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Under Night In-Birth/UNICLR/Enkidu
He is tortured. The path he takes. What he wants. All because of his desperation.
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.
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.
|Health||Smart Steer Route|
|11000||5A 5B 5C 22A 236C|
|Forward Walk Speed||Backward Walk Speed||Jump Startup||Jump Duration|
|Dash Startup||Initial Dash Speed||Dash Acceleration||Max Dash Speed|
|Backdash Startup||Backdash Duration||Backdash Distance||Backdash Invul|
|Throw Width (pixels)||Throw Range (pixels)|
|Frame Data Help|
|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
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
X [hit only] = Hit canceleable only
X [whiff OK] = 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
Three Precept Strike
Second Precept: Crush
Third Precept: Pierce
Second Precept (Secret): Sever
Third Precept (Secret): Rage
Stance of Reversal
Spiral Dual Palm Strike
Infinite Worth EXS
Demon Seal: Abyssal Force
Notable Rebeats and Gaps
|2CC||2CCC||3F to 5F (vary with char and standblock)|
- 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).
Customization Unlocks (2000 IP Each)
Enkidu Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2021-05-24 by Dismas.