|
|
Line 57: |
Line 57: |
|
| |
|
| ===FAQ=== | | ===FAQ=== |
| =====How do I do x?=====
| |
|
| |
|
| *For combos with [https://www.youtube.com/watch?v=dX4ji3jVz7A&list=PL6-pIneN4COaAxXG_RVZNWG-9h2rAOt9l&index=5 J.ABC], press J.A when you are at the apex of your jump | | *For combos with [https://www.youtube.com/watch?v=dX4ji3jVz7A&list=PL6-pIneN4COaAxXG_RVZNWG-9h2rAOt9l&index=5 J.ABC], press J.A when you are at the apex of your jump |
Revision as of 03:19, 12 May 2021
![](/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.
|
![Profile-Enkidu.png](/images/thumb/0/05/Profile-Enkidu.png/450px-Profile-Enkidu.png)
Notation Help
|
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Glossary and Controls
|
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.
- Use attack "X" with "Y" follow-up input.
- Input "X" then within a few frames, input "Y". Usually used for option selects.
|
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.
|
Getting Started
Starter Combos
Combos to start off with
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- Beginners BnB to teach x.
|
- Beginners BnB to teach x.
|
- Beginners BnB to teach x.
|
Combo Theory
- Any combo with 5A can be done with 2A.
- End in 236C to dump meter at the end of your combos or 623C to kill
- After 236C ender in the corner use j.8C to meaty, j.A j.A to safe-jump or backdash as an all around safe option
- To get oki mid-screen meterlessly end in 236X-6A rather than 236XAA
- To avoid SMP (same move proration) avoid reusing 236A in a combo.
- For example, if using 236AXX first then end with 236BXX
- Damage is calculated with non-vorpal damage only (look at the smaller number)
- If ending with 2C in the corner you can always go into 2CCC if you don’t have meter into 236C
FAQ
- For combos with J.ABC, press J.A when you are at the apex of your jump
- For combos with 66B, buffer 66 before you land to ensure 66B lands
- For 1 upkick (623X) corner routes delay the upkick to get 2B out easier
- For combos involving a 2C link after 6[C] / divekick, these are tough 1 frame links. Getting used to the *timing with practice is the only advice I can give.
- For enders with 2C 5CCC (236C), appropriate delay should be used during 5CCC to land the 236C at the end
- The way I time the ender is as follows to land all hits: 2C small delay 5CC-delay-C small delay 236C
Enders
Combo
|
Cost
|
Location
|
- Ender for good midscreen oki
|
- Ender for good corner oki
|
|
|
Combos
A Starters
Midscreen
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- Optimal A starter BNB for damage and corner carry
|
- Will work with any starter
|
- Easy good dmg 5A anti air
|
Corner
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- Standard upkick BNB
- 5a confirms usually only have 1 upkick towards the corner.
~This also works with 2 2A’s.~
|
- Double upkick with A starter
|
Corner Sideswap
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- ST side-swap route
- Cost 1 grid block
- Easier and more damaging than 22[B] sideswap routes
|
- Side-switch near corner VO-strip. 44 (backdash) to keep corner oki after
|
- New CLR sideswap utilizing 22[B]
- When too far away to hop over with 66B
|
- VO-strip from 22[B] sideswap when near corner
|
B Starters
Midscreen
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- If using 5B first use 2B after link 2C and vice versa
- These 2C links are hard, If they are too hard then do the same combo as the A starter it should do good damage.
|
|
|
Corner
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- If you start with 5B then pickup after upkicks with 2B and vice versa to avoid SMP
- If you don’t have meter end in 2CCC
|
- If using 3 normals before 3C then do double upkicks into 2B ender instead as it’s too prorated otherwise
|
Corner Sideswap
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- 66B side swap close to corner
|
- 66B side swap corner VO strip
|
- 22[B] side swap corner if far away from corner
- You should also use this mid-screen
|
- 22[B] side swap corner VO strip
|
5C Starters
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- Same as B starter midscreen combo
- (2C) at the start is optional and still allows 2CCC ender
|
|
- 2B pickup off of 5CC
- Delaying the 5C and 3C will help connect the air string more consistently
|
- Same as B starter corner combo
|
|
|
- 5CC starter with double upkicks
|
- CH confirm off of 5C~C frame trap
|
2C Starters
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- CH confirm of 2[C]-C frame trap.
|
- Corner and side swap confirm.
|
CH confirm of 2[C]-C frame trap.
|
Assault Starters
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- Midscreen ground assault confirm
|
- Corner assault j.A CS confirm
|
Anti-Air Starters
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
|
|
Other Starters
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
|
Videos
External Links
Enkidu Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2021-05-12 by Defiant.
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
|
|