Anne Posted August 9, 2014 Posted August 9, 2014 I could probably whip up a quick intro/strategy write-up for the wiki.I'll try to get it up next week so people can also proofread/edit at will.I'm going to go ahead and get some general stuff up there so that there is stuff there for people to see. Feel free to add on and edit stuff later though. Again, I just want there to be an /actual wiki/ in place so people don't see a shitty empty page when they look and ignore it. We'll update it and fix things as we go on.
jailhousefrog89 Posted August 10, 2014 Posted August 10, 2014 Don't end a block string with 236a,not good move on block. 623a is better but you're better off just whiffing a 5a and going back in. Also I'm of the opinion that etc,6© j6d etc route has no real purpose since it does only 20 more damage and is 10 times more likely to drop. Regular Merkava bnb is mostly undroppable.
Anne Posted August 10, 2014 Posted August 10, 2014 Don't end a block string with 236a,not good move on block. 623a is better but you're better off just whiffing a 5a and going back in. Also I'm of the opinion that etc,6© j6d etc route has no real purpose since it does only 20 more damage and is 10 times more likely to drop. Regular Merkava bnb is mostly undroppable.Corner caaaaaaaarrrrrrrryyyyyyy. The IAD combo is easy as shit offline, and you need IAD confirms for certain scenarios so you might as well be good enough to do it.
Big Ben Posted August 10, 2014 Posted August 10, 2014 Hey, I have a question. Since Merkava's 3C can be canceled into the fireball, does this mean it's an aerial and does that mean if you shield 3C that he can't cancel into the fireball?
GirugaMarc Posted August 10, 2014 Posted August 10, 2014 Hey, I have a question. Since Merkava's 3C can be canceled into the fireball, does this mean it's an aerial and does that mean if you shield 3C that he can't cancel into the fireball? You can cancel it into fireball if they shield
LitchiFayeBling Posted August 10, 2014 Posted August 10, 2014 3c isnt an air normal and is air unblockable and grd breaks air shield u only stop air normals from canceling with air shield i thought
Villainous Posted August 10, 2014 Posted August 10, 2014 Question of the day, assuming you have full meter and vorpal and you land a hit, whats Merkava's highest damage reasonable combo? Most I'm getting is like 4.5k but I'm just wondering if anyone has a good combo when you really wanna go for the kill. I find myself in that situation a lot where I'm like "man, I wish I had some big crazy flashy combo that did a shitload of damage right here" instead of just doing standard BNB for like 3.5k or something.
GirugaMarc Posted August 11, 2014 Posted August 11, 2014 Merkava's JC out of Vorpal does 666 damage lol. Also does anyone know how to input the fly after 66C or 3C? I keep ending up way to high after it to apply any Okie but I see JP players fly right over their heads. His elbow (4B) with no vorpal does 666. Does this make it the "hellbow"? Fitting because it's quite a good AA.
Scrubtrash Posted August 11, 2014 Posted August 11, 2014 His elbow (4B) with no vorpal does 666. Does this make it the "hellbow"? Fitting because it's quite a good AA. Too bad it's not an overhead. But then again if it was it would be way too stupid.
ninjay Posted August 11, 2014 Posted August 11, 2014 I really liked playing against a Merkava player by the name of OrangetteJP. I'm glad I recorded it so I can learn from him! https://www.youtube.com/watch?v=XUDpf8h9c4M
SoWL Posted August 12, 2014 Posted August 12, 2014 Question of the day, assuming you have full meter and vorpal and you land a hit, whats Merkava's highest damage reasonable combo? Most I'm getting is like 4.5k but I'm just wondering if anyone has a good combo when you really wanna go for the kill. I find myself in that situation a lot where I'm like "man, I wish I had some big crazy flashy combo that did a shitload of damage right here" instead of just doing standard BNB for like 3.5k or something. I remember getting the achievement with a pretty simple launcher-aerial-groud BnB that ended with 236B 41236D. Not too flashy, so it's probably not what you want.
merkavas_bad_touch Posted August 13, 2014 Posted August 13, 2014 What are the combos involving 8jc j.6D and are they optimal? Or is it better to do just standard BnBs?
Anne Posted August 13, 2014 Posted August 13, 2014 What are the combos involving 8jc j.6D and are they optimal? Or is it better to do just standard BnBs?Check the wiki. It's usually optimal to do the j.6D route for all of the corner carry, damage, and knockdown in one route.
ban1son Posted August 13, 2014 Posted August 13, 2014 On the subject of j6d. ja .jb etc combo route, I am having trouble doing the j6d,ja or jb after the charged 6c. Is there a way of inputting it to make it easier? cuz it seems hard as hell. cheers...
Anne Posted August 14, 2014 Posted August 14, 2014 In case you needed more reason to learn j.6D routes, here is a pretty great one:Opponent in corner: Max Range 5B > 5C > 6C(charge a bit to get a delay but don't charge all the way) > j.6D > j.A > j.B(2) > 2C > 623A > DC > 2C > 5C > 4BShould get almost 3k and knockdown. In pressure situations you'll push yourself out to max 5B range, this is a way to keep using 5B to be threatening and get pay off and keep pressure going. Here's a video so you can see this route clearly: https://www.youtube.com/watch?v=DSjn2NJnj2g&feature=youtu.be5BB > 6C > j.6D is also a route. You can use it to get that corner combo, but it can work midscreen too after a 2C. This route exists as a more consistent route after DC hits midscreen and you're worried about 2CC not hitting consistently:DC > 66 >2C > 5BB > 6C > j.6D > j.A > j.B(2) > DC(gonna have to let Merkava fun a tiny bit before hitting C) > 66 > 3C > 5C > 4BBoth of these are super practical routes. 5B > stuff > j.6D routes in the corner are super duper important to maximize pressure in the corner and the rewards you get from them, so you should learn them.
ninjay Posted August 14, 2014 Posted August 14, 2014 Is 3.C or Dash C air unblockable? After an air 2C in middle of the screen, I have tried 5C, BB, and try dash C right after they tech backwards. It seems like it hits them before they land. It doesn't happen all of the time because it looks like it hits as soon as they land and they block it. Has anyone else tried this?
LitchiFayeBling Posted August 14, 2014 Posted August 14, 2014 can't hit anyone when they air tech out of a combo. but both overhead flips should be air unblockable.
ninjay Posted August 14, 2014 Posted August 14, 2014 can't hit anyone when they air tech out of a combo. but both overhead flips should be air unblockable. So after they air tech, you can't hit them until they touch the ground?
Anne Posted August 14, 2014 Posted August 14, 2014 So after they air tech, you can't hit them until they touch the ground?Yup. You actually see a nice big "I am invincible" bubble around them while they fall. They also can't perform any actions until they hit the ground.
ninjay Posted August 14, 2014 Posted August 14, 2014 When when I thought it was working, they were just pressing buttons or crouch blocking when they landed then. Good to know.
Anne Posted August 15, 2014 Posted August 15, 2014 https://www.youtube.com/watch?v=C6AhC2ZAxSMWorking on some projects, this is gonna be the first one. Let me know what you guys need help on and I'll look into it, already planning one on combo routes.
merkavas_bad_touch Posted August 15, 2014 Posted August 15, 2014 Subbed Annel, cannot wait to see what you put out. Out of curiosity, do people here input dash with the stick or buttons? What is more consistent for combos?
Koopa_Klawz Posted August 15, 2014 Posted August 15, 2014 I usually do 66. Mostly because I played BB. :V
the_paulena Posted August 17, 2014 Posted August 17, 2014 How do these combos work: 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 I thought you could only use a button or its variant once in a combo.
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