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Posted

should be able to link 2b after 4b instead of chain to "reset" your chain. you can't use the same normal in a chain (with the exception of smart steer after, but that's not what is happening in this case)

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Posted

How vital is flight to his gameplan? Can you play effectively without flight canceling if you suck at it?

Posted

Has anyone ever noticed that different versions of air fireballs push Merkava back differently? j.214A makes him fall vertically downwards, while j.214B pushes him away. Question is, does it ever matter? For instance, which one do you use after a blocked 3C?

Posted

I'd imagine j.214A so it's safe on block and so you can OTG in the corner.

Sent from my iPhone using Tapatalk

Posted

So I was looking for optimized damage midscreen combos after raw Ex Arms and found these.

 

It seems if you get an anti-air hit at assault jump apex height you can get that long extended combo:

 

236c > dash > j.B(2) > j.a > j.c > 5b > 6c > 214b         3397 damage 

 

http://www.youtube.com/watch?v=4LvspTGbTvw&t=2m36s

 

 

If it's a grounded hit however the best I've found so far seems to be:

 

236c > dash > j.a > j.c > j.b(2) > 236a        3045 damage

 

while this isn't much damage in comparison to the plain old universal:

 

236c >  6c > 214b           2966 damage

 

The grounded one still incorporates the dash after super which would get you in the habit of doing it though. You can actually tag on another EX arms after the grounded version and extend it again: 

 

236c > dash > j.a > j.c > j.b(2) > 236a > 236c >  6c > 214b      4005 damage 

 

Has anyone found anything better? 

Posted

After 236C > j.A > j.C > j.B you can do a microdash 5A/2A and then finish the combo for the best possible damage/situation.

Posted

I created/discovered a Merkava combo that works anywhere on screen and pushes the opponent into the corner. I've noticed a few other Merkavas using this online (or something similar), perhaps because it revolves mostly around the C button so it doesn't drop in lag all to easily. 

 

2A>2B>2CC>j.C>j.B(2)>j.2C>2C>5C>4B (2373/35.97)

 

Note that when doing this midscreen you have to jump towards the opponent after 2CC, rather than just straight up. 

As far as I know, all of Merkava's good starters can confirm into this combo. 

Additionally, you can tack a super on the end, though for the route I use it doesn't always work on every starter, but you can just CS and use a super depending on the starter used.

 

After 4B: 236B>41236D (4246)

 

While this combo definitely isn't the best out there, I feel like it is really good for people just trying to get a footing, as it has no dashing involved. 

Posted

I just picked up UNIEL and messed around with merkava for a little in training mode. Ive been seeing a lot of people doing low fly J. B thing how do you do that? Also best character because he looks like eva unit 01

Posted

To do low fly, you need to jump at an angle then input flight quickly, then hold down. The input is like 772 or 992. Just hit j.B on your way down.

Posted

To do low fly, you need to jump at an angle then input flight quickly, then hold down. The input is like 772 or 992. Just hit j.B on your way down.

 

Cool thanks. I saw people doing a weird glide thing across the screen the input for that is 41236? Does merkava have any jump cancels on block or anything like that?

Posted

Jump cancelling on block doesn't exist in this game (unless you're Nanase, she has a FF that allows her to do so at the cost of GRD).

Flight Oki Tutorial in full: https://www.youtube.com/watch?v=61gDE72U-tI

Please start using it, it's kind of stupid.

 

thanks a lot was looking for exactly this. Merkava also seems like the only character in the game who kind of insane mixup options feels kind of place with the other cast lol

 

also whats DC the 3C?

Posted

DC = Dash C. Faster version of 3C.

Insane mix up happens with other chars, Merk just has some of the silliest corner oki.

Posted

DC = Dash C. Faster version of 3C.

Insane mix up happens with other chars, Merk just has some of the silliest corner oki.

 

is there any advantage to doing dash c instead of 3C? ive just been throwing 3c in at the end of combos and going into this it looked like it had the same amount of recovery but maybe im wrong

Posted

About the vid when you low fly do you have to use 2 to get the safe jump low fly or can you do it with holding 3 as well?

Either works but 2 is much easier vs some chars

Posted

Nice vid, Anne.

 

About the timing of the safejump, does the set up need to be done quickly or is the timing lenient and purely dependent on the timing of the j.a based on their tech? 

 

I've never got the safe jump to actually block a reversal (unless I whiff it super early) and I can't figure out if it's because I'm not doing flight fast/low enough or just mistiming my j.a 

 

Also, any go to frame traps I should be using besides 2b > 2c?

Posted

Spacing/timing will make the safejump easier to do, but you just have to learn it. Most reversals aren't 5 frames so you're usually pretty good.

2AxN > 2C is the god frametrap string, 5A > 4B is awesome, delayed 5C is awesome in the corner

Posted

So I was looking for optimized damage midscreen combos after raw Ex Arms and found these.

 

It seems if you get an anti-air hit at assault jump apex height you can get that long extended combo:

 

236c > dash > j.B(2) > j.a > j.c > 5b > 6c > 214b         3397 damage 

 

http://www.youtube.com/watch?v=4LvspTGbTvw&t=2m36s

 

 

If it's a grounded hit however the best I've found so far seems to be:

 

236c > dash > j.a > j.c > j.b(2) > 236a        3045 damage

 

while this isn't much damage in comparison to the plain old universal:

 

236c >  6c > 214b           2966 damage

 

The grounded one still incorporates the dash after super which would get you in the habit of doing it though. You can actually tag on another EX arms after the grounded version and extend it again: 

 

236c > dash > j.a > j.c > j.b(2) > 236a > 236c >  6c > 214b      4005 damage 

 

Has anyone found anything better? 

 

Hi, these are my notes on what I do on raw 236C.

 

http://pastebin.com/JQ3wjuUG

 

Merkava 236C Starter Combos
 
All damage values were calculated with Vorpal ON, against Akatsuki.
 
1. Midscreen - 100% Meter - CS 
236C > 6C > 214B xx CS > 6D > delay j.C > j.2C > 2CC > j.C > j.A > j.B > 66C 
~4200 dmg & oki
 
2. Midscreen - 200% Meter - CS 
236C > 6C > 214B xx CS > 6D > delay j.C > j.2C > 2CC > j.C > j.A > j.B xx j.214C 
~4600 dmg no oki
 
3. Opp In Corner - 100% Meter
236C > 5C > 4B > 2CC > j.C > j.A > j.B > 66C 
~3900 dmg & oki
 
4. Opp In Corner - 200% Meter
236C > 5C > 4B > 2CC > j.C > j.A > j.B > 66C xx j.214C 
~4500 dmg no oki
 
5. Opp In Corner - 100% Meter - CS
236C > 5C > 6C > 214B xx CS > 6D > delay j.C > j.2C > 2C > 5C > 4B
~4100 dmg & oki
 
6. Opp In Corner - 200% Meter -CS
236C > 5C > 6C > 41236C xx CS > 2CC > j.C > j.A > j.B > 66C > 2C > 5C > 4B
~4500 dmg & oki
 
7. Opp In Corner - 200% Meter -CS
236C > 5C > 6C > 214B xx CS > 6D > delay j.C > j.2C > 2CC > j.C > j.A > j.B xx j. 214C 
~4700 dmg no oki
 
Notes:
 
The timing on 214B xx CS > 6D > delay j.C is somewhat strict. Hitting the opponent with the j.C too early after the 6D results in the opponent recovering on the ground after the subsequent j.2C before you can continue the combo. A late j.C will simply not connect resulting in an air tech. Here is a trick I found useful for more consistently being able to execute the timing (your mileage may vary). Notice when chainshifting that on the left or right side of the screen (1P & 2P respectively) a line of text appears announcing that you've chainshifted. In the combo(s), following the chainshift of the 214B, immediately 6D and attempt to have the j.C connect right as the opponent falls past that line. This increased my personal reproducibility of the combo by at least 50%.
 
The chainshift on 41236C must be done at the end of the drag animation but before Merkava takes off into the air again for the final slam.
Posted

Apparently, rather than spinning the stick for extra throw hits, you can simply hold 4 or 6. Gotta make reacting to throw techs much easier.

Posted

When practicing wake up set ups in this game, how do you guys set up your training dummy? I'm working on the corner flight oki but I'm not happy with my dummy set up. I'm trying to practice the set up with the visual cue of them teching the 66c and reversal super on first frame but I can't get a consistent dummy response. I'll type out how I have them set up if necessary, but I'm hoping someone has a simple way to set this up before I go into detail. 

Posted

I just set the dummy as Merkava and practice recording the set up as the dummy. The dummy is weird about teching though so it can be kinda hard.

Posted

I've been trying to experiment with different stuff after 66C cancel into fireball (on hit and on block).

 

Heres what I have so far. 

 

http://pastebin.com/B3YUZWxz

 

Merkava Converting off of 66C xx 214A/B
 
All damage values calculated with Vorpal ON, against Akaktsuki.
 
1. Anywhere - CS 
66C xx 214A/B xx CS > 6D > j.C > j.2C > 2CC > j.C > j.A > j.B > 66C
~2700 dmg & oki
 
The above is ONLY if the 66C connects! The combo is cut short due to the fireball using up one of your OTGs! This is not really the combo you want! (explained later on.) Confirming off of 66C varies GREATLY on spacing. The above is the simplest version that works anywhere on the screen with just about any spacing and at just about any height. Depending on the distance you may need to use 214B instead of 214A, though in my admittedly limited testing it would seem that 214A is often the correct choice. Spacing/Height allowing, you can do different routes off of the 6D > j.C (i.e. 6D > j.C > j.A > j.B > 66C)
 
2. Anywhere - CS
66C (blocked) xx 214A/B xx CS > 6D > j.C > j.2C > 2CC > j.C > j.A > j.B > 66C > 2C > 4B
    ~3000 dmg & oki
 
This what you want to happen! The goal is to get you opponent to attempt to mash after 66C is blocked and counter them with fireball. In this scenario the fireball is really the first hit of the combo allowing you to get a 2nd 2C OTG. This gives you some added damage and the joy of beating your opponents mash, which may put them on tilt or otherwise help you condition them. All of the spacing restrictions from the first combo still apply.
Posted

With 66C, I basically try to judge the distance and either fireball on block, combo into 2C if I'm close enough, or go for the flight oki right away if I'm too far away for 2C. Though I auto-pilot the fireball on hit more often than I'd like to.

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