xXavierx Posted September 9, 2014 Posted September 9, 2014 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. Yeah that's what I don't like. It seems like if you're recording as Merkava then the character won't tech while you're recording. You get no visual cue and I feel like I'm just randomly timing the j.a and hoping it safe jumps.
Anne Posted September 9, 2014 Posted September 9, 2014 The dummy should tech if you have it set up right. The tech timing is the issue. Also after Idk where you guys are doing 66C so that you need fireball confirms, but cool I guess? I can see if they stand up before it hits and usually just do what I need to, and in the corner autopiloting FF is actually okay.
Effenhoog Posted September 17, 2014 Posted September 17, 2014 Is there any way to stop people from DPing you after they block 66C/3C? Fireball makes it safe but since it's not a true blockstring they can DP you out of it. if you don't do the fireball it's unsafe so you get DPed anyway. Is it just not a usable move vs characters with a DP?
SoWL Posted September 17, 2014 Posted September 17, 2014 Feint 3C and block? Pretty much every single move in the game is minus on block, so I wouldn't be surprised that people can DP after blocking 66C/3C. If they're blocking it, do something different.
ElvenShadow Posted September 27, 2014 Posted September 27, 2014 I'm on my way to Final Roundbats. They are running console UNIEL tourney on stream at about 1 pm Japan time. I just bought the game a couple days ago and have only been learning from just playing online matches and a little training mode. I haven't read much about strategies or optimal combos until right now. I just read this whole thread on the train on the way to Tokyo lol. I'm playing Merkava and I think he's really fun. I have the basic zoning game down but my combos and oki are not optimal and I lack matchup exp but I'll play in the tourney. If you check out the stream or watch the archives I would really appreciate some critique or advice.
SoWL Posted October 3, 2014 Posted October 3, 2014 I'm on my way to Final Roundbats. They are running console UNIEL tourney on stream at about 1 pm Japan time. I just bought the game a couple days ago and have only been learning from just playing online matches and a little training mode. I haven't read much about strategies or optimal combos until right now. I just read this whole thread on the train on the way to Tokyo lol. I'm playing Merkava and I think he's really fun. I have the basic zoning game down but my combos and oki are not optimal and I lack matchup exp but I'll play in the tourney. If you check out the stream or watch the archives I would really appreciate some critique or advice. I missed the stream, so a link to the archive would be appreciated. Lately, I've been wondering about the best way to put the opponent into the corner when it is you who are cornered. Mashing out of the enemy pressure is nothing unusual, but even going for the IAD BnB doesn't really carry the opponent that far away at that point. On the other hand, I remember that slightly changing j.2C's timing in a combo lets Merkava switch sides with the opponent, which sounds just like what you'd want to do there. So, what's the best combo with that scenario in mind?
Anne Posted November 8, 2014 Posted November 8, 2014 I just want to point out that recent things might have given us a slightly better midscreen combo route:starter > 2C > 623A > DC > 66 > 2CC > j.2C > 2C > 5C > 4BStarter can literally be /anything/
SoWL Posted November 11, 2014 Posted November 11, 2014 I thought we had this combo from around page one? Anyways, it feels like it's easier to drop, so the other BnB is not completely outdated.
Keech Posted November 11, 2014 Posted November 11, 2014 http://www.youtube.com/watch?v=bDS0_XszNDo#t=896 Fresh TetsuE action! King of locust again on stage!
Keech Posted November 26, 2014 Posted November 26, 2014 A+D 8 hit's more easy on arcade than on console-confirmed one of top jp merkava. So it's realy 360'n A+B+C mash.
xXavierx Posted July 23, 2015 Posted July 23, 2015 Anyone else think Merkava looks underwhelming in the new version?
Noko Posted July 24, 2015 Posted July 24, 2015 At least he didn't lose wallbounce after 236C: https://youtu.be/Uyy1kku_PhA?t=58m4s
xXavierx Posted July 24, 2015 Posted July 24, 2015 I noticed the worms seem to jump way higher when he uses them in the corner. Maybe it could have some cool CVO application.
Voodin Posted September 3, 2016 Posted September 3, 2016 On 7/24/2014 at 5:08 AM, Anne said: Ugh Merkava combos are pretty finicky. Merkava is all about mixing playstyles right? He can zone you out, he can rush, gotta do a bit of both, my personal bread and butter is: 2C > 2C > J.A > J.C > J. 2C > 2C > 3C ... With this combo I can cancel into 236X, or early cancel into a.214X, or cancel into Force Function which sets me up for 22C
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