BBTag/Merkava: Difference between revisions

From Dustloop Wiki
No edit summary
(22 intermediate revisions by 5 users not shown)
Line 7: Line 7:
|-
|-
||
||
{{#lsth:BBTag/Merkava/Data|SystemData}}
{{#lst:BBTag/Merkava/Data|SystemData}}
;Movement Options
;Movement Options
* Glide, Dash Type: Run
* Glide, Dash Type: Run
Line 50: Line 50:


===FLS of The Basilisk: Jormungandr===
===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. In gameplay, his FLS 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 lasts for about a second and has a hitbox, thus it can be used as an attack. Both his flight stance and his air dash can be cancelled into any air attack at any time.


<br style="clear:both;"/>
<br style="clear:both;"/>
Line 67: Line 68:
{{!}}-
{{!}}-
{{AttackVersion|name=5A}}
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Merkava/Data|5A}}
{{#lst:BBTag/Merkava/Data|5A}}
{{!}}-
{{!}}-
{{Description|7|text=* Head invul  
{{Description|7|text=* Head invul  
Line 76: Line 77:
  {{!}}-
  {{!}}-
{{AttackVersion|name=5AA}}
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Merkava/Data|5AA}}
{{#lst:BBTag/Merkava/Data|5AA}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{Description|7|text=* Important points go here
Line 84: Line 85:
  {{!}}-
  {{!}}-
{{AttackVersion|name=5AAA}}
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Merkava/Data|5AAA}}
{{#lst:BBTag/Merkava/Data|5AAA}}
{{!}}-
{{!}}-
{{Description|7|text=* Very unsafe on block
{{Description|7|text=* Very unsafe on block
Line 92: Line 93:
  {{!}}-
  {{!}}-
{{AttackVersion|name=5AAAA}}
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Merkava/Data|5AAAA}}
{{#lst:BBTag/Merkava/Data|5AAAA}}
{{!}}-
{{!}}-
{{Description|7|text=* Not able to be done if 5AAA is blocked.
{{Description|7|text=* Not able to be done if 5AAA is blocked.
Line 110: Line 111:
{{!}}-
{{!}}-
{{AttackVersion|name=5B}}
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Merkava/Data|5B}}
{{#lst:BBTag/Merkava/Data|5B}}
{{!}}-
{{!}}-
{{Description|7|text=* Good Poke
{{Description|7|text=* Good Poke
Line 118: Line 119:
{{!}}-
{{!}}-
{{AttackVersion|name=5BB}}
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Merkava/Data|5BB}}
{{#lst:BBTag/Merkava/Data|5BB}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 126: Line 127:
{{!}}-
{{!}}-
{{AttackVersion|name=5BBB}}
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Merkava/Data|5BBB}}
{{#lst:BBTag/Merkava/Data|5BBB}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 141: Line 142:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|5C}}
{{#lst:BBTag/Merkava/Data|5C}}
{{!}}-
{{!}}-
{{Description|6|text=* Universal Overhead
{{Description|6|text=* Universal Overhead
Line 156: Line 157:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|2A}}
{{#lst:BBTag/Merkava/Data|2A}}
{{!}}-
{{!}}-
{{Description|6|text=* Does not hit low
{{Description|6|text=* 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.
Another one of Merkava’s safest moves on block, crouched Merkava slaps the floor twice. Use to end block strings.
Line 171: Line 173:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|2B}}
{{#lst:BBTag/Merkava/Data|2B}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|6|text=
Line 186: Line 188:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|2C}}
{{#lst:BBTag/Merkava/Data|2C}}
{{!}}-
{{!}}-
{{Description|6|text=* Launches on second hit
{{Description|6|text=* Launches on second hit
Line 203: Line 205:
{{!}}-
{{!}}-
{{AttackVersion|name=j.A}}
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Merkava/Data|j.A}}
{{#lst:BBTag/Merkava/Data|j.A}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.AA}}
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Merkava/Data|j.AA}}
{{#lst:BBTag/Merkava/Data|j.AA}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 221: Line 223:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|j.B}}
{{#lst:BBTag/Merkava/Data|j.B}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|6|text=
Line 235: Line 237:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|j.C}}
{{#lst:BBTag/Merkava/Data|j.C}}
{{!}}-
{{!}}-
{{Description|6|text=* I, Divekick
{{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.
  }}
  }}
Line 254: Line 256:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|BC}}
{{#lst:BBTag/Merkava/Data|BC}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* 100% minimum damage


Detailed description of the usefulness of the move go here
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
  }}
  }}
}}
}}
Line 271: Line 273:
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Merkava/Data|AD}}
{{#lst:BBTag/Merkava/Data|AD}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{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
Line 280: Line 282:
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Merkava/Data|j.AD}}
{{#lst:BBTag/Merkava/Data|j.AD}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Important points go here
Line 299: Line 301:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|88}}
{{#lst:BBTag/Merkava/Data|88}}
{{!}}-
{{!}}-
{{Description|6|text=*Merkava will do a small midair hop to indicate flight is about to end.
{{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
Line 313: Line 316:
|input=44 or 66<br>44 or 66 after I, Spring to the Sky
|input=44 or 66<br>44 or 66 after I, Spring to the Sky
|data=
|data=
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Forward}}
{{#lst:BBTag/Merkava/Data|j.66}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|I, Soar the Sky}}
{{AttackVersion|name=Backward}}
{{#lst:BBTag/Merkava/Data|j.44}}
{{!}}-
{{!}}-
{{Description|6|text=* Can be cancelled to a normal on whiff. 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.
{{Description|7|text=* Can be cancelled to a normal on whiff. 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.
Merkava does his airdash while in flight. Travels very far and also has a hitbox. Used in combination with moves to apply pressure. Used both to approach and help zone.
Merkava does his airdash while in flight. Travels very far and also has a hitbox. Used in combination with moves to apply pressure. Used both to approach and help zone.
  }}
  }}
Line 331: Line 338:
{{!}}-
{{!}}-
{{AttackVersion|name=A}}
{{AttackVersion|name=A}}
{{#lsth:BBTag/Merkava/Data|236A}}
{{#lst:BBTag/Merkava/Data|236A}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 338: Line 345:
  {{!}}-
  {{!}}-
{{AttackVersion|name=B}}
{{AttackVersion|name=B}}
{{#lsth:BBTag/Merkava/Data|236B}}
{{#lst:BBTag/Merkava/Data|236B}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 354: Line 361:
{{!}}-
{{!}}-
{{AttackVersion|name=A}}
{{AttackVersion|name=A}}
{{#lsth:BBTag/Merkava/Data|214A}}
{{#lst:BBTag/Merkava/Data|214A}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{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. }}
  {{!}}-
  {{!}}-
{{AttackVersion|name=B}}
{{AttackVersion|name=B}}
{{#lsth:BBTag/Merkava/Data|214B}}
{{#lst:BBTag/Merkava/Data|214B}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{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. }}
Line 377: Line 384:
{{!}}-
{{!}}-
{{AttackVersion|name=A}}
{{AttackVersion|name=A}}
{{#lsth:BBTag/Merkava/Data|j.214A}}
{{#lst:BBTag/Merkava/Data|j.214A}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{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
Line 385: Line 392:
  {{!}}-
  {{!}}-
{{AttackVersion|name=B}}
{{AttackVersion|name=B}}
{{#lsth:BBTag/Merkava/Data|j.214B}}
{{#lst:BBTag/Merkava/Data|j.214B}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{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
Line 403: Line 410:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|236C}}
{{#lst:BBTag/Merkava/Data|236C}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Important points go here
Line 412: Line 419:
====== <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 or "I, Devour Ass"
|image=BBTag_Merkava_CaptureAndDevourEX.png |caption=pls no or "I, Devour Ass"
|name=EX I, Capture and Devour
|name=EX I, Capture and Devour
|input=214C
|input=214C
Line 418: Line 425:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|214C}}
{{#lst:BBTag/Merkava/Data|214C}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{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
Line 434: Line 441:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|j.214C}}
{{#lst:BBTag/Merkava/Data|j.214C}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{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
Line 452: Line 459:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|5P}}
{{#lst:BBTag/Merkava/Data|5P}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Important points go here
Line 462: Line 469:
====== <font style="visibility:hidden" size="0">6P</font> ======
====== <font style="visibility:hidden" size="0">6P</font> ======
{{MoveData
{{MoveData
|image=BBTag_Merkava_BreathOut.png |caption=
|image=BBTag_Merkava_ExBreathOut.png |caption=
|input=I, Breath Out
|input=I, Breath Out
|name=6P
|name=6P
Line 468: Line 475:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|6P}}
{{#lst:BBTag/Merkava/Data|6P}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|6|text=
Line 485: Line 492:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|4P}}
{{#lst:BBTag/Merkava/Data|4P}}
{{!}}-
{{!}}-
{{Description|6|text=* Hard knockdown on hit
{{Description|6|text=* Hard knockdown on hit
Line 505: Line 512:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|236BC}}
{{#lst: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’s stronger super that should be used to end a combo.
Merkava flails his arms around wildly, covering a large area but is super unsafe.
  }}
  }}
}}
}}
Line 522: Line 530:
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Merkava/Data|214BC}}
{{#lst:BBTag/Merkava/Data|214BC}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Merkava/Data|j.214BC}}
{{#lst: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. This does not do as much damage as 236B+C, can be used in the air. Use to finish off combos from the air.
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.
  }}
  }}
}}
}}
Line 542: Line 551:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|Distortion Skill Duo}}
{{#lst:BBTag/Merkava/Data|Distortion Skill Duo}}
{{!}}-
{{!}}-
{{Description|6|text=* Minimum Damage: 2000 / 2500 during Resonance Blaze/Cross Combo
{{Description|6|text=* Minimum Damage: 2000 / 2500 during Resonance Blaze/Cross Combo
Line 561: Line 570:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Merkava/Data|222BC}}
{{#lst: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
Line 573: Line 582:


==Navigation==
==Navigation==
{{#lsth:BBTag/Merkava/Data|Links}}
{{#lst:BBTag/Merkava/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Merkava/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[BBTag/Merkava/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:Merkava ]]
[[Category:Merkava ]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 06:44, 6 March 2020

Merkava
BBTag Merkava Portrait.png
Movement Options
  • Glide, Dash Type: Run
Playstyle
Tricky, Long range
Team role
Point

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
  • 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


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. In gameplay, his FLS 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 lasts for about a second and has a hitbox, thus it can be used as an attack. Both his flight stance and his air dash can be cancelled into any air attack at any time.



Normal Moves

5A
5A
BBTag Merkava 5A.png
BBTag Merkava 5AA.png
I, don't use overheads during this attack.
BBTag Merkava 5AAA.png
I, SHAKE THE BABY!
BBTag Merkava 5AAAA.png
Template:AttackDataHeader-BBTag
5A
  • Head invul
  • Jump cancelable on block.

Merkava does a downward strike with his elbow, this is his primary anti-air and one of his best moves to end combo strings with.

5AA
  • Important points go here

Merkava does another strike with his other elbow, has good range and is also good to end combo strings with

5AAA
  • Very unsafe on block

Merkava grabs the opponent and SPINS THE BABY. throws the opponent full screen.

5AAAA
  • Not able to be done if 5AAA is blocked.

After throwing the opponent Merkava hits them while they’re in the air.

5B
5B
BBTag Merkava 5B.png
BBTag Merkava 5BB.png
BBTag Merkava 5BBB.png
I, am incredibly sad that this isn't an overhead.
Template:AttackDataHeader-BBTag
5B
  • Good Poke

Merkava does a punch, a good mid range poke that is safe if used from a decent distance

5BB

Merkava outstretches both of his arms foward. Safe if done from a distance but can be punished by fast characters up close.

5BBB

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

5C
5C
BBTag Merkava 5C.png
I, hop
Template:AttackDataHeader-BBTag
  • Universal Overhead

Merkava jumps forward and does a universal overhead.

2A
2A
BBTag Merkava 2A.png
I, Throw A Tantrum
Template:AttackDataHeader-BBTag
  • 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.

2B
2B
BBTag Merkava 2B.png
I, bite your ankles
Template:AttackDataHeader-BBTag

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
BBTag Merkava 2C.png
I, chomp
Template:AttackDataHeader-BBTag
  • Launches on second hit

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
BBTag Merkava jA.png
BBTag Merkava jAA.png
I, reach out to the bird feeder
Template:AttackDataHeader-BBTag
j.A
j.AA

Merkava punches forward with his arm with huge range. Paired with his flight this is a really good button.

j.B
j.B
BBTag Merkava jB.png
I, think the wheel of pain is turning.
Template:AttackDataHeader-BBTag

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
BBTag Merkava jC.png
I, Divekick
Template:AttackDataHeader-BBTag
  • 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.


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Merkava GroundThrow.png
I, grab and slam you around
Template:AttackDataHeader-BBTag
  • 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

I, Penetrate the Clear Skies
I, Penetrate the Clear Skies
5A+D (air OK)
BBTag Merkava PenetrateTheClearSkies.png
I, EX Snake Strike
Template:AttackDataHeader-BBTag
Ground
  • 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

Air
  • Important points go here

Detailed description of the usefulness of the move go here


Skills

I, Spring to the Sky
I, Spring to the Sky
88
BBTag Merkava SpringtotheSky.png
I, Turn Into A Bird
Template:AttackDataHeader-BBTag
  • 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

I, Soar the Sky
I, Soar the Sky
44 or 66
44 or 66 after I, Spring to the Sky
BBTag Merkava SoartheSky.png
I, Turn Into Kazunoko
Template:AttackDataHeader-BBTag
Forward
Backward
  • Can be cancelled to a normal on whiff. 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.

Merkava does his airdash while in flight. Travels very far and also has a hitbox. Used in combination with moves to apply pressure. Used both to approach and help zone.

I, Drill Through
I, Drill Through
236A/B
BBTag Merkava DrillThrough.png
I, MUDA MUDA MUDA
Template:AttackDataHeader-BBTag
A

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

B

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

I, Capture and Devour
I, Capture and Devour
214A/B
BBTag Merkava CaptureAndDevour.png
I, Touch with noodly appendages
Template:AttackDataHeader-BBTag
A
  • 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.

B
  • 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.

I, Breath Out
I, Breath Out
j.214A/B
BBTag Merkava BreathOut.png
I, Skraw!
Template:AttackDataHeader-BBTag
A
  • 8f forced landing recovery; Advantage based on lowest possible use

Detailed description of the usefulness of the move go here

B
  • 4f forced landing recovery; Advantage based on lowest possible use

Detailed description of the usefulness of the move go here


Extra Skills

EX I, Drill Through
EX I, Drill Through
236C
BBTag Merkava DrillThrough.png
"Shall we compare the speed of our attacks?"
Template:AttackDataHeader-BBTag
  • Important points go here

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
BBTag Merkava CaptureAndDevourEX.png
pls no or "I, Devour Ass"
Template:AttackDataHeader-BBTag
  • 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

EX I, Breath Out
EX I, Breath Out
j.214C
BBTag Merkava ExBreathOut.png
EX Flame Bait
Template:AttackDataHeader-BBTag
  • 4f forced landing recovery; Advantage based on lowest possible use

Detailed description of the usefulness of the move go here

Partner Skills

5P
5P
I, Drill Through
BBTag Merkava DrillThrough.png
Template:AttackDataHeader-BBTag
  • Important points go here

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
BBTag Merkava ExBreathOut.png
Template:AttackDataHeader-BBTag

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
BBTag Merkava 5A.png
Template:AttackDataHeader-BBTag
  • 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.


Distortion Skills

I, Resentfully Rage
I, Resentfully Rage
236B+C
BBTag Merkava ResentfullyRage.png
I, SKREEEEEEEEEEEE
Template:AttackDataHeader-BBTag
  • 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.

I, Frolic
I, Frolic
214B+C (air OK)
BBTag Merkava Frolic.png
I, Kidnap the Princess
Template:AttackDataHeader-BBTag
Ground
Air
  • 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. Can be used in the air. Use to finish off combos from the air.


Distortion Skill Duo

I, Resentfully Rage
P during Main Character's Distortion Skill
BBTag Merkava ResentfullyRage.png
I, am LATE TO THE PARTY SKREEEEEE
Template:AttackDataHeader-BBTag
  • Minimum Damage: 2000 / 2500 during Resonance Blaze/Cross Combo

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


Astral Heat

I, Overrun
222B+C
BBTag Merkava Overrun.png
BBTag Merkava Overrun2.png
I, Monch
Template:AttackDataHeader-BBTag
  • 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


Navigation

To edit frame data, edit values in BBTag/Merkava/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.