Under Night In-Birth/UNI2/Enkidu
Under Construction
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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, |
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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 |
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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 |
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Vorpal Trait |
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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
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
390 | Mid | 6 | 2(6)2 | 11 | -1 | N, TH, SP, EX, CS | Strike |
- 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
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
26 | /Data#5A |
5B
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 |
- 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.
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 |
5BB :
5BBB :
5BBBC :
5C
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 |
- 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.
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 |
5[C] :
5CC :
5CCC :
Crouching Normals
2A
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 |
- Cancels into itself repeatedly
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
2A | 20 | /Data#2A |
2B
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
2B | 510 | Mid | 8 | 4 | 21 | -9 | N, SP, EX, CS | Strike |
- A useful button for approaching.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
2B | 32 | /Data#2B |
2C
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 |
- 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.
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 |
2[C] :
2CC :
2CCC :
Air Normals
j.A
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 |
- Hits behind Enkidu as well as in front.
- Enkidu can do j.A twice during his jump.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jA | 24 | /Data#jA |
j.B
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 |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jB | 28 | /Data#jB |
j.C
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 |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jC | 35 | /Data#jC | ||||
jCC | 40 | Wall Bounce | /Data#jCC |
jCC :
Command Normals
6C
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 |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
6C | 45 | Tumble | /Data#6C | |||
6[C] | 59 | Knockdown | /Data#6[C] |
6[C] :
4C
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* |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
4C | 39 | Tumble | /Data#4C | |||
4[C] | 51 | Tumble | /Data#4[C] |
4[C] :
3C
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 |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
3C | 45 | Launch | /Data#3C | |||
3[C] | 62 | Launch | /Data#3[C] |
3[C] :
Dash Moves
66B
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 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.
66C
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 |
- 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.
Universal Mechanics
Force Function
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 |
- 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
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 |
- 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 |
- 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
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] |
6[B+C] :
Throw
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
A+D | 1610 | Unblockable | 4 | 1 | 22 | +30 (KD) | Throw |
Smart Steer
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 |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5A+B | Knockdown | /Data#5A+B |
Guard Thrust
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 |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
6A+B+C | 45 | Launch | /Data#6A+B+C |
Veil Off
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 |
- 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 |
- 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.
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 (during a move):
Special Moves
236X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
236A | 500 | Mid | 11 | 5 | 20 | -7 | -EX-, -CS-, -UNQ- | Strike |
- 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 |
- 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 |
- 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 |
- It can be used to punish projectiles.
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 |
236B :
236[B] :
236C :
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
236X~6A | 900 | Mid | 11 | 2 | 29 | -5 | -EX-, -CS-, -UNQ- | Strike |
- Lengthy stagger window to help with confirming.
- Can only follow-up with 236X~6AA.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236X~6A | 40 | /Data#236X~6A |
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
236X~6AA | 1250 | Mid | 16 | 12(6)8 | 34 | -24 | -EX-, -CS- | Strike |
- Very unsafe on block, recommended to use 22C or CS to remain safe and continue pressure.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236X~6AA | 75 | Knockdown | /Data#236X~6AA |
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
236X~6B/C | 900 | Low | 12 | 2 | 23 | -7 | -EX-, -CS-, -UNQ- | Strike |
- Mostly used as a combo tool.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236X~6B/C | 36 | Knockdown | /Data#236X~6B/C |
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 |
- Very unsafe on block, recommended to use 22C or CS to remain safe and continue pressure.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236X~6B/C~6B/C | 53 | Launch | /Data#236X~6B/C~6B/C |
623X
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 |
- 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.
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 |
623B :
623C :
22X
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 |
- 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.
214X
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 |
- 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
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 |
214B :
214C :
214C (Post-CS Activation):
j.236X
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 |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j236A | Knockdown | /Data#j236A | ||||
j236B | Knockdown | /Data#j236B | ||||
j236C | Knockdown | /Data#j236C |
j236B :
j236C :
360C
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 |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
360C | 44(whiff) | Knockdown | /Data#360C |
Super Moves
Infinite Worth
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
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 |
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C/2C | 5A | -9 |
5C/2C | 2A | -3 |
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:
- Credit to Mo.Sin's(https://twitter.com/Sins_Mo) Enkidu CLR Primer for the info.
- Combo doc: https://docs.google.com/document/d/1X5wu3eHr7582Rt0Az7ApfDHovisUDyler1yPvo87nRc/edit
- (Credit: Mo.Sin and Quale(https://twitter.com/Quale_NF).