Under Night In-Birth/UNICLR/Enkidu: Difference between revisions
(→Character Stats: Taken from https://docs.google.com/spreadsheets/d/1_foiYPKrBMrCSHr7VWsZLcFSxgTBU6ROD87PjubKnLg/edit#gid=1755436306) |
|||
Line 104: | Line 104: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage =190*2 | ||
|mindamage = | |mindamage = | ||
|guard = | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|normal}}, {{Property-UNI|th}}, {{Property-UNI|special}}, {{Property-UNI|cs}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
|attribute = | |attribute ={{Property-UNI|Strike}} | ||
<!------------> | <!------------> | ||
|startup = | |startup =6 | ||
|active = | |active =2(6)2 | ||
|recovery = | |recovery =11 | ||
|landing = | |landing = | ||
|overall = | |overall =26 | ||
|frameAdv = | |frameAdv =-1 | ||
|invul = | |invul = | ||
|description= | |description=Two punches in rapid succession. A nice fast little jab that can be very easy to get a confirm off of by itself, but can't be self canceled and doesn't trigger Havoc. | ||
}} | }} | ||
}} | }} | ||
Line 137: | Line 137: | ||
|data = | |data = | ||
{{AttackData-UNI | {{AttackData-UNI | ||
|version = | |version =5B | ||
|subtitle = | |subtitle = | ||
|damage = | |damage =580 | ||
|mindamage = | |mindamage = | ||
|guard = | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|normal}}, {{Property-UNI|special}}, {{Property-UNI|cs}}, {{Property-UNI|unq}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
|attribute = | |attribute ={{Property-UNI|Strike}} | ||
<!------------> | <!------------> | ||
|startup = | |startup =9 | ||
|active = | |active =3 | ||
|recovery = | |recovery =20 | ||
|landing = | |landing = | ||
|overall = | |overall =31 | ||
|frameAdv = | |frameAdv =-7 | ||
|invul = | |invul = | ||
|description= | |description= | ||
Line 159: | Line 159: | ||
|version =5BB | |version =5BB | ||
|subtitle = | |subtitle = | ||
|damage = | |damage =900 | ||
|mindamage = | |mindamage = | ||
|guard = | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|EX}}, {{Property-UNI|cs}}, {{Property-UNI|unq}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
|attribute = | |attribute ={{Property-UNI|Strike}} | ||
<!------------> | <!------------> | ||
|startup = | |startup =11 | ||
|active = | |active =4 | ||
|recovery = | |recovery =15 | ||
|landing = | |landing = | ||
|overall = | |overall =29 | ||
|frameAdv = | |frameAdv =-3 | ||
|invul = | |invul =1~14 {{Property-UNI|foot}} | ||
|description= | |description= | ||
}} | }} | ||
Line 179: | Line 179: | ||
|version =5BBB | |version =5BBB | ||
|subtitle = | |subtitle = | ||
|damage = | |damage =1100 | ||
|mindamage = | |mindamage = | ||
|guard = | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|EX}}, {{Property-UNI|cs}}, {{Property-UNI|unq}} | ||
|property = | |property ={{Property-UNI|Tumble}} | ||
|cost = | |cost = | ||
|attribute = | |attribute ={{Property-UNI|Strike}} | ||
<!------------> | <!------------> | ||
|startup = | |startup =11 | ||
|active = | |active =3 | ||
|recovery = | |recovery =23 | ||
|landing = | |landing = | ||
|overall = | |overall =36 | ||
|frameAdv = | |frameAdv =-8 | ||
|invul = | |invul = | ||
|description= | |description=Enkidu's main standing poke, and the start of his one button rekkas. 5B has good range and a strong hitbox, and starts strong combos on Havoc. 5BB has foot invincibility for catching mashers, while 5BBB causes tumble, and can generally be linked back into another normal like 2A or 5B depending on the starter. Don't go mashing this button on block, as the followups aren't in passing link and can only be EX or CS canceled, which will lead to you getting blown up. | ||
}} | }} | ||
}} | }} | ||
Line 214: | Line 214: | ||
|version =5C | |version =5C | ||
|subtitle = | |subtitle = | ||
|damage = | |damage =690 | ||
|mindamage = | |mindamage = | ||
|guard = | |guard ={{Property-UNI|Mid}} | ||
|cancel = | |cancel ={{Property-UNI|normal}}, {{Property-UNI|special}}, {{Property-UNI|cs}}, {{Property-UNI|unq}} | ||
|property = | |property = | ||
|cost = | |cost = | ||
|attribute = | |attribute ={{Property-UNI|Strike}} | ||
<!------------> | <!------------> | ||
|startup = | |startup =12 | ||
|active = | |active =4 | ||
|recovery = | |recovery =30 | ||
|landing = | |landing = | ||
|overall = | |overall =45 | ||
|frameAdv = | |frameAdv =-16 | ||
|invul = | |invul = | ||
|description= | |description= |
Revision as of 23:22, 12 August 2020
![]() |
Under Construction
|
“ |
He is tortured. The path he takes. What he wants. All because of his desperation. |
” |
Story
An unnamed fighter of ancient martial arts. So feared was he for his ferocity and strength that soon many erased his very existence from their minds. With no one left to face, he sought to test his mettle against those holding powers beyond mortals, the In-Births. He offers his arm to a Void, but his well-trained muscles prevent the fangs of the Void to penetrate fully, thereby leading to only a vague manifestation of power. Despite this, he continues to seek challengers under the Hollow Night, until one day, a woman appears in front of him and promises him the opponents he seeks. With those words, Enkidu's battle begins.
“ |
The power manifested within my body is weak. |
” |
Gameplay
Enkidu is a decidedly unique mid-ranged footises-oriented character who struggles profoundly with closing in, but can put the rest of the cast to shame with his potential against a cornered opponent. He lacks projectiles, full-screen normals, unreactable mixups, and high-mobility specials, but in exchange, Enkidu has access to Havoc's obscene benefits, some rather crafty hurtbox shifting, and generally remarkably high damage output and meter utility.
Owing to his generally anemic neutral game and unsafe pokes, paired with his high damage output and conversion potential, much of Enkidu’s game plan boils down to one thing- play neutral once. This character is for people that wish to be challenged in the realm of decision making, rather than in terms of their execution or raw game knowledge.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
(Research me) | |||
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait | |||
Vorpal Trait |
Unique Trait
- trait1
- trait2
Vorpal Trait
- trait1
- trait2
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
5B
5C
Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
Command Normals
6C
4C
3C
Dash Moves
66B
66C
Universal Mechanics
Force Function
Throw
Guard Thrust
Veil Off
Special Moves
236X
236X~6A
236X~6AA
236X~6B
236X~6BB
623X
22X
A/B Variation A/B Variation
|
---|
214X
j.236X
Super Moves
Infinite Worth
Infinite Worth EXS
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C | 5A | -x |
X | X | X |
X | X | X |
Attack | Chain | Frame Gap |
---|---|---|
5A | 5C | x |
X | X | X |
X | X | X |
Videos
External Links
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Enkidu Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-08-12 by Johhny.
41% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
|
|
40/50 | |
Strategy |
|
|
0/25 |
Combos |
|
|
1/25 |