Under Night In-Birth/UNIEL/Merkava
This character page is for an outdated version of the game (UNIEL). To see Merkava's character page for the latest version (UNIST), click here.
"BRAWK BRAWK BRAWK BRAWK"
Merkava's unique trait is the ability to fly. By pressing up twice Merkava will begin to fly. From flight he can perform air normal/special moves. Flight is a very important tool to learn to use well. In neutral it gives him a lot of strong space control and when used for okizeme it can have very strong results. He also gains access to a glide attack that comes in very fast and can be hard to anti-air. He can cancel into normals from this attack on hit or block, even if your opponent shields it. Cancelling into j.B leads to a short combo on hit and frame advantage on block, so it's a good idea to do so most of the time. If he flies for too long without landing or performing a move, he will fall to the ground and be subjected to a large amount of recovery.
"Fast Flight" is a very important technique to master to get the most out of your flight. It's necessary in neutral to quickly and safely get spacing moves out, and you'll need it to get flight okizeme set up in time. It's very simple to perform. All you need to do is jump diagonally either forward or back, quickly input a seceond upwards motion, then quickly switch to holding down on the joystick. If performed correctly Merkava will quickly enter flight low to the ground. In neutral this allows him to get low to the ground air normals and keep himself safer when deciding to fly. Throwing out j.B low to the ground is very common, since it covers a large amount of space with a very small amount of recovery.
When used for okizeme, flight can become a very strong mix up. After 66C ender, immediately fast fly and you have a few different oki options. j.A hits high and can safejump certain reversals. If somebody respects your oki or lacks a reversal, you can attempt to set up something like j.C > j.B for multiple high hitting moves in one string. The low option is to whiff a button to get rid of flight recovery, then go low with 2B. The whiff can also be used to bait reversals or set up a throw. There's a very large amount of mind games past the high/low/throw game, so be creative with it.
L = Low, H = High, UNB = Unblockable, CS = Chain Shift
Startup includes the first active frame.
|Ware, Kyuuryuu o Tsuranuku
|Ware, Hokakushite Kurau
|Ware, Shitsuyou ni Matsuwaritsuku
|Ware, Chouryou suru
Infinite Words EXS
- 2A(2) > 2CC > 6[C] > j.6D > j.A > j.B(2) > 66C > 66 > 2C > 5C > 4B [2396/42]
- This is THE midescreen BnB that works from just about any starter.
- 2A > 2B > 2CC > j.C > j.A > j.B(2) > 66C > 2C > 5C > 4B [2327/44]
- If your confirm scales too much for the IAD combo, you can keep it simple.
- 66C > 2CC > rest of BnB [2389/45]
- If you land a raw 66C you can pick up with 2C and do pretty much whatever you want. Again, this works from just about any starter as long as it isn't super scaled. 66C, Divekick, etc.
- 66C > 2C > 5C > 6C > j.6D > j.A > j.B(2) > 5B > 5C > 6C > 214B [2629/48]
- Sometimes your opponent will be too far away for 2CC to connect. This route allows you to continue the combo using 2C > 5C instead. Near the corner you may be able to link 66C after j.B but it's rather specific.
- 214A > CS > j.6D > j.C > j.2C > 2CC > rest of BnB 
- If you have CS available you can really make 214A count.
- 214B > CS > j.6D > j.C > j.2C > 2CC > j.C > j.A > j.B(2) > 66C > 2C > 5C > 4B 
- 214B scales a bit harder so you'll need to do a shorter combo.
- 5BB > 5C > 6C > 214B [2151/25]
- Max range 5B midscreen doesn't lead to a whole lot unfortunately. From close range, 5BB > 6C > j.6D etc works but you have to be practically point blank.
- AA 4B > 2CC > BnB [2627/44]
- 4B is a great AA and leads to a full combo too.
- 6C > 5[C] > j.6D > j.A > j.B(2) > 66C or 5B ender
- AA 6C can convert into an IAD combo depending on spacing and height.
- Glide > j.B(2) > 66C > 66 > 2C > 5C > 4B 
- Oh hey, you can get a combo off glide.
A lot of the midscreen combos can be adjusted to work in the corner without the j.6D > j.A extension, where you simply do j.C > j.A > j.B(2) > etc instead.
- 2A(2) > 2C > 5C > 6C > j.C > j.A > >j.B > 66C > 2C > 5C > 4B [2570/47]
- Basic combo that works from just about anything.
- 2A(2) > 2C > 5C > 6C > j.C > j.A > >j.B > 66C > 2C > 5C > 4B > 236B > 236C 
- If you want the damage you can tag on a super ender here.
- 2B(2) > 2C > 623A > 2B > 5C > 6C > j.C > j.A > j.B(2) > 66C > 2C > 5C > 4B 
- Big void creature combo in the corner from better starters. You'll need to delay the 623A in order to get the 5C to connect after 2B. If this is too much trouble, you can just do no delay and do 5B instead for a bit less damage.
- 5C > 2C > 3C > j.236A > 2B > 5B > 6C > j.C > j.A > j.B(2) > 66C > 2C > 5C > 4B 
- Big stupid confirm for big stupid damage.
- 66C > B+C > 4B > 2B > 5B > 6C > j.C > j.A > j.B(2) > 66C 
- Alternate combo from 66C that lets you squeeze out some extra damage if you want 66C ender for flight oki.
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