Under Night In-Birth/UNICLR/Merkava

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Profile-merkava.png

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
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
UNI Merkava 5A.png
UNI Merkava 5A HB.png
Hitboxes Off
Hitboxes On
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.
5B
5B
5B
UNI Merkava 5B.png
UNI Merkava 5BB.png
UNI Merkava 5B HB.png
UNI Merkava 5BB HB.png
Hitboxes Off
Hitboxes On
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 -

Merkava 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.
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.
5C
5C
5C
UNI Merkava 5C.png
UNI Merkava 5C HB.png
Hitboxes Off
Hitboxes On
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.
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.

Crouching Normals

2A
2A
2A
UNI Merkava 2A.png
I, hate the floor
UNI Merkava 2A 1 HB.png
UNI Merkava 2A 2 HB.png
Hitboxes Off
Hitboxes On
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 -

Two-hit low ground pound that can gatling into itself.

  • Good for stagger pressure and tick throws.
2B
2B
2B
UNI Merkava 2B.png
UNI Merkava 2B 1 HB.png
UNI Merkava 2B 2 HB.png
Hitboxes Off
Hitboxes On
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 -

Two-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.
2C
2C
2C
UNI Merkava 2C.png
UNI Merkava 2CC.png
UNI Merkava 2C HB.png
UNI Merkava 2CC HB.png
Hitboxes Off
Hitboxes On
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.
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.

Air Normals

j.A
j.A
jA
UNI Merkava j.A.png
UNI Merkava j.A HB.png
Hitboxes Off
Hitboxes On
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.
j.B
j.B
jB
UNI Merkava j.B.png
UNI Merkava j.B HB.png
Hitboxes Off
Hitboxes On
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
-

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.
j.C
j.C
jC
UNI Merkava j.C.png
UNI Merkava j.C 1 HB.png
UNI Merkava j.C 2 HB.png
Hitboxes Off
Hitboxes On
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.

Command Normals

4B
4B
4B
UNI Merkava 4B.png
UNI Merkava 4B 1 HB.png
UNI Merkava 4B 2 HB.png
Hitboxes Off
Hitboxes On
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 8~11 Head

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.
6C
6C
6C
UNI Merkava 6C.png
UNI Merkava 6C HB.png
Hitboxes Off
Hitboxes On
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.
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.
4C
4C
4C
UNI Merkava 4C.png
UNI Merkava 4C HB.png
Hitboxes Off
Hitboxes On
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.
3C
3C
3C
UNI Merkava 3C.png
UNI Merkava 3C IC.png
UNI Merkava 3C 1 HB.png
UNI Merkava 3C 2 HB.png
UNI Merkava 3C IC HB.png
Hitboxes Off
Hitboxes On
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.
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.
j.2C
j.2C
j2C
UNI Merkava j.2C.png
UNI Merkava j.2C HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
410 Mid, Air Shield - Knockdown - Strike, Head
Startup Active Recovery Overall Advantage Invul
10 until landing 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.

Dash Moves

66B
66B
66B
UNI Merkava 2B.png
UNI Merkava 66B 1 HB.png
UNI Merkava 66B 2 HB.png
Hitboxes Off
Hitboxes On
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.
66C
66C
66C
UNI Merkava 3C.png
UNI Merkava 66C 1 HB.png
UNI Merkava 66C 2 HB.png
Hitboxes Off
Hitboxes On
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.

Universal Mechanics

Force Function

I, Agitate
『我、攪拌する』
B+C
UNI Merkava BC.png
UNI Merkava BC HB.png
Hitboxes Off
Hitboxes On
B+C
I, Agitate
Damage Guard Cancel Property Cost Attribute
1426~1790 Mid UNQ - 1 GRD Strike
Startup Active Recovery Overall Advantage Invul
11 - - - -9 -
B+C
I, Agitate (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.

Throw

Throw
A+D
UNI Merkava AD.png
UNI Merkava throw HB.png
Hitboxes Off
Hitboxes On
A+D
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)

Guard Thrust

Guard Thrust
214D
UNI Merkava 4B.png
UNI Merkava 214D HB.png
Hitboxes Off
Hitboxes On
214D
Guard Thrust
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
Guard Thrust (Vorpal)
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~12 Full, 13~42 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.

Veil Off

Veil Off
A+B+C
UNI Merkava ABC.png
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
Hitboxes Off
Hitboxes On
A+B+C
Veil Off
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 7 (3 on hit) on landing 58 (53 on hit) -13 1~30 Full
[A]+[B]+[C]
Veil Off (Increase)
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 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.
A+B+C
Cross Cast Veil Off
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS 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.
    • 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.
  • 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
I, Estrange
『我、背離する』
j(44)
UNI Merkava j.44.png
UNI Merkava j.44 HB.png
Hitboxes Off
Hitboxes On
j4~4
I, Estrange
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.
j.8
I, Ascend to the Sky
『我、天を躍る』
j7/8/9
UNI Merkava j.8.png
UNI Merkava j.8 HB.png
Hitboxes Off
Hitboxes On
7/8/9
I, Ascend to the Sky
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.
j.866
I, Soar Through the Sky
『我、空を翔る』
j66
UNI Merkava j.8 66.png
UNI Merkava j.8 66 HB.png
Hitboxes Off
Hitboxes On
6~6
I, Soar Through the Sky
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 - - -

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.
236X
I, Drill Through
『我、穿つ』
236X
UNI Merkava 236X.png
UNI Merkava 236X HB.png
UNI Merkava 236C 1 HB.png
UNI Merkava 236C 2 HB.png
UNI Merkava 236C 3 HB.png
UNI Merkava 236C 4 HB.png
Hitboxes Off
Hitboxes On
236A
I, Drill Through
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 -

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.
236B
I, Drill Through
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 -
  • 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
236[B]
I, Drill Through
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 -
  • [B] version works similarly to the C version but does less damage and has no invul.
236C
I, Drill Through
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
  • 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.
623X
I, Penetrate the Clear Skies
『我、穹窿を貫く』
623X
UNI Merkava 623X.png
UNI Merkava 623A HB.png
UNI Merkava 623B 1 HB.png
UNI Merkava 623B 2 HB.png
UNI Merkava 623C 1 HB.png
UNI Merkava 623C 2 HB.png
Hitboxes Off
Hitboxes On
623A
I, Penetrate the Clear Skies
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

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.
623B
I, Penetrate the Clear Skies
Damage Guard Cancel Property Cost Attribute
1616 Mid EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
7 28 24 58 -8 5-16 Head/Dive
  • B version looks like 623A but he goes to the top of the screen and is much faster.
    • Whiffs on crouching opponents.
623C
I, Penetrate the Clear Skies
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
  • C version is similar to the B version.
    • True reversal in contrast to 236C which will trade on first active frame.
214X
I, Capture and Devour
『我、捕獲して喰らう』
214X
UNI Merkava 214A.png
A/C Version
UNI Merkava 214B.png
B Version
UNI Merkava 214A 1 HB.png
UNI Merkava 214A 2 HB.png
UNI Merkava 214B HB.png
UNI Merkava 214C 1 HB.png
UNI Merkava 214C 2 HB.png
Hitboxes Off
Hitboxes On
214A
I, Capture and Devour
Damage Guard Cancel Property Cost Attribute
1499 Mid EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
13 16 10 38~47 -14~-11 -

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.
214B
I, Capture and Devour
Damage Guard Cancel Property Cost Attribute
- Mid EX [hit only], CS [hit only] - - Strike
Startup Active Recovery Overall Advantage Invul
11 16 10 36~46 - -
  • 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.
214C
I, Capture and Devour
Damage Guard Cancel Property Cost Attribute
- Mid EX [hit only], CS - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+4 21 7 34 -12~-2 1~3 Throw
  • 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.
22X
I, Persistently Cling
『我、執拗に纏わり付く』
22X
UNI Merkava 22X.png
Set
UNI Merkava 22X Worm.png
Worm
UNI Merkava 22X HB.png
UNI Merkava 22C HB.png
UNI Merkava 22X Worm 1 HB.png
UNI Merkava 22X Worm 2 HB.png
UNI Merkava 22X Worm 3 HB.png
Hitboxes Off
Hitboxes On
22A
I, Persistently Cling
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)
-

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
22B
I, Persistently Cling
Damage Guard Cancel Property Cost Attribute
427 Mid EX [whiff OK], CS [whiff OK] - - Strike
Startup Active Recovery Overall Advantage Invul
- - 55 55 -55
+22 (worms)
-
  • B version attacks twice.
22[B]
I, Persistently Cling
Damage Guard Cancel Property Cost Attribute
427 Mid EX [whiff OK], CS [whiff OK] - - Strike
Startup Active Recovery Overall Advantage Invul
- - - 65 -65
+22 (worms)
-
  • [B] version has significantly faster movement speed than the others and attacks three times.
22C
I, Persistently Cling
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
  • C version creates three worms that attack three times each.
j.214X
I, Breathe Out
『我、息吹く』
j214X
UNI Merkava j.214X.png
UNI Merkava j.214X HB.png
UNI Merkava j.214C HB.png
Hitboxes Off
Hitboxes On
j214A
I, Breathe Out
Damage Guard Cancel Property Cost Attribute
700 Mid/Air EX [whiff OK], CS [whiff OK] - - Projectile
Startup Active Recovery Overall Advantage Invul
14 until the fireball lands 4 on landing 41 ≥x~+3 -
j214[A]
I, Breathe Out
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 the fireball lands 4 on landing 48 ≥x~+10 -

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.
j214B
I, Breathe Out
Damage Guard Cancel Property Cost Attribute
700 Mid/Air EX [whiff OK], CS [whiff OK] - - Projectile
Startup Active Recovery Overall Advantage Invul
15 until the fireball lands 4 on landing 44 ≥x~+4 -
j214[B]
I, Breathe Out
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 the fireball lands 4 on landing 50 ≥x~+10 -
  • 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.
j214C
I, Breathe Out
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 the fireball lands 4 on landing 95 - -
  • 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.
41236C
I, Rampage
『我、跳梁する』
41236C
UNI Merkava 41236C.png
UNI Merkava 41236C HB.png
Hitboxes Off
Hitboxes On
41236C
I, Rampage
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.

Super Moves

Infinite Worth

I, Resentfully Rage
『我、憤る』
41236D
UNI Merkava 41236D.png
Wacky Waving Inflatable Arm Flailing Void Man
UNI Merkava 41236D HB.png
Hitboxes Off
Hitboxes On
41236D
I, Resentfully Rage
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.

Infinite Worth EXS

A+B+C+D
UNI Merkava ABCD.png
A+B+C+D
I, Defile
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

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

Customization Unlocks (2000 IP Each)

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


Merkava Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2024-01-21 by Crakestraw.

41% complete
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


General
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Hyde
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Frame Data
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