
Introduction[]
Health: 9200 (Originally 12100)
Play-style: Versatile, Mix-up
Dash Type: Run
Specialty: Flight
By pressing or
or
during his jump, Merkava starts to flap his wings and can fly above the stage for a moment. A certain flight-based move is also usable only during the time he flies. More details on Command Normals/Unique Arts section. Vorpal state also makes his Force Function special cancel-able with more un-tech time and makes his worms last through Merkava blocking attacks.
Merkava is a little tricky character with long ranged normals and the possibility to raid the opponent from air. He specializes in long-range poking for leading into a hit confirm into long amazing combos, which gives him the ability to control the match through powerful punishes.
On long range, use 5C with long reach or "I, capture and devour". Restrain your opponent with the aerial projectile "I, breathe". Dash C is middle attack from air. You can also use it to evade sweeps. On close range, use 4B which is also a good anti-air. 2B is very effective and fast sweep. He relies often on punish and random hit confirms into long effective combos with good hitboxes.
Much of Merkava's game-plan is about using his long range moves to approach his opponent for a long combo and can also use his unique projectile move to play okizeme if needed. Additionally, he possesses mindgames and match control with his flight, and has a dive kick for cross-ups.
Overall, Merkava is a very versatile character that can work from any distance, though he has his weaknesses with a lack of fast and safe conventional projectiles (his main okizeme tool is slow on start-up, his only projectile is done from midair) as well as his stretching limb moves still being physical, so characters in the hands of players with good hitboxes can beat Merkava in a footsies war due to a number of his normals being somewhat impractical for standard pressure (as most of them also do not come out in less than 5 frames). As a result, Merkava focuses much more on whiff-punishing with his execution barriers being one of the toughest ones.
Not to mention his running speed is only average while adding in with his hurtbox being quite big, which often forces him to master his unique movement options to gain an edge on the opponent.
Move List[]
Normal Moves[]
Input | Damage | Guard | Cancel | ||||||||||||
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Crouch/Stand | SP/JC/EX/CS | |||||||||||||
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Scratches right before him at a low angle. Repeatable like any rapid-fireable light normal. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Crouch | SP/JC/EX/CS | |||||||||||||
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Crawls on all fours and mashes his leading palm to the ground. Very good hit confirm that can be rapid-fired. Low hitting crouching light normal. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Crouch/Stand | SP/JC/EX/CS | |||||||||||||
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Swings his hand forward at a downward angle. Reaches about half the screen. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Crouch | SP/JC/EX/CS | |||||||||||||
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Bites the opponents feet. Small reach. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Crouch | SP/JC/EX/CS | |||||||||||||
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Pounces forward a bit to bite while on all fours. Standard sweep that can be used for combos. Shorter reach than 5B. Used to pick up downed opponents. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dash ![]() |
Stand | SP/EX/CS | |||||||||||||
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High-speed version of 3C. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j. ![]() |
Stand | SP/JC/EX/CS | |||||||||||||
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Small scratch obliquely downwards. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j. ![]() |
Stand | SP/JC/EX/CS | |||||||||||||
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Horizontally slashes forward with his arm. Reaches half the screen. Doesn't hit crouching opponents that well, so it's more of his main air-to-air. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j. ![]() |
Stand | SP/JC/EX/CS | |||||||||||||
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Spins in the air to swipe downward with his leading arm. Standard air combo finisher and main jump-in. |
Throw[]
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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File:Mer-throw.png | Slams the opponent from left to rise few times and then tosses them away. |
Force Function[]
Command Normals/Unique Arts[]
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Crouch/Stand | SP/JC/EX/CS | |||||||||||||
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Additional hit. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Crouch/Stand | SP/JC/EX/CS | |||||||||||||
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Bites the opponent and swing them upwards. Raises the opponent airborne. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Stand | SP/EX/CS | |||||||||||||
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Slow forward slam with both of his hands charged with darkness. Button can be hold down to delay the attack to mess with the timing. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Damaging air dash. Glides towards the opponent and tackles them. Cancellable on hit. |
Special Moves/Sure-Killing Arts[]
Infinite Worth[]
Infinite Worth EXS[]
Combos[]
BASIC COMBOS
- 5A>5B>5C>214B>j.214C
- 2B>5B>4B>2C>5C>6C>214B
- 2CC>j.A>j.B>j.C>j.2C>2C>B+C
MIDSCREEN:
2A Starter
- 2A>2C>623A>Dash C>(Dash)>2CC>j.2C>2C>5C>4B
5B Starter
- 5B>5C>6C>214B>CS>j.6D>j.B (1 hit)>j.C>j.2C>2CC>j.C>j.A>j.B>j.2C>2C>5C>4B
- 5B>Delay 2C>4B>2B (1 hit)>2CC>4B
- 5B>Delay 2C>5AA>2B (1 hit)>2C>5AA
4B Starter
- 4B>3C>2CC>j.6D>j.B>j.A>Dash C>(Dash)>2C>5C>4B
2B Starter
- 2B>2C>3C>2CC>j.C>j.A>j.B>Dash C>(Dash)>2C>5B>4B
- 2B>5C>2C>623A>Dash C>(Dash)>2CC>2C>5C>4B
- 2B>5C>2CC>j.C>j.A>j.B>Dash C>(Dash)>2C>5C>4B
- 2B>5C>2CC>j.C>j.A>j.B>j.2C>2C>5C>4B
- 2B>5C>2CC>Charged 6C>j.6D>j.B>j.A>Dash C>(Dash)>2C>5C>4B
5C Starter
- 5C>2C>3C>2CC>j.C>j.A>j.B>Dash C>(Dash)>2C>5B>4B
2C Starter
- 2C>4B>2B(1 hit)>2CC>j.C>j.A>j.B>j.2C>2C>5C>4B
- 2C>4B>2B(1 hit)>4B>2C>5C>5B>6C>214B
- 2C>4B>2B(1 hit)>4B>2CC>j.C>j.A>j.B>Dash C
- 2C>4B>2B(1 hit)>5B>6C>Charged 5C>j.6D>j.A>j.B>5B>6C>214B
Dash C Starter
- Dash C>j.214A>5B>5C>6C>214B
- Dash C>j.214A>5B>6C>Charged 5C>j.6D>j.A>j.B>5B>6C>214B
j.A Starter
- j.A>2A>2C>623A>Dash C>(Dash)>2CC>j.2C>2C>5C>4B
j.B Starter
- j.B>5B>6C>Charged 5C>j.6D>j.A>j.B>(Dash)>Dash C>2C>5C>4B
j.2C Starter
- j.2C>2CC>Charged 6C>j.6D>j.B>j.A>Dash C>2C>5C>4B
- j.2C>9J>j.2C>7J>j.2C
Flight Tackle Starter
- Flight Tackle>j.B>2C>623A>DashC>(Dash)>2CC>j.2C>2C>5C>4B
- Flight Tackle>j.B>Dash C>(Dash)>2CC>j.2C>2C>5C>4B
"I pierce" Starter
- 236C>6C>CS>j.6D>j.B(1 hit)>j.C>j.2C>2C>5C>4B
- 236C>6C>214B
"I penetrate the clear skies" Starter
- 623A>2B(1 hit)>4B>2CC>j.6D>j.B>j.A>Dash C>(Dash)>2C>5C>4B
"I capture and devour" Starter
- 214A>CS>j.6D>j.C>2C>623A>Dash C>(Dash)>2CC>j.2C>2C>Delay 5B>5C>4B
- 214A>CS>j.6D>j.C>Dash C>(Dash)>2CC>j.2C>2C>5C>4B
CORNER:
5A Starter
- 5A>2C>623A>3C>j.214A>Dash C>2C>Delay 5B>5C>4B
5B Starter
- 5B>2B(1 hit)>6C>j.C>Delay j.B>3C>j.214A>Dash C>2C>Delay 5B>5C>4B
- 5B>2B(1 hit)>4B>2C>5C>6C>j.C>j.A>j.B>Dash C>2C>Delay 5B>5C>4B
- 5B>5C>6C>3C>2CC>j.C>j.A>j.B>Dash C>2C>5B>4B
- 5B>5C>6C>j.6D>j.A>j.B>623A>Dash C>2C>Delay 5B>5C>4B
- 5B>5C>6C>j.6D>j.A>j.B>Dash C>2C>Delay 5B>5C>4B
- 5B>6C>Charged 5C>j.C>j.A>j.B>Dash C>2C>Delay 5B>5C>4B
4B Starter
- 4B>3C>2C>5C>6C>j.C>j.A>j.B>Dash C>2C>5B>4B
- 4B>3C>2C>623A>2B(1 hit)>5B>6C>j.C>j.A>j.B>Dash C>2C>5B>4B
2B Starter
- 2B>2C>623A>5A>5C>6C>j.C>j.A>j.B>Dash C>2C>Delay 5B>5C>4B
- 2B>5C>2C>623A>3C>j.214A>Dash C>2C>5B>5C>4B
- 2B>5C>2C>623A>5A>5B>6C>j.C>j.A>j.B>Dash C>2C>4B
5C Starter
- 5C>2C>623A>3C>j.214A>2B(1 hit)>5B>6C>j.C>j.A>j.B>Dash C>2C>4B
2C Starter
- 2C>623A>3C>j.214A>2B(1 hit)>5B>6C>j.C>j.A>j.B>Dash C>2C>4B
- 2C>623A>3C>j.214A>Dash C>2C>Delay 5B>5C>4B
Dash C Starter
- Dash C>j.214A>2B(1 hit)>5B>6C>j.C>j.A>j.B>Dash C>2C>Delay 5B>5C>4B
- Dash C>B+C>4B>2B(1 hit)>5B>6C>j.C>j.A>j.B>Dash C
j.2C Starter
- j.2C>2C>623A>2B(1 hit)>5C>6C>j.C>j.A>j.B>Dash C>2C>Delay 5B>5C>4B>236A>236C
Force Function Starter
- B+C>4B>2B(1 hit)>5B>6C>j.C>j.A>j.B>Dash C>2C>delay 5B>5C>4B
"I pierce" Starter
- 236C>5C>6C>j.C>j.A>j.B>Dash C>2C>Delay 5B>5C>4B
- 236C>5C>Delay 2C>623A>3C>2C>Delay 5B>5C>4B>236A>236C
- 236C>5C>Delay 2C>623A>5AA>2B(1 hit)>5B>6C>j.C>j.A>j.B>Dash C>2C>4B
- (VO) 236C>5C>Delay 2C>623A>3C>2C>Delay 5B>5C>4B>236A>41236D
"I penetrate the clear skies" Starter
- 623A>3C>2C>5C>6C>j.C>j.A>j.B>Dash C>2C>Delay 5B>5C>4B
Notable Players[]
Colors[]
1. Hell's Viper | 2. Scallop | 3. Brown Lizard | 4. Scream Hades | 5. Green Iguana |
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6. Bloody Basilisk | 7. Violet Naja | 8. Sea Snake | 9. Dust Sand | 10. Hephaistos |
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11. Wise Marlin | 12. Noble Turtle | 13. Ladybug | 14. Sauterelle Prince | 15. Rose Crane |
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16. Lark Dancer | 17. Cruel Penguin | 18. Killer Bee | 19. Sombre Corbeau | 20. Humble Falcon |
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21. Lila Giftschlange | 22. Flamme Haare | 23. Blume Strum | 24. Abitante de Vulcano | 25. Gloomy Violet |
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26. Orange A La Mode | 27. Gewitterwolke | 28. Forest Gorila | 29. Motor Schlange | 30. Marchen Merkava |
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System | Basics · Offense · Defense · System |
---|---|
Movelists | Hyde · Linne · Waldstein · Carmine · Orie · Gordeau · Merkava · Vatista · Seth · Yuzuriha · Hilda · Chaos · Nanase · Byakuya · Phonon · Mika · Wagner · Enkidu · Londrekia · Tsurugi · Kaguya · Kuon · Uzuki · Ogre · Izumi · Eltnum · Akatsuki |
Trophies | UNDER NIGHT IN-BIRTH Exe:Late/Trophies · UNDER NIGHT IN-BIRTH Exe:Latest/Trophies · UNDER NIGHT IN-BIRTH II Sys:Celes/Trophies |
Other | Menu · Modes · Stages |