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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.
For more information, see Glossary and Controls
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X+Y
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Buttons "X" and "Y" must be input simultaneously.
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X/Y
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Input "X" or "Y" can be used.
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dl.X
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There should be delay before inputting "X".
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w.X
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Attack "X" should whiff and not hit the opponent.
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j.X
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Button "X" is input while jumping or in the air.
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dj.X
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Button "X" is input after a double jump.
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jc
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Jump cancel the previous action. Usually will be omitted due to being obvious.
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md.X
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Perform a micro-dash before performing "X".
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TK.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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(X)
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Input "X" is optional. Typically the combo will be easier if omitted.
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[X]
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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.
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]X[
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Input "X" is released. Will only appear if a button is previously held down.
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{X}
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Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
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X(#)
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Attack "X" should only hit # of times.
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X > Y
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Cancel "X" into "Y".
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X, Y
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Link "X" into "Y", allowing "X" to fully recover before "Y".
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X~Y
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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.
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CH
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The first attack must be Counter Hit.
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CS
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Perform a Chain Shift, which is performed by inputting D twice.
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CVO
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Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
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IW
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Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
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IWEX
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Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.
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Getting Started
Starter Combos
Combos to start off with
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Beginners BnB to teach x.
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- Beginners BnB to teach x.
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- Beginners BnB to teach x.
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Theory
Combo theory
- ground normals > X > air normals > ender
FAQ
How do I do x?
Delay x buttton
Enders
Combo
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Cost
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Location
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- Ender for good midscreen oki
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- Ender for good corner oki
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Combos
A Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Optimal BnB from A starter for damage and corner carry
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- New CLR side-swap route utilizing 22[B]
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- ST side-swap route utilizing FF
- Cost 1 grid block
- Easier and more damaging than 22[B] sideswap routes
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- Double upkick with A starter
- Optimal for damage
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B Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- The infamous U4ick combo
- Optimal for damage and corner carry
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- Optimal B starter side-swap for damage
- Must be up close for it to work or the 66B will not cross up
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- CLR side-swap utilizing 22[B]
- Works at all ranges
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- Near corner combo that leads into upkicks
- Delay both the j.B and j.C to pick up with 66B
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- Can replace the 5B after 236[B] with 66B on CH (not recommended but optimal)
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5C Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Same as B starter U4ick combo
- (2C) at the start is optional and still allows 2CCC ender
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- 2B pickup off of 5CC
- Delaying the 5C and 3C will help connect the air string more consistently
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- 5CC starter with double upkicks
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- CH confirm off of 5C~C frame trap
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Assault Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Midscreen ground assault confirm
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- Corner assault j.A CS confirm
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Anti-Air Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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Other Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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Videos
External Links
Enkidu Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-12-27 by Defiant.
Page
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Completed
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To-do
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Score
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Overview
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- Frame data added and checked.
- New moves have been listed.
- Pros/cons updated.
- Added detailed descriptions of moves.
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- Fill out combo and strategy page.
- Add rebeat/gap data.
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40/50
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Strategy
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0/25
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Combos
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1/25
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General
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Characters
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Frame Data
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