Under Night In-Birth/UNIST/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

Merkava is a flexible, hybrid character able to play effectively at all range bands. With far hitting moves such as 5C and j.B along with combo starter mid range normals like 2C and 5B he can turn any error in neutral into some sort of advantage. He can rush down with a high damage throw, far reaching normals, and some of the best oki in the game. This all comes together with high levels of mobility coupled with flight enabling you to weave in and out of your opponent's range and punish them for trying to hit you.

His defenses are very solid, with one of the highest reaching anti-airs and a reversal that can be tough to punish while leading into tons of damage. It would be remiss to not also mention his divekick, which goes over a lot of lows and is fast with a low enough recovery that you can steal turns against those who aren't ready for it.

Merkava's main weakness is that outside of oki, he has trouble continuing pressure with no solid rebeats that enable him to restart his offense. 236C also loses its invincibility by the first active frame which can lead to poor trades against very active moves. In addition, some characters have the ability to shut down his longer ranged attacks, forcing him to go in instead of being able to easily move between different ranges. Merkava also lacks a fast and safe mid poke to cover multiple angles of approach, instead having to rely either on strong lows or slower mids, making spaced assaults risky to counter.

Your goal as Merkava is to operate at whatever range the opponent is most uncomfortable at, winning vorpal, and using any stray hit to push them into the corner where your flight and worm oki reign supreme. You want to set the pace and tempo of the match in order to eventually overwhelm your opponent and get them making mistakes so you can punish them for everything you've got.

From DHD's Merkava Primer


Strengths Weaknesses
  • Unique movements.
  • No terrible matchups.
  • Very good poke moves.
  • Has a 50/50 in the corner.
  • Good dashblock.
  • At times unpredictable hurtbox.
  • Good risk/reward during flight.
  • Relatively safe reversal.
  • Large hurtbox.
  • No 5-frame normal.
  • Slow grounded movement.
  • 50/50 execution is difficult to get consistent.
  • Bad reverse-beat options for pressure.
  • Very few useful tight strings.
  • Reversals require meter.
  • Average damage output.

Character Stats

Health
10400
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
500 -400 5 51
(52 Backwards)
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

Unique Trait

  • Can fly by inputting 7/8/9 while mid air. This grants access to momentary free air movement and a swooping attack.

Vorpal Trait

  • Force Function damage increased
  • Force Function untech increased
  • Force Function can be special and EX cancelled on hit
  • Worms no longer die when Merkava blocks attacks
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
UNI Merkava 5A.png
Damage Guard Cancel Property Cost Attribute
160 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 4 11 22 -3 -

Far reaching but slow 5A.

  • Smart Steer follow-up afterwards actually is a natural frametrap.
  • Can be used for tick throws and TRM set-ups.
5B
5B
UNI Merkava 5B.png
1st Hit
1st Hit
UNI Merkava 5BB.png
2nd Hit
2nd Hit
5B Damage Guard Cancel Property Cost Attribute
440 Mid N, SP, EX, CS 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.
5BB Damage Guard Cancel Property Cost Attribute
400 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
3 4 21 27 -9 -

5B follow-up that is usable even on whiff.

  • Looks similar to 5B, but hits slighting higher.
  • Can whiff on crouching and short characters.
  • Auto corrects direction if the opponent sideswitches.
5C
5C
UNI Merkava 5C.png
5C Damage Guard Cancel Property Cost Attribute
710 Mid N, SP, EX, CS - - 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 N, SP, EX, CS 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
UNI Merkava 2A.png
Damage Guard Cancel Property Cost Attribute
168*2(327 2-hit) Low N, SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
6 3, (6), 2 12 28 -2 -

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

  • Good for stagger pressure.
  • It can even anti-air some assaults.
2B
2B
UNI Merkava 2B.png
Damage Guard Cancel Property Cost Attribute
445*2(327 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.
  • Be careful though, on whiff this move leaves you really open.
2C
2C
UNI Merkava 2C.png
1st Hit
1st Hit
UNI Merkava 2CC.png
2nd Hit
2nd Hit
2C Damage Guard Cancel Property Cost Attribute
570 Low N, SP, EX, CS Launch - Strike, Foot
Startup Active Recovery Overall Advantage Invul
12 7 24 42 -15~-9 -

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 fairly 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.

Air Normals

j.A
j.A
UNI Merkava j.A.png
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
UNI Merkava j.B.png
Damage Guard Cancel Property Cost Attribute
507 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 -3~+15
-

2-hit move where Merkava throws his arm out across the screen.

  • Good for zoning.
  • Combined with low flight, Merkava can throw this out very low to the ground to cover space with very little recovery.
j.C
j.C
UNI Merkava j.C.png
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 far behind Merkava which on hit or block can push your opponent forward enough to follow-up with another jump move.

Command Normals

4B
4B
UNI Merkava 4B.png
Damage Guard Cancel Property Cost Attribute
570 Mid N, SP, EX, CS Tumble - Strike
Startup Active Recovery Overall Advantage Invul
10, 12 5 19 33 -4 8~11 Head

Merkava does an attack with his elbow.

  • Frame 10 and 11 only hit opponents in the air.
  • 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.
6C
6C
UNI Merkava 6C.png
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.

4C
4C
UNI Merkava 4C.png
Damage Guard Cancel Property Cost Attribute
862 High SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
29 2 23 23 -7 -

Merkava tilts his arms back, then slams them down a fair distance forward.

3C
3C
UNI Merkava 3C.png
Normal
Normal
UNI Merkava 3C IC.png
Feint
Feint
3C
Full Flip
Damage Guard Cancel Property Cost Attribute
612,488(1041 2-hit) High SP, EX, CS Launch - 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 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 - - Strike
Startup Active Recovery Overall Advantage Invul
7 5 44 44 - -

Merkava feints performing the overhead portion and slams back down to his original position.

  • Will only hit aerial opponents.
  • Can be cancelled into flight.
j.2C
j.2C
UNI Merkava j.2C.png
Damage Guard Cancel Property Cost Attribute
410 Mid, Air Shield - - - Strike, Head
Startup Active Recovery Overall Advantage Invul
10 until land [10 on landing] 24 -6~+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.

Dash Moves

66B
66B
UNI Merkava 2B.png
Damage Guard Cancel Property Cost Attribute
789 Low SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
7 3, (7), 4 10 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
UNI Merkava 3C.png
Damage Guard Cancel Property Cost Attribute
1178 High SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
6, 26 2, (18), 6 19 50 -7 -

Similar to 3C.

  • It will whiff at close range on grounded opponents and high profile attacks due to the hurtbox moving vertically during the active frames, but is faster than 3C and goes further.
  • Cannot be canceled into flight, like 3C.
  • Cannot be canceled at all on shield.
  • Useful as a combo ender due to it's long hitstun.

Universal Mechanics

Force Function

Execute Agitation
『我, 攪拌する』
B+C
UNI Merkava BC.png
B+C
Normal
Damage Guard Cancel Property Cost Attribute
1426~1790 Mid UNQ - 1 GRD Strike
Startup Active Recovery Overall Advantage Invul
11 3 22 35 -9 -
B+C
Vorpal
Damage Guard Cancel Property Cost Attribute
1426~1890 Mid SP, EX, CS - 0.5 GRD Strike
Startup Active Recovery Overall Advantage Invul
11 3 22 35 -9 -

Merkava grabs the opponent and spins them around for a wallbounce.

  • On hit it will net you an absurd amount of GRD.
  • Can only be cancelled 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
Damage Guard Cancel Property Cost Attribute
1110~1850 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +29(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.

Guard Thrust

Guard Thrust
ガードスラスト
214D
UNI Merkava 4B.png
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.

Veil Off

Veil Off
ヴェールオフ
A+B+C
UNI Merkava ABC.png
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.
    • 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

Flight
7/8/9 While Jumping
UNI Merkava j.8.png
Damage Guard Cancel Property Cost Attribute
- - N, SP, EX, CS, UNQ - - -
Startup Active Recovery Overall Advantage Invul
- - [16 on landing] 99 - -

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).
  • This ability can lead to 50/50 high/low options when used low to the ground, especially for oki.
  • Cannot perform actions on frames 1~17.
Flying Attack
Flying Attack
66 during flight
UNI Merkava j.8 66.png
Damage Guard Cancel Property Cost Attribute
- High N, SP, EX, CS, UNQ - - Head
Startup Active Recovery Overall Advantage Invul
- 12 [16 on landing] 54 -17~ -

Swooping attack.

  • Covers a lot of distance fast.
  • You can tell when the move starts going into whiff range when the camera starts to zoom out.
Execute Drill
Execute Drill
『我, 穿つ』
236X
UNI Merkava 236X.png
236A
Fast
Damage Guard Cancel Property Cost Attribute
1335 Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
9 8 29 49 -5 -
236B
Slow
Damage Guard Cancel Property Cost Attribute
1510 Mid -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
13 8 29 49 -9 -
236C
EX
Invincible
Damage Guard Cancel Property Cost Attribute
1955 Mid CS (Hit) Launch, Wall Bounce 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+11 16 22 49 -2 1~11 Full,
12~19 Projectile/Head/Dive

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
  • C version has invul before startup, though it can trade.
    • Floats the opponent on the first hit.
    • On hit, it wallbounces the opponent which can easily be followed up.
    • On block it's safe 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.
Execute Pierce
Execute Pierce
『我, 穹窿を貫く』
623X
UNI Merkava 623X.png
623A
Low
Damage Guard Cancel Property Cost Attribute
1335 Mid EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
14 14 20 47 +1 14~17 Head/Dive
623B
High
Damage Guard Cancel Property Cost Attribute
1510 Mid -EX-, -CS- 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) Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+6 28 28 62 -36 1~4 Full,
5~6 Strike,
7~16 Projectile/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, but more damage and better invincibility.
Execute Seize and Devour
Execute Seize and Devour
『我, 捕獲して喰らう』
214X
UNI Merkava 214A.png
A/C Version
A/C Version
UNI Merkava 214B.png
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, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 16 10 36~46 +39(hit) -
214C
EX
Damage Guard Cancel Property Cost Attribute
1985 Mid 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 whiff against aerial opponents.
    • 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.
  • 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.
Execute Coil
Execute Coil
『我, 執拗に纏わり付く』
22X
UNI Merkava 22X.png
Set
Set
UNI Merkava 22X Worm.png
Worm
Worm
22A
1 Hit
Damage Guard Cancel Property Cost Attribute
427 Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
152 (worms) 4 - 42 +57 -
22B
2 Hits
Damage Guard Cancel Property Cost Attribute
427*2 Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
158 (worms) 4 - 55 +44 -
22C
EX
3 Worms
3 Hits
Damage Guard Cancel Property Cost Attribute
999
3*427*3 (worms)
High
Mid (worms)
CS - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
18
144 (worms)
1 22 40 -5 -

Merkava throws down his arm and spawns a little worm creature after a bit of time.

  • If Merkava is hit, blocks, or techs a grab the worm disappears.
  • While in vorpal, worms aren't removed by Merkava blocking.
  • If the opponent attacks the worms, they are affected by some hitstop thus increasing the attack recovery.
  • If a move with short active frames hits a worm it will likely not be able to hit Merkava at all, even if he is within range.
  • Merkava can still attack the opponent during the hitstop.
  • A version throws down one worm that attacks once after a short while.
    • Oftenften used after 4B combo enders.
  • B version is similar to the A version but the worm attacks two separate times.
    • Often used after 66C combo enders.
  • C version hits the opponent overhead with his arm and knocks them down.
    • This versions spawns 3 worms that will attack three separate times independently of each other.
    • Useful for oki setup.
Execute Breathe
Execute Breathe
『我, 息吹く』
j.214X
UNI Merkava j.214X.png
j.214A
30 Degree
Damage Guard Cancel Property Cost Attribute
700 Mid/Air -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
14 30 (maximum [4 on landing] 41 ≥x~+3 -
j.214[A]
Increase
2 Hits
Damage Guard Cancel Property Cost Attribute
550*2 (1056 2 hits) Mid/Air -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
21 - [4 on landing] 48 ≥x~+8 -
j.214B
60 Degree
Damage Guard Cancel Property Cost Attribute
700 Mid/Air -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
15 53 (maximum] [4 on landing] 41 ≥x~+1 -
j.214[B]
Increase
2 Hits
Damage Guard Cancel Property Cost Attribute
550*2 (1056 2 hits) Mid/Air -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
21 53 (maximum) [4 on landing] 50 ≥x~+6 -
j.214C
EX
3 Fireballs
Damage Guard Cancel Property Cost Attribute
1725 Mid/Air -CS- (third fireball) - 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
1+5 86 (maximum) [4 on landing] 95 -6~-4 -

Merkava shoots fireballs from his mouth and changes his aerial trajectry depending on which version.

  • A version shoots a fireball at about a 30 degree angle.
    • Only a small lift in altitude.
    • 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.
  • 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.
Execute Domination
Execute Domination
『我, 跳梁する』
41236C
UNI Merkava 41236C.png
Damage Guard Cancel Property Cost Attribute
2109 Mid, Air CS (during slam) - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
14 18 15 46 -6 1 Full,
2~3 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 hit, but only during the slam.

Super Moves

Infinite Worth

Execute Rage
『我, 憤る』
41236D
UNI Merkava 41236D.png
Damage Guard Cancel Property Cost Attribute
3271 Mid - - 200 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+12 72 44 128 -30 1~31 Full,
32~84 Strike

Merkava flails his arms covering a large area around him.

Infinite Worth EXS

Execute Trample
我, 蹂躙せん
A+B+C+D
UNI Merkava ABCD.png
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 0
5BB, 4B 623A 0

Videos

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

External Links


General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki