Under Night In-Birth/UNICLR/Enkidu/Combos

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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.

Getting Started

Starter Combos

Combos to start off with

Combo Damage Cost Meter Gain Location
  • Midscreen BnB
  • Alt. midscreen BnB
  • Corner BnB to teach upkick combo theory

Combo Theory

  • Any combo with 5A can be done with 2A.
  • End in 236C to dump meter at the end of your combos or 623C to kill
  • After 236C ender in the corner use j.8C to meaty, j.A j.A to safe-jump or backdash as an all around safe option
  • To get oki mid-screen meterlessly end in 236X-6A rather than 236XAA
  • To avoid SMP (same move proration) avoid reusing 236A in a combo.
  • For example, if using 236AXX first then end with 236BXX
  • Damage is calculated with non-vorpal damage only (look at the smaller number)
  • If ending with 2C in the corner you can always go into 2CCC if you don’t have meter into 236C

FAQ

  • For combos with J.ABC, press J.A when you are at the apex of your jump
  • For combos with 66B, buffer 66 before you land to ensure 66B lands
  • For 1 upkick (623X) corner routes delay the upkick to get 2B out easier
  • For combos involving a 2C link after 6[C] / divekick, these are tough 1 frame links. Getting used to the *timing with practice is the only advice I can give.
  • For enders with 2C 5CCC (236C), appropriate delay should be used during 5CCC to land the 236C at the end
  • The way I time the ender is as follows to land all hits: 2C small delay 5CC-delay-C small delay 236C

Enders

Combo Cost Location
  • Ender for good midscreen oki
  • Ender for good corner oki
  • Meter dump ender
  • Optimal for 200 meter
  • Make sure to end on 236B-6A to make them close enough for 22C
  • 1 bounce left is needed
  • Ol’ reliable at any proration of combo
  • 1 bounce left is needed
  • Minimum proration it works at is 5a upkicks combo in corner and above
  • Trusty 22C IWEX always works at CVO proc
  • Depending on proration of starters beforehand the second 22C may whiff
  • Do 1 22C into IWEX to be on the safer side if prorated
  • 1 bounce left is needed
  • Corner below 30%

Combos

A Starters

Combo Damage Cost Meter Gain Location
  • Optimal A starter BNB for damage and corner carry
  • Will work with any starter
  • Easy good dmg 5A anti air
  • Standard upkick BNB
  • 5a confirms usually only have 1 upkick towards the corner
  • This also works with 2 2A’s
  • Double upkick with A starter
  • ST side-swap route
  • Easier and more damaging than 22[B] sideswap routes
  • Side-switch near corner VO-strip.
  • 44 (backdash) to keep corner oki after
  • New CLR sideswap utilizing 22[B]
  • When too far away to hop over with 66B
  • VO-strip from 22[B] sideswap when near corner

B Starters

Combo Damage Cost Meter Gain Location
  • If using 5B first use 2B after link 2C and vice versa
  • These 2C links are hard, If they are too hard then do the same combo as the A starter it should do good damage.
  • Optimal and hardest combo
  • The combo gives 1 whole grd block for 20 less dmg
  • Mo.win route
  • You should end in 236C to maintain meaty if ending in corner
  • If you start with 5B then pickup after upkicks with 2B and vice versa to avoid SMP
  • If you don’t have meter end in 2CCC
  • If using 3 normals before 3C then do double upkicks into 2B ender instead as it’s too prorated otherwise
  • 66B side swap close to corner
  • 66B side swap corner VO strip
  • 22[B] side swap corner if far away from corner
  • You should also use this mid-screen
  • 22[B] side swap corner VO strip

5C Starters

Combo Damage Cost Meter Gain Location
  • Same as B starter chad optimal
  • (2C) at the start is optional and still allows 2CCC ender
  • 5[C] midscreen route
  • 2B pickup off of 5CC
  • Delaying the 5C and 3C will help connect the air string more consistently
  • Same as B starter corner combo
  • 5CC starter with double upkicks
  • CH confirm off of 5C~C frame trap
  • 5[C] Corner route
  • CH 5[C] corner route

2C Starters

Combo Damage Cost Meter Gain Location
  • CH confirm of 2[C]-C frame trap.
  • Corner and side swap confirm.

CH confirm of 2[C]-C frame trap.

Grounded 4C Starter

Combo Damage Cost Meter Gain Location
  • If close enough to land 2B 22B confirm
  • If far away 22B confirm
  • Highest dmg way to confirm off 4C
  • Just link 2B into normal B starter route
  • Grounded Normal
  • Grounded CH
  • Normal AA Route
  • Classic confirm
  • CH
  • Unlike every other route do not delay the first J.A here.
  • CH
  • Unlike every other route do not delay the first J.A here.

Anti-Air 4C Starter

Combo Damage Cost Meter Gain Location
  • No CH or havoc needed
  • No cancel 4C CH confirm
  • CH 236AA confirm
  • Works on CH or non CH
  • CH no cancel into 5B confirm corner
  • For CH just use 2[C] in the same combo
  • CH no cancel into 5B confirm sideswap

22X Starter

Combo Damage Cost Meter Gain Location
  • If close enough for 2B do this
  • If far away, link 2C
  • Optimal for both normal/CH
  • Normal hit corner
  • Only 22B CH will allow you to preserve a bounce if you press the next button quick enough
  • 2B pickup is most reliable but 5B has more damage
  • Air-to-air confirm

6[C] Starter

Combo Damage Cost Meter Gain Location
  • Easy version mid screen
  • Safe way to get overhead confirm for the price of lower damage

66B Starter

Combo Damage Cost Meter Gain Location
  • Auto-pilot into j.236a combo for normal hit
  • 66B CH into 5C combo
  • Normal hit combo using j.236a
  • 66B CH into 5C combo corner

66C Starter

Combo Damage Cost Meter Gain Location
  • Kinda viable in corner just do this

FF Starter

Combo Damage Cost Meter Gain Location
  • Damage calculated with all 4 hits of FF. j.236A 1st then j236b work too
  • Havoc FF starter
  • React to FF hitting before confirming whether normal hit or not with j.236b
  • CH starter of FF
  • Normal hit of FF
  • Classic corner confirm
  • Hard corner combo when hugging the corner after FF
  • Havoc/CH

FF CS

Combo Damage Cost Meter Gain Location
  • Damage calculated with all 4 hits of FF. j.236A 1st then j236b work too

3C Starter

Combo Damage Cost Meter Gain Location
  • This always works off 3C if you auto-pilot

236XB Starter

Combo Damage Cost Meter Gain Location
  • You can omit the dl 5C if too hard
  • Pretty difficult Havoc punish but well worth the damage, if too hard take off the 5C
  • The only reason you should use this route is because it is way easier than the havoc route for 4 more damage (but requires CH)
  • ~DP punish midscreen~
  • CS confirm
  • Metered way to confirm
  • 2A link grounded
  • DP punish havoc/CH + corner (Highest dmg meterless)
  • 236XBB starter with 22C

236XA Starter

Combo Damage Cost Meter Gain Location
  • Same route CH/non CH
  • CS confirm off 236XAA
  • Second hit rekka hitting as a frame-trap into B starter combo
  • Normal hit confirm of 236XAA
  • Frame-trap into normal B starter combo in corner

236[B] Starter

Combo Damage Cost Meter Gain Location
  • Confirming off 236[B] max range-ish mid screen is impossible
  • This works mid to low-mid range
  • Similarly to above is very hard to pull off mid-screen
  • Amazing damage for a 6C frame-trap or so in a corner blockstring

236C Starter

Combo Damage Cost Meter Gain Location
  • Stable confirm that works at any range of 236C

J.236X Starter

Combo Damage Cost Meter Gain Location
  • Universal mid-screen
  • Normal hit
  • If you have keen reactions here is a CH confirm j.236A with 2[C

623X Starter

Combo Damage Cost Meter Gain Location
  • Grounded or low to the ground confirm
  • Anti-air combo if they are jumping
  • Make sure to use 623B only if a jump action is coming out
  • Make sure they are low to the ground
  • 623A combo when they are grounded
  • J.236C can be used for stability
  • Anti-air combo if they are jumping
  • Consistent CH 623A combo that doesn't drop if they are grounded
  • End in 4[C] 236BAA when wanting to kill
  • 623C confirms are available when hitting the corner
  • Pog side-swap

IW Starter

Combo Damage Cost Meter Gain Location
  • Anti-air confirm (safe)
  • Grounded confirm
  • You can walk back a bit after IW to make sure you get your 5C confirm

Assault Starter

Combo Damage Cost Meter Gain Location
  • Non CH variant
  • Assault j.B/C CH into B optimal combo
  • I just do 6C after 5B at the end to make it easy for me during high proration
  • CH into B optimal combo

Jump Anti-Air

Combo Damage Cost Meter Gain Location
  • Easy j.ABC combo
  • Normal assault J.C hit air-to-air
  • CH confirm with 5B
  • Air pickup if they are low to the ground
  • Normal assault J.C hit air-to-air

A Parry CS

Combo Damage Cost Meter Gain Location
  • CS at 2 hits for best damage

CVO

Midscreen above 30%

Combo Damage Cost Meter Gain Location
  • Can add rekka before 236C
  • Optimal for 200 meter
  • Make sure to end on 236B-6A to make them close enough for 22C

Corner above 30%

Combo Damage Cost Meter Gain Location
  • Below 200 meter and have used all bounces
  • Exactly same as mid-screen route
  • 1 Bounce needed
  • 200 meter
  • Ol’ reliable at any proration of combo
  • 1 Bounce needed
  • 200 meter
  • Minimum proration it works at is 5a upkicks combo in corner and above

Midscreen below 30%

Combo Damage Cost Meter Gain Location
  • Trusty 22C IWEX always works at CVO proc
  • Depending on proration of starters beforehand the second 22C may whiff
  • Do 1 22C into IWEX to be on the safer side if prorated

Corner below 30%

Combo Damage Cost Meter Gain Location
  • Same combo as mid-screen
  • 1 Bounce needed
  • 200 meter
  • Consistent high damage

Videos

External Links

Enkidu Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2021-06-08 by Defiant.

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General
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Hyde
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Frame Data
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