Under Night In-Birth/UNI2/Enkidu/Starter: Difference between revisions
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| combo = 5A/... > 5B > 5C > 3C > dl. 623B > (dl. 623A) > 2B > 236[B] > jBCC > 66C > 236X~6A > (~6A > ENDER) | | combo = 5A/... > 5B > 5C > 3C > dl. 623B > (dl. 623A) > 2B > 236[B] > 5B > jBCC > 66C > 236X~6A > (~6A > ENDER) | ||
| basedamage = | | basedamage = |
Latest revision as of 15:26, 12 May 2024
Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl.X | There should be delay before inputting "X". |
w.X | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Usually will be omitted due to being obvious. |
md.X | Perform a micro-dash before performing "X". |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X > Y | Cancel "X" into "Y". |
X, Y | Link "X" into "Y", allowing "X" to fully recover before "Y". |
X~Y | This notation has two meanings.
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CH | The first attack must be Counter Hit. |
CS | Perform a Chain Shift, which is performed by inputting D twice. |
CVO | Perform a Cross Cast Veil Off, which is performed by inputting A+B+C. |
IW | Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO. |
IWEX | Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D. |
Neutral
- Enkidu usually has to play as a patient-defender type due to not being a zoner, not being insanely fast, and not having any particularly huge buttons compared to the rest of the cast.
- Focus on dashblocking and winning cycle. Once you have cycle, try getting in.
- Focus on counterpoking. 5B is a good defensive poke to intercept, 2B is a good aggressive poke to steal a turn.
- Use 6FF against more disjointed attackers (e.g. Gord). It dumbs down footsies to "if you press a button, I win" provided they are in range, due to the frame 7 Guardpoint.
- Rotating between dashblock, B normals and 6FF in neutral can often be enough to seal the deal.
Combo Game
Combos
Combo | Damage | Cost | Meter Gain | Location |
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5A/… > 5B > 5C > 3C > 6[C] > (22B) > 2B > 2C > jBCC > 66C > 236X~6A > (~6A > ENDER) | 0 | 0.xx | Anywhere | |
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(4[C] > 22B)/… > 2B > dl. jABC > 5B > dl. 2C > 4[C] > 236X~6A > (~6A > ENDER) | 0 | 0.xx | Anywhere | |
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5A/... > 5B > 5C > 3C > dl. 623B > (dl. 623A) > 2B > 236[B] > 5B > jBCC > 66C > 236X~6A > (~6A > ENDER) | 0 | 0.xx | Corner | |
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3C/3[C]/4C > 5FF > j236A > 2B > 2C > jBCC > 66C > 236X~6A > (~6A > ENDER) | 0 | 0.xx | Anywhere | |
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5[C] > 2B > 2C > jBCC > 66C > 236X~6A > (~6A > ENDER) | 0 | 0.xx | Anywhere | |
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66C > 236X~6A > 2B > dl. jABC > 5B > dl. 2C > 4[C] > 236X~6A > (~6A > ENDER) | 0 | 0.xx | Anywhere | |
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ASSAULT j5C > 5A > 5B > 5C > 3C > 6C > 22B > 2B > 2C > 4[C] > > 236X~6A > (~6A > ENDER) | 0 | 0.xx | Anywhere | |
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Enders
Combo | Cost | Location |
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Just 236X~6A | 0 | Anywhere |
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236X~6A~6A | 0 | Corner |
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236X~6A~6A > 236C | 100 Meter | Corner |
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236X~6A~6A > 360C | 100 Meter | Corner |
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236X~6A~6A > 623C | 100 Meter | Corner |
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236X~6A~6A > 41236D | 200 Meter | Anywhere |
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236X~6A > ABCD (when <= 30% HP) | 200 Meter | Anywhere |
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Pressure
- Use the time during 5A/2A > 5B > 5C to react to whether or not you are hitting them.
- The sooner you react, the better. Try to not let the 5C out, as it leaves you closer.
- If they are blocking, rotate between resetting with the A normal you haven't used, or doing 6[C] / 5[C].
- If they do not respect the A-normal reset, do 4[C] > 22B. 4[C] will dodge most quick normals thanks to the hurtbox retraction. Alternatively, if the reset with the A button actually hit them, you can go for a frametrap with 4[C] or any of the normals you haven't used as well.
- If they start to adapt by pressing slower buttons after the reset to beat the 4[C] hurtbox retraction, start by simply doing an A normal after the reset yourself. Since they are now doing slower buttons, even if you are e.g. -1 after a 5A reset (that they blocked), pressing 5A again will beat their option.
- This is a very simple RPS that can work until you run into good players. Try expanding it once you feel comfortable with additional options. Enkidu has a lot of stuff he can do, this just mostly serves as a good, efficient thing you can autopilot out.
Defense
- 214C and 623C are your f1, 100% meter reversals.
- After CS, 214A is f1, so keep that in mind as yet another reversal if they flash red during the CS freeze.
- 2B and 6FF can shred through holes in the opponent's pressure. Use 6FF in doubt if they are further away.
- While 2A is f6, it has solid range. When dealing with closer resets, mash out with it.
Understanding Hurtbox Retraction
Both 4C/4[C] and 6C/6[C] move Enkidu's hurtbox back, with both of them also only extending their hurtbox from their retracted position along the actual attack. Essentially, while traditionally moves have the character's hurtbox extend forward a bit before the hurtbox comes out, making it easier to hit them before the strike comes out, 4C and 6C behave in the exact opposite way, retracting and then suddenly shooting forwards with a hitbox, making it prone to trade, which works out in Enkidu's favor usually. This is a useful trait for a lot of situations, especially because the retraction happens so fast into the move's startup. Make sure to make use of this.
Videos
UNI2 Enkidu Combo Video
External Links
- UNI2 Enkidu Combo Doc by Rikir.
- Enkidu in 30 Minutes by Fluury.
- CLR Enkidu Primer (Outdated but lots still relevant) by Mo.Sin.