|
|
Line 61: |
Line 61: |
| |frameAdv= | | |frameAdv= |
| |attribute= | | |attribute= |
| |description= | | |description= A standing Overhead |
|
| |
|
| }} | | }} |
Line 80: |
Line 80: |
| |frameAdv= | | |frameAdv= |
| |attribute= | | |attribute= |
| |description= | | |description= Nitaku moves in front of ende and shoot 5 minitaur beam in a downward Angle. |
| | *Can be special cancel on the first beam, but only Normal cancel after the fith beam |
| | *Using 4A+SP during this chain have Nitaku Fire the Beam at a much more alivated height, that can be used to cover hi jump space. |
| | *Due to this being Projectile, opponent can not reflect it. |
| }} | | }} |
| }} | | }} |
Line 98: |
Line 101: |
| |frameAdv= | | |frameAdv= |
| |attribute= | | |attribute= |
| |description= | | |description= Ende does a rising kick |
| | *On offense primarly a combo/Pressure filler, on defense its one Ende low risk option to clash with projeciles and certain pokes. Note the clash not during its start up |
| }} | | }} |
| }} | | }} |
Line 116: |
Line 120: |
| |frameAdv= | | |frameAdv= |
| |attribute= | | |attribute= |
| |description= | | |description= Ende does a uppercut |
| | * This move is much easier to clash with. |
| }} | | }} |
| }} | | }} |
Line 134: |
Line 139: |
| |frameAdv= | | |frameAdv= |
| |attribute= | | |attribute= |
| |description= | | |description= Ende with nitaku does a Swiping motion. On Hit cause the opponent to be air born |
| | * Using 4A+SP during this chain will fire a beam in the center of the screen. |
| | |
| }} | | }} |
| }} | | }} |
Line 153: |
Line 160: |
| |attribute= | | |attribute= |
| |description= unlike most characters 6b is not an overhead. it is a weird missile that whiffs on most of the cast crouching. easily low profiled. | | |description= unlike most characters 6b is not an overhead. it is a weird missile that whiffs on most of the cast crouching. easily low profiled. |
| | *Stable tool in Ende's Zoning game due to its cancel properties and relative low risk. |
| }} | | }} |
| }} | | }} |
Line 462: |
Line 470: |
| }} | | }} |
| }} | | }} |
| | |
| ==Throws== | | ==Throws== |
| ====== <font style="visibility:hidden" size="0">5/6B+C</font> ====== | | ====== <font style="visibility:hidden" size="0">5/6B+C</font> ====== |
Revision as of 06:37, 9 April 2022
Overview
Ende is Keep away Character whose good at controlling the space around him with his Mecha hand having large range. Ende zoning is linear but combining his Beam with 6B Missile can tricky to navigate around even with Slip shift dodge. With TYPE 24 Asura special being projectile nullify and reflector, on top of having massive hit box, insure that Ende will always have the advantage in the neutral game.
Strengths |
Weaknesses
|
- Horizontal Dominance: Ende's ability to control space horizontally with his big normals and special makes frontal assault near impossible
- Anti zoning: Ende's ability's to contest with other zoners is bare none since he has both projectile reflector and nullifier
- Strong Keep Away: Ende Specials and C normal pushes the opponent back considerably, allowing him to keep his distance and zone comfortably.
- TYPE - 24 Karura: This command is Ende All-purpose tool being able to serve multiple functions, such as Anti-air, Lockdown, Whiff punish, combo filler, and tech chase.
|
- Dead-zone Attacks: Many of Ende's tools have a dead zone like Type-34 having no hitbox in the front of Ende, and Ende zoning lacking vertical coverage.
- Weak to guard cancel: Ende has difficulty dealing with enemies who guard cancel his offense
- Resource reliant: With out resources, Endes offense is underwhelming.
- Weak Mix up, Ende does not have UOV or Sweep which to enable basic High/low, pretty much relying on Type-24 Karura which requires resource
|
Style overview
Being able to convert off his Massive counter burst is great, but the real kicker for quick is the Burst gauge building quickly which ende needs for his offense.
With Hard' Protection, Asura gaining guard points, and Phantom breaker that guaranteed damage, the opponent will have a hard time-fighting Ende in this style.
Probably Ende Best Version since access to multiple and tension bonus lets Ende Karura liberally. Light Hein is decent reversal and with the ability to guard cancel it make it even better.
Normal Moves
5A
5A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- can be reverse beat from 2A
|
|
5AA
5AA
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
5AAA
5AAA
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Nitaku moves in front of ende and shoot 5 minitaur beam in a downward Angle.
- Can be special cancel on the first beam, but only Normal cancel after the fith beam
- Using 4A+SP during this chain have Nitaku Fire the Beam at a much more alivated height, that can be used to cover hi jump space.
- Due to this being Projectile, opponent can not reflect it.
|
|
5B
5B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Ende does a rising kick
- On offense primarly a combo/Pressure filler, on defense its one Ende low risk option to clash with projeciles and certain pokes. Note the clash not during its start up
|
|
5BB
5BB
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Ende does a uppercut
- This move is much easier to clash with.
|
|
5BBB
5BBB
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Ende with nitaku does a Swiping motion. On Hit cause the opponent to be air born
- Using 4A+SP during this chain will fire a beam in the center of the screen.
|
|
6B
6B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
unlike most characters 6b is not an overhead. it is a weird missile that whiffs on most of the cast crouching. easily low profiled.
- Stable tool in Ende's Zoning game due to its cancel properties and relative low risk.
|
|
5C
5C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5CC
5CC
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5CCC
5CCC
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
6C
6C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5SP
5SP
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2A
2A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2B
2B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2C
2C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.A
j.A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.B
j.B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.B
j.8B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.C
j.C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.C
j.6C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.SP
j.SP
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
66A
66A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
66B
66B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
66C
66C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Throws
5/6B+C
Throw 5/6B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Throw
|
|
j.B+C
Air Throw j.B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Throw
|
|
Special Moves
6SP
6SP
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
Light
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Medium
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Heavy (100%BG)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
AUB
|
|
2SP
2SP
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
Light
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Medium
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Heavy (100%BG)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
AUB
|
|
4SP
4SP
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
Light
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Medium
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Heavy (100%BG)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
AUB
|
|
Phantom Breakers
Quick Super Attack
TYPE-21:TSURUGI 5H+SP (200%BG)
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
AUB
|
|
Hard Super Attack
TYPE-16:MIZUCHI 5H+SP (200%BG)
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancel
|
Guard
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|