Under Night In-Birth/UNIST/Merkava/Combos

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Combo Enders

When a combo ends in Ender pick an ender from the table below.

Combo Damage Cost Meter Gain Location
  • This ender generally allows you to set up with 4B 22A and still meaty with 2A.
  • From most combos you can do 2C 5B/5C 4B for more damage.
    • This requires a short dash before 2C.
  • This ender allows you to set up with 66C 22B and still meaty with 2A.
  • Generic meter ender.
  • Generic CVO ender.

Corner

Both 2C enders work just as well in the corner but 66B 66C tends to drop.

Combo Damage Cost Meter Gain Location
  • Generic corner ender.
  • Can be done twice if you have an OTG (bounce) to spare
  • High damage corner ender.
  • Requres a lot of precision and becomes more difficult on prorated combos.
  • Depending on the route you can get more after 2C like 2C 5BB 4B.
  • Can be used to go into meter ender.
  • For en easier meter ender after j.214[A] you can use 236A.

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
  • This combo is a good first step towards learning the basics of Merkava combos.
  • Good for learning the jump cancel from 2CC.
  • Doesn't lead to great oki but is about as good damage you can reliably get from 5B.
  • Do 214B j.214C if you need more damage or want to be further away. Slight delay gives better frame advantage.
  • Good stepping stone for learning 2CC j.C jump sequence.
  • Good for learning 6[C] j.6D jump sequence.
  • Extra damage from reversal.

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
  • Mostly used when GRD Broken since you cannot j.6D.
  • Merkava's Basic BNB.
  • Used to hit confirm 2C 5A which is a common tick throw setup.
  • Most commonly used from frametraps into 2C.
  • Counter hit confirm that does more damage without being much harder.
  • Standard route from 66B pickups.
  • Better damage and corner carry from 66B pickups but doesn't work from as many starters.
  • Swoop = 66 during Flight
  • Basic assault confirm.
  • Side-switch combo.
  • Works from different starters.
  • works best with 2C enders.
  • Side-switch combo with 66B OTG.
  • Works from different starters.
  • Damage extention from 5B.
  • Damage extention from 214A. Often hit from 5C 214A.
  • Damage extention from reversal.
  • No standard ender since 236C uses an extra bounce.

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
  • Optimised version of Merkava's BNB.
  • Works from 2A or 2B.
  • Optimised damage without sacrificing corner carry.
  • Works from 2A, 5A or 2B.
  • On block 66B 623A is a high damage frame trap that mixes well with throw.
  • 623A needs to hit very close on Chaos, Hilda and Orie. Delaying slightly tends to help consistency but might create a mashable gap on block.
  • Hit confirming with 2A allows you to dash throw if they block.
  • Counterhit confirm from 5B.
  • You can get some leeway on the confirm by partial charging 5C and letting go if you see that it's not a CH.
  • Generic 214A CS confirm.
  • Extremely good corner carry.
  • Slightly higher damage 214A CS confirm.
  • Higher damage combo from 236C
  • For corner carry you can instead go into 66B 5B 6C j.6D route
  • Used to punish most DPs.
  • Used for specific punishes or for frame traps.
  • 623A should hit very close for best consistency.
  • Dedicated CVO route with >30% health.
  • Works from different starters.
  • Dedicated CVO route with <30% health.
  • Works from different starters.

Corner

Most mid-screen combos work in the corner but you have better options for higher damage.

Combo Damage Cost Meter Gain Location
  • Fallback combo that works from any starter.
  • Corner route from 2A.
  • j.214[B] needs to be done very close to the ground.
  • Also works with j.214[A] 2C, but does less damage.
  • Corner route from 2B.
  • For higher damage you can add second hit of 2B into 5C and use delay j.214[A] 2C ender.
  • Fallback for when you miss the fireball on the first hit.
  • For higher damage you can use delay j.214[A] 2C ender.
  • Generic 5B corner route.
  • Close to corner you can do delay j.C j.A j.B.
  • Higher damage 5B corner route.
  • Higher damage 5B corner route.
  • Good VO punish near corner.
  • Knowing how to do the delay j.6D can help save other combos.
  • High-damage 2C corner route.
  • Good VO punish in corner.
  • Works from 5C as well.
  • Big punish when you're not already fully in the corner.
  • Big punish when you're not already fully in the corner.
  • Big corner punish.
  • To make the combo easier you can do 4B 5A 5B.
  • Remember to mash during FF for more damage.
  • 214C is pressed when Merkava tilts his head back.

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