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Under Night In-Birth/UNICLR/Merkava
He fears. Every day, the curse that permeates through his body grows stronger.
A mysterious man(?) who has fallen into the corruption of a Void -- thought to be the failed shadows of Re-Births. Many are fascinated with its form of existence most recently a woman named Hilda has been pestering Merkava quite thoroughly. On this Hollow Night, many In-Births gather, and something doesn't feel quite right. "Heh, perfect..." He'll have plenty of victims to satisfy him. The hunt will go on.
A savage beast that only knows how to hunt the scent of its prey.
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.
|Health||Smart Steer Route|
|Forward Walk Speed||Backward Walk Speed||Jump Startup||Jump Duration|
|Dash Startup||Initial Dash Speed||Dash Acceleration||Max Dash Speed|
|Backdash Startup||Backdash Duration||Backdash Distance||Backdash Invul|
|Throw Width (pixels)||Throw Range (pixels)|
- Air backdash
- Throw and Force Function are improved by mashing
- Worms no longer disappear when Merkava blocks.
- Force Function can be special cancelled on hit and has more untechable time as well as steals more GRD on hit.
|Frame Data Help|
|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.|
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
|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
I, Ascend to the Sky
7/8/9 While Jumping
I, Soar Through the Sky
66 during flight
I, Drill Through
I, Penetrate the Clear Skies
I, Capture and Devour
I, Persistently Cling
I, Breathe Out
I, Resentfully Rage
Infinite Worth EXS
Notable Rebeats and Gaps
|5A, 5B, 2A, 2B||5B(B)||0|
|5BB, 4B, 2C||623A||0|
Customization Unlocks (2000 IP Each)
Merkava Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2021-02-04 by DHD.