D :

Smart Steer

Smart Steer Finisher
Requires 1 GRD on longer combos
A+B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Mid - -4 (EX) (only IW or IWEXS), CS Strike
Merkava performs a faster 214A, on hit or block he bites the opponent before ending with a divekick.
  • Fullscreen hitgrab, one of the most useful Smart Steer finishers in the game.
  • Allows Merkava to hitconfirm far stray hits into easy GRD and Okizeme.
  • If perfomed after a single hit such as 5B or 5C it can be up to +48 on hit, giving you enough time to do low flight oki or put down a worm.
  • Punishable with throw on block.
    • 7 frame punishes are possible if the divekick is shielded.
  • Can be canceled into CS on block as soon as the divekick connects.
    • 5AB>CS is +16 on block, due to its fullscreen horizontal presence it can be used to immediately close the gap and start offense after a blocked 5C.
    • If done at the soonest possible moment you will be midair with all of your air options available.
    • Merkava retains the divekick momentum after CS, not allowing him to do an overhead while he falls unless flight is used.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Knockdown /Data#A+B
A+B :

Guard Thrust

Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :

Veil Off

A+B+C
A+B+C
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Universal reversal that blows the opponent back on hit.
  • 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).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • 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.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C (during a move):

Special Moves

j.44 / j.4AB
I, Alienate
『我、背離する』
j4~4/j4AB
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
18
Merkava quickly dashes up and back a short distance.
  • Has no invulnerability but retracks hurtbox quickly.
  • Moves done out of air backdash will get combo scaling similar to assault.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
18 /Data#j4~4/j4AB
j4~4/j4AB :
j.8
I, Ascend to the Sky
Requires GRD Over Time
『我、天を躍る』
7/8/9
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
17
[16 on landing]
Merkava takes flight and gains brief access to free aerial movement and can take any actions as if jumping.
  • You lose the ability to aerial assault unless you chain shift.
  • Performing an action ends flight. You can still take actions if flight ends on it's own.
  • You can bypass the 16 frames of landing recovery by landing with an attack (Example: landing while whiffing j.A will only give you 2 frames of landing recovery instead of 16).
  • Low flight is important for setting up 50/50 high/low options.
  • Due to jump angle, different jump directions have different height before flight can be started. 7 low, 8 high, 9 medium.
  • Can now be entered by pressing AB in the air without a forward direction.
    • AB flight can be buffered on prejump frames ONLY with neutral jump, making a 82AB input the fastest way to access flight.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#7/8/9
7/8/9 While Jumping:
j.866
I, Soar Through the Sky
『我、空を翔る』
66
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
666 High 20 - N, SP, EX, CS, UNQ Head
Swooping attack.
  • Can be canceled into Air normals, Air backdash, Air specials or Divekick on hit, block, shield and Air shield.
  • Canceling into jump normals will make this move up to +4 in many situations.
  • Depending on the height, normals done after swoop can whiff, allowing you to quickly go into a low instead.
  • Covers a lot of distance fast.
  • You can tell when the move starts going into whiff range when the camera starts to zoom out.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Launch /Data#66
66 During Flight:
236X
I, Drill Through
『我、穿つ』
236X
Hitboxes Off
Hitboxes On
Merkava flails his arms forward in a flurry of punches.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236A 230, 165×7 (1385) Mid 9 Total 41 -5 -EX-, -CS- Strike
Quick disjointed poke.
  • Launches the opponent in the air on hit.
  • Can convert into a combo if it connects up close as a starter.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236B 260, 187×7 (1569) Mid 13 Total 46 -6 -EX-, -CS- Strike
Higher startup but moves forward considerably. Its corner carry, advanced combo routes and high meter generation makes it a staple in pretty much all of Merkava's new routes.
  • Can combo into 66C in most instances, allowing you to use fireball routes midscreen for increased corner carry.
  • On grounded hit it can combo into both hits of 66B.
  • Holding a back or forward direction will influence the travel distance of this move.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236[B] 200, 128×11 (1608) Mid 25 Total 60 -4 -EX-, -CS- Strike
Works similarly to 236B but advances further forward letting you combo from long cancelable moves such as 4C.
  • Due to its higher startup and more proration on hit it's rarely ever more useful than the non charged counterpart.
  • Safer on block than 236B.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236C
100 EXS
170, 119×15 (1955) Mid 4+8 16 22 -4 CS Strike 1~13F
This version has full invulnerability up to the first two active frames.
  • Reversal that covers a good amount of horizontal space.
  • Wallbounces on the last hit giving you enough time to convert into a full combo with a well timed dash jump normal or air assault.
  • On block all the cast can punish with a throw.
    • If the last hit is shielded Merkava will be -7 on block.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 41 Launch /Data#236A
236B 46 Launch /Data#236B
236[B] 60 Launch /Data#236[B]
236C 49 Launch, Wall Bounce /Data#236C
236A :

236B :

236[B] :

236C :

623X
I, Penetrate the Clear Skies
『我、穹窿を貫く』
623X
Hitboxes Off
Hitboxes On
Merkava leaps off the ground in an arc while punching continuously.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623A 260, 195×6 (1430) Mid 14 Total 47 +1 EX, CS Strike
Merkava does a short hop.
  • Used in combos as it can be followed up with 66C if done close enough.
  • One of Merkava's best starters if all hits connect.
    • Often used as a throw bait or to blow up certain Option Selects.
  • The only way Merkava can get plus frames without using resources or from worms previously set up.
    • Despite being +1, Merkava's 2A will trade against 5f normals.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623B 160, 112×13 (1616) Mid 7 Total 58 -8~-9 -EX-, -CS- Strike
Merkava jumps to the top of the screen covering a big space above him.
  • Whiffs on crouching opponents.
  • Can be canceled with EX moves or CS making it have a high reward on hit or safer options on block.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623C
100 EXS
190, 127×13 (1841) Mid 4+3 Total 62 -36 CS Strike
Similar to 623B but with invulnerability.
  • Merkava's other reversal, faster but way more punishable on block.
  • As a combo ender it does the most damage out of all Merkava's EX moves, but gives no Oki whatsoever.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 47 Launch /Data#623A
623B 58 Launch /Data#623B
623C 62 Launch /Data#623C
623A :

623B :

623C :

214X
I, Capture and Devour
『我、捕獲して喰らう』
214X
Hitboxes Off
Hitboxes On
Attack throw that can be stopped by pressing D during the stretching animation.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214A 1517 Mid 13~23 Total 38~47 -14~-13 EX, CS, UNQ Strike
Merkava extends his arm horizontally across the screen.
  • Will only hit aerial opponents in combos.
  • The arm will go through projectiles, making this a very good way to punish or discourage people from using them.
  • If you press D while the arm is extending, the arm will stop and stay active for a few frames.
  • Can be converted into a full combo with CS or j.214C.
  • Can be CS or EX Canceled after the opponent has recovered from blockstun.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214B 1517 11~21 Total 36~46 EX, CS, UNQ Strike
B version functions the same as 214A, but goes at an upward angle.
  • Can grab airborne opponents but will whiff on standing ones.
  • Aside from being used as an anti-air, is also commonly used to end long range combos.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214C
100 EXS
1985 Mid 4+1 ~ 14+1 Total 34 -12~-2 CS, UNQ Strike
Similar to 214A but faster and with more damage.
  • It can grab opponents grounded and airborne.
  • it has 5 frames of startup at point blank, making it the only 5f option Merkava has.
  • This super can only kill with the final hit, making it a good option after CS to get the full meter from the GRD Transfer State.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 38~47 Launch /Data#214A
214B 36~46 Launch /Data#214B
214C 34 Launch /Data#214C
214A :

214B :

214C :

22X
I, Persistently Cling
『我、執拗に纏わり付く』
22X
Hitboxes Off
Hitboxes On
Merkava throws down his arm and spawns a little worm creature after a bit of time.
  • As of UNI2, worms no longer 'eat' throws or active frames.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22A 427 Mid/Air Total 40 -EX-, -CS- Strike
Quick to setup, but only attacks once and it has a poor jump height.
  • Can be done after 5C fullscreen instead of a rebeat to put more pressure on the opponent.
  • Commonly done after 4B ender.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22B 427×2 Mid/Air Total 55 -EX-, -CS- Strike
B worm jumps higher and attacks twice.
  • Can be special canceled after 66C ender and still have enough time to 2B meaty in the corner.
    • Specific strings can be used to extend and hit confirm pressure such as 2B>236B>(Worm hit).
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22[B] 427×3 Mid/Air Total 65 -EX-, -CS- Strike
Moves significantly faster and attacks three times.
  • Safe to use at fullscreen ranges or after ending a combo when an opponent techs backward.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22C
100 EXS
427×3×3 High, Mid/Air 18 Total 38 -3 (CS) Strike
C Version is an overhead hit that spikes down the opponent before setting three worms on the ground.
  • Often used as a combo ender due to its good damage and oki afterwards.
  • Also usable as a combo extension tool after certain specials such as 236x 623x or early CVO.
  • Can get high damage as a starter, especially while in Veil Off.
  • Worm behavior can be somewhat controlled but they get quite erratically after the first jump.
  • Getting a hit while worms are up can mess up your combo if you're not careful, be sure to know routes that at least secure you a knockdown.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A 40 /Data#22A
22B 55 /Data#22B
22[B] 65 /Data#22[B]
22C 38 /Data#22C
22A :

22B :

22[B] :

22C :

j.214X
I, Breathe Out
『我、息吹く』
j214X
Hitboxes Off
Hitboxes On
Merkava shoots fireballs from his mouth and changes his aerial trajectry depending on which version.
  • After Merkava throws a Fireball he is able to drift and change the angle of descent with 4 and 6.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j214A 710 Mid/Air 14 Total 46 -EX-, -CS- Projectile
j214[A] 560, 515 (1075) Mid/Air 21 Total 53 -EX-, -CS- Projectile
A version shoots a fireball at about a 30 degree angle.
  • Only a small lift in altitude.
  • Useful cancel after 3C/66C, both in combos or on block for plus frames.
  • Increase version hits twice.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j214B 710 Mid/Air 15 Total 47 -EX-, -CS- Projectile
j214[B] 560, 515 (1075) Mid/Air 21 Total 53 -EX-, -CS- Projectile
B version is similar to the A version but the fireball travels at about a 60 degree angle.
  • Sends Merkava backwards.
    • Often used as a zoning tool due to the space it covers and the distance created after.
  • Increase version hits twice.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j214C
100 EXS
555×2, 999 (1725) Mid/Air 4+2 Total 91 (CS) Projectile
C version Fires off 3 fireballs one after another at about a 45 degree angle.
  • Can now Drift on recovery.
  • Lifts Merkava up higher than A and B but pushes him back about the same as B Version.
  • Very good damage if used to end combos with, especially in the corner where you can drift forward to get oki, but requires having to use moves such as 623B to get airborne first.
    • Fireballs can drop if the opponent is too high on prorated combos.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j214A 46 Launch /Data#j214A
j214[A] 53 Launch /Data#j214[A]
j214B 47 Launch /Data#j214B
j214[B] 53 Launch /Data#j214[B]
j214C 91 Launch /Data#j214C
j214A :

j214[A] :

j214B :

j214[B] :

j214C :

236B+C
I, Rampage
Requires 100 EXS
『我、跳梁する』
236BC
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2109 Mid 10 Total 29~42 -9~-4 (CS)
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.
  • Can be used to dodge and punish attacks and projectiles due to his hurtbox being high up during startup.
  • Can chain shift on hits that slam into the ground.
  • Very good as a combo ender to add more damage to your BNB while also keeping okizeme.
  • The last part of the animation move both characters backwards even if they reach the corner.
  • This super can only kill with the final hit, making it a good option after CS to get the full meter from the GRD Transfer State.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29~42 Launch /Data#236BC
236BC :

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
5[C] 5A -5
5B 5A -11
5BB 5A -7
4B 5A -5
6C 5A -5
6[C] 5A -5
Gap Table
Attack Chain Frame Gap
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

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
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters