Under Night In-Birth/UNI2/Merkava/Combos

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Uni2 profile merkava.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Starter Combos

Combos to start off with

Combo Damage Cost Meter Gain Location
  • 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 214X j.214C if you need more damage or want to be further away. Slight delay gives better frame advantage and allows you to place 22[B] fairly safely when you land.
  • Good stepping stone for learning 2CC j.C jump sequence.
  • Good for learning 6[C] j.6D jump sequence.
  • Easy extra damage from reversal.


Theory

Basic combo string is

  • ground normals > 2CC > air normals > j.2C or 66C > filler > ender
  • ground normals > launcher > 6C or 6[C] j.6D > air normals > j.2C or 66C > filler > ender


In advanced combos you will see:

  • 236B and/or 623A used before the first OTG to add damage and meter generation.
  • 66C midscreen being canceled on the first hit into a charged fireball for increased corner carry.
  • Combos that don't use a jump at all, letting you save it for a 4B ender into flight Okizeme.

FAQ

How do I do x? / Why is x dropping

UNICLR Combo troubleshooting guide by DHD

These combos are too easy!

UNI2 Optimal combo doc by [meian_kt]

Enders

Combo Cost Location
  • Most basic ender, 5C is optional but worth going for if proration allows it.
  • Any combo that ends in 4B while you still have your jump cancel can go straight into flight for low flight safejump okizeme.
  • For worm setup, use 4B 22A.
  • Sets up meaty worms after 22C.
  • 5BB 4B is usually the one you will use most of the time, 2CC 4B works on less prorated combos.
  • The extra height from 5BB lets you connect 236A after 4B to end with a grounded EX move, or 623B to end with j.214C.
    • 2CC > 4B needs a little delay between the 2C and the launcher to do this.
  • Simple but reliable ender to finish your combo with an EX move.
  • 22C for worm setup and 236BC/623C/236C if you need to kill.
  • High damage EX ender and with the j.214C drift buff you can now get okizeme from it in the corner.
  • The fewer hits from 623B, the lower you will be when you recover from j.214C, giving you better framedata.
    • You can even go into low flight for safejump j.A directly while drifting forward, the input should look like: j.214C~6>dl.2AB>3j.A
  • Both used as filler and ender for corner carry.
  • For worm setup, use 66C 22B.
  • Ender for good corner oki
  • Canceling 66C into 22B in the corner gives you enough time to do a meaty attack after.
  • Decent way to set up flight oki near the corner or play keepout midscreen.
  • Can only be done from combos with fewer moves/better proration or it will drop after the first hit of 3C.
  • Good for stealing some last-minute GRD.
  • Vorpal Force Function sets up flight pretty well.
  • Flight oki without a jump cancel is possible using Merkava's new Force Function.
  • Meter ender when you're out of OTGs.
  • CVO ender

Combos


2A/2B Starters


2A and 2B follow roughly the same combo structure and combo proration and surprisingly only a small difference in damage and meter on the more optimal routes.

  • 2A and 2B damage and meter gain listed in respective order.
Combo Damage Cost Meter Gain Location
  • Classic Merkava BNB that works the same on all ranges.
  • In corner, replace 66B with j.214[A].
  • Works from longer starter strings as well, like 5A > 2A > 2B > 2C.
  • 5C is optional but adds a lot of free damage if you take the time to hit confirm the combo. Longer starter strings will not allow 5C.
  • Basically the same combo as above but this one doesn't use Air Assault, useful for when you're GRD broken.
  • Failproof combo, if you panic and pressed too many buttons to hitconfirm into the routes from above you can bet this one almost always will work.
  • BNB using 236B, this combo is relatively simple yet it boasts very good damage, meter generation and corner carry. A clear example of Merkava's new routes.
  • Damage listed is from dash 2C 5BB 4B.
  • 5C is optional.
  • Corner carry route.
  • From 2B starter you can get both hits of 66B at the end.
  • Alternative corner carry route.
  • Only 2C enders work from 2A starter, 2B starter can get another 66B(1) 66C instead for about 75% of screen corner carry.
  • Simple corner combo implementing 236B.
  • 5C can be replaced with 2C, but you can't use both in the same combo or it will drop later.

2B exclusive starters

Combo Damage Cost Meter Gain Location
  • Midscreen 2B optimal, timings can be a bit weird but the damage is worth it.
  • This combo does not use a jump cancel.
  • Damage listed is from 2C 5BB 4B ender.
  • If you reach the corner after 623A>66C you can change the end of the combo to: dl. 3C(1) > j.214[A], j.2C>ender.
  • Corner carry is only about half of the screen.
  • Meaty worm route, after 4B you can fly into a safejump high low at the same worms hit.
  • Worm can't hit meaty midscreen if the opponent backtechs.
  • Easy and high damage 2B corner route.
  • Sub optimal only by 11 damage.
  • Damage listed is from 2C 5BB 4B ender.
  • 5C can be replaced with 2C, but you can't use both in the same combo or it will drop later.
  • Meaty worm setup in the corner.
  • Fireballs are interchangeable.

5B Starters

5B damage varies the most based on distance (closer equals more damage). Damage listed will usually be from tip range.

Combo Damage Cost Meter Gain Location
  • New to UNI2, Full conversion from 5BB. You can now get good damage without ch or resources from this hitconfirm.
  • Damage listed is from 2C 5BB 4B ender.
  • Alternative hitconfirm from 5BB, lower damage but might be easier if hitconfirming with air assault gives you problems.
  • Damage listed is from 66B 66C ender.
  • Simple and effective corner 5B combo.
  • Works at tip 5B range.
  • Damage listed is from 2C 5BB 4B ender.
  • CS extension from 5B.
  • Damage listed is from 2C 5BB 4B ender.
  • Same as above but routes into meaty worms instead.
  • Basic Counterhit confirm from 5B.
  • Partially charging 5C and letting go early on normal hit makes it much easier to confirm.
  • Damage listed is from 66B 66C ender.
  • Bit harder 5B ch confirm but with a huge increase of damage
  • Damage listed is from dash 2C 5BB 4B.
  • Optimal(?) 5B ch combo, even stricter timings but better damage and meter gain.
  • Damage listed is from dash 2C 5BB 4B ender.

2C Starters

Combo Damage Cost Meter Gain Location
  • Basic extension from 2C poke into safe string.
  • You can use smart steer after 2C to get the same input.
  • TK fireball after 4B uses your jump cancel.
  • Damage listed is from 2C 5BB 4B ender.
  • Advanced routing from the same starter as above.
  • Damage listed is from 2C 5BB 4B ender.
  • Alternative route without TK fireball.
  • 623A hitconfirm.
  • Damage listed is from 2C > dl.5C > 4B ender.
  • High-damage confirm from 2C 623A,
  • If done from near tip range or if you did a delay on your 623A you will have to replace 3C(1) by 66C(1).
  • Damage listed from 2C 5BB 4B ender.
  • Backup combo for when it's too far away for 66C.
  • Can be extended with CS or 22C.

66B Starters

Combo Damage Cost Meter Gain Location
  • Standard 66B confirm.
  • Damage listed is from 2CC 4B ender.
  • Alternate route for 66B > 623A.
  • Damage listed is from 2C 5BB 4B ender.
  • Corner carry with 236B routing.
  • Damage listed is from 66B 66C ender.
  • Useful for throw mixups from 66B since you can do 66B without needing to cancel.

623A Starters

Combo Damage Cost Meter Gain Location
  • Basic 623A starter route.
  • Corner carry variant.
  • Simple DP punish.
  • New force function confirm for when you're too far for 66C.
  • This sequence works with a lot of starters, even 2A.
  • Corner carry force function route, useful to know for when you frametrap with 623A after 2CC on block.
  • Damage listed is from 66B 66C ender.

214A Starters

Combo Damage Cost Meter Gain Location
  • Old reliable route, 5C can be skipped if you don't like the timing.
  • New 214A CS routing, Very high damage for how much easier it is compared to the old optimal routes.
  • Using Dash macro to enter flight makes this combo a lot easier to time.
  • Damage listed is from 2C 5BB 4B ender.
  • New to Uni2, j.214C confirm thanks to the drift buff.
  • It is recommended to hold 6 during drift then do the ground dash with dash macro while still holding forward.

236C Starters

Combo Damage Cost Meter Gain Location
  • High-damage combo from reversal.
  • Damage listed is from 66B 66C ender.
  • Corner-carry combo from reversal.
  • Damage listed is from 66B 66C ender.
  • Air assault routing, new to Uni2,
  • Air assault is a link right after 236C.

Assault Starters

Combo Damage Cost Meter Gain Location
  • Standard assault confirm.
  • High-damage assault confirm.
  • One of Merkava's fastest overhead options.
  • High-damage confirm.

Other Confirms

Combo Damage Cost Meter Gain Location
  • Ending blockstrings on 4B is safe and on hit you can confirm into 66B.
  • Conversion from 623C.
  • Extra damage from unexpected overhead hit.
  • Usually not worth spending CS on for better ender.
  • Works for 2C > 623A, 623B routes.
  • 623B conversion using meter.
  • Works for 2C > 623A, 623B routes.
  • Super simple confirm that almost always works regardless of height or range.
  • Tight on block and ends up plus. Sometimes even on shield.
  • Higher damage with the downside of not being tight on block.

Videos

Combo Examples by DHD
UNI2 Merkava Beginner Combos by Sea Leaf Dojo
UNI2 Merkava Intermediate Combos by Sea Leaf Dojo
UNI2 Merkava Advanced Practical Combos by Sea Leaf Dojo

External Links

Optimal Merkava Combos (UNI2 Update)

Mizuumi Wiki:Roadmap/UNI2

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