Under Night In-Birth/UNIST/Merkava
He fears. Every day, the curse that permeates through his body grows stronger.
- 1 Story
- 2 Gameplay
- 3 Character Stats
- 4 Normal Moves
- 5 Universal Mechanics
- 6 Special Moves
- 7 Super Moves
- 8 Videos
- 9 Colors
- 10 External Links
A mysterious man(?) who has fallen into the corruption of a Void -- thought to be the failed shadows of Re-Births. Many are fascinated with its form of existence most recently a woman named Hilda has been pestering Merkava quite thoroughly. On this Hollow Night, many In-Births gather, and something doesn't feel quite right. "Heh, perfect..." He'll have plenty of victims to satisfy him. The hunt will go on.
A savage beast that only knows how to hunt the scent of its prey.
Merkava is a flexible, hybrid character able to play effectively at all range bands. With far hitting moves such as 5C and j.B along with combo starter mid range normals like 2C and 5B he can turn any error in neutral into damage and oki. Errant 5C counterhits can lead into 214A grabby hands to get you in and ready to rock. He can rush down with a high damage throw, far reaching normals, and some of the best oki in the game. This all comes together with high levels of mobility coupled with flight enabling you to weave in and out of your opponent's range while possibly vaulting right over their attacks with 66C.
His defenses are very solid, with one of the highest reaching anti-airs around, a reversal that can be tough to punish while leading into tons of damage, and a 2A which can catch some attempts to assault over it! It would be remiss to not also mention his divekick, which is fast with a low enough recovery that even when minus on block you can steal turns.
Merkava's main weakness is that outside of oki, he has trouble continuing pressure with no solid rebeats that enable him to restart his offense and no instant j.A overhead while close up. His reversal options also lose their invincibility by their first active frame which can lead to poor trades against very active moves. In addition some characters have the ability to shut down his longer ranged attacks, forcing him to rush down instead of being able to easily move between different ranges. Merkava also lacks a fast and safe mid poke to cover multiple angles of approach, instead having to rely either on strong lows or slower mids, making spaced assaults risky to counter.
Your goal as Merkava is to operate at whatever range the opponent is most uncomfortable at, winning vorpal, and using any stray hit to push them into the corner where your flight and worm oki reign supreme. You want to set the pace and tempo of the match in order to eventually overwhelm your opponent and get them making mistakes so you can punish them for everything you've got.
|Forward Walk Speed||Backward Walk Speed||Jump Startup||Jump Duration|
|Dash Startup||Initial Dash Speed||Dash Acceleration||Max Dash Speed|
|Backdash Startup||Backdash Duration||Backdash Distance||Backdash Invul|
- Can fly by inputting 7/8/9 while mid air. This grants access to momentary free air movement and a swooping attack.
- Force Function damage increased
- Force Function untech increased
- Force Function ender can be special and EX cancelled
- Worms no longer die when Merkava blocks attacks
|Frame Data Help|
|Damage||Damage done by this attack.|
(x) denotes combined damage
[x] denotes minimum damage
|Guard||The way this move must be blocked.|
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
|Cancel||Actions this move can be canceled into.|
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Whiff cancelable
|Property||Special properties this move has. Click on the property to navigate to an explanation.|
|Cost||The resources this move costs to use.|
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
|Attribute||Attributes of the attack. Mostly used in situations involving invul.|
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
|Startup||Frame when the first hitbox is present.|
+ denotes the frames before and after super flash.
|Active||The amount of frames that this move will have a hitbox.|
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
|Recovery||Frames that this move has after the active frames if not canceled.|
(x) denotes recovery frames when landing.
|Overall||Frames that this move takes from start to finish before the character returns to neutral.|
|Advantage||The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).|
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
|Invul||The frames where this move cannot be hit by an attribute.|
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible
7/8/9 While Jumping
66 during flight
Execute Seize and Devour
|Execute Seize and Devour
Infinite Worth EXS
Customization Unlocks (2000 IP Each)
- Merkava Primer by DHD
- "How to be the Monster" Step-by-Step Tutorial by DHD
- Combo Troubleshooting Guide by DHD