Under Night In-Birth/UNI2/Enkidu/Starter

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Uni2 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.
  1. Use attack "X" with "Y" follow-up input.
  2. 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.

Neutral

  • Enkidu usually has to play as a patient-defender type due to not being a zoner, not being insanely fast, and not having any particularly huge buttons compared to the rest of the cast.
  • Focus on dashblocking and winning cycle. Once you have cycle, try getting in.
  • Focus on counterpoking. 5B is a good defensive poke to intercept, 2B is a good aggressive poke to steal a turn.
  • Use 6FF against more disjointed attackers (e.g. Gord). It dumbs down footsies to "if you press a button, I win" provided they are in range, due to the frame 7 Guardpoint.
  • Rotating between dashblock, B normals and 6FF in neutral can often be enough to seal the deal.

Combo Game

Combos

Combo Damage Cost Meter Gain Location
  • Universal BNB.
  • 22B is optional: Only do this if you are confident they won't hit the wall after 66C. It's a bit of extra damage and meter. When in doubt, skip it.
  • If 2AA starter, skip 22B always.
  • As long as the opponent is in a grounded state, this will work. You can replace the 5A with any other A, B or C normal. Same goes for stuff that crumples; 66B, 6FF, 4C…
  • Secondary universal combo for OTG situations where you have to hit the opponent off the ground due to the starter.
  • Example Starters are 6[C] > 22B, 4[C] > 22B, j236X, 2C > 236X~6X when used as a frametrap in pressure... the list goes on. Any time you hit someone and they are on the ground and you need to pickup, pickup with 2B and do the string.
  • For an easy dl. 2C, you can briefly hold it after 5B, basically half-charging it.
  • Notably worse than more specific confirms, but should net you ~3k in most situations regardless.
  • Optional, easy corner route. Nets you more damage/grants more meter than the universal BNB.
  • Does not work off 2AA starter; Do the universal BNB route instead.
  • dl. 623A only applicable if you hit with a “good starter”, such as a B or C normal. When in doubt, just skip the 623A.
  • Other than that same notes as the universal BNB apply; If they are grounded, you route into this, whether it be from an A, B C or crumple (6FF...) starter.
  • Easy Anti-Air route.
  • May whiff if the opponent is exceptionally far away, though if you hit 3C this should work always.
  • The latter portion is just the second half of the universal BNB.
  • Let all hits of 5FF play out before divekicking. Divekick with A leaves you a bit closer to your opponent for an easier 66C confirm, so do that one instead of the B version.
  • 5[C] Overhead Starter.
  • This is just the latter portion of the universal BNB, except 5[C] Starter.
  • 66C Starter.
  • This is just the latter portion of the OTG BNB, except 66C > 236X~6A Starter. Can be land-cancelled into the rekka on block or hit, so feel free to autopilot into it.
  • Assault j5C Starter.

Enders

Combo Cost Location
  • Go-to Meterless Midscreen Ender.
  • Simply cut your rekka sequence short by skipping the rekka-ender. This leaves you closer to them when they tech, allowing for better oki.
  • Meterless Near Corner/Corner Ender.
  • Finish the rekka sequence. Because you are in the corner, the fact that the rekka-ender launches them fairly far no longer matters, and we get good okizeme regardless.
  • Metered Corner Ender for more damage.
  • The opponent will be able to freely tech in the air over you. Back dash after the 236C if you suspect a forward tech, so that they can't escape the corner. Mind that this puts you outside B-Normal range if they neutral tech in the corner. Either use a C-normal, or microdash back up to pressure afterwards.
  • Alternative metered Corner Ender.
  • Slightly less damage than 236C, but leaves you closer afterwards for better oki.
  • Will have to walk back a bit to cover their forward tech out, but the distance you need to travel to cover it still lets you use a B-normal in case they neutral tech in the corner, unlike 236C.
  • 360C input can be shortened to 32147C or 12369C.
  • Highest Damage 100 Meter Option.
  • Bad Okizeme afterwards due to the opponent getting to tech very high in the air.
  • Only do this if you think the extra damage will win you the round.
  • IW 200 Meter Option.
  • Very high damage and good okizeme anywhere.
  • Due to the high meter cost, generally advised to only be used if you are confident it will win you the round.
  • EX IW 200 Meter Option when under 30% HP.
  • Can only be used when fairly close to the opponent - doing this midscreen after 66C during the universal BNB for example won't work.
  • Deals slightly more damage than the usual IW, but comes with a cool animation.

Pressure

Enkidu Pressure Flowchart For Babies.png

  • Use the time during 5A/2A > 5B > 5C to react to whether or not you are hitting them.
  • The sooner you react, the better. Try to not let the 5C out, as it leaves you closer.
  • If they are blocking, rotate between resetting with the A normal you haven't used, or doing 6[C] / 5[C].
  • If they do not respect the A-normal reset, do 4[C] > 22B. 4[C] will dodge most quick normals thanks to the hurtbox retraction. Alternatively, if the reset with the A button actually hit them, you can go for a frametrap with 4[C] or any of the normals you haven't used as well.
  • If they start to adapt by pressing slower buttons after the reset to beat the 4[C] hurtbox retraction, start by simply doing an A normal after the reset yourself. Since they are now doing slower buttons, even if you are e.g. -1 after a 5A reset (that they blocked), pressing 5A again will beat their option.
  • This is a very simple RPS that can work until you run into good players. Try expanding it once you feel comfortable with additional options. Enkidu has a lot of stuff he can do, this just mostly serves as a good, efficient thing you can autopilot out.

Defense

  • 214C and 623C are your f1, 100% meter reversals.
  • After CS, 214A is f1, so keep that in mind as yet another reversal if they flash red during the CS freeze.
  • 2B and 6FF can shred through holes in the opponent's pressure. Use 6FF in doubt if they are further away.
  • While 2A is f6, it has solid range. When dealing with closer resets, mash out with it.

Understanding Hurtbox Retraction

Both 4C/4[C] and 6C/6[C] move Enkidu's hurtbox back, with both of them also only extending their hurtbox from their retracted position along the actual attack. Essentially, while traditionally moves have the character's hurtbox extend forward a bit before the hurtbox comes out, making it easier to hit them before the strike comes out, 4C and 6C behave in the exact opposite way, retracting and then suddenly shooting forwards with a hitbox, making it prone to trade, which works out in Enkidu's favor usually. This is a useful trait for a lot of situations, especially because the retraction happens so fast into the move's startup. Make sure to make use of this.

Videos

UNI2 Enkidu Combo Video

External Links

Mizuumi Wiki:Roadmap/UNI2

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