Under Night In-Birth/UNI2/Enkidu

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Uni2 profile enkidu.png

Story

Enkidu's tireless pursuit of martial arts perfection leads him to combat with ever-stronger opponents.

After tiring of fighting mere humans, he began challenging In-Births.
Even given their supernatural prowess, only a handful of In-Births stood a chance against Enkidu; he even managed to defeat Paradox, who was considered the strongest of them all.
Just when it seemed Enkidu had lost sight of his purpose, his gaze fell on a single target: the Re-Birth Kuon the Aeon.
Then a man appeared before Enkidu and told him, ""If you join me, I can introduce you to the Aeon...""

Thus begins Enkidu's final battle.

In the grand scheme of things,
special powers don't matter much.
The strong will win. The weak will not.

Gameplay

Enkidu is an unconventional mid-range footises-oriented character who struggles profoundly with closing in, but can put the rest of the cast to shame with his potential damage against a cornered opponent. He lacks projectiles, meterless reversals, full-screen normals, unreactable or vortexing mixups, and high-mobility specials, but in exchange, has access to great counterhit fishing, some rather crafty hurtbox shifting, and astounding corner damage.

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 relies on making fewer mistakes than the opponent and extending advantageous situations. 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.

Overall, Enkidu is best described as a high-damage character who can struggle to compensate for his somewhat difficult and linear neutral game.


Strengths Weaknesses
  • Good Damage And Demonic Corner Pressure: Your stagger windows on normals are especially long, and his combo reward in the corner is to be feared. He overall has solid reward from any hit, both with and without meter.
  • Havoc: His unique trait, Havoc, makes whiffing any move against Enkidu unideal at best, terrifying at worst. This combined with his good mid-range presence makes for an opponent that is very scared to do anything aside from block, which Enkidu can very easily abuse.
  • Strong Call-Outs and Metered Reversal: Parry can punish opponents who mash out of blockstun, and keep otherwise easy punishes in check. The A version also acts as a meterless reversal due to CS giving it frame 1 startup. 6FF is a new addition that also more aggressively punishes your opponent for trying to contest your mid-range. 4C is a classic button that pulls your hurtbox back and punishes projectiles, jump-ins, and poorly spaced normals.
  • Strong Anti-Projectile Options: Enkidu has access to numerous moves that have anti-projectile or guard point properties such as 4C, 3C/3[C], 236C, 214X, and 6FF/6[FF].
  • Poor Neutral Outside of Mid-Range: Enkidu is forced to play a slow and steady neutral game via dash blocking, and in general does not have ways to pressure without being up-close.
  • Weak to Whiff-Punishes: Enkidu’s normals have high recovery in general, meaning he has to take higher risks when throwing them out in neutral or when trying to mash out of pressure.
  • Limited Defense Without Meter: Enkidu does not have meterless reversal options without access to CS. Enkidu also has no 5f normal, as both 5A and 2A have 6f startup which weaken his opportunities for mashing out or punishing certain moves.

Character Stats

Health Smart Steer Route
11000 5A > 5B > 5C > 22A > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1000 -860 4 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
5 2300 150 3500
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
3 23 35203 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
  • Havoc - Enkidu's attacks gain additional damage and 9 additional frames of hitstun when they connect with an opponent in a recovery state (not necessarily just counter hits).
    • Havoc does not activate off Enkidu's A normals or throws.
    • Rekka inputs will re-apply Havoc bonus damage. For example: 5CCC would apply it thrice, as would the 236X rekka series. 5BBB will only apply Havoc bonus damage on the initial 5B, but additional meter generation and hitstun remain.
    • This bonus damage is dealt as damage over time and cannot kill.
Vorpal Trait
  • Havoc applies an additional 6 frames of hitstun.

Move List

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
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
390 Mid 6 2(6)2 11 -1 N, TH, SP, EX, CS Strike
Two punches in rapid succession.
  • A nice fast little jab that can be very easy to get a confirm off of by itself.
  • Can't be self canceled and doesn't trigger Havoc.
  • Good for catching backdashes.
  • The 2nd hit moves Enkidu slightly forward and is only -1 on block, making it great for setting up a throw
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
26 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5B 580 Mid 9 3 20 -7 N, SP, EX, CS, UNQ Strike
5BB 900 Mid 11 4 15 -3 EX, CS, UNQ Strike 1~14 Foot
5BBB 1100 Mid 11 3 23 -8 EX, CS, UNQ Strike
5BBBC 690 Mid 11 4 30 -16 EX, CS, UNQ Strike
Enkidu's main standing poke, and the start of his one button rekkas.
  • 5B has good range and a strong hitbox, and starts strong combos on Havoc.
  • 5BB has foot invincibility.
  • 5BBB causes tumble, and can generally be linked back into another normal like 2A or 5B depending on the starter.
  • 5BBBC resembles 5C but follows the same cancel rules as the other rekka buttons.
  • The followups aren't in passing link and can only be EX or CS cancelled and have very terrible stagger windows, making them very unsafe moves on block. Avoid using at all costs.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5B 31 /Data#5B
5BB 29 /Data#5BB
5BBB 36 Tumble /Data#5BBB
5BBBC 44 /Data#5BBBC
5B :

5BB :

5BBB :

5BBBC :

5C
5C
5C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5C 690 Mid 12 4 30 -13 N, SP, EX, CS, UNQ Strike
5[C] 1807 High 29 5 32 -19 SP, EX, CS, UNQ Strike
5CC 900 Mid 11 2 29 -6 EX, CS, UNQ Strike
5CCC 1400 Mid 15 4 26 -12 EX, CS Strike
5C can be used in combos and blockstrings.
  • 5[C] hits high and forces a sideswap.
    • On hit, this move becomes a hit-throw.
    • On block, can be cancelled into 5CC and 5CCC or any special
  • 5CC launches on hit. Can be picked up into a combo on counter hit.
  • 5CCC sends opponents flying farther away.
    • 5CCC is the last move in Enkidu's 1-button rekka string. It is only EX or CS cancelable.
    • 5CCC steals 0.5 GRD on hit.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5C 42 /Data#5C
5[C] 65 Knockdown /Data#5[C]
5CC 41 Launch /Data#5CC
5CCC 44 Launch, GRD Steal /Data#5CCC
5C :

5[C] :

5CC :

5CCC :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
2A 160 Low 6 2 14 -3 N, TH, SP, EX, CS Strike, Foot
Enkidu does a quick, low kick.
  • Cancels into itself repeatedly
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
2A 20 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
2B 510 Mid 8 4 21 -9 N, SP, EX, CS Strike
Good range and a notably large stagger window.
  • A useful button for approaching.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
2B 32 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
2C 720 Low 12 3 32 -13 N, SP, EX, CS, UNQ Strike, Foot
2[C] 850 Low 25 4 37 -18 N, SP, EX, CS, UNQ Strike, Foot
2CC 900 Mid 7 4 22 -8 EX, CS, UNQ Strike
2CCC 1200 Mid 20 5 23 -8 EX, CS Strike
2C and 2[C] are able to combo into a 1-button string.
  • 2[C] has deceptively long reach and moves Enkidu forward.
  • 2CC launches the opponent on hit.
  • 2CCC is similar to Enkidu's j.236A.
    • On hit, Enkidu steals 0.5 GRD from the opponent and lands behind them if there is space.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
2C 42 Knockdown /Data#2C
2[C] 65 Knockdown /Data#2[C]
2CC 32 Launch /Data#2CC
2CCC 47 Knockdown, GRD Steal /Data#2CCC
2C :

2[C] :

2CC :

2CCC :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jA 150 High, Air Shield 7 4 14
[2 on landing
Varies N, SP, EX, CS Strike, Head
Very strong as an air-to-air tool.
  • Hits behind Enkidu as well as in front.
  • Enkidu can do j.A twice during his jump.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jA 24 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jB 520 High, Air Shield 11 3 15
[3 on landing
Varies N, SP, EX, CS Strike, Head
Enkidu performs a downwards angled kick.
  • Can be used as a jump-in, though it's better to just use j.C instead due to it being a better jump starter in damage, range and proration.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jB 28 /Data#jB
jB :
j.C
jC
jC
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jC 620 High, Air Shield 12 4 20
[4 on landing
Varies N, SP, EX, CS, UNQ Strike, Head
jCC 680 Mid, Air Shield 11 3 27
[4 on landing
Varies N, SP, EX, CS Strike, Head
j.C has a small hitbox behind Enkidu as well, around his rear leg.
  • This is a very useful jump-in move, especially during assault, and Enkidu's main jump-in starter.

j.CC sends aerial opponents flying forward on hit and wall bounces in the corner.

  • Used mainly as combo filler for corner carry or to combo into Veil Off at the corner.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jC 35 /Data#jC
jCC 40 Wall Bounce /Data#jCC
jC :

jCC :

Command Normals

6C
6C
6C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
6C 720 Mid 18 4 24 -4(Foot), -3 to -2 (Shockwave) SP, EX, CS Strike
6[C] 900 High 27 4 29 -10(Foot), -8 (Shockwave) SP, EX, CS Strike
*6C creates a second shockwave hitbox after Enkidu hits the ground.
    • This hitbox is a mid and is safer on block.
    • Enkidu's hurtbox moves back a lot during the animation, allowing him to potentially beat out some lows.
  • 6[C] has longer startup but hits high.
  • Shockwave be cancelled into 22B with a 4f gap to end your blockstring at +2.
  • Allows for situational high-low mixups by partially charging it then cancelling it into FF.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
6C 45 Tumble /Data#6C
6[C] 59 Knockdown /Data#6[C]
6C :

6[C] :

4C
4C
4C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
4C 710 Mid 11 5 24 -6 SP, EX, CS Strike 7~15 Head
11~15 Projectile*
4[C] 860 Mid 20 5 27 -7 SP, EX, CS Strike 7~24 Head
20~24 Projectile*
Enkidu brings his hands forward to create a pulse of energy in front of him.
  • One of Enkidu's best moves due to its incredible utility. Anti-air, anti-mash, anti-projectile, it does it all.
    • Useful anti-air attack due to the high vertical hitbox and head-invulnerability.
    • Enkidu's hurtbox is retracted very early in the animation, letting him beat many stubby normals.
    • Crumples on hit. Combined with Havoc, trading with 4C can easily net Enkidu a full combo.
    • Deletes single hit projectiles.
    • Enkidu can special cancel after nullifying a projectile.
  • 4[C] can delete multi-hit projectiles and, with proper timing, multiple projectiles (Akatsuki's 236C)
    • 4[C] greatly extends the time Enkidu's hurtbox is retracted.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
4C 39 Tumble /Data#4C
4[C] 51 Tumble /Data#4[C]
4C :

4[C] :

3C
3C
3C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3C 640 Mid 15 4 27 -13 SP, EX, CS Strike 4~14 Projectile
8~18 Head
3[C] 720 Mid 30 4 29 -15 SP, EX, CS Strike 4~29 Projectile
8~33 Head
Enkidu rolls forward, plants one hand on the ground, and does a handstand kick.
  • A very solid anti-air attack, though the angle does not cover everything.
  • 3C is useful as a launcher in combos.
  • 3[C] has Enkidu roll a greater distance before kicking. It can also be cancelled into any EX or CS from the increase effect until the kick comes out. This has numerous applications such as letting him roll toward his opponent and cancel into an EX.
    • The roll is projectile-invulnerable until the kick, making it an effective anti-zoning tool. Can be CS canceled before the kick comes out to close the gap and stay safe.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
3C 45 Launch /Data#3C
3[C] 62 Launch /Data#3[C]
3C :

3[C] :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
66B 690 Mid 11 7 9 -4 to +2 SP, EX, CS Strike 8~17 Foot
Enkidu does a short hop forward and knees his opponent. Will crumple his opponent on grounded hit allowing for a 5C link.
  • Enkidu is technically airborne during the active portion of the attack.
    • This means Enkidu can cancel into j.236X.
  • Frame advantage changes based on when the attack connects.
  • Vital part of his most damaging combos.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
66B 26 Tumble /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
66C 1048 Mid 20 15 22 -9 to -3 SP, EX, CS Strike 11~34 Foot
*One of Enkidu's longest reaching moves. Used as a situational gap closer or combo filler for corner carry.
  • Enkidu is technically airborne during the active portion of the attack.
    • This means Enkidu can cancel into j.236X.
  • Frame advantage changes based on when the attack connects.
  • Rarely used due to the long startup.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
66C 56 Launch /Data#66C
66C :

Universal Mechanics

Force Function
B+C
B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C
1 GRD
1406, Havoc: 1927 1st hit: Low
Other hits: Mid
10 23 42 -32 SP, EX, CS Strike 8~17 Head
Enkidu flips forward and does a series of spinning kicks directly upwards.
  • Primarily an anti-air option or combo tool.
  • When Havoc is triggered, the move gains additional hits that do extra damage.
  • First hit is a low and can be cancelled into any grounded special.
    • Can be EX-canceled into j.236C on whiff to remain safe at the cost of meter.
  • Consumes 1 GRD block
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 74 Launch /Data#B+C
B+C :
6B+C
6B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
6B+C
1 GRD
820 Mid 18 4 17 -4 SP only into 214A/B, CS Strike
Enkidu does a forward moving elbow strike. Both versions have guard point until the first active frame that will absorb any non-throw hit . This option lets him blow through his opponent's strikes or projectiles and is an aggressive alternative to his 214X parry.
  • 6FF gains guard point on frame 7 until first active frame. Will crumple grounded opponents on hit leading to a combo. On hit or block you can only cancel into 214A/B or CS.
  • Opponents cannot cancel when making contact with the guard point with the exception of projectile/object property moves (ex. Chaos's Azhi attacks). The hitstop duration experienced by the opponent when they make contact using strike based moves prevents them from cancelling until 6FF is active.
  • Consumes 1 GRD block
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
6[B+C]
1 GRD
930 Mid 43 5 18 -6 SP, EX, CS Strike
Similar to the uncharged version but has significantly longer startup and more guard point frames.
  • 6[FF] gains guard point on frame 13 until first active frame. This version is cancellable into any special or EX block or hit. If the guard point is triggered during startup, then Enkidu gains the ability to whiff cancel at any point starting from the last frame of guard point.
  • Opponents may cancel their attack with any on hit option when making contact with the guard point as long as it is between frame 13-31. Attacks that make contact after frame 32 will not be able to be cancelled in time due to the hitstop with the exceptions of projectile/object based moves.
  • Consumes 1 GRD block
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
6B+C 39 Tumble /Data#6B+C
6[B+C] 66 Launch /Data#6[B+C]
6B+C :

6[B+C] :

Throw
A+D
A+D
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
A+D 1610 Unblockable 4 1 22 +30 (KD) Throw
Throw knockdown lets you dash up and 2B meaty from anywhere on screen.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+D 26 Knockdown /Data#A+D
A+D :
Smart Steer
Smart Steer
5A+B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5A+B
1 GRD on longer combos
1656 Mid - -4 (EX) (only IW or IWEXS), CS Strike
Enkidu does an animation similar to 5CC > 5CCC and knocks down his opponent.
  • This can be done off any normals on hit or block. It's treated as a special cancel.
  • Gives you one block of GRD if used early in a combo and takes one away if used in a longer combo.
  • Can only chain into IW or IWEXS as it ends in a hard knockdown, though the window to cancel into either is very big.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5A+B Knockdown /Data#5A+B
5A+B :


Guard Thrust
Guard Thrust
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
6A+B+C
100 EXS, All GRD
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
6A+B+C 45 Launch /Data#6A+B+C
6A+B+C :
Veil Off
Veil Off
ヴェールオフ
A+B+C
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
A+B+C
100+ EXS
0 All 15 2 Total 64 (54 on hit) -23 Strike 1~30 Full
Universal reversal that blows the opponent back on hit.
  • 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).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • 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.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C 64 (54 on hit) Launch /Data#A+B+C
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C :

A+B+C (during a move):

Special Moves

236X
Three Precept Strike
三戒衝
236X
Hitboxes Off
Hitboxes On
One of Enkidu's best starters for combos.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236A 500 Mid 11 5 20 -7 -EX-, -CS-, -UNQ- Strike
236A is quick and travels a short distance.
  • If Havoc is triggered by this attack, it will also apply to follow-up moves in the rekka series up to 236X~6AA or ~6BB.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236B 500 Mid 14 5 20 -7 -EX-, -CS-, -UNQ- Strike
236B has Enkidu move forward slightly when attacking.
  • If Havoc is triggered by this attack, it will also apply to follow-up moves in the rekka series up to 236X~6AA or ~6BB.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236[B] 1400 Mid 21 5 23 -10 to -7 -EX-, -CS- Strike
236[B] has a longer startup but delivers a stronger single hit.
  • This move cannot be cancelled into any follow-up moves.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236C
100 EXS
1972 Mid 1+7 8 36 -13 to -9 CS Strike 1~3 Throw
3~15 Projectile
236C deals significant damage while travelling about as far as 236[B].
  • It can be used to punish projectiles.
Overall, rekkas serve as a useful tool to continue Enkidu's stagger pressure with good mind game potential, and are the go-to combo ender in most cases.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 35 /Data#236A
236B 38 /Data#236B
236[B] 48 Launch /Data#236[B]
236C 51 Launch, Wall Bounce /Data#236C
236A :

236B :

236[B] :

236C :

Second Precept: Crush
弐之戒:砕
236X~6A
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236X~6A 900 Mid 11 2 29 -5 -EX-, -CS-, -UNQ- Strike
Can be used to end blockstrings.
  • Lengthy stagger window to help with confirming.
  • Can only follow-up with 236X~6AA.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236X~6A 40 /Data#236X~6A
236X~6A :
Third Precept: Pierce
参之戒:穿
236X~6AA
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236X~6AA 1250 Mid 16 12(6)8 34 -24 -EX-, -CS- Strike
Enkidu rushes down into a final blow that sends the opponent away.
  • Very unsafe on block, recommended to use 22C or CS to remain safe and continue pressure.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236X~6AA 75 Knockdown /Data#236X~6AA
236X~6AA :
Second Precept (Secret): Sever
弐之戒(裏):断
236X~6B/C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236X~6B/C 900 Low 12 2 23 -7 -EX-, -CS-, -UNQ- Strike
Enkidu follows up with a sweeping kick.
  • Mostly used as a combo tool.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236X~6B/C 36 Knockdown /Data#236X~6B/C
236X~6B/C :
Third Precept (Secret): Rage
参之戒(裏):烈
236X~6B/C~6B/C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236X~6B/C~6B/C 1100 Mid 12 4 38 -24 -EX-, -CS- Strike
Enkidu delivers an uppercut to send the opponent flying.
  • Very unsafe on block, recommended to use 22C or CS to remain safe and continue pressure.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236X~6B/C~6B/C 53 Launch /Data#236X~6B/C~6B/C
236X~6B/C~6B/C :
623X
Chained Kick
連環腿
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623A 1287 Mid 7 6(6)6 24 -12 -EX-, -CS- Strike 1~24 Head , Dive
623B 1550 Mid 8 6(6)6 24 -19 to -10 -EX-, -CS- Strike 1~25 Head , Dive
623C
100 EXS
1812 Mid 7 4(10)3(13)3 23 -38 (CS) Strike 1~6 Full
7~10 Strike
Enkidu jumps and kicks in the air.
  • Frame advantage is calculated on a standing Hyde.
  • 623A covers the lowest height.
  • 623B goes a bit higher.
    • A bit trickier to confirm with than 623A.
  • 623C goes the highest, and adds a third kick.
    • One of Enkidu's reversal moves.
  • 623A and 623B are Enkidu's go-to corner combo tools, used for the famous upkick loop.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 48 Launch /Data#623A
623B 49 Launch /Data#623B
623C 62 Launch, Wall Bounce /Data#623C
623A :

623B :

623C :

22X
Thunder Stomp
踏鳴
22X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22A 790 Mid 16 6 22 -2 -EX-, -CS- Strike
22B 810 Mid 26 6 19 +2 -EX-, -CS- Strike
22[B] 1050 Mid 38 6 17 +8 -EX-, -CS- Strike
22C
100 EXS
1514 Mid, Air 1+8 15 20 +4 CS Strike 1~3 Throw
A fast, fearsome stomp that creates a pillar of energy.
  • 22A has modest combo utility.
    • Mainly used in pressure to create gapless strings when the opponent has CS.
  • 22B is slower, but stronger and more useful.
    • Very useful to create a 4f gap and frame trap after 6C/4C/2[C].
  • 22[B] provides significant frame advantage, but with significant startup.
  • 22C is arguably the highest utility move in Enkidu's entire kit.
    • Canceling into this can render all of Enkidu's pressure safe.
    • Unlike 22A/B, it also has a significant anti-air hitbox.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A 42 Knockdown /Data#22A
22B 48 Knockdown /Data#22B
22[B] 60 Launch /Data#22[B]
22C 43 Launch /Data#22C
22A :

22B :

22[B] :

22C :

214X
Stance of Reversal
転律之構
214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214A 1015 Mid, Air 4 22 5 -13 -CS- Strike 1~33 Strike
214B 1319 Mid, Air 7 10 23 -13 -CS- Strike 1~33 Strike
214C
100 EXS
1500 Mid 1+4 27 30 -2 -CS- Strike 1~until land Strike
214C (Post-CS Activation)
CS, 100 EXS
2022 Mid 1+2 4 24 -2 Strike 1~11 frames after land Strike
Enkidu enters a stance and punishes any attempt to strike him.
  • All versions of 214X can be cancelled on whiff with CS.
  • Frame data is specifically for the follow-up attack that occurs when the parry is activated.
  • 214A sends opponents straight into the ground behind Enkidu.
    • This move can activate if any attack connects during frames 4~22 of its animation.
    • When performed immediately after using CS, this range changes to frames 1~23.
    • If activated by certain attacks like projectiles or those with disjointed hitboxes, Enkidu can cancel 214A into anything before going into the follow-up attack.
  • 214B launches opponents in the air behind Enkidu.
    • This move can activate if any attack connects during frames 7~16 of its animation.
    • Enkidu can confirm into a combo after a successful parry without needing to spend resources.
  • 214C has Enkidu send his opponent flying with a mighty kick.
    • This move can activate if any attack connects during frames 1~27 of its animation.
    • Is completely invulnerable for the duration of the animation, which makes it useful to escape setups like Byakuya's webs.
    • Steals one GRD block on hit
    • If it's used immediately after Chain Shift, it gains the following attributes:
      • Hit count is increased from 3 to 5
      • Deals additional damage
      • Steals an additional GRD block
      • Horizontal and vertical range is increased
      • Frame advantage is increased from -6 to -2
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 33
Whiff: 31
Knockdown /Data#214A
214B 33
Whiff: 40
Launch /Data#214B
214C 57 Launch /Data#214C
214C
(Post-CS Activation)
30 Launch /Data#214C
214A :

214B :

214C :

214C (Post-CS Activation):

j.236X
Gale Edge
斬空尖
j236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j236A 850 Mid 12 Until land
[15 on landing]
+0 (max range) ~ -2 (EX), (CS) Strike, Dive
j236B 850 Mid 15 Until land
[15 on landing]
+0 (max range) ~ -2 (EX), (CS) Strike, Dive
j236C
100 EXS
1400 Mid 1+8 Until land
[15 on landing]
+4 ~ +6 (max range) (CS) Strike, Dive 1~3 Throw
Enkidu performs a dive kick.
  • Frame advantage was calculated at point blank range and lowest possible height.
  • j.236A is quicker and travels a slightly shorter distance.
  • j.236B is not as quick and travels a slightly greater distance at a slightly different angle.
  • j.236C is the fastest version, and virtually unpunishable.
  • Overall, a useful tool in neutral when TK'd and a combo staple.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j236A Knockdown /Data#j236A
j236B Knockdown /Data#j236B
j236C Knockdown /Data#j236C
j236A :

j236B :

j236C :

360C
Armor Drill
破鎧穿
360C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
360C
100 EXS
1864 Unblockable 1+6 Total 44(whiff) - (CS) Throw 1~7 Throw
EX Command Grab. This is techable similar to Waldstein's B command grab. Against a shielding opponent it will become untechable and break their shield. On successful hit, it will wall bounce the opponent anywhere on screen giving an opportunity to get a full combo or as a combo extension. Pairs well with his 3[C] which lets him roll toward his opponent and cancel into 360C during the roll animation to grab his opponent by surprise.
  • Techable when not used in a combo or as a punish.
  • Not recommended for use by beginners who are not experienced with predicting or reacting to shields. The cost of your opponent teching the throw is a loss of 100 meter, net difference of 4 GRD blocks, and giving your opponent frame advantage which can easily snowball into losing the round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
360C 44(whiff) Knockdown /Data#360C
360C :

Super Moves

Infinite Worth

Spiral Dual Palm Strike
螺旋双掌打
41236D
UNI Enkidu 41236D.png
UNI2 Enkidu 41236D Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1st hit connects: 3520
Fireball: 2112
Mid, Air except 1st hit - Wall Bounce 200 EXS Strike
Startup Active Recovery Overall Advantage Invul
8 1 (1st hit) 51 59 -17 to +39 1~12 Full
13~31 Throw

Enkidu charges up his EXS energy and reaches forward to forcefully channel it all into his opponent. If there's nothing in reach, he releases it all like a fireball.

  • Frame advantage is from blocking the first hit only.
  • If Enkidu connects up close, the IW will play out in full. Otherwise, he launches an energy mass that cannot be avoided with projectile-invulnerable moves.
  • If the fireball connects, Enkidu has time to combo off of the wall bounce.
  • Close-up version of IW is air unblockable as of CLR.

Infinite Worth EXS

Demon Seal: Abyssal Force
狩魔之紋:冥獄破顕衝
ABCD
UNI Enkidu ABCD.png
UNI Enkidu ABCD.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3750 All - Knockdown 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) Strike
Startup Active Recovery Overall Advantage Invul
1+14 - - 67 -25 1~26 Full
Highest damage super option for 200 meter.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C/2C 5A -9
5C/2C 2A -3
Gap Table
Attack Chain Frame Gap
5A 5C 1F
2A 5C 1F
2A 2C 1F
2CC 2CCC 3F to 5F (vary with char and standblock)
5C/5[C]/2C/3C/3[C] 22B 9F
2[C]/4C 22B 4F
4[C]/FF 22B 2F
6C 22B 11F
6[C] 22B 4F
6C/6[C] (shockwave) 22B 4F

Videos

External Links

Most info is still applicable even though it is from the previous version of the game:

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
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
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
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