Difference between revisions of "BBTag/Merkava"

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{{Description|6|text=* 100% minimum damage
 
{{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
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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
 
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Latest revision as of 16:45, 15 July 2019

Merkava
BBTag Merkava Portrait.png

Health: 16,000

Jump Startup: 6F

Backdash Time 37F / Invul: 1-7F All


Movement Options
  • Glide, Dash Type: Run
Playstyle
Tricky, Long range
Team role
Point

Overview[edit]

Backstory[edit]

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[edit]

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[edit]

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[edit]




Normal Moves[edit]

5A[edit]
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
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 10 5 24 -12
  • 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 1500 All 8 4 20 -7
  • 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 1500, 500*4 All 8 3 29 -15
  • Very unsafe on block

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

5AAAA 2400 All 18 6 29 -14
  • Not able to be done if 5AAA is blocked.

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


5B[edit]
5B
BBTag Merkava 5B.png
BBTag Merkava 5BB.png
BBTag Merkava 5BBB.png
I, am incredibly sad that this isn't an overhead.
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 13 2 22 -7
  • Good Poke

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

5BB 1500 All 15 5 23 -11

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

5BBB 1700 All 17 2 29 -12

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[edit]
5C
BBTag Merkava 5C.png
I, hop
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 3 18 -4
  • Universal Overhead

Merkava jumps forward and does a universal overhead.


2A[edit]
2A
BBTag Merkava 2A.png
I, Throw A Tantrum
Damage Guard Startup Active Recovery Frame Adv.
1000 All 7 3(6)2 14 -2
  • Does not hit low

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


2B[edit]
2B
BBTag Merkava 2B.png
I, bite your ankles
Damage Guard Startup Active Recovery Frame Adv.
1500*2 Low 13 2(6)4 16 -3

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[edit]
2C
BBTag Merkava 2C.png
I, chomp
Damage Guard Startup Active Recovery Frame Adv.
1300*2 Low, All 12 7(14)3 24 -8
  • 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[edit]
j.A
BBTag Merkava jA.png
BBTag Merkava jAA.png
I, reach out to the bird feeder
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 10 2, 1 27 -
j.AA 1500 High 9 2 17 -

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


j.B[edit]
j.B
BBTag Merkava jB.png
I, think the wheel of pain is turning.
Damage Guard Startup Active Recovery Frame Adv.
1700 High 15 1, 3 24 -

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


j.C[edit]
j.C
BBTag Merkava jC.png
I, Divekick
Damage Guard Startup Active Recovery Frame Adv.
1700 High 14 Until landing 22L -7
  • 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[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBTag Merkava GroundThrow.png
I, grab and slam you around
Damage Guard Startup Active Recovery Frame Adv.
500*4 Throw 7-30 3 23 -
  • 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[edit]
I, Penetrate the Clear Skies
5A+D (air OK)
BBTag Merkava PenetrateTheClearSkies.png
I, EX Snake Strike
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 500*10 Air Unblockable 11 2*10 26L -19
  • 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 800*5 All 12 2*5 30L -
  • Important points go here

Detailed description of the usefulness of the move go here


Skills[edit]

I, Spring to the Sky[edit]
I, Spring to the Sky
88
BBTag Merkava SpringtotheSky.png
I, Turn Into A Bird
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • 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[edit]
I, Soar the Sky
44 or 66
44 or 66 after I, Spring to the Sky
BBTag Merkava SoartheSky.png
I, Turn Into Kazunoko
Damage Guard Startup Active Recovery Frame Adv.
  • 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[edit]
I, Drill Through
236A/B
BBTag Merkava DrillThrough.png
I, MUDA MUDA MUDA
Version Damage Guard Startup Active Recovery Frame Adv.
A 400*8 All 13 2*8 19 -4

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

B 450*8 All 17 2*8 31 -16

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


I, Capture and Devour[edit]
I, Capture and Devour
214A/B
BBTag Merkava CaptureAndDevour.png
I, Touch with noodly appendages
Version Damage Guard Startup Active Recovery Frame Adv.
A 1000, 500*3 All 15 2-16* 26-31/54* -8 ~ -13
  • 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 1000, 500*3 All 15 2-16* 20-25/43* -2 ~ -7
  • 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[edit]
I, Breath Out
j.214A/B
BBTag Merkava BreathOut.png
I, Skraw!
Version Damage Guard Startup Active Recovery Frame Adv.
A 1500 All 19 Until hit 53T -8
  • 8f forced landing recovery; Advantage based on lowest possible use

Detailed description of the usefulness of the move go here

B 1500 All 23 Until hit 53T -5
  • 4f forced landing recovery; Advantage based on lowest possible use

Detailed description of the usefulness of the move go here


Extra Skills[edit]

EX I, Drill Through[edit]
EX I, Drill Through
236C
BBTag Merkava DrillThrough.png
"Shall we compare the speed of our attacks?"
Damage Guard Startup Active Recovery Frame Adv.
350*16 All 13 2*16 25 -10
  • 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[edit]
EX I, Capture and Devour
214C
BBTag Merkava CaptureAndDevour.png
pls no or "I, Devour Ass"
Damage Guard Startup Active Recovery Frame Adv.
1000, 500*5 All 15 1-8* 26-31/54* -8 ~ -13
  • 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[edit]
EX I, Breath Out
j.214C
BBTag Merkava ExBreathOut.png
EX Flame Bait
Damage Guard Startup Active Recovery Frame Adv.
1500*3 All 22 Until hit 42T +20
  • 4f forced landing recovery; Advantage based on lowest possible use

Detailed description of the usefulness of the move go here


Partner Skills[edit]

5P[edit]
5P
I, Drill Through
BBTag Merkava DrillThrough.png
Damage Guard Startup Active Recovery Frame Adv.
550*6 All (17+)13 1*6 31 -15
  • 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[edit]
6P
I, Breath Out
BBTag Merkava ExBreathOut.png
Damage Guard Startup Active Recovery Frame Adv.
1500*3 All (17+)36 Until hit 91T -

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[edit]
4P
5A
BBTag Merkava 5A.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All (17+)12 5 19 -7
  • 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[edit]

I, Resentfully Rage[edit]
I, Resentfully Rage
236B+C
BBTag Merkava ResentfullyRage.png
I, SKREEEEEEEEEEEE
Damage Guard Startup Active Recovery Frame Adv.
670*20
[640*25]
All 1(+60)+11 2[(2)2]*19 56 -37
  • 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[edit]
I, Frolic
214B+C (air OK)
BBTag Merkava Frolic.png
I, Kidnap the Princess
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1000, 400*5, 1500, 3100
[1000, 400*5, 1000*3, 3200]
All 1(+24)+10 2 (25+)25L -32
Air 1000, 400*5, 1500, 3100
[1000, 400*5, 1000*3, 3200]
All 1(+24)+10 2 (25+)25L -32
  • 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[edit]

I, Resentfully Rage
P during Main Character's Distortion Skill
BBTag Merkava ResentfullyRage.png
I, am LATE TO THE PARTY SKREEEEEE
Damage Guard Startup Active Recovery Frame Adv.
100*20
[100*25]
All 1(+96)+1 2[(2)2]*19 56 -37
  • 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[edit]

I, Overrun
222B+C
BBTag Merkava Overrun.png
BBTag Merkava Overrun2.png
I, Monch
Damage Guard Startup Active Recovery Frame Adv.
6666, 0*6, 42334 All 1(+76)+10 4 34 -17
  • 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[edit]


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System Explanations

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