“
|
He fears. Every day, the curse that permeates through his body grows stronger.
The memory lost, the flesh that is no longer, the hunger that cannot be fulfilled. He dashes
across the earth, drenched in red, trailing behind him, his crimson arms. A beast of the
Void. Neither peace nor hope has resided in this body for a long, long time.
|
”
|
Story
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.
It just might devour everything.
|
”
|
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
|
- Unorthodox Movement: Merkava has an air backdash, flight, and an airdash-like move from flight that takes him just above the ground. On top of his unique movement options, he can also move left/right during the descent after his air fireballs.
- Mixups: Flight gives Merkava high/low 50/50s, and his 22X moves allow him to set them up somewhat reliably.
- Good Neutral: Merkava sports longer than average normals, 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.
- Relatively Safe Reversal: 236C is a -3 reversal that must be shielded correctly in order to be punished, letting him get away with murder on opponents who haven't practiced this.
|
- Large Hurtbox: While it is unusual at times, Merkava is overall larger than average characters and many of his normals also extend his hurbox.
- Limited Defense: All reversals require meter. Standing moves are fairly slow and 2A is 6f which limits options up close.
- Blockstrings: Merkava has difficulty making airtight strings and his rebeat whiff options are poor.
- 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 41236C
|
Forward Walk Speed
|
Backward Walk Speed
|
Jump Startup
|
Jump Duration
|
500
|
-400
|
5
|
|
Dash Startup
|
Initial Dash Speed
|
Dash Acceleration
|
Max Dash Speed
|
1
|
2000
|
75
|
2600
|
Backdash Startup
|
Backdash Duration
|
Backdash Distance
|
Backdash Invul
|
1
|
37
|
-63800
|
1~10 Full
|
Throw Width (pixels)
|
Throw Range (pixels)
|
200
|
100
|
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 SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = 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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
160
|
Mid
|
CS,EX,N, SP, TH
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
4
|
11
|
22
|
-3
|
-
|
Far reaching but slow 5A.
- Smart Steer follow-up afterwards is a natural frametrap.
- Can be used for tick throws and TRM set-ups.
- Meaty 5A into delayed 1A/B can be used to bait wake-up VO.
|
|
Toggle Hitboxes Toggle Hitboxes
|
5B
|
5B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
440
|
Mid
|
CS, EX, N, UNQ, SP
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
2
|
22
|
34
|
-12
|
-
|
Merk does a mid range punch.
- Knocks the opponent airborne on hit.
- Good poke and combo tool.
- Cancel window to 5BB is longer than to other normals.
- 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.
|
5BB
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
293
|
Mid
|
CS, EX, N, SP
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
3
|
4
|
26
|
32
|
-14
|
-
|
5B follow-up that is usable even on whiff.
- Looks similar to 5B, but hits slightly higher.
- Can whiff on crouching and short characters.
|
|
Toggle Hitboxes Toggle Hitboxes
|
5C
|
5C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
710
|
Mid
|
CS, EX, N, SP
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
5
|
23
|
41
|
-10
|
-
|
Merkava shoots his arms out at about 3/4 of the entire screen.
- Good poke and combo tool.
- Be careful as it has quite a bit of recovery to compensate for its range.
- On counter-hit, combos into 214A in most cases.
|
5[C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
805
|
Mid
|
CS, EX, N, SP
|
Launch, Wall Bounce
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
26
|
5
|
23
|
53
|
-10
|
-
|
Same as 5C, but wallbounces the opponent on hit.
- Mostly used as a hit counterconfirm from 5B or combo extension after 6C.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Crouching Normals
2A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
168*2 (327 2-hit)
|
Low
|
N, SP, EX, CS, TH
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
3, (5), 2
|
12
|
27
|
-2
|
-
|
2-hit low ground pound that can gatling into itself.
- Good for stagger pressure and tick throws.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
220, 240 (445 2-hit)
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
2, (6), 4
|
14
|
30
|
-4
|
-
|
2-hit lunge and retract with a lot of active frames.
- Great in pressure since it hits twice and can gatling into small gaps with things like 2C.
- Has deceptively long range as well, so can be used to get things started.
- Takes some time to recover on whiff but the second hurtbox stays on screen for a while and can catch people off guard when they try to whiff punish.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2C
|
2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
570
|
Low
|
CS, EX, N, UNQ, SP
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
7
|
24
|
42
|
-9~15
|
-
|
Merkava lunges forward with a low hit that knocks the opponent airborne on hit.
- It's one of Merkava's main combo tools since it leads into a launch and can be confirmed with multiple different buttons.
- It's also useful in pressure since the delay on it creates a bit of a frametrap, and on block you can gatling out of it.
- It covers a good range, which can lead to some good whiff punishes and reads.
|
2CC
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
466
|
Mid
|
SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
3
|
24
|
41
|
-11
|
-
|
Launches the opponent pretty high on hit, making it a primary combo tool.
- You can cancel this on block with specials to make it safe.
- You should still not autopilot this on block since that will severely limit your options.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Air Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike,Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
2
|
17 [2 on landing]
|
27
|
-9~+9 Assault -4~+9
|
-
|
Downwards punch that hits diagonally.
- Can be used as a poke when too high that j.B won't hit.
- Mostly used in combos, during rising jumps or as a safejump/whiff for flight okizeme.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
260x2 (507 2-hits)
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike,Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
2, 2
|
15 [3 on landing]
|
27
|
-4~+14 Assault -2~+15
|
-
|
2-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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
666
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
4
|
24 [4 on landing]
|
27
|
-14~+13 Assault +7~+15
|
-
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Command Normals
4B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
666
|
Mid
|
N, SP, EX, CS
|
Tumble, Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10, 12
|
5
|
19
|
33
|
-4
|
8~11Head
|
Merkava does an attack with his elbow.
- 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.
- First two active frames only hit opponents in the air.
|
|
Toggle Hitboxes Toggle Hitboxes
|
6C
|
6C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
754
|
Mid
|
N, SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
18
|
6
|
20
|
43
|
-8
|
-
|
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.
|
6[C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
862
|
Mid
|
N, SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
28
|
6
|
21
|
54
|
-9
|
-
|
Mostly used as a combo tool.
|
|
Toggle Hitboxes Toggle Hitboxes
|
4C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
862
|
High
|
SP, EX, CS, UNQ
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
29
|
2
|
23
|
53
|
-7
|
-
|
Merkava tilts his arms back, then slams them down a fair distance forward.
- Can be canceled into 3C on block and hit.
|
|
Toggle Hitboxes Toggle Hitboxes
|
3C
3C 3C 3[C] 3[C]
|
3C Full Flip
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
612, 488 (1041 2-hit)
|
Unblockable, High
|
SP, EX, CS, UNQ
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7, 30
|
3, (20), 11
|
14
|
54
|
-9
|
-
|
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.
- Can be used as an anti-air.
- On block it's unsafe, but can be special cancelled into air fireball 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.
- First hit will only hit opponents in the air.
|
3[C] Extend Feint
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
612
|
Unblockable
|
SP, EX, CS, UNQ
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
5
|
33
|
44
|
-
|
-
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
410
|
Mid, Air Shield
|
-
|
Knockdown
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
until land
|
[10 on landing]
|
24
|
-9~+1
|
-
|
Divekick. On hit, it causes a knockdown that can easily be followed up.
- Mostly used in combos for the knockdown, but has situational applications for pressure and defensive option selects.
- Useful as a movement option since the hurtbox is smaller than many of Merkava's jump states.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
420x2 (789 2-hit)
|
Low
|
SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7, 18
|
3, (7), 4
|
20
|
30
|
-2
|
-
|
Dash version of 2B.
- 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
442, 800 (1178 2-hit)
|
Unblockable, High
|
SP, EX, CS
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6, 26
|
2, (18), 6
|
19
|
50
|
-7
|
-
|
Similar to 3C but is faster and goes further.
- 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
Force Function
|
Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1426~1790
|
Mid
|
UNQ
|
-
|
1 GRD
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
-
|
-
|
-
|
-9
|
-
|
Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1526~1890
|
Mid
|
SP, EX, CS
|
-
|
0.5 GRD
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
-
|
-
|
-
|
-9
|
-
|
Merkava grabs the opponent and spins them around for a wallbounce.
- On hit it will net you up to 3 blocks of GRD. (2.5 while in Vorpal)
- Can only be canceled on block unless during vorpal, where the end of the spin can be CS, special and EX cancelled, making it a solid lead-up into Cross-Cast Veil-Off combos.
- Can be used in the corner for the occasional frame trap or combo extension.
- Spin the stick and mash buttons to increase hits.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1110~1850
|
Unblockable
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
-
|
26
|
+28~31 (hit)
|
-
|
Merkava slams the opponent back and forth.
- Spin the stick and mash buttons to increase hits.
- On hitbox, max hits can be easily achieved by holding down then mashing up and buttons.
- Worms can still hit during the animation, giving it very high damage potential in those situations.
- Frame advantage is character specific. (depending on how shallow their hitbox is during launched animation)
|
|
Toggle Hitboxes Toggle Hitboxes
|
Guard Thrust
|
214D Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
100 EXS, GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
45
|
-12
|
1~15 Full, 16~45 Full on hit
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 Full on hit
|
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Veil Off
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
68
|
2
|
[7 (2 on hit) on landing]
|
108 (103 on hit)
|
-14
|
1~91 Full
|
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- 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).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
- Allows Merkava to safely set 22C worms afterward in many situations, excluding when the opponent is hit close to the corner.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
2
|
4
|
20
|
25
|
+3
|
1~19 Full
|
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- 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.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- 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.
|
|
Special Moves
j.44
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
21
|
-
|
-
|
-
|
Merkava quickly dashes up and back a short distance.
- No invul has been noted but it does retract his hurtbox a lot compared to a lot of other of his jump states.
- Moves done out of air backdash will get combo scaling similar to assault.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.8
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
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).
- Due to jump angle, different jump directions have different height before flight can be started. 7 low, 8 high, 9 medium.
- Low flight is important for setting up 50/50 high/low options.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.866
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
666
|
High, Air Shield
|
N, SP, EX, CS, UNQ
|
Launch
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
12
|
[16 on landing]
|
54
|
-
|
-
|
Swooping attack.
- Can be canceled on hit, block, shield and air shield.
- Can be canceled into air backdash.
- Canceling into jump normals will make this move up to +4 in many situations.
- Covers a lot of distance fast.
- You can tell when the move starts going into whiff range when the camera starts to zoom out.
|
|
Toggle Hitboxes Toggle Hitboxes
|
236X
|
236A Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1335
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
8
|
29
|
49
|
-5
|
-
|
236B Slow
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1510
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
8
|
29
|
49
|
-9
|
-
|
236[B] Wall Bounce
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1521
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
Launch, Wall Bounce
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
25
|
12
|
26
|
62
|
-6
|
-
|
236C EX Invincible
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1955
|
Mid
|
CS [hit only]
|
Launch, Wall Bounce
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+11
|
16
|
23
|
50
|
-3
|
1~11 Full
|
Merkava flails his arms forward in a flurry of punches.
- A version is used either as combo tool before ending with EX "Execute Coil", or as a general all purpose midscreen defensive option, thanks to it's far reaching and disjointed nature.
- Becomes a pretty scary option for pressure with Chain Shift available.
- B version looks like the A version, but does more damage and moves Merkava a more forward.
- Usually the version used for combo fodder.
- Easily punishable
- [B] version works similarly to the C version but does less damage and has no invul.
- C version has Invul until first active frame which means it can go through moves but will trade if the other move is still active after the startup.
- Further invul is untested.
- Floats the opponent on the first hit.
- On hit, it wallbounces the opponent which can easily be followed up.
- Most characters can't punish this move unless the last hit is shielded.
- Pressing shield in the 4-5f window when the frame shown appears the second time will shield the last hit.
|
|
Toggle Hitboxes Toggle Hitboxes
|
623X
|
623A Low
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1430
|
Mid
|
EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
14
|
20
|
47
|
+1
|
14~17 Head/Dive
|
623B High
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1616
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
28
|
24
|
58
|
-8
|
5-16 Head/Dive
|
623C EX Invincible
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1841
|
Mid
|
CS [hit only]
|
Launch
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+6
|
28
|
28
|
62
|
X>-30
|
1~8 Full, 9~16 Head/Dive
|
Merkava leaps off the ground in an arc while punching continuously
- A version leaps off the ground in a short arc.
- Often used in combos and pressure.
- One of Merkava's best starters.
- B version looks like 623A but he goes to the top of the screen and is much faster.
- Whiffs on crouching opponents.
- C version is similar to the B version.
- True reversal in contrast to 236C which will trade on first active frame.
|
|
Toggle Hitboxes Toggle Hitboxes
|
214X
A/C Version A/C Version B Version B Version
|
214A Ground
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1499
|
Mid
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
16
|
10
|
38~47
|
-14~-11
|
-
|
214B Anti-Air
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1499
|
Mid
|
EX [hit only], CS [hit only]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
16
|
10
|
36~46
|
-
|
-
|
214C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1985
|
Mid
|
EX [hit only], CS
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+4
|
21
|
7
|
34
|
-12~-2
|
1~3 Throw
|
Attack throw that can be stopped by pressing D during the stretching animation.
- A version 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 chain shift on hit to lead to full combo.
- Can be CS or EX Canceled after the opponent has recovered from blockstun.
- 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.
- C version is a fast and more damaging version of 214A, with the exception that it can grab airborne opponents.
- You can confirm into it off of max range 5C.
|
|
Toggle Hitboxes Toggle Hitboxes
|
22X
Set Set Worm Worm
|
22A 1 Hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
427
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
40
|
-40 +22 (worms)
|
-
|
22B 2 Hits
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
427
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
55
|
-55 +22 (worms)
|
-
|
22[B] 3 Hits
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
427
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
65
|
- +22 (worms)
|
-
|
22C EX 3 Worms 3 Hits
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
999 427 (worms)
|
High Mid (worms)
|
CS [hit only]
|
Knockdown
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+17
|
1
|
22
|
40
|
-5 +22 (worms)
|
1~3 Throw
|
Merkava throws down his arm and spawns a little worm creature after a bit of time.
- A version does not jump as high as the others
- B version attacks twice.
- [B] version has significantly faster movement speed than the others and attacks three times.
- C version creates three worms that attack three times each.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.214X
|
j.214A 30 Degree
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
700
|
Mid/Air
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
until fireball lands
|
[4 on landing]
|
41
|
≥x~+3
|
-
|
j.214[A] Increase 2 Hits
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
550x2 (1056 2-hit)
|
Mid/Air
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
until fireball lands
|
[4 on landing]
|
48
|
≥x~+10
|
-
|
j.214B 60 Degree
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
700
|
Mid/Air
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
until fireball lands
|
[4 on landing]
|
44
|
≥x~+4
|
-
|
j.214[B] Increase 2 Hits
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
550x2 (1056 2-hit)
|
Mid/Air
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
until fireball lands
|
[4 on landing]
|
50
|
≥x~+10
|
-
|
j.214C EX 3 Fireballs
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
555, 555, 999 (1725 3-hit)
|
Mid/Air
|
CS [whiff OK]
|
Knockdown
|
100 EXS
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+5
|
until fireball lands
|
[4 on landing]
|
95
|
-
|
-
|
Merkava shoots fireballs from his mouth and changes his aerial trajectry depending on which version.
- After all non-EX versions, Merkava can change the angle of descent with 4 and 6 which is very useful in combos and neutral.
- A version shoots a fireball at about a 30 degree angle.
- Only a small lift in altitude.
- Falling direction can be decided almost instantly.
- Useful for neutral, making 3C/66C safer, and for combos.
- Increase version hits twice.
- B version is similar to the A version but the fireball travels at about a 60 degree angle.
- Pushes Merkava back more than A Version.
- Falling direction can be started only after the pushback.
- C version Fires off 3 fireballs one after another at about a 45 degree angle.
- Lifts Merkava up higher than A and B but pushes him back about the same as B Version.
- Can be used to end air combos or to make certain situations safer.
|
|
Toggle Hitboxes Toggle Hitboxes
|
41236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2109
|
Mid
|
CS
|
-
|
100 EXS
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
18
|
15
|
-
|
-8~-5
|
1~3 Throw
|
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 chain shift on hits that slam into the ground.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Super Moves
Infinite Worth
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3062
|
-
|
-
|
-
|
200 EXS
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
72
|
44
|
128
|
-30
|
1~31 Full, 32~84 Strike
|
Merkava flails his arms covering a large area around him.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3780
|
Mid, Air
|
-
|
Knockdown
|
200 EXS, Vorpal or GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+15
|
6
|
46
|
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
|
Gap Table
Attack
|
Chain
|
Frame Gap
|
5A, 5B, 2A, 2B
|
5B(B)
|
0
|
5BB, 4B, 2C
|
623A
|
0
|
Videos
External Links
CL-R Merkava Primer WIP by DHD
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Merkava Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-03-24 by DHD.
Page
|
Completed
|
To-do
|
Score
|
Overview
|
- Created base page with basic formatting
- Add gameplay summary, frame data and new moves.
|
- Pending further frame data
|
40/50
|
Strategy
|
- Created base pages
- Filled in Neutral, offense and defense.
|
- Fill in gimmicks and matchups.
|
0/25
|
Combos
|
- Created base pages
- Added common combos
|
- Add links to external resources
|
1/25
|