BBTag/Merkava

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Overview

Overview
Merkava sports some pretty huge limbs that can be used to harass the opponent from a safe distance away, and his unique flight ability gives him a lot of room to move around and position himself. His 5A, 214B, and reversal action are all solid anti-airs that contribute to his dominance of the skies. As an assist, he has very somewhat standard but nonetheless good moves, with a flurry punch for general purpose, a fireball for zoning, and an anti-air that ground slams. On the other hand, his big size can easily lead to him being combo food for most opponents, and he doesn't have many options to get the opponent off of him. In addition, he is big and slow without having any traditional counter-balances, like increased backstep invulnerability or hard-hitting attacks.
Merkava
BBTag Merkava Portrait.png
Health
17,000
Prejump
6F
Backdash
37F (1~7F Inv All)
Unique Movement Options
Flight
Glide
Fastest Attack
2A (7F)
Reversals
A+D (11F)
236B+C (12F)
214B+C (11F)

 Merkava is a character that likes to pressure his opponent from at least midrange, and when he gets a hitconfirm, get his reward through very technical combos.

Pros
Cons
  • Effective attacks that can reach from footsies range to fullscreen.
  • Unique flight mechanic gives great position and safe jump setups.
  • Glide attack allows for some tricky mix-ups.
  • Strong anti-air game
  • Is able to Reverse Beat attacks like other UNIEL characters.
  • Tall hurtbox
  • Slow moves
  • Reverse beating blockstrings does not improve frame advantage
  • Weak to zoning


FLS of The Basilisk: Jormungandr

Merkava's FLS grants him the ability to stretch and morph his arms, allowing him to punch and grab from a long distance, turn them into whips to slap opponents, and sprout wings to fly

His FLS also grants him the ability to fly whenever he double jumps or air dashes. Merkava can move up, down, forward, or backward and can cancel into his air dash until he starts his third and final wing flap. His air dash is actually a forward glide that also can hit the opponent. Both his flight stance and his air dash can be cancelled into any air attack at any time.

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 10 5 24 -12 B 7~11 H
5AA 1500 All 8 4 20 -7 B
5AAA 1500, 500×4 All 8 3 29 -15 B
5AAAA 2400 All 18 6 29 -14 B
  • Jump cancelable on block.

5A is his primary anti-air and one of his best moves to end combo strings with.


5AA has good range and is also good to end combo strings with


  • Very unsafe on block

5AAA throws the opponent full screen.


5AAAA can only be done if 5AAA hit the opponent.

Version Level P1 P2
5A 3 90 80
5AA 3 100 80
5AAA 3 100 70
5AAAA 5 100 90

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 13 2 22 -7 B
5BB 1500 All 15 5 23 -11 B
5BBB 1700 All 17 2 29 -12 B
  • Good Poke

5B is a good mid range poke that is safe if used from a decent distance


5BB is safe if done from a distance but can be punished by fast characters up close.


5BBB is also safe if done from a distance. Very punishable up close and does not connect out of 2BB on block, someone can reversal after 2BB if 2BBB is done

Version Level P1 P2
5B 3 100 80
5BB 3 100 80
5BBB 4 100 85

5B:
5BB:
5BBB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 H
Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 7 3(6)2 14 -2 F
  • Does not hit low
  • Jump and Grab cancelable

Another one of Merkava’s safest moves on block, crouched Merkava slaps the floor twice. Use to end block strings.

Level P1 P2
2 100 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 Low 13 2(6)4 16 -3 F

2B has 2 hitboxes once on the way there and the other on the way back. This hits low and is generally safe. The 2nd hit is larger than the first and also vacuums.

Level P1 P2
3 90 80×2


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300×2 Low, All 12 7(14)3 24 -8 F
  • Launches on second hit

This knocks up and leads to big combos. This move is not safe if push blocked and can be punished. Use if attack lands or only first hit. The second hit isnt a low, and hits mid instead with foot property.

Level P1 P2
4 90 75


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 10 2, 1 27 H
j.AA 1500 High 9 2 17 H

Paired with his flight this is a really good button. His primary air to air tool.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 15 4 Until L+7L H

Can be used for instant overheads, but is a bit finicky with positioning, experiment to find the sweet spot for it.

Level P1 P2
4 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 14 Until landing 22L -3~-7 H
  • Advantage based on immediate j.C; Lowest possible j.C hit is -3

This move is actually an overhead, so j.C can be used as an instant overhead. There is a lot of landing recovery, but it can be special cancelled so it's not as unsafe as it seems, and you can actually combo off this solo with j.214C. If the opponent blocks this, your pressure is likely over.

Level P1 P2
4 80 85
  • Advantage based on immediate j.C
  • Lowest possible j.C hit is -3



Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 500×4 Throw 7-30 3 23 T

Hitstun after the opponent lands from throw is longer than it might seem at first glace, can easily combo off of it with a dash

Level P1 P2
0, 4×4 100 50
  • Minimum damage 2000


I, Penetrate the Clear Skies

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 500×10 Air Unblockable 11 2×10 26L -19 B 1~20 All
j.AD 800×5 All 12 2×5 30L H 1~21 All
  • Usually at higher disadvantage due to earlier hits pushing back too much for final hit to connect
Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Usually at higher disadvantage due to earlier hits pushing back too much for final hit to connect
  • Minimum Damage 25×10 (250)


j.AD:

  • Minimum Damage 40×5 (200)


Skills

I, Drill Through

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 400×8 All 13 2×8 19 -4 B
236B 450×8 All 17 2×8 31 -16 B

A version has very little startup and is safe from a distance, will miss in mid range block strings.

B version has a little bit of startup and lunges forward and best used in combos, very punishable.

Version Level P1 P2
236A 3 80 80
236B 3 80 80

236A:

  • Minimum Damage 20×8 (160)


236B:

  • Minimum Damage 22×8 (176)


I, Capture and Devour

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1000, 0, 500×3 All 15 2-16* 26-31/54* -8 ~ -13 B
214B 1000, 0, 500×3 All 15 2-16* 20-25/43* -2 ~ -7 B
  • Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 23 frames recovery on whiff

Merkava extends his arm full screen and latches onto the opponent wherever they were on hit. On block, he does not travel to the opponent, but on hit he will do a lengthy animation that can be followed up with the help of your partner. Opponents cannot ground forward tech through Merkava after the knockdown, so it's useful in the corner to lock them down.


  • Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 18 frames recovery on whiff

Similar to the A version but this one hits at a 45 degree angle upward.

Version Level P1 P2
214A 4 80 85
214B 4 80 85

214A:

  • Enters recovery on block
  • Adds a frame of recovery for every 2 frames spent active
  • Additional 23 frames recovery on whiff
  • Minimum Damage 125


214B:

  • Enters recovery on block
  • Adds a frame of recovery for every 2 frames spent active
  • Additional 23 frames recovery on whiff
  • Minimum Damage 125


I, Breath Out

j.214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A 1500 All 19 Until Hit Total: 49+8L -8 P1
j.214B 1500 All 23 Until Hit Total: 53+4L -5 P1
  • A version has 8f forced landing recovery; B version has 4f forced landing recovery
  • Advantage based on lowest possible use
Version Level P1 P2
j.214A 3 80 80
j.214B 3 80 80

j.214A:

  • Advantage based on lowest possible use
  • Minimum Damage 75


j.214B:

  • Advantage based on lowest possible use
  • Minimum Damage 75


I, Spring to the Sky

88

Damage Guard Startup Active Recovery On-Block Attribute Invuln
  • Flaps three times before automatically ending
  • Merkava will do a small midair hop to indicate flight is about to end.

Fly that can be executed with any 2 jump motions before landing. A very good option for Merkava and has ton of uses for mixups, pressure, etc

Level P1 P2


I, Soar the Sky

j.44 or j.66

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.66 1500 All 20 24 11 H
j.44 1500 All 25 16 11 H
  • Can be cancelled to a normal on whiff

Travels very far and also has a hitbox. Used in combination with moves to apply pressure. Used both to approach and help zone.

Given the size of Merkava's air normals, this can let you take over a lot the screen. Ability to use this with the aerial backdash lets you attack while retreating.

Up to +3 if canceled into whiff jB.

Version Level P1 P2
j.66 4 80 80
j.44 4 80 80

j.66:

  • Can cancel into attacks on 24F
  • Minimum Damage 75


j.44:

  • Can cancel into attacks on 29F
  • Minimum Damage 75


Extra Skills

EX I, Drill Through

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
350×16 All 13 2×16 25 -10 B

Merkava's EX punch attack does more damage, goes farther faster, and keeps the opponent blocking for a pretty long time which makes it useful to switch to a partner while he does the long animation.

Level P1 P2
3 80 80
  • Minimum Damage 35×16 (560)


EX I, Capture and Devour

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 0, 500×5 All 15 1-8* 26-31/54* -8 ~ -13 B
  • Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 23 frames recovery on whiff
Level P1 P2
4 80 85
  • Merkava immediately enters recovery on block
  • adds a frame of recovery for every 2 frames spent active
  • additional 23 frames recovery on whiff
  • Minimum Damage 350


EX I, Breath Out

j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×3 All 22 Until Hit Total: 42+4L +20 P1
  • 4f forced landing recovery; Advantage based on lowest possible use
Level P1 P2
3 80 80×3
  • Advantage based on lowest possible use
  • Minimum Damage 150×3 (450)

Partner Skills

5P

I, Drill Through

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550×6 All (18)+13 1×6 31 -15 B

Neutral partner skill with a good amount of lockdown. Has a rather short animation and screen presence on whiff though.

Level P1 P2
3 70 80
  • Minimum Damage 27×6 (162)


6P

I, Breath Out

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×3 All (18)+36 Until hit Total: (18)+75+16L P

This can mainly be used for helping approach because of it’s slow speed or applying range on zoners. Don't use it in combos if you can help it - each hit applies proration separately so hitting the opponent with 2 or 3 of the fireballs really lowers your combo damage.

Level P1 P2
3 70 80×3
  • Minimum Damage 75×3 (225)


4P

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18)+12 5 24 -12 B
  • Hard knockdown on hit

While useful for extending combos because of the hard knockdown, it doesn't see much use outside of punishing Cross Bursts.

Level P1 P2
3 70 80
  • Minimum Damage 75



Distortion Skills

I, Resentfully Rage

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
670×20
[640×25]
All 1+(60 Flash)+11 4×20 [4×25] 54 -37 B 1~22 All

Merkava flails his arms around wildly, covering a large area but is super unsafe.

Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Minimum damage: 93×20 (1860) [83×25 (2075)]


I, Frolic

214B+C (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 0, 400×5, 1500, 3100
[1000, 0, 400×5, 1000×3, 3200]
All 1+(24 Flash)+10 12 39L -32 H 1~12 All

Merkava jumps into the air, grabs the opponent, jumps into the air and then slams them onto the ground. Can be used in the air. Use to finish off combos from the air.

Level P1 P2
4 80 100×8 [×10], 60
  • Values in [] are for Enhanced version
  • Minimum damage: 200, 80×5, 300, 1054 (1954) [200, 80×5, 200×3, 928 (2128)]


Distortion Skill Duo

I, Resentfully Rage

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×20
[100×25]
All 1+(96 Flash)+1 4×20 [4×25] 54 -37 B 1~13 All

Party hard if you think your opponent has less or around 2k (2.5k) HP.

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

I, Overrun

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
6666, 0×6, 42334 All 1+(76 Flash)+10 4 34 -17 B 1~14 All

Merkava reaches forward to initiate the attack. After landing the attack he begins to eat the opponent. Can be used in most situations other supers would be used

Level P1 P2
5 100 90
  • Minimum damage 49000


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