Under Night In-Birth/UNICLR/Enkidu

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Profile-Enkidu.png

He is tortured. The path he takes. What he wants. All because of his desperation.
Seeking for a strong opponent with his imperishable body.
His refined fist. Where it's heading. The hammer to defeat darkness.
Earns a reputation as a disaster. To redeem a pledge with his lost friend.

Story

An unnamed fighter of ancient martial arts. So feared was he for his ferocity and strength that soon many erased his very existence from their minds. With no one left to face, he sought to test his mettle against those holding powers beyond mortals, the In-Births. He offers his arm to a Void, but his well-trained muscles prevent the fangs of the Void to penetrate fully, thereby leading to only a vague manifestation of power. Despite this, he continues to seek challengers under the Hollow Night, until one day, a woman appears in front of him and promises him the opponents he seeks. With those words, Enkidu's battle begins.

The power manifested within my body is weak.
Yes, no different from a mere mortal.
Let us see if you can smite me with that power of yours.

Gameplay

Enkidu is a decidedly unique mid-ranged footises-oriented character who struggles profoundly with closing in, but can put the rest of the cast to shame with his potential against a cornered opponent. He lacks projectiles, full-screen normals, unreactable mixups, and high-mobility specials, but in exchange, Enkidu has access to Havoc's obscene benefits, some rather crafty hurtbox shifting, and generally remarkably high damage output and meter utility.

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 boils down to one thing- play neutral once. 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.

Strengths Weaknesses
  • All unsafe pressure can be rendered safe with meter.
  • Absolutely stunning corner throw pressure.
  • For the most part, your stagger windows on normals are especially long.
  • Parry can punish opponents who mash out of blockstun, and keep otherwise easy punishes in check.
  • 4C. It is an anti-air, a projectile eater, a high-power combo starter, and a tool for pulling back your hurtbox. If you can manage its risk on block, it can be remarkably hard to contest.
  • Has consistent and viable safejump setups from 236B and j.236B.
  • Overall high damage output and corner carry, both with and without meter.
  • Generally unsafe normals and specials.
  • Mediocre reward, if any, from his midscreen throw.
  • Your only overheads are telegraphed and incredibly unsafe.
  • All pressure is high-risk and punishable unless meter is used.
  • No meterless reversal.
  • Parry is inconsistent when dealing with projectiles and large normals.
  • Poorly chosen combo enders and throws can leave you in terrible positions, and force you to play neutral and close in all over again.

Character Stats

11000 5A > 5B> 5C > 22A > 236C 900 -700 4 x 5 2300 150 3500 3 23 -35203 1-8 Full, 9-10 Throw 200 100

Health Smart Steer Route
11000 5A > 5B> 5C > 22A > 236C
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
900 -700 4 x
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)
200 100

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.

Vorpal Trait

  • Havoc applies an additional 6 frames of hitstun.
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.
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
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
UNI Enkidu 5A 1.png
UNI Enkidu 5A 2.png
Damage Guard Cancel Property Cost Attribute
1-hit: 190
(368)
Mid N, TH, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 2(6)2 11 26 -1 -

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.
5B
UNI Enkidu 5B.png
UNI Enkidu 5BB.png
UNI Enkidu 4C.png
UNI Enkidu 5C.png
5B Damage Guard Cancel Property Cost Attribute
580 Mid N, SP, EX, CS, UNQ - - Strike
Startup Active Recovery Overall Advantage Invul
9 3 20 31 -7 -
5BB Damage Guard Cancel Property Cost Attribute
900 Mid EX, CS, UNQ - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 15 29 -3 1~14 Foot
5BBB Damage Guard Cancel Property Cost Attribute
1100 Mid EX, CS, UNQ Tumble - Strike
Startup Active Recovery Overall Advantage Invul
11 3 23 36 -8 -
5BBBC Damage Guard Cancel Property Cost Attribute
690 Mid EX, CS, UNQ - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 30 44 -16 -

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 for catching mashers.
  • 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 canceled, making them very unsafe moves on block.
5C
UNI Enkidu 5C.png
UNI Enkidu 236XA.png
UNI Enkidu 5CCC.png
5C
Normal
Damage Guard Cancel Property Cost Attribute
690 Mid N, SP, EX, CS, UNQ - - Strike
Startup Active Recovery Overall Advantage Invul
12 4 30 45 -16 -
5[C]
Increase
Damage Guard Cancel Property Cost Attribute
1807 High SP, EX, CS, UNQ Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
29 5 32 65 -19 -
5CC Damage Guard Cancel Property Cost Attribute
900 Mid EX, CS, UNQ Launch - Strike
Startup Active Recovery Overall Advantage Invul
11 2 29 41 -6 -
5CCC Damage Guard Cancel Property Cost Attribute
1400 Mid EX, CS Launch, GRD Steal - Strike
Startup Active Recovery Overall Advantage Invul
15 4 26 44 -12 -

Enkidu throws a punch imbued with energy.

  • 5C can be used in combos and blockstrings.
  • 5[C] hits high and forces a sideswap.
    • On hit, this move becomes a hit-throw.
    • It cannot be cancelled until the animation ends.
  • 5CC launches on 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.

Crouching Normals

2A
UNI Enkidu 2A.png
Damage Guard Cancel Property Cost Attribute
160 Low N, TH, SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
6 2 14 21 -4 -

Enkidu does a quick, low kick.

2B
UNI Enkidu 2B.png
Damage Guard Cancel Property Cost Attribute
490 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 4 21 32 -9 -

Enkidu attacks with an elbow from below.

  • Good range and a notably large stagger window.
  • A useful button for approaching.
2C
UNI Enkidu 2C.png
UNI Enkidu 2CC.png
UNI Enkidu j.236X.png
2C
Normal
Damage Guard Cancel Property Cost Attribute
700 Low N, SP, EX, CS, UNQ Knockdown - Strike, Foot
Startup Active Recovery Overall Advantage Invul
12 3 32 46 -17 -
2[C]
Increase
Damage Guard Cancel Property Cost Attribute
850 Low N, SP, EX, CS, UNQ Knockdown - Strike, Foot
Startup Active Recovery Overall Advantage Invul
25 4 37 65 -18 -
2CC Damage Guard Cancel Property Cost Attribute
900 Mid EX, CS, UNQ Launch - Strike
Startup Active Recovery Overall Advantage Invul
7 4 22 32 -8 -
2CCC Damage Guard Cancel Property Cost Attribute
1200 Mid EX, CS Knockdown, GRD Steal - Strike
Startup Active Recovery Overall Advantage Invul
20 5 23 47 -8 -

Enkidu punches at the feet with force.

  • 2C and 2[C] are able to combo into a 1-button string.
  • 2[C] moves Enkidu forward.
  • 2CC launches the opponent on hit.
  • 2CCC is similar to Enkidu's j.236A.
    • Enkidu lands behind the opponent on hit.

Air Normals

j.A
UNI Enkidu j.A.png
Damage Guard Cancel Property Cost Attribute
150 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
7 4 14
[2 on landing]
24 Varies -

Enkidu punches both sides of himself to assert control of the air.

  • 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.
j.B
UNI Enkidu j.B.png
Damage Guard Cancel Property Cost Attribute
510 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
11 3 15
[3 on landing]
28 Varies -

Enkidu performs a downwards angled kick.

  • Can be used as a jump-in.
j.C
UNI Enkidu j.C.png
UNI Enkidu j.CC.png
j.C Damage Guard Cancel Property Cost Attribute
610 High, Air Shield N, SP, EX, CS, UNQ - - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 4 20
[4 on landing]
35 Varies -
j.CC Damage Guard Cancel Property Cost Attribute
480 Mid, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
11 3 27
[4 on landing]
40 Varies -

Enkidu kicks at the air.

  • 5C has a small hitbox behind Enkidu as well, around his rear leg.
    • This is a very useful jump-in move, especially during assault.
  • 5CC sends aerial opponents backward on hit.

Command Normals

6C
UNI Enkidu 6C.png
6C
Normal
Damage Guard Cancel Property Cost Attribute
720 Mid SP, EX, CS Tumble - Strike
Startup Active Recovery Overall Advantage Invul
18 4 24 45 -4 -
6[C]
Increase
Damage Guard Cancel Property Cost Attribute
900 High SP, EX, CS Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
27 4 29 59 -10 -

Enkidu stomps down on his opponent.

  • 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.
4C
UNI Enkidu 4C.png
4C
Normal
Damage Guard Cancel Property Cost Attribute
710 Mid SP, EX, CS Tumble - Strike
Startup Active Recovery Overall Advantage Invul
11 5 24 39 -6 7~15 Head
11~15 Projectile*
4[C]
Increase
Damage Guard Cancel Property Cost Attribute
790 Mid SP, EX, CS Tumble - Strike
Startup Active Recovery Overall Advantage Invul
20 5 27 51 -7 7~24 Head
20~24 Projectile*

Enkidu brings his hands forward to create a pulse of energy in front of him.

  • 4C is a useful anti-air attack.
    • Can be used as a blockstring ender.
    • Enkidu's hurtbox is retracted very early in the animation, letting him defeat some fast normals.
  • 4C/4[C] are not projectile invulnerable, but the hitbox is able to nullify projectiles during certain frames.
    • Enkidu can special cancel after nullifying a projectile.
3C
UNI Enkidu 3C.png
UNI Enkidu 3C IC.png
3C
Normal
Damage Guard Cancel Property Cost Attribute
640 Mid SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
15 4 27 45 -13 4~14 Projectile
8~18 Head
3[C]
Increase
Damage Guard Cancel Property Cost Attribute
690 Mid SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
30 4 29 62 -15 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.
    • The roll makes it effective at punishing projectiles.

Dash Moves

66B
UNI Enkidu 66B.png
Damage Guard Cancel Property Cost Attribute
660 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 7 9 26 -4 to +2 8~17 Foot

Enkidu does a short hop forward and knees his opponent.

  • 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.
66C
UNI Enkidu 66C.png
Damage Guard Cancel Property Cost Attribute
824 Mid SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
20 15 22 56 -9 to -3 11~34 Foot

Enkidu jumps forward and brings down a fierce, energized knee.

  • One of Enkidu's longest reaching moves.
  • 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.

Universal Mechanics

Force Function

Tidal Spin
回天旋
B+C
UNI Enkidu BC.png
B+C
Normal
Damage Guard Cancel Property Cost Attribute
1372
Havoc: 1893
1st hit: Low
Other hits: Mid
SP, EX, CS Launch 1 GRD Strike
Startup Active Recovery Overall Advantage Invul
10 23 42 74 -32 8~17 Head
B+C
Vorpal
Damage Guard Cancel Property Cost Attribute
1372
Havoc: 1893
1st hit: Low
Other hits: Mid
SP, EX, CS Launch 0.5 GRD Strike
Startup Active Recovery Overall Advantage Invul
10 23 42 74 -32 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.
Throw
Throw
投げ
A+D
UNI Enkidu AD.png
Damage Guard Cancel Property Cost Attribute
1610
Havoc: 1792
Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 - -

Enkidu slams his elbow down into his opponent's gut, then shoulder tackles them away.

  • If Havoc is triggered, increased damage is dealt.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Enkidu 5B.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit

Blows the opponent away on hit.

  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Enkidu ABC.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full

Universal reversal that blows the opponent back on hit.

  • Airborne: 1~52, Standing: 53~59.
    • For Full Charge version: Airborne: 1~101, Standing: 102~108.
  • 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).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • Airborne: 1~25.
  • 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.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • 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.

Special Moves

236X
UNI Enkidu 236X.png
236A
Close-Range
Damage Guard Cancel Property Cost Attribute
500 Mid -EX-, -CS-, -UNQ- - - Strike
Startup Active Recovery Overall Advantage Invul
11 5 20 35 -7 -
236B
Mid-Range
Damage Guard Cancel Property Cost Attribute
500 Mid -EX-, -CS-, -UNQ- - - Strike
Startup Active Recovery Overall Advantage Invul
14 5 20 38 -7 -
236[B]
Long-Range
Damage Guard Cancel Property Cost Attribute
1400 Mid -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
21 5 23 48 -10 -
236C
EX
Damage Guard Cancel Property Cost Attribute
1971 Mid CS Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+7 8 36 51 -13 1~3 Throw
3~15 Projectile

Enkidu throws a solid forward punch.

  • One of Enkidu's best starters for combos.
  • 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.
  • 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.
  • 236[B] has a longer startup but delivers a stronger single hit.
    • This move cannot be cancelled into any follow-up moves.
  • 236C deals significant damage while travelling about as far as 236[B].
    • It can be used to punish projectiles.
236X~6A
Second Precept: Crush
弐之戒:砕
236X~6A
UNI Enkidu 236XA.png
Damage Guard Cancel Property Cost Attribute
900 Mid -EX-, -CS-, -UNQ- - - Strike
Startup Active Recovery Overall Advantage Invul
11 2 28 40 -5 -

Enkidu follows up with a palm strike.

  • Can be used to end blockstrings.
  • Lengthy stagger window to help with confirming.
  • Can only follow-up with 236X~6AA.
236X~6AA
Third Precept: Pierce
参之戒:穿
236X~6AA
UNI Enkidu 236XAA.png
Damage Guard Cancel Property Cost Attribute
1250 Mid -EX-, -CS- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
16 12(6)8 34 75 -24 -

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.
236X~6B
Second Precept (Secret): Sever
弐之戒(裏):断
236X~6B/C
UNI Enkidu 236XB.png
Damage Guard Cancel Property Cost Attribute
900 Low -EX-, -CS-, -UNQ- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
12 2 23 36 -7 -

Enkidu follows up with a sweeping kick.

  • Mostly used as a combo tool.
236X~6BB
Third Precept (Secret): Rage
参之戒(裏):烈
236X~6B/C~6B/C
UNI Enkidu 236XBB.png
Damage Guard Cancel Property Cost Attribute
1100 Mid -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
12 4 38 53 -24 -

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.
623X
Chained Kick
連環腿
623X
UNI Enkidu 623X.png
623A
Short Hop
Damage Guard Cancel Property Cost Attribute
1402 Mid -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
7 6(6)6 24 48 -12 1~24 Head & Dive
623B
Full Jump
Damage Guard Cancel Property Cost Attribute
1550 Mid -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
8 6(6)6 24 49 -19 1~25 Head & Dive
623C
EX
Damage Guard Cancel Property Cost Attribute
1812 Mid (CS) Launch, Wall Bounce 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
7 4(10)3(13)3 23 62 -8 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.
    • A useful combo tool that is also good as an anti-air.
    • Can confirm with j.236C to combo consistently, regardless of whether j.236C connects.
  • 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.
    • If done close to the corner, Enkidu can use the wall bounce to confirm into a strong combo.
22X
Thunder Stomp
踏鳴
22X
UNI Enkidu 22X.png
A/B Variation
22A
Fast Stomp
Damage Guard Cancel Property Cost Attribute
550 Mid -EX-, -CS- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
17 6 21 43 -2 -
22B
Slower Stomp
Damage Guard Cancel Property Cost Attribute
650 Mid -EX-, -CS- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
26 6 17 48 +2 -
22[B]
Slowest Stomp
Damage Guard Cancel Property Cost Attribute
900 Mid -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
38 6 17 60 +8 -
22C
EX
Damage Guard Cancel Property Cost Attribute
1308 Mid, Air CS Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+8 15 20 43 +4 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- yes, it's that move that was mentioned in Enkidu's pros and cons.
    • Unlike 22A/B, it also has a significant anti-air hitbox.
214X
Stance of Reversal
転律之構
214X
UNI Enkidu 214X.png
UNI Enkidu 214C.png
214A
Knockdown Parry
Damage Guard Cancel Property Cost Attribute
1015 Mid, Air -CS- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
3 1 30 33
Whiff: 31
-13 1~33 Strike
214B
Launch Parry
Damage Guard Cancel Property Cost Attribute
1319 Mid, Air -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
3 1 30 33
Whiff: 39
-13 1~33 Strike
214C
EX (Normal Activation)
Damage Guard Cancel Property Cost Attribute
1500 Mid -CS- Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+4 4 23 31 -6 1~until land Strike
214C
EX (Post-CS Activation)
Damage Guard Cancel Property Cost Attribute
2022 Mid - Launch CS, 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+2 4 24 30 -6 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.
    • If this move is activated immediately after using Chain Shift, its attributes change.
j.236X
Gale Edge
斬空尖
j.236X
UNI Enkidu j.236X.png
j.236A
Faster, 75 degree angle
Damage Guard Cancel Property Cost Attribute
850 Mid (EX), (CS) Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
12 Until Land [15 on landing] - -2 -
j.236B
Slower, 60 degree angle
Damage Guard Cancel Property Cost Attribute
850 Mid (EX), (CS) Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
14 Until Land [15 on landing] - -2 -
j.236C
EX
Damage Guard Cancel Property Cost Attribute
1400 Mid (CS) Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
1+8 Until Land [15 on landing] - +4 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.
    • It is useful for attacking from far away.
  • j.236C is the fastest version, and virtually unpunishable.

Super Moves

Infinite Worth

Spiral Dual Palm Strike
螺旋双掌打
41236D
UNI Enkidu 41236D.png
Damage Guard Cancel Property Cost Attribute
1st hit connects: 3160
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 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.

Infinite Worth EXS

Demon Seal: Abyssal Force
狩魔之紋:冥獄破顕衝
A+B+C+D
UNI Enkidu ABCD.png
Damage Guard Cancel Property Cost Attribute
3750 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+15 6 46 67 -25 1~26 Full

Enkidu becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C 5A -x
X X X
X X X
Gap Table
Attack Chain Frame Gap
5A 5C x
X X X
X X X

Videos

External Links

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

Customization Unlocks (2000 IP Each)

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


Enkidu Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-08-25 by SageVarq.

36% complete
Page Completed To-do Score

Overview

  • Frame data added and checked.
  • New moves have been listed.
  • Update gameplay summary and pros/cons to be accurate to the character in CLR.
  • Fill out move descriptions with more detailed write-ups.
  • Add rebeat/gap data.
35/50
Strategy
  • Created base pages
  • Fill in Strategies
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Combos
  • Created base pages
  • Start adding combos
1/25


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