|
|
Line 55: |
Line 55: |
| ==Character Stats== | | ==Character Stats== |
| <div style="visibility:hidden; height:0px; width:0px"> | | <div style="visibility:hidden; height:0px; width:0px"> |
| <section begin=Health />x<section end=Health/> | | <section begin=Health />11000<section end=Health/> |
| <section begin=Smart Steer />x<section end=Smart Steer/> | | <section begin=Smart Steer />5A > 5B> 5C > 22A > 236C<section end=Smart Steer/> |
| <!----------------------------------> | | <!----------------------------------> |
| <section begin=Forward Walk Speed />x<section end=Forward Walk Speed/> | | <section begin=Forward Walk Speed />900<section end=Forward Walk Speed/> |
| <section begin=Backward Walk Speed />x<section end=Backward Walk Speed/> | | <section begin=Backward Walk Speed />-700<section end=Backward Walk Speed/> |
| <section begin=Jump Startup />x<section end=Jump Startup/> | | <section begin=Jump Startup />4<section end=Jump Startup/> |
| <section begin=Jump Duration />x<section end=Jump Duration/> | | <section begin=Jump Duration />x<section end=Jump Duration/> |
| <!----------------------------------> | | <!----------------------------------> |
| <section begin=Dash Startup />x<section end=Dash Startup/> | | <section begin=Dash Startup />5<section end=Dash Startup/> |
| <section begin=Initial Dash Speed />x<section end=Initial Dash Speed/> | | <section begin=Initial Dash Speed />2300<section end=Initial Dash Speed/> |
| <section begin=Dash Acceleration />x<section end=Dash Acceleration/> | | <section begin=Dash Acceleration />150<section end=Dash Acceleration/> |
| <section begin=Max Dash Speed />x<section end=Max Dash Speed/> | | <section begin=Max Dash Speed />3500<section end=Max Dash Speed/> |
| <!----------------------------------> | | <!----------------------------------> |
| <section begin=Backdash Startup />x<section end=Backdash Startup/> | | <section begin=Backdash Startup />3<section end=Backdash Startup/> |
| <section begin=Backdash Duration />x<section end=Backdash Duration/> | | <section begin=Backdash Duration />23<section end=Backdash Duration/> |
| <section begin=Backdash Distance />x<section end=Backdash Distance/> | | <section begin=Backdash Distance />-35203<section end=Backdash Distance/> |
| <section begin=Backdash Invul />x<section end=Backdash Invul/> | | <section begin=Backdash Invul />1-8 {{Property-UNI|Full}}, 9-10 {{Property-UNI|Throw}}<section end=Backdash Invul/> |
| </div> | | </div> |
| {{StatsInfobox-UNI}} | | {{StatsInfobox-UNI}} |
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| {{AttackData-UNI/Infobox}} | | {{AttackData-UNI/Infobox}} |
| <!-- See Template:AttackData-UNI documentations for help editing the moves below --> | | <!-- See Template:AttackData-UNI documentations for help editing the moves below --> |
| | |
| ==Normal Moves== | | ==Normal Moves== |
|
| |
|
![](/images/8/8c/Icon_patch_notes.png) |
Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
- Consider joining as an editor to help expand this page.
|
“
|
He is tortured. The path he takes. What he wants. All because of his desperation.
Seeking for a strong opponent with his imperishable body.
His refined fist. Where it's heading. The hammer to defeat darkness.
Earns a reputation as a disaster. To redeem a pledge with his lost friend.
|
”
|
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.
Yes, no different from a mere mortal.
Let us see if you can smite me with that power of yours.
|
”
|
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
|
- All unsafe pressure can be rendered safe with meter.
- Absolutely stunning corner throw pressure.
- For the most part, your stagger windows on normals are especially long.
- Parry can punish opponents who mash out of blockstun, and keep otherwise easy punishes in check.
- 4C. It is an anti-air, a projectile eater, a high-power combo starter, and a tool for pulling back your hurtbox. If you can manage its risk on block, it can be remarkably hard to contest.
- Has consistent and viable safejump setups from 236B and j.236B.
- Overall high damage output and corner carry, both with and without meter.
|
- Generally unsafe normals and specials.
- Mediocre reward, if any, from his midscreen throw.
- Your only overheads are telegraphed and incredibly unsafe.
- All pressure is high-risk and punishable unless meter is used.
- No meterless reversal.
- Parry is inconsistent when dealing with projectiles and large normals.
- Poorly chosen combo enders and throws can leave you in terrible positions, and force you to play neutral and close in all over again.
|
Character Stats
11000
5A > 5B> 5C > 22A > 236C
900
-700
4
x
5
2300
150
3500
3
23
-35203
1-8 Full, 9-10 Throw
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
Vorpal Trait
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
5BB
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
5BBB
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5C
|
5C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
5[C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
5CC
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
5CCC
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2C
|
2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
2[C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
2CC
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
2CCC
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Air Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.C
|
j.C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
j.CC
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Command Normals
6C
|
6C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
6[C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
4C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
3C
|
3C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
3[C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Universal Mechanics
Force Function
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Guard Thrust
|
214D Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
100 EXS, GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
45
|
-12
|
1~15 Full, 16~45 Full on hit
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 Full on hit
|
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
|
|
Veil Off
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
68
|
2
|
[7 (2 on hit) on landing]
|
108 (103 on hit)
|
-14
|
1~91 Full
|
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
2
|
4
|
20
|
25
|
+3
|
1~19 Full
|
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
|
|
Special Moves
236X
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
236X~6A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
236X~6AA
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
236X~6B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
236X~6BB
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
623X
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
22X
A/B Variation A/B Variation
|
22A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
A fast, (relatively) safe stomp with modest combo utility.
|
22B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Slower than 22A, but stronger and more useful generally.
- Can frame trap solidly, and is a powerful meaty with good timing.
- Excellent early in combos for adding damage without driving up scaling.
|
22C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
A fast, fearsome stomp that creates a pillar of energy. Arguably the highest utility move in Enkidu's entire kit.
- Canceling into this can render all of Enkidu's pressure safe- yes, it's that move that was mentioned in Enkidu's pros and cons.
- Unlike 22A/B, it also has a significant anti-air hitbox.
|
|
214X
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.236X
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Super Moves
Infinite Worth
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
Mid, Air
|
-
|
Knockdown
|
200 EXS, Vorpal or GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+15
|
6
|
46
|
67
|
-25
|
1~26 Full
|
Enkidu becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
|
|
Notable Rebeats and Gaps
Rebeat Table
Attack
|
Chain
|
Advantage
|
5C
|
5A
|
-x
|
X
|
X
|
X
|
X
|
X
|
X
|
Gap Table
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.
Page
|
Completed
|
To-do
|
Score
|
Overview
|
- Frame data added and checked.
- New moves have been listed.
- Pros/cons updated.
- Added detailed descriptions of moves.
|
- Fill out combo and strategy page.
- Add rebeat/gap data.
|
40/50
|
Strategy
|
|
|
0/25
|
Combos
|
|
|
1/25
|
General
|
|
Characters
|
|
Frame Data
|
|