Under Night In-Birth/UNICLR/Merkava/Strategy

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Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.

General Gameplan

Merkava is fairly slow but his movement is very quick to change direction which makes him fairly unpredictable in neutral and pressure. His movement is fairly dependant on being able to keep your opponent from taking actions safely. This is where his zoner traits shine through; keeping your opponent at bay with 5C, 214x, j.A, j.B and fireballs. Once you get a good hit on your opponent you want to get them as close to the corner as possible to restrict their movement, then end the combo by setting up a mixup or worms of some sort. At this point you're playing a rushdown character. The worms act both as projectiles and objects that can be struck which freezes the attacker briefly.

Neutral

You want to spend as much time as possible in control of your opponent's movement. Try to keep them grounded and focus on gaining GRD by blocking or concentrating and depleting your opponent's GRD by baiting Green Shields or making them move back. A whiffed green shield will also put you in frame advantage more often than not. Merkava's game around frame advantage often relies on abusing his large moves to take back his turn on minus frames where your opponent cannot reach you safely.

Approach

Merkava's dash has basically no startup, meaning you can gain space in the smallest of gaps. This is your main tool to go forward when your opponent is close to mid range. When you're further away you can start using other options to move and keep your opponent from moving at the same time. Using moves in conjunction with dashing will slide merkava forward as the move comes out. Some good moves for this are 5B, 5C, 4B, dash assault and 5A if they're closer. If you get a hit midscreen that doesn't lead to corner, you can often set up worms that you can use as a threat to keep your opponent from counterattacking, you can use moves to put your opponent in blockstun and let the worm come in after to frame trap or you can use the worm hit as the pressure starter and attack right after to start up pressure. Having B, [B] or EX worms you can often let the worms create the frame traps for safer pressure.

Keep Away

5C

On block you cancel into either 5A or 214A. whiffing 5A makes 5C -5 on block which often lets you take your turn again. If the opponent tries to take their turn after 5C, following up with 214A beats almost all options they have. An opponent expecting 5C will be passive long enough for you to be able to get into flight or approach more safely.

Fireball

J.214b and j.214[B] are good for keeping your opponent from pressing large buttons as well as stopping jump trajectories by making them block. With the ability to freely drift in the air after the move, Merkava can choose to either go in or maintain distance. If you think there is a risk of your opponent dashing under your fireball, you can use j.214A/j.214[A] and drift back.

Flight

If you manage to get into flight safely, you have much better mobility that you can use to make your opponent second guess whether they'll be able to reach you. From flight you also have great use of j.B and j.A which both often confirm into some sort of combo.

214x

Merkava's grabby hands are very strong against certain neutral tools. 214A is great against grounded fireballs since it doesn't extend his hurtbox where the arm goes. 214B is a long range anti-air with good active frames. 214C is a really fast full screen punish against jumping or moves whiffing. Also Merkava's fastest move outside of throw.

Offense

Merkava has some of the most oppressive offense in the game, mostly thanks to his flight mixups and worms. From flight you can make it ambiguous whether you will land and hit them low or stay in the air and hit them high. Worms can lock down your opponent's movement extremely well and can keep them in blockstun for long enough that you can run your high/low game. They are also good starters for if your opponent tries to mash out. Most of Merkavas offense revolves around three steps. Neutral where you try to control space and force an error from your opponent. Pressure based on either throws, worms or both. Setup where you either go for high/low mixups or strike throw. Merkava also has the option to abuse flight mobility and his large jump normals to zone the opponent into the corner and make them take risks in order to get out or challenge his flight.

Pressure

Merkava's blockstrings are a bit less freeform than most other characters. A lot of his moves push him out to where he either cannot reset pressure with his fast moves or cannot threaten with throw.

With that said, Merkava is unique in the way that his 5B covers a space where most characters really have to commit early and heavily to challenge it. Being able to counterhit confirm 5B as well makes Merkava very scary to contest directly. An opponent forced to respect 5B allows Merkava to move more freely in neutral and makes it very difficult for the opponent to play an offensive GRD game since Merkava can run away and whiff punish pretty well. You also usually have the time to go into flight to improve your movement and gain access to better mix and plus frames. The best way to play around 5B is to try and whiff punish it or to get in close enough that Merkava has to commit to 5B 5C or something similar to stay safe or stay at the right range. The purpose of this is to get to block more of Merkava's moves as well as going forward. Both of which give you GRD and takes GRD from Merkava. If you get deep enough into Merkava's range you can start challenging 5B with quicker moves or force Merkava to use longer blockstrings in order to stay safe, giving you even more GRD. Merkava can mix up his pressure with 4B, 2C 5A and 66B to either cover off more options than 5B can or go in for more close-range pressure. Fireballs and jump normals are pretty decent at keeping the opponent out and buying time when you have a life/GRD lead. When you don't have vorpal you can also maintain a GRD lead by going in with 66B or 2C 5A and blocking some of the opponent's moves.


Throw

Merkava has a few primary ways that he can set up throws. The easiest being 2A, 5A, 66B and 623A. Outside of those you've got jump normals, specials into CS and fireballs. Merkava's strongest tool for throws and in general is worms. Worm timings can be very unpredictable, especially with moves hitting around the same time. This makes it very difficult for the opponent to know if they blocked 5A for minus frames or worm for plus frames. If they mash, it's likely they'll get hit by either a reset or a worm. If they respect it, they're open for throws. even against reversals, worms eat their hit for a short moment which can allow Merkava to recover and block before it comes out fully.

Video explanation: Throws - What you need to know by DHD


Reset points

Merkava's reset points are in many ways connected to his throw game and revolves around the same moves and situations. He does however have options further out into mid and even long-range situations. Merkava has a lot of very fast moves for how big they are which is something the opponent needs to take into account when challenging Merk's resets. This means that after strings that end in things similar to 5C w5A or 3C j.214X you can use moves like 236A or 5B to keep your opponent out when they want to get in or 4B, 66B or dash 5A/2A/2B/4B to start up pressure again.

Common blockstrings

  • 5A 2B 2C 5B 4B [-4]
  • 2A 2B 2C 5A(A) [-3](-4)
  • 5A 2C 623A [+1]
  • 5C w5A [-5]
  • 2A 2C 5B 5C w5A [-5]
  • 66B -> Reset [-2]
  • 66B 623A [+1]

Okizeme

Once Merkava has the opponent in the corner he does have some setplay potential. His main mixup is by setting up high/low from flight after certain knockdowns but he also has a ton of knowledge checks with worms that either requires your opponent to know exactly how that specific setup works or react to the frame advantage and act accordingly.

5A VO Bait

Veil Off has very long startup for a reversal so you can hit the opponent meaty with 5A and have time to block the VO after 5A recovers. The best way of doing this is meaty 5A dl1B. What this does is make the opponent block the 5A and frame trap into 2B which beats a lot of throw-tech-OS attempts and is a generally good start for pressure. If they VO, your 5A whiffs which doesn't allow you to cancel into 2B with the 1B input and instead blocks the VO. if they try to mash out you get 5A 2B starter which leads to a lot of combos ending in setups.

High/Low

"The way to do this set-up is to end a combo with 66C, then do flight with 77 and then start descending (usually with 3 to stay close to the opponent) Low: keep going down and throw out j.A, the j.A whiffs because it comes out too early to meaty, then you can decide to meaty low, delay throw or bait reversals. High: Go down then stop your descent by inputting any up input (7, 8 ,9) just above the ground, then meaty j.A or j.B."
-Merkava Primer CL-R by DHD

You can also set this up with 4B jump cancel if you've done a combo with no jumps in it. It is also possible from a lot of air-tech situations and other knockdowns in shorter combos.

Safe Jump

"The same set-up can be used to create a safe jump. The idea is that Merkava’s j.A has 2 frames of landing recovery and most reversals have around 5 frames of start-up. By landing just after the move becomes active, you can hit meaty and block 2 frames after.

The math adds up in the following way:

  • j.A should hit, so at least 1f will have to be an active frame of the move.
  • Adding the time it takes to get to the ground and the 2 frames of landing recovery. Done perfectly, there should be 3f before you can block.
  • During the first frame after wake-up the opponent will get their reversal out.
  • j.A whiffs due to the invulnerability frames of the reversal and Merkava enters landing recovery the frame after.
  • Reversal start-up is usually about 5 frames meaning Merkava will be able to recover and block before the reversal becomes active.

The result is a meaty attack that doesn’t lose to reversals."
-Merkava Primer CL-R by DHD

Note that there are reversals with 3f of startup, meaning merkava will get hit during the last frame of landing recovery and not be able to block in time.

Meaty Worms

By doing 22C in a combo and then doing an ender you can time the opponent's wake-up with the first attack of the worms, giving you a free meaty attack without risking getting hit by reversals. This can also be combined with 4B jump cancel into high/low. Since the worms also stun the opponent briefly if they try to attack, you have more time to land and recover for a safe jump. Check out the document under Worm Setups for the specifics.

Worm Setups

Merkava worm guide (WIP) by OnyxDood and April

There's a lot of situations that you can force into your advantage with worms and even more that your opponent will allow you to do due to how the risk reward is skewed in your favour. In the document above you can find a lot of the documented setups but as time goes by you will learn to play more freeform around worm timings. A general rule of thumb is that worms take about two hits of 2A and 2 hits of 2B to come out. This means you can easily telegraph a setup with 2A and instead go for throw or low flight as they prepare to block the setup. This is fake but also requires very specific answers that most people have not labbed so if you can stay unpredictable, this will end up in Merkava's favour in the end.

Liquid Edge/Instant tech

4B gives hard knockdown in most situations but it's not guaranteed. From certain combos the opponent will actually tech out of the combo before they hit the ground. What Liquid Edge does is time the tech out exactly with when they hit the ground. It allows you to mix up the wake-up timing in a way that most players will not be ready for and still hit them meaty. This requires specific corner combos to work and has a few general rules.

The following combos show the general structure.

  • 2A/2B (2) 5C 2CC 6[C] j.C j.A j.B 66C j.214[A] 66C 2C 4B
  • 5A 2B (2) 5C 2CC 6[C] j.6D j.A j.B 66C j.214[A] 66C 2C 4B
  • (4B) 66B link 2A 5C 2CC 6[C] j.C j.A j.B 66C j.214[A] 66C 2C 4B
  • Assault j.C 2B 5C 2CC j.C j.A j.B 66C j.214[A] 66C 2C 4B
  • Assault j.A CS j.B 2B (2) 5C 2CC j.C j.A j.B 66C j.214[A] 66C 2C 4B
  • j.A 2A (1) 5A 2B (2) 5C 2CC 6[C] j.A j.B j.C 66C j.214[A] 66C 2C 4B
  • j.B/j.C 2A (1) 2B (2) 5C 2CC 6[C] j.A j.B j.C 66C j.214[A] 66C 2C 4B

Gimmicks

tools that have situational, limited, or questionable usage

Defense

The best defense as Merkava is to never have to defend. Merkava's neutral is strong enough to stall out the most opponents' patience but you need to be ready to play passively when your opponent shows that they can combat your neutral. You don't have very good general defensive tools as Merkava but he has many specific answers that he can pull out as either hard reads or direct counters.

Blocking

You have a lot of tools but blocking is your best friend in most situations. Merkava can do a lot with green shield to change the spacing and 3C works very well as an emergency anti-air. Most of your moves are good but quite specialised. Knowing which move to use will depend on matchup knowledge and reads more than anything. Some characters will be able to consistently put you in situations where their moves beat your moves so to get the most out of your defense you need to try to change the way their offense works by dashblocking, shielding and/or waiting for a mistake.

Reversal Tools

  • 236C
  • 623C
  • VO

When Merkava has meter, his defensive game changes a lot. with access to fairly good reversals it is up to you to make your opponent respect these options so that you don't need to use them. Merkava wants to always have meter in order to threaten with reversals and to really make his offense hurt as much as possible.

Option Selects

  • 3C~AD: Anti-air/Throw tech
  • 2AD: 2A/Throw tech
  • 2B~AD: 2B/Throw tech
  • 1~7~1C~AD: Divekick/Throw tech
  • Delay 1~7~1C: Fuzzy divekick
  • 236C~AD: Reversal/Throw tech
  • 9~1AD~j.2C: Jump shield/Throw tech
  • 2ABC~D: VO/Throw tech
  • 4AB~D: Backdash/Throw tech
  • 1AD: Blocking/Throw tech
  • 4AD: Backthrow/Throw tech

Counter Strategies

What to do against Merkava varies a lot depending on character so here are some general things to look out for.

  • Learn how 5C 214A works and what to do against it.
  • Look at jump back fireball and what to do against that.
  • See what you can do against 623A being +1.
  • Find gaps in Merkava's pressure where you can reversal.
  • Being able to drastically change the spacing can catch Merkava off guard if he commits to a big move or tries to fly in the wrong situation.
  • When Merkava has no meter, his defense is hampered to the point where you can bully him with stagger pressure and meaties.
  • Merkava can punish some moves that a lot of characters struggle with. Take note of things you shouldn't be doing.
  • Learning to punish 236C will help you get a lot more reward on offense.

Check the Anti-Merkava Guide by OnyxDood for more info.

Match Ups

Hyde
Uni hyde icon.png
Hyde[No Data]
[character page][match videos]
Linne
Uni linne icon.png
Linne[No Data]
[character page][match videos]
Waldstein
Uni waldstein icon.png
Waldstein[No Data]
[character page][match videos]
Carmine
Uni carmine icon.png
Carmine[No Data]
[character page][match videos]
Orie
Uni orie icon.png
Orie
[character page][match videos]
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.

Gordeau
Uni gordeau icon.png
Gordeau[No Data]
[character page][match videos]
Merkava
Uni merkava icon.png
Merkava[No Data]
(Mirror)
[character page][match videos]
Vatista
Uni vatista icon.png
Vatista[No Data]
[character page][match videos]
Seth
Uni seth icon.png
Seth[No Data]
[character page][match videos]
Yuzuriha
Uni yuzuriha icon.png
Yuzuriha[No Data]
[character page][match videos]
Hilda
Uni hilda icon.png
Hilda[No Data]
[character page][match videos]
Chaos
Uni chaos icon.png
Chaos[No Data]
[character page][match videos]
Nanase
Uni nanase icon.png
Nanase[No Data]
[character page][match videos]
Byakuya
Uni byakuya icon.png
Byakuya[No Data]
[character page][match videos]
Phonon
Uni phonon icon.png
Phonon[No Data]
[character page][match videos]
Mika
Uni mika icon.png
Mika[No Data]
[character page][match videos]
Wagner
Uni wagner icon.png
Wagner[No Data]
[character page][match videos]
Enkidu
Uni enkidu icon.png
Enkidu[No Data]
[character page][match videos]
Londrekia
Uni londrekia icon.png
Londrekia[No Data]
[character page][match videos]
Eltnum
Uni eltnum icon.png
Eltnum[No Data]
[character page][match videos]
Akatsuki
Uni akatsuki icon.png
Akatsuki
[character page][match videos]
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.

Videos

External Links

Merkava Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-09-30 by Bored-erlands.

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General
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Characters
Hyde
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