Difference between revisions of "Under Night In-Birth/UNIST/Merkava/Combos"

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(Intermediate Combos)
(Combo Enders: Added CVO)
(One intermediate revision by the same user not shown)
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  | oppmetergain = 8.95
 
  | oppmetergain = 8.95
 
  | notes        = *Generic meter ender.  
 
  | notes        = *Generic meter ender.  
 +
}}
 +
{{ComboData-UNI
 +
| difficulty  = {{Property-UNI|Easy}}
 +
| combo        = [...] CVO 236B 236C A+B+C(+D)
 +
| cost        = 100/ {{Property-UNI|Vorpal}}
 +
| basedamage  = 1537
 +
| bonusdamage  = 1687
 +
| metergain    = 17.99
 +
| oppmetergain = 8.95
 +
| notes        = *Generic CVO ender.
 
  }}
 
  }}
 
}}
 
}}
==='''Corner Enders'''===
+
==='''Corner'''===
 
Both 2C enders work just as well in the corner but 66B 66C tends to drop.
 
Both 2C enders work just as well in the corner but 66B 66C tends to drop.
  
Line 321: Line 331:
 
  | oppmetergain = #
 
  | oppmetergain = #
 
  | notes        = *Hit confirming with 2A allows you to dash throw if they block.
 
  | notes        = *Hit confirming with 2A allows you to dash throw if they block.
 +
}}
 +
  {{ComboData-UNI
 +
| difficulty  = {{Property-UNI|Hard}}
 +
| combo        = CH 5B 5[C] 9 delay j.6D j.C delay j.A 2C delay 623A 66C > {{Property-UNI|Ender}}
 +
| cost        = 0
 +
| basedamage  = #
 +
| bonusdamage  = #
 +
| metergain    = #
 +
| oppmetergain = #
 +
| notes        = *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.
 +
}}
 +
{{ComboData-UNI
 +
| difficulty  = {{Property-UNI|Medium}}
 +
| combo        = 214A CS (66 delay 5C) delay 2C delay 623A 66C 66B 5B 6C j.6D j.A j.B 66C > {{Property-UNI|Ender}}
 +
| cost        = {{Property-UNI|Vorpal}}
 +
| basedamage  = 3577
 +
| bonusdamage  = 3724
 +
| metergain    = #
 +
| oppmetergain = #
 +
| notes        = *Generic 214A CS confirm.
 +
*Extremely good corner carry.
 +
}}
 +
{{ComboData-UNI
 +
| difficulty  = {{Property-UNI|Medium}}
 +
| combo        = 214A CS 66 delay 5C delay 2C delay 623A 66C 2CC delay j.C delay j.A j.B 66C 66 2C 5B 4B
 +
| cost        = {{Property-UNI|Vorpal}}
 +
| basedamage  = 3655
 +
| bonusdamage  = 3802
 +
| metergain    = #
 +
| oppmetergain = #
 +
| notes        = *Slightly higher damage 214A CS confirm.
 
  }}
 
  }}
 
  {{ComboData-UNI
 
  {{ComboData-UNI
 
  | difficulty  = {{Property-UNI|Hard}}
 
  | difficulty  = {{Property-UNI|Hard}}
  | combo        = 236C 66 rising j.B (2 hits) delay j.A j.C 66B (2 hits) delay 623A 66C {{Property-UNI|Ender}}
+
  | combo        = 236C 66 rising j.B (2 hits) delay j.A j.C 66B (2 hits) delay 623A 66C > {{Property-UNI|Ender}}
 
  | cost        = 100
 
  | cost        = 100
 
  | basedamage  = #
 
  | basedamage  = #

Revision as of 09:52, 14 February 2020

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Combo Enders

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

Difficulty Numpad notation EXS Cost EXS Gained (Self) EXS Given (Enemy) Base Damage Vorpal Damage
Easy 2C 4B 0 8.65 4.62 1002 1102
  • 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.
Easy 66B Link 66C 0 14.57 7.63 1432 1574
  • This ender allows you to set up with 66C 22B and still meaty with 2A.
Easy 2C 236B Meter move 100/200 17.99 8.95 1537 1687
  • Generic meter ender.
Easy [...] CVO 236B 236C A+B+C(+D) 100/ Vorpal 17.99 8.95 1537 1687
  • Generic CVO ender.

Corner

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

Difficulty Numpad notation EXS Cost EXS Gained (Self) EXS Given (Enemy) Base Damage Vorpal Damage
Medium 66C close to the ground j.214[A] 66C 0 # # # #
  • Generic corner ender.
  • Can be done twice if you have an OTG (bounce) to spare
Hard 66C very delayed j.214[A] 2C 5B 4B 0 # # # #
  • 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.
  • 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.

Difficulty Numpad notation EXS Cost EXS Gained (Self) EXS Given (Enemy) Base Damage Vorpal Damage
Easy 2a 2B 2CC 4B 0 17.47 9.88 1469 1612
  • This combo is a good first step towards learning the basics of Merkava combos.
Easy 2A 2B 2CC j.C j.2C 2CC 4B 0 32.25 22.92 2160 2369
  • Good for learning the jump cancel from 2CC.
Easy 5B 5C 6C 214B 0 24.96 13.81 2093 2298
  • 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.
Easy 2A 2B 2CC delay j.C j.A j.B (2 hits) j.2C > Ender 0 33.89 24.32 2232 2449
  • Good stepping stone for learning 2CC j.C jump sequence.
Easy 2A 2B 2CC 6[C] j.6D j.A j.B (2 hits) j.2C > Ender 0 35.26 26.06 2299 2522
  • Good for learning 6[C] j.6D jump sequence.
Easy 236C 6C 214B 100 4.07 26.95 2666 2916
  • 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.

Difficulty Numpad notation EXS Cost EXS Gained (Self) EXS Given (Enemy) Base Damage Vorpal Damage
Easy 2A 2B 2CC delay j.C j.A j.B (2 hits) 66C > Ender 0 54.28 46.58 2689 2950
  • Mostly used when GRD Broken since you cannot j.6D.
Easy 2A 2B 2CC 6[C] j.6D j.A j.B (2 hits) 66C > Ender 0 55.65 49.05 2728 2522
  • Merkava's Basic BNB.
Easy 2C 5AA link 66B 623A link 66C > Ender 0 # # # #
  • Used to hit confirm 2C 5A which is a common tick throw setup.
  • Most commonly used from frametraps into 2C.
Easy CH 2C 5AA link 66B 623A link 66C 2CC delay j.C j.A j.B 66C 0 # # 2699 #
  • Counter hit confirm that does more damage without being much harder.
Medium 2C 5AA link 66B link 5B j.C delay j.A delay j.B 66C > Ender 0 # # # #
  • Standard route from 66B off the ground.
Medium 2C 5AA 66B link 5B 6C j.6D j.A j.B 66C > Ender 0 # # 2599 #
  • Better damage and corner carry from OTG 66B but doesn't work from as many starters.
Easy Swoop j.A 5AA 2CC j.C j.A j.B 66C 66 2C 4B 0 # # # #
  • Swoop = 66 during Flight
Easy 6D j.C 2B 2CC 6[C] j.6D j.A j.B 66C > Ender 0 # # # #
  • Basic assault confirm.
Easy 2CC 4B 9 j.2C land on other side > Ender # # # # #
  • Side-switch combo.
  • Works from different starters.
Medium 2C 4B link 66B dash under 2A (1 hit) 5B j.C delay j.A j.B 66C 2C 4B # # # # #
  • Side-switch combo with 66B OTG.
  • Works from different starters.
Easy 5B 5C 6C 214B CS j.6D j.B (1 hit) j.C j.2C 2CC delay j.C j.A j.B 66C 2C 4B Vorpal 42.46 56.85 3277 3491
  • Damage extention from 5B.
Easy 214A CS land 66C 2CC 6[C] j.6D j.A j.B 66C > Ender Vorpal # # # #
  • Damage extention from 214A. Often hit from 5C 214A.
Medium 236C 6C 214B CS falling j.6D j.B (1 hit) j.C j.2C 2CC delay j.C j.A j.B 66C 100/Vorpal 18.38 64.39 3214 3464
  • 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.

Difficulty Numpad notation EXS Cost EXS Gained (Self) EXS Given (Enemy) Base Damage Vorpal Damage
Medium 2A (2 hits) 5C 2CC 6[C] j.6D j.A j.B 66C 66B 66C 66 2C 4B 0 # # 2898 #
  • Optimised version of Merkava's BNB.
  • Works from 2A or 2B.
Hard 2A 2C delay 623A link 66C 66B link 5B j.C delay j.A delay j.B 66C 66 2C 4B 0 # # 2952 #
  • Optimised damage without sacrificing corner carry.
  • Works from 2A, 5A or 2B.
Medium 66B - 623A - 66C - 66 - 2CC - j.C - j.A - j.B - 66C - 66 - 2C - 5C - 4B 0 # # 2898 #
  • 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.
Hard 66B link 2A (2 hits) 5C 2CC 6[C] j.6D j.A j.B 66C 66B (2nd hit) link 66C 0 # # 2952 #
  • Hit confirming with 2A allows you to dash throw if they block.
Hard CH 5B 5[C] 9 delay j.6D j.C delay j.A 2C delay 623A 66C > Ender 0 # # # #
  • 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.
Medium 214A CS (66 delay 5C) delay 2C delay 623A 66C 66B 5B 6C j.6D j.A j.B 66C > Ender Vorpal # # 3577 3724
  • Generic 214A CS confirm.
  • Extremely good corner carry.
Medium 214A CS 66 delay 5C delay 2C delay 623A 66C 2CC delay j.C delay j.A j.B 66C 66 2C 5B 4B Vorpal # # 3655 3802
  • Slightly higher damage 214A CS confirm.
Hard 236C 66 rising j.B (2 hits) delay j.A j.C 66B (2 hits) delay 623A 66C > Ender 100 # # # #
  • Higher damage combo from 236C
  • For corner carry you can instead go into 66B 5B 6C j.6D route
Medium Counter hit 5C 2C delay 623A 66C 2CC 6[C] j.6D j.A j.B 66C 66B (2nd) 66C 0 # # 3359 #
  • Used to punish most DPs.
Medium 623A 66C 2CC 6[C] j.6D j.A j.B 66C 66B 66C 0 # # 3447 #
  • Used for specific punishes or for frame traps.
  • 623A should hit very close for best consistency.
Medium 2C 623A 66C 2C 236B 236C 214B CVO dl 2C 236B IW 200 # # # #
  • Dedicated CVO route with >30% health.
  • Works from different starters.
Medium 2C 5B 6C 214B CVO 22C 2CC dl 4B 236A 236C dl IWEX 200 # # # #
  • Dedicated CVO route with <30% health.
  • Works from different starters.

External Links


UNDER NIGHT IN-BIRTH Exe:Late[st]
General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki