Anne Posted July 26, 2014 Posted July 26, 2014 C worms are okay sometimes if you have a lot of meter and want to really establish something, but I would hold off on using them often in favor of other types of oki. The power of flight/66C/divekick/grab all combined is really nuts.
Scrubtrash Posted July 27, 2014 Posted July 27, 2014 Does Merkava really have no way out of getting pressured without meter? That's my main problem right now. (That and the game/netplay deciding that 2c dosen't connect after divekick huehuehue)
Grim-reaper Posted July 27, 2014 Posted July 27, 2014 beginner guide : https://www.youtube.com/watch?v=5WorKZwZ_uA combo video : https://www.youtube.com/watch?v=KydYpemwTxA
SoWL Posted July 27, 2014 Posted July 27, 2014 I was afraid that playing Merkava might leave me disappointed, since I know quite a few people who ended up dropping their expected mains, but he's actually everything I expected and more. Sure, my combos were sub-optimal as hell, but I didn't ever have to resort to the auto-combo feature, since his moves just flow so well together, other than maybe 6C whiffing up close sometimes. Also, I had a brilliant moment of doing a nice CS combo on the fly simply based on what I assumed would work, and guess what, it did, even scoring me a round. Hell, even his colors (which I thought were all pretty damn bad) look pretty neat in-game, with those shiny lines on his body, fireballs changing color, etc. A little neat tech that I noticed is that 3[C] not only dodges many attacks, but also has a hitbox right above Merkava. While it doesn't seem useful in combos or neutral game, it's just nice to know that the move works exactly like how it feels it should to be. Oh, and it's still a feint on an overhead, of course.
Grim-reaper Posted July 27, 2014 Posted July 27, 2014 Funny how the best characters also have the easiest combos. While i had a hard time doing seth's full bnb even once. Definitely adding Merk to my arsenal. One of the most original character designs in a while.
LatiosG Posted July 27, 2014 Posted July 27, 2014 I was looking at his advanced combos and fooling around with them. I'm comfortable with the combos I have now since they do decent damage and I have many choices to go for more damage or knockdown for oki. I have something for pretty much any situation and Cs opportunity.
Grim-reaper Posted July 28, 2014 Posted July 28, 2014 Yup Merk got 3k basic combos for all situtations be it raw dive kick, overhead, low A, fullscreen grab, fullscreen poke ... Made me pick him up as a sub instantly.
Scrubtrash Posted July 28, 2014 Posted July 28, 2014 I know,right? 236B into CS>divekick for 3k dmg? yes please also lol those 214 ''grabs'' (is the B version actually unblockable or can you shield it?)
Magaki Posted July 28, 2014 Posted July 28, 2014 214B is air unblockable with or without shield yeah. Whole move is dangerous on whiff though so make sure to always have a finger on the D button to cancel it in order to recover faster if you notice you guessed wrong and the opponent was still on the ground.
blckknight119 Posted July 28, 2014 Posted July 28, 2014 The salt people get after playing Merkava is getting real.
LatiosG Posted July 28, 2014 Posted July 28, 2014 It's prolly because you're doing 1236C. Shoutouts to SF4 half circle inputs. Its been a serious issue of mine to the point where I've done training sessions of just getting that super out consistently. Even when I do it carefully and preemptively in a real match, the game mistakes it for HCF.
SoWL Posted July 28, 2014 Posted July 28, 2014 Speaking of that, I've been struggling with the super's input, as well, though it seems that his flying grab is relatively safe, so it usually doesn't end too badly for me (even if its longer start-up means it's harder to punish things). Mind you, no one ever shields around here, so that might change over time. It feels that the best way to avoid that is to release the stick/pad and input it like 45236, but that takes a little bit more time than I'd want it to. What are you supposed to use that grab for, anyways? I never see it, which is a pity, since it looks awesome. Is it just a fringe combo ender?
Grim-reaper Posted July 28, 2014 Posted July 28, 2014 I think i only saw it in high damage veil off combos. You CS the super just before Merk wants to fly and you 236b > IW for real soviet damage !
LatiosG Posted July 28, 2014 Posted July 28, 2014 I currently use it to end some of my CS combos for some decent damage and helps me reach 4k in some cases. For those combos, either EX arms doesn't reach or as stated above, I can't get it out. As I get use to the more advanced meterless combos, I'll likely use it less and less.
Grim-reaper Posted July 28, 2014 Posted July 28, 2014 Am i the only sucker for 22C okis here ? I've been seeing everyone saying it's crap but man i love me some double-like mixups.
Scrubtrash Posted July 28, 2014 Posted July 28, 2014 The salt people get after playing Merkava is getting real. Yo,i was fighting a friend and in the middle of the last match he was all like ''Fuck it'' and stopped playing. I felt bad. Well,a little... >: )
SoWL Posted July 28, 2014 Posted July 28, 2014 Merkava: how to lose your friends and kidnap yourself some new ones.
MoralHazardPay Posted July 29, 2014 Posted July 29, 2014 Okay, so I'm working on my Merkava combos, the general combo path is Confirm -> 2CC jc9 jC jA jB j2C 2CC 4B B+C. If I do a divekick to start I can't end on the B+C and instead go for a 236C. Is this reasonably optimal? I'm not sure where's the best place to chain shift other than off a 214A (As I'm having trouble figuring out how to connect a relauncher after a 214B CS Assault jC 2C and have been setlling for a j214C instead of a CS). Where's a good place to land a 22C? Also, best places to IW? In terms of anti-airs I'm relying on 4B, but it's not the greatest. Is my DP worthwhile on that angle? Is there a good CS combo off it?
stickystaines Posted July 29, 2014 Posted July 29, 2014 What combo situations would lead into flight oki? I know it's off 66C or 3C, but do you always have to sacrifice some damage in order to leave the combo at 66C and go for the oki?
Anne Posted July 29, 2014 Posted July 29, 2014 Usually, yeah. Once you get to the end of the combo, you're probably scaled to such a point it wouldn't make a huge difference to drop some damage for better oki. There are some combo routes that are there for you to maximize damage before you throw in the 66C ender but I'd have to mess around to know which are actually optimal for that.
Grim-reaper Posted July 29, 2014 Posted July 29, 2014 Annel, mind sharing what the flight oki consists of ? Oh and that crazy 22c setup you talked about that bace did durint TSB please.
Anne Posted July 29, 2014 Posted July 29, 2014 Annel, mind sharing what the flight oki consists of ?Oh and that crazy 22c setup you talked about that bace did durint TSB please.That "crazy" set up was just Bace putting worms down and then using the respect to get j.C > j.B mix up and flight mix up.I explained how the flight mix up works in the first page of the thread.Also, it's just Anne
Koopa_Klawz Posted July 29, 2014 Posted July 29, 2014 Does anyone know how to get more hits with Merkavas throw?
LatiosG Posted July 29, 2014 Posted July 29, 2014 Does anyone know how to get more hits with Merkavas throw? mash all your buttons and spin your stick
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