Under Night In-Birth/UNI2/Merkava/Matchups

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Matchups

Table of Contents
Uni akatsuki icon.png Uni byakuya icon.png Uni carmine icon.png Uni chaos icon.png
Uni eltnum icon.png Uni enkidu icon.png Uni gordeau icon.png Uni hilda icon.png
Uni hyde icon.png Uni kaguya icon.png Uni kuon icon.png Uni linne icon.png
Uni londrekia icon.png Uni merkava icon.png Uni mika icon.png Uni nanase icon.png
Uni orie icon.png Uni phonon icon.png Uni seth icon.png Uni tsurugi icon.png
Uni vatista icon.png Uni wagner icon.png Uni waldstein icon.png Uni yuzuriha icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.
Hyde
Linne
Waldstein
Carmine
Orie

Orie might look like a footsies character but you're up against a character who's specials are as big as yours. It's very difficult to effectively use 214A in this MU since Orie's jump moves and 236B/[B] can handle a lot of situations where most other characters would struggle against it. Don't be fooled into thinking you can keep this character out reliably. If she wants, she can contest your range and gain much more reward. Especially by using resources.

You're going to have to be comfortable dashblocking and blocking jumps/overheads against Orie. Her move list covers a lot of ranges and frame-advantage situations and when combined with her excellent walk speed it makes playing neutral pretty difficult. You can still use dash 2C, 5B and 5C to call her out and lock her down a bit but mostly to create space for you to get in and get her into the corner.

The main thing you're trying to abuse against Orie is her lack of meterless reversal. When she doesn't have meter there's nothing she can do against frame traps except try to win GRD. This makes it much easier to bully less patient players and create throw situations against more patient players. It also makes defensive CS much less scary since you know that there's no reversal behind it. Just like Merk, she's probably going to have to spend it to get meter in order to be able to play defense better. If she decides to hold on to it, she's going to be losing GRD by blocking which makes it more likely that she'll try to shield which opens her up to throws if you're lucky with a pressure reset.

Pressuring Orie will rely on reading how she's going to try to get out of your pressure. Orie has a lot of good buttons to adapt to situations but her pressure outside of 6B range relies pretty heavily on a Normal->Special->FF/EX-move structure so finding places to shield is easier than against characters with less linear pressure. What this means is that you can sometimes allow her to mash out and use the blockstring she creates to maintain GRD lead, effectively locking her out of having access to resources. This will let you take your turn back easier and pressure her more effectively.

The reads you're going to have to make revolve around whether she's going to try to jump/FF out of your pressure, mash, dashblock or try to go in for a throw or something crazy. The answers I would recommend are simply: block or take back your turn in a way that beats what you think she will do. Usually stuff like 2A/5A/66B to catch a predictable pressure reset, spaced out 5B/4B to catch jumps, spaced out assault j.C to catch 2B or shield, or spaced out delayed 5B to beat shorter moves or delayed jumps.

The matchup changes quite drastically once she gets resources. Divine Thrust is an absolute menace against Merk since it covers the ranges where he's the most effective compared to most of the cast and she gets huge reward from any hit since she's probably going to spend resources to maintain her turn anyway. Don't forget that Thrust is air unblockable so you're going to be even more locked to the ground than otherwise.

Anti-airing Orie is going to be more of a callout than a reaction since the only reliable way you can do it is with 623B. Her jump moves are simply too difficult to read and good at what they do to comfortably react with 4B or 3C against her.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Tsurugi
Kaguya
Kuon
Eltnum
Akatsuki

Looking at Akatsuki it's easy to think Merkava will be able to zone him out fairly easily but there are a few things that he needs to look out for in order to stay safe. Akatsuki's dash is incredibly difficult to play against reactively. It works similarly to Merkava's dash where he's going to be coming at you quick as soon as he gets moving. This makes his otherwise stubby normals functionally bigger when done out of a dash which can change the range situation quicker than Merkava can cover without committing to moves with a lot of recovery. It can be very difficult to maintain pressure after he blocks your 5C since he can commit to options like 66 214B IW or jump assault j.6[C] that will beat another 5C at certain ranges. There are a lot of situations like this where chasing reward as Merk will result in a GRD block or two and some room to breathe while the risk is getting hit with 4K and getting put in the corner before you have access to a reversal.

What the Akatsuki wants to do is to get in close and pressure with frame traps and throws before Merkava has access to resources, forcing Merkava to risk losing GRD by eating a throw or spending meter on green shield to have the chance to get more meter by CSing later in the round. Akatsuki will still have to commit pretty hard around Merkava 5B range but as Merkava you will need to carefully consider the risk/reward of pressing buttons vs blocking/dashblocking.

If you can maintain Neutral long enough for the Vorpal cycle to end, you're doing well no matter if you got the cycle or not. If you're still midscreen when you lost the cycle, the Akatsuki will likely have to spend at least meter or CS to push you into the corner where he can really start his game. This is where most of the mindgames in this MU start. Who's playing for GRD and who's going to risk trying to get a hit in or start pressure.

As long as the opponent doesn't have resources, neither character should have to be afraid to go in and force a choice out of the opponent. Merkava with meter can be very difficult for Akatsuki to pressure or play neutral against and Akatsuki with vorpal can be very difficult for Merkava to deal with on defense.

As Merk, you want to stay as patient as possible in order to make the Akatsuki spend their resources once they have them. It's much easier to control the rhythm of the neutral when you don't have to worry about getting hit for 4k, or bust out of the corner when you don't have to worry about "infinite" pressure resets or whether you're allowed to green shield or use your reversal when Akatsuki is about to use a special move.

Some General Notes:

  • Akatsuki can parry your reversals on reaction to the super flash.
  • Akatsuki 214A is -2 and shielded 214B is -7. So you should try to learn to 2A after his 214A to not allow him to continue pressure and green shield the second hit of 214B then punish the third hit with 2B. Be very careful if he has vorpal since he can CS the second hit of 214B and throw your green shield. If this happens and you have 100 meter, you can use Guard Thrust but this too can be baited.
  • If he throws a fireball, it’s very likely that you’ll have to block it and let him start pressure. If you want to avoid this, try to stay in situations where you can avoid the fireball or pressure him from behind the fireball. You can use j.214[X] or if you’re far away enough you can stop him from following the fireball with 214A.
  • You're going to have to deal with a lot of meterless reversal options like 22B and FF. Try to vary the timing and frequency of your frame traps so that you don't leave predictable gaps for him to parry and don't fly directly above him since 22B tracks which side you are on.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top


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