“
|
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 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: Strong Mix-Ups. Your stagger windows on normals are especially long, and his combo reward on the corner is to be feared. He can gain corner easily thanks to his great corner carry. He overall has great reward from any hit, both with and without meter.
- Havoc: His unique trait, Havoc, makes whiffing any move against Enkidu unideal at best, terryfing at worst. This combined with his good mid-range pressence makes for an opponent that is very scared to do anything aside from block, which Enkidu can very easily abuse. Havoc applies to his throw, which can lead to over 3k damage off of a single throw (after GRD Break) and gives a very good 4f punish tool.
- 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. He has strong metered reversals.
- 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, and the tool that makes fishing for whiff-punishes (thus, enabling Havoc) so good for Enkidu.
|
- 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 the ability to leverage CS as a way of winning neutral.
- Weak to Whiff-Punishing Himself 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.
- Rebeats: Enkidu’s rebeat frame data is among the worst in the cast, with his best rebeat being 5C/2C w2A, which is -4. In addition, Enkidu’s 5A has enormous total recovery due to it having two hits, essentially making 2A his only whiff rebeat option.
- 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.
- Baiting VO: Enkidu has limited options for baiting VO compared to other characters because of his slow A normals.
|
Character Stats
Health
|
Smart Steer Route
|
11000
|
5A 5B 5C 22A 236C
|
Forward Walk Speed
|
Backward Walk Speed
|
Jump Startup
|
Jump Duration
|
900
|
-700
|
4
|
|
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.
- 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.
|
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 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
|
Normal Moves
Standing Normals
5A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
190, 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.
- 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
|
|
5B
|
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.
- 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.
|
|
5C
|
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.
- On block, can be cancelled into 5CC and 5CCC.
- 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.
|
|
Crouching Normals
2A
|
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
|
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
|
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] 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.
|
|
Air Normals
j.A
|
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
|
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, though it's better to just use j.C instead due to it being a better jump starter in damage, range and proration.
|
|
j.C
|
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
|
Wall Bounce
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
3
|
27 [4 on landing]
|
40
|
Varies
|
-
|
Enkidu kicks at the air.
- 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.
|
|
Command Normals
6C
|
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(Foot), -2(Shockwave)
|
-
|
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.
- Can 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.
|
|
4C
The Matchup Maker The Matchup Maker
|
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
|
869
|
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.
- 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.
|
|
3C
Dark Souls Dark Souls
|
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 before kicking.
- 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.
|
|
Dash Moves
66B
|
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.
- Vital part of his most damaging combos.
|
|
66C
why why
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
980
|
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. 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.
- Had its startup increased in CLR 1.03, which removed most of its usage in combos and neutral, therefore it's rarely used.
|
|
Universal Mechanics
Force Function
RISING TACKLE RISING TACKLE
|
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
|
see below 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.
- 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 + whatever is left of the second block. Refunds half on whiff.
|
|
Throw
|
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
|
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
|
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.
- 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
|
236A Close-Range
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
500
|
Mid
|
EX [whiff OK], CS [whiff OK], UNQ [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
5
|
20
|
35
|
-7
|
-
|
236B Mid-Range
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
500
|
Mid
|
EX [whiff OK], CS [whiff OK], UNQ [whiff OK]
|
-
|
-
|
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 [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
5
|
23
|
48
|
-10 to -7
|
-
|
236C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1972
|
Mid
|
CS
|
Launch, Wall Bounce
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+7
|
8
|
36
|
51
|
-13 to -9
|
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.
- 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.
|
|
236X~6A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
900
|
Mid
|
EX [whiff OK], CS [whiff OK], UNQ [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
2
|
29
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1250
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
900
|
Low
|
EX [whiff OK], CS [whiff OK], UNQ [whiff OK]
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1100
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
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
|
623A Short Hop
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1402
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
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 [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
6(6)6
|
24
|
49
|
-19 to -10
|
1~25 Head & Dive
|
623C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1812
|
Mid
|
CS [hit only]
|
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.
- 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.
|
|
22X
A/B Variation A/B Variation
|
22A Fast Stomp
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
550
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
6
|
22
|
43
|
-2
|
-
|
22B Slower Stomp
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
650
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
26
|
6
|
19
|
48
|
+2
|
-
|
22[B] Slowest Stomp
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
900
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
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
|
214A Knockdown Parry
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1015
|
Mid, Air
|
CS [whiff OK]
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
22
|
5
|
33 Whiff: 31
|
-13
|
1~33 Strike
|
214B Launch Parry
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1319
|
Mid, Air
|
CS [whiff OK]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
10
|
23
|
33 Whiff: 40
|
-13
|
1~33 Strike
|
214C EX (Normal Activation)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1500
|
Mid
|
CS [whiff OK]
|
Launch
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+4
|
27
|
30
|
57
|
-2
|
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
|
-2
|
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
|
|
j.236X
|
j.236A Faster, 75 degree angle
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
850
|
Mid
|
EX [hit only], CS [hit only]
|
Knockdown
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
Until Land
|
[15 on landing]
|
-
|
+0 (max range) ~ -2
|
-
|
j.236B Slower, 60 degree angle
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
850
|
Mid
|
EX [hit only], CS [hit only]
|
Knockdown
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
Until Land
|
[15 on landing]
|
-
|
+0 (max range) ~ -2
|
-
|
j.236C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1400
|
Mid
|
CS [hit only]
|
Knockdown
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+8
|
Until Land
|
[15 on landing]
|
-
|
+4 ~ +6 (max range)
|
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.
|
|
Super Moves
Infinite Worth
|
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 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
|
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/2C
|
5A
|
-9
|
5C/2C
|
2A
|
-4
|
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
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Enkidu Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-05-27 by GoldyDorado01.
Page
|
Completed
|
To-do
|
Score
|
Overview
|
- Frame data added and checked.
- New moves have been listed.
- Pros/cons updated.
- Added detailed descriptions of moves.
|
- Fill out combo and strategy page.
- Add rebeat/gap data.
|
40/50
|
Strategy
|
|
|
0/25
|
Combos
|
|
|
1/25
|