Under Night In-Birth/UNIST/Merkava/Combos
Combo Enders
When a combo ends in Ender pick an ender from the table below.
Combo | Damage | Cost | Meter Gain | Location |
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2C 4B | 1002 (1102) | 0 | 8.65 Opp: 4.62 |
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66B Link 66C | 1432 (1574) | 0 | 14.57 Opp: 7.63 |
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2C 236B Meter move | 1537 (1687) | 100/200 | 17.99 Opp: 8.95 |
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[...] CVO 236B 236C A+B+C(+D) | 1537 (1687) | 100/ Vorpal | 17.99 Opp: 8.95 |
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Corner
Both 2C enders work just as well in the corner but 66B 66C tends to drop.
Combo | Damage | Cost | Meter Gain | Location |
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66C close to the ground j.214[A] 66C | 1797 (1975) | 0 |
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66C very delayed j.214[A] 2C 5B 4B | 1993 (2190) | 0 |
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Beginner Combos
These combos are stepping stones that will function the same way as normal combos and teach you Merkava's most common ways to convert hits to damage. This will be your first step into pressing buttons correctly as well as a few slightly harder combos that Give you a better feel for how Merkava's combos work. These combos build up your experience in the combo theory and are a good way to increase your damage output without removing the focus on learning fundamental aspects such as Pressure and Neutral.
Combo | Damage | Cost | Meter Gain | Location |
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2A 2B 2CC 4B | 1469 (1612) | 0 | 17.47 Opp: 9.88 |
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2A 2B 2CC j.C j.2C 2CC 4B | 2160 (2369) | 0 | 32.25 Opp: 22.92 |
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5B 5C 6C 214B | 2093 (2298) | 0 | 24.96 Opp: 13.81 |
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2A 2B 2CC delay j.C j.A j.B (2 hits) j.2C > Ender | 2232 (2449) | 0 | 33.89 Opp: 24.32 |
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2A 2B 2CC 6[C] j.6D j.A j.B (2 hits) j.2C > Ender | 2299 (2522) | 0 | 35.26 Opp: 26.06 |
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236C 6C 214B | 2666 (2916) | 100 | 4.07 Opp: 26.95 |
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Intermediate Combos
From this point focus will lie on learning Merkava's basic combo routes and how to capitalise on common situations.
Combo | Damage | Cost | Meter Gain | Location |
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2A 2B 2CC delay j.C j.A j.B (2 hits) 66C > Ender | 2689 (2950) | 0 | 54.28 Opp: 46.58 |
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2A 2B 2CC 6[C] j.6D j.A j.B (2 hits) 66C > Ender | 2728 (2522) | 0 | 55.65 Opp: 49.05 |
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2C 5AA link 66B 623A link 66C > Ender | 2547 (2797) | 0 |
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CH 2C 5AA link 66B 623A link 66C 2CC delay j.C j.A j.B 66C | 2827 (3103) | 0 |
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2C 5AA link 66B link 5B j.C delay j.A delay j.B 66C > Ender | 2555 (2806) | 0 |
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2C 5AA 66B link 5B 6C j.6D j.A j.B 66C > Ender | 2552 (2801) | 0 |
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Swoop j.A 5AA 2CC j.C j.A j.B 66C 66 2C 4B | 2831 (3106) | 0 |
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6D j.C 2B 2CC 6[C] j.6D j.A j.B 66C > Ender | 2726 (2993) | 0 |
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2CC 4B 9 j.2C land on other side > Ender | 1925 (2115) |
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2C 4B link 66B dash under 2A (1 hit) 5B j.C delay j.A j.B 66C > Ender | 2556 (2817) |
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5B 5C 6C 214B CS j.6D j.B (1 hit) j.C j.2C 2CC delay j.C j.A j.B 66C 2C 4B | 3277 (3491) | Vorpal | 42.46 Opp: 56.85 |
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214A CS land 66C 2CC 6[C] j.6D j.A j.B 66C > Ender | 3304 (3451) | Vorpal |
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236C 6C 214B CS falling j.6D j.B (1 hit) j.C j.2C 2CC delay j.C j.A j.B 66C | 3214 (3464) | 100/Vorpal | 18.38 Opp: 64.39 |
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Advanced Combos
Continuing from learning the Intermediate combo routes, the last step in optimisation of Merkava's damage is learning combos that might be technically difficult to execute or rely on certain situations.
Combo | Damage | Cost | Meter Gain | Location |
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2A (2 hits) 5C 2CC 6[C] j.6D j.A j.B 66C 66B 66C 66 2C 4B | 2898 (3178) | 0 |
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2A 2C delay 623A link 66C 66B link 5B j.C delay j.A delay j.B 66C 66 2C 4B | 2952 (3239) | 0 |
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66B 623A link 66C 66 2CC j.C j.A j.B 66C 66 2C 5C 4B | 3011 (3301) | 0 |
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66B link 2A (2 hits) 5C 2CC 6[C] j.6D j.A j.B 66C 66B (2nd hit) link 66C 66 2C 4B | 2821 (3096) | 0 |
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CH 5B 5[C] 9 delay j.6D j.C delay j.A 2C delay 623A 66C > Ender | 3022 (3317) | 0 |
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214A CS (66 delay 5C) delay 2C delay 623A 66C 66B 5B 6C j.6D j.A j.B 66C > Ender | 3577 (3724) | Vorpal |
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214A CS 66 delay 5C delay 2C delay 623A 66C 2CC delay j.C delay j.A j.B 66C 66 2C 5B 4B | 3655 (3802) | Vorpal |
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236C 66 rising j.B (2 hits) delay j.A j.C 66B (2 hits) delay 623A 66C > Ender | 3178 (3472) | 100 |
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Counter hit 5C 2C delay 623A 66C 2CC 6[C] j.6D j.A j.B 66C 66B (2nd) 66C | 3359 (3688) | 0 |
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623A 66C 2CC 6[C] j.6D j.A j.B 66C > Ender | 3373 (3703) | 0 |
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2C 623A 66C 2C 236B 236C 214B CVO dl 2C 236B IW | 4612 (4993) | 200 |
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2C 5B 6C 214B CVO 22C 2CC dl 4B 236A 236C dl IWEX | 5089 (5673) | 200 |
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Corner
Most mid-screen combos work in the corner but you have better options for higher damage.
Combo | Damage | Cost | Meter Gain | Location |
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5B 6C delay j.C j.A j.B 66C j.214[A] 66C j.214[A] 66C |
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2A 2C 623A 3C (1st hit) j.214[A] 66C j.214[A] 66C > Ender | 3077 (#) | 0 |
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2A 2C 623A 3C (1st hit) j.214[A] 66C delay j.214[B] 2C 5C j.2C 2C 5C 4B | 3218 (#) | 0 |
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2B 2C 623A 3C (1st hit) j.214[A] 66C j.214[A] 66C > Ender |
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2B 2C 3C (2nd hit) j.214[A] link 5B 6C j.C j.A j.B 66C > Ender | ≤3239 (#) | 0 |
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5B (5C) 6C j.6D j.A j.B 66C j.214[A] 66C > Ender | ≤3177 (#) | 0 |
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5B (5C) 6C j.6D j.A j.B land 2C delay 623A 66C j.214[A] 66C > Ender | ≤3396 (#) | 0 |
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5B 5C 6C 9 delay j.6D j.A j.C land 2C 623A 66C j.214[A] 66C > Ender | ≤3531 (#) | 0 |
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2C delay 623A 3C (1st hit) j.214[A] link j.2C land j.214[B] link 5B 6C j.6D j.A j.B 66C > Ender | ≤3511 (#) | 0 |
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CH 5C 2C 5B 6C j.C j.A j.B 623A 66C j.214[A] 66C > Ender | ≤3560 (#) | 0 |
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CH 623A 66C delay j.214[B] 2C 5C 6C j.C j.A j.B 66C > Ender | ≤3726 (#) | 0 |
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623A 3C (1st) j.214[A] link j.2C land j.214[B] 2C 5C 6C j.C j.A j.B 66C > Ender | ≤3934 (#) | 0 |
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FF link 4B delay 2B (1 hit) 5B (6C) j.C delay j.A delay j.B 66C > Ender |
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214A delay j.214C 66 2C 5B 6C j.C j.A j.B 66C > Ender |
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External Links