Under Night In-Birth/UNICLR/Enkidu: Difference between revisions

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(→‎Character Stats: Taken from https://docs.google.com/spreadsheets/d/1_foiYPKrBMrCSHr7VWsZLcFSxgTBU6ROD87PjubKnLg/edit#gid=1755436306)
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==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==



Revision as of 21:10, 12 August 2020

Profile-Enkidu.png

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

  • 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
UNI Enkidu 5A 1.png
UNI Enkidu 5A 2.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
5B
UNI Enkidu 5B.png
UNI Enkidu 5BB.png
UNI Enkidu 4C.png
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
UNI Enkidu 5C.png
UNI Enkidu 236XA.png
UNI Enkidu 5CCC.png
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
UNI Enkidu 2A.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
2B
UNI Enkidu 2B.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
2C
UNI Enkidu 2C.png
UNI Enkidu 2CC.png
UNI Enkidu j.236X.png
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
UNI Enkidu j.A.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
j.B
UNI Enkidu j.B.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
j.C
UNI Enkidu j.C.png
UNI Enkidu j.CC.png
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
UNI Enkidu 6C.png
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
UNI Enkidu 4C.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
3C
UNI Enkidu 3C.png
UNI Enkidu 3C IC.png
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
UNI Enkidu 66B.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
66C
UNI Enkidu 66C.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Universal Mechanics

Force Function

Tidal Spin
回天旋
B+C
UNI Enkidu BC.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Throw
Throw
投げ
A+D
UNI Enkidu AD.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Enkidu 5B.png
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
Veil Off
ヴェールオフ
A+B+C
UNI Enkidu ABC.png
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.
    • Including in the air.
  • 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
UNI Enkidu 236X.png
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
Second Precept: Crush
弐之戒:砕
236X~6A
UNI Enkidu 236XA.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
236X~6AA
Third Precept: Pierce
参之戒:穿
236X~6AA
UNI Enkidu 236XAA.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
236X~6B
Second Precept (Secret): Sever
弐之戒(裏):断
236X~6B/C
UNI Enkidu 236XB.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
236X~6BB
Third Precept (Secret): Rage
参之戒(裏):烈
236X~6B/C~6B/C
UNI Enkidu 236XBB.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
623X
Chained Kick
連環腿
623X
UNI Enkidu 623X.png
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
Thunder Stomp
踏鳴
22X
UNI Enkidu 22X.png
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
Stance of Reversal
転律之構
214X
UNI Enkidu 214X.png
UNI Enkidu 214C.png
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
Gale Edge
斬空尖
j.236X
UNI Enkidu j.236X.png
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

Spiral Dual Palm Strike
螺旋双掌打
41236D
UNI Enkidu 41236D.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Infinite Worth EXS

Demon Seal: Abyssal Force
狩魔之紋:冥獄破顕衝
A+B+C+D
UNI Enkidu ABCD.png
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

001 Saika Kissui
002 Sekishu Kuuken
003 Ryokurin Hakuha
004 Uguisu
005 Shiden Seisou
006 Kaikatsu Tenkuu
007 Jinrai Furetsu
008 Meimei Hakuhaku
009 Kakou Ryuryoku
010 Netsugan Reitei

Customization Unlocks (2000 IP Each)

011 Suo
012 Masuhana
013 Hakusha Seisyo
014 Akesumire
015 Nobori Arashi
016 Hanada Kohaku
017 Sakura Mochi
018 Koujin Banjo
019 Awa Chidori
020 Tanpopo
021 Ume Murasaki
022 Seiten Hekireki
023 Raitou Unpon
024 Yama Budo
025 Hanarokusyo
026 Akane Aokachi
027 Kaisei Sanmei
028 Tsuki Some
029 Aoni Fukahi
030 Tansyo Noumatsu


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

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
  • Created base pages
  • Fill in Strategies
0/25
Combos
  • Created base pages
  • Start adding combos
1/25


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