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===FLS of The Basilisk: Jormungandr=== | ===FLS of The Basilisk: Jormungandr=== | ||
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{{#lst:BBTag/Merkava/Data|Links}} | {{#lst:BBTag/Merkava/Data|Links}} | ||
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==Normal Moves== | ==Normal Moves== | ||
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{{AttackDataHeader-BBTag|version=yes}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5A}} | |||
{{#lsth:BBTag/Merkava/Data|5A}} | {{#lsth:BBTag/Merkava/Data|5A}} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Merkava/Data|j.C}} | {{#lsth:BBTag/Merkava/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* 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. | 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. | ||
}} | }} | ||
}} | }} | ||
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==Universal Moves== | ==Universal Moves== | ||
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{{#lsth:BBTag/Merkava/Data|BC}} | {{#lsth:BBTag/Merkava/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* 100% minimum damage | ||
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 | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Merkava/Data|AD}} | {{#lsth:BBTag/Merkava/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* Usually at higher disadvantage due to earlier hits pushing back too much for final hit to connect | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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}} | }} | ||
}} | }} | ||
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==Skills== | ==Skills== | ||
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{{#lsth:BBTag/Merkava/Data|88}} | {{#lsth:BBTag/Merkava/Data|88}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=*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 | 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 | ||
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{{#lsth:BBTag/Merkava/Data|214A}} | {{#lsth:BBTag/Merkava/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* 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. }} | 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. }} | ||
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{{#lsth:BBTag/Merkava/Data|214B}} | {{#lsth:BBTag/Merkava/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* 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. }} | Similar to the A version but this one hits at a 45 degree angle upward. }} | ||
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{{#lsth:BBTag/Merkava/Data|j.214A}} | {{#lsth:BBTag/Merkava/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* 8f forced landing recovery; Advantage based on lowest possible use | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{#lsth:BBTag/Merkava/Data|j.214B}} | {{#lsth:BBTag/Merkava/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* 4f forced landing recovery; Advantage based on lowest possible use | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
}} | }} | ||
}} | }} | ||
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==Extra Skills== | ==Extra Skills== | ||
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====== <font style="visibility:hidden" size="0">EX I, Capture and Devour</font> ====== | ====== <font style="visibility:hidden" size="0">EX I, Capture and Devour</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Merkava_CaptureAndDevour.png |caption=pls no | |image=BBTag_Merkava_CaptureAndDevour.png |caption=pls no or "I, Devour Ass" | ||
|name=EX I, Capture and Devour | |name=EX I, Capture and Devour | ||
|input=214C | |input=214C | ||
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{{#lsth:BBTag/Merkava/Data|214C}} | {{#lsth:BBTag/Merkava/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 23 frames recovery on whiff | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{#lsth:BBTag/Merkava/Data|j.214C}} | {{#lsth:BBTag/Merkava/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* 4f forced landing recovery; Advantage based on lowest possible use | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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====== <font style="visibility:hidden" size="0">6P</font> ====== | ====== <font style="visibility:hidden" size="0">6P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Merkava_ExBreathOut.png |caption= | ||
|input=I, Breath Out | |input=I, Breath Out | ||
|name=6P | |name=6P | ||
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}} | }} | ||
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==Distortion Skills== | ==Distortion Skills== | ||
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{{#lsth:BBTag/Merkava/Data|236BC}} | {{#lsth:BBTag/Merkava/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=* Minimum damage: 93*20 (1860) | ||
*Minimum Enhanced damage: 83*25 (2075) | |||
Merkava flails his arms around wildly, covering a large area but is super unsafe | Merkava flails his arms around wildly, covering a large area but is super unsafe. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Merkava/Data|j.214BC}} | {{#lsth:BBTag/Merkava/Data|j.214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text=* Minimum damage: 200, 80*5, 300, 1054 (1954) | ||
* Minimum Enhanced damage: 200, 80*5, 200*3, 928 (2128) | |||
Merkava jumps into the air, grabs the opponent, jumps into the air and then slams them onto the ground. | 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. | ||
}} | }} | ||
}} | }} | ||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Merkava_ResentfullyRage.png |caption= | |image=BBTag_Merkava_ResentfullyRage.png |caption= I, am '''''LATE TO THE PARTY SKREEEEEE''''' | ||
|input=P during Main Character's Distortion Skill | |input=P during Main Character's Distortion Skill | ||
|name=I, Resentfully Rage | |name=I, Resentfully Rage | ||
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{{#lsth:BBTag/Merkava/Data|Distortion Skill Duo}} | {{#lsth:BBTag/Merkava/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* Minimum Damage: 2000 / 2500 during Resonance Blaze/Cross Combo | ||
Party hard if you think your opponent has less or around 2k (2.5k) HP. | |||
}} | }} | ||
}} | }} | ||
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==Astral Heat== | ==Astral Heat== | ||
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{{#lsth:BBTag/Merkava/Data|222BC}} | {{#lsth:BBTag/Merkava/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=* Minimum damage 100% (49000) | ||
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 | 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 | ||
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}} | }} | ||
}} | }} | ||
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==Navigation== | ==Navigation== |
Revision as of 16:45, 15 July 2019
Merkava |
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Overview
Backstory
Merkava is a Void, a type of creature that resides within the "world" of the Hollow Night in the Under Night universe. They're typically mindless snake-like beasts that seek out and devour any living thing they can find for their EXS (if you survive a Void mauling, you become an in-birth). Merkava obviously stands out as being a Void who is capable of being able to think and talk like a human, owing to the fact he was an in-birth who gave up his human body in favor of a Void one, and capable of living in the real world, making the strongest and most intelligent Void. However, this is a decision that has caused him some angst, as he now has the animalistic urges and instincts of a Void with the conscious of a human. He is suspected as the Void responsible for killing and eating Orie's parents. He was targeted and trailed by a Ritter Schild member Londrekia Light, who then spare the intelligent Void’s life and now having a neutral friendly terms with him while swore to find a possibility to reverse the transformation from a Void back to human.
Playstyle
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 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.
Strengths/Weaknesses
Strengths | Weaknesses |
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FLS of The Basilisk: Jormungandr
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
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Merkava jumps forward and does a universal overhead. |
2A
2A |
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Another one of Merkava’s safest moves on block, crouched Merkava slaps the floor twice. Use to end block strings. |
2B
2B |
Template:AttackDataHeader-BBTag
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Merkava reaches forward with his head and bites, it has 2 hitboxes once on the way there and the other on the way back. This hits low and is generally safe. |
2C
2C |
Template:AttackDataHeader-BBTag
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Lunges forward then pulls his head up. 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. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B |
Template:AttackDataHeader-BBTag
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Can be used for instant overheads, but is a bit finicky with positioning, experiment to find the sweet spot for it. |
j.C
j.C |
Template:AttackDataHeader-BBTag
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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. |
Universal Moves
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag
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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 |
I, Penetrate the Clear Skies
I, Penetrate the Clear Skies 5A+D (air OK) |
Template:AttackDataHeader-BBTag |
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Skills
I, Spring to the Sky
I, Spring to the Sky 88 |
Template:AttackDataHeader-BBTag |
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I, Soar the Sky
I, Soar the Sky 44 or 66 44 or 66 after I, Spring to the Sky |
Template:AttackDataHeader-BBTag |
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I, Drill Through
I, Drill Through 236A/B |
Template:AttackDataHeader-BBTag |
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I, Capture and Devour
I, Capture and Devour 214A/B |
Template:AttackDataHeader-BBTag |
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I, Breath Out
I, Breath Out j.214A/B |
Template:AttackDataHeader-BBTag |
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Extra Skills
EX I, Drill Through
EX I, Drill Through 236C |
Template:AttackDataHeader-BBTag
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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. |
EX I, Capture and Devour
EX I, Capture and Devour 214C |
Template:AttackDataHeader-BBTag
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Detailed description of the usefulness of the move go here |
EX I, Breath Out
EX I, Breath Out j.214C |
Template:AttackDataHeader-BBTag
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Detailed description of the usefulness of the move go here |
Partner Skills
5P
5P I, Drill Through |
Template:AttackDataHeader-BBTag
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Neutral partner skill with a good amount of lockdown. Has a rather short animation and screen presence on whiff though. |
6P
6P I, Breath Out |
Template:AttackDataHeader-BBTag
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Merkava jumps into the air and does I, Breath Out, the fireball can mainly be used for helping approach because of it’s slow speed or applying range on zoners |
4P
4P 5A |
Template:AttackDataHeader-BBTag
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While useful for extending combos because of the hard knockdown, it doesn't see much use outside of punishing Cross Bursts. |
Distortion Skills
I, Resentfully Rage
I, Resentfully Rage 236B+C |
Template:AttackDataHeader-BBTag
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Merkava flails his arms around wildly, covering a large area but is super unsafe. |
I, Frolic
I, Frolic 214B+C (air OK) |
Template:AttackDataHeader-BBTag |
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Distortion Skill Duo
I, Resentfully Rage P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag
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Party hard if you think your opponent has less or around 2k (2.5k) HP. |
Astral Heat
I, Overrun 222B+C |
Template:AttackDataHeader-BBTag
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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 |
move
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Click [★] for character's full frame data
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