 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Merkava's character page for the latest version (UNICLR), click here.
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“
|
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.
|
”
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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.
“
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A savage beast that only knows how to hunt the scent of its prey.
It just might devour everything.
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”
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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
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- 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.
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- 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.
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Character Stats
Forward Walk Speed
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Backward Walk Speed
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Jump Startup
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Jump Duration
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500
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-400
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5
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51 (52 Backwards)
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Dash Startup
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Initial Dash Speed
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Dash Acceleration
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Max Dash Speed
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1
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2000
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75
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2600
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Backdash Startup
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Backdash Duration
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Backdash Distance
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Backdash Invul
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1
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37
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-63800
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1~10 Full
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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
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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Guard
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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
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Cancel
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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
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
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The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
Standing Normals
5A
5A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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160
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
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4
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11
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22
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-3
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-
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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.
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5B
5B 1st Hit 1st Hit 2nd Hit 2nd Hit
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5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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440
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Mid
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N, SP, EX, CS
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Launch
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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11
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2
|
22
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34
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-12
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-
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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.
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5BB
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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400
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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3
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4
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21
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27
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-9
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-
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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.
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5C
5C
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5C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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710
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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14
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5
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23
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41
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-10
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-
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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.
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5[C]
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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805
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Mid
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N, SP, EX, CS
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Launch, Wall Bounce
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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26
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5
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23
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53
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-10
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-
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Same as 5C, but wallbounces the opponent on hit.
- Mostly used as a hit counterconfirm from 5B or combo extension after 6C.
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Crouching Normals
2A
2A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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168*2(327 2-hit)
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Low
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N, SP, EX, CS
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-
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-
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Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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3, (6), 2
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12
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28
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-2
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-
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2-hit low ground pound that can gatling into itself.
- Good for stagger pressure.
- It can even anti-air some assaults.
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2B
2B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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445*2(327 2-hit)
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Low
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N, SP, EX, CS
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-
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-
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Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
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2, (6), 4
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14
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30
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-4
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-
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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.
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2C
2C 1st Hit 1st Hit 2nd Hit 2nd Hit
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2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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570
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Low
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N, SP, EX, CS
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Launch
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-
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Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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7
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24
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42
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-15~-9
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-
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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.
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2CC
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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466
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Mid
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SP, EX, CS
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Launch
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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15
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3
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24
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41
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-11
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-
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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.
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Air Normals
j.A
j.A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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180
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High, Air Shield
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N, SP, EX, CS
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-
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-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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2
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17 [2 on landing]
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27
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-9~+9 Assault -4~+9
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-
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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
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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507
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High, Air Shield
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N, SP, EX, CS
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-
|
-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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2, 2
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15 [3 on landing]
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27
|
-4~+14 Assault -3~+15
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-
|
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.
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j.C
j.C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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666
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High, Air Shield
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N, SP, EX, CS
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-
|
-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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15
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4
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24 [4 on landing]
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27
|
-14~+13 Assault +7~+15
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-
|
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.
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Command Normals
4B
4B
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Damage
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Guard
|
Cancel
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Property
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Cost
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Attribute
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570
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Mid
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N, SP, EX, CS
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Tumble
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-
|
Strike
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Startup
|
Active
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Recovery
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Overall
|
Advantage
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Invul
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10, 12
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5
|
19
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33
|
-4
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8~11 Head
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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
|
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.
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6[C]
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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
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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 Normal Normal Feint Feint
|
3C Full Flip
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
Flight
7/8/9 While Jumping
|
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
|
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
|
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
|
-
|
236C EX Invincible
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1955
|
Mid
|
CS
|
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
|
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 [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
|
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 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, 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 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
|
152 (worms)
|
4
|
-
|
42
|
+57
|
-
|
22B 2 Hits
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
427*2
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
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
|
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
|
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 [whiff OK], CS [whiff OK]
|
-
|
-
|
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 [whiff OK], CS [whiff OK]
|
-
|
-
|
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 [whiff OK], CS [whiff OK]
|
-
|
-
|
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 [whiff OK] (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
|
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
|
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
|
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
Customization Unlocks (2000 IP Each)
External Links