Under Night In-Birth/UNIST/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

When at mid-close range Enkidu's footsies are pretty strong, but his tools to get in are fairly lacking. He doesn't have any projectiles or full screen normals like most of the cast, so he has a hard time mounting offense from far away. While his run speed is okay it translates into one of the worst dash blocks in the game, making it hard for Enkidu to gain ground against an opponent who doesn't want him in. Once he gets in Enkidu's mix-up is fairly modest, but his damage is pretty high, especially with the bonus damage he gets from Havoc. Most of the time Enkidu's game plan will be to close in and then pressure by delaying strings to catch mashing and either using normals with strong hitboxes to counterpoke when at minor disadvantage or by using his counters to make the opponent scared to hit buttons. Enkidu is a character that has to play fairly differently depending on the matchup, since which of his normals are especially good and the spacings at which his counter will be effective change drastically depending on the character.

From Saikyo's Enkidu Primer


Strengths Weaknesses
  • With meter, Enkidu can make all of his unsafe pressure safe.
  • Absolutely stunning corner throw pressure.
  • For the most part, your stagger windows on normals are especially long.
  • Parry is a useful tool as a way to make people check themselves and stop mashing on your pressure.
  • 4C is your god. It is an anti-air, has a huge hitbox, a fantastic starter, pulls your hurtbox back, it does the whole nine yards. Its downside is that uncancelled it is -12 on block… so be sure to always layer it into something.
  • In the corner, safejump setups are actually incredibly consistent with this character after doing 236[B] ender or j.236B ender for combos.
  • Your damage is rather good, as well as your corner carry.
  • You take 10% less chip damage.
  • Normals are all typically more - than other characters.
  • Midscreen throw is mediocre.
  • Your only overheads are incredibly telegraphed.
  • All of your pressure options are very high risk.
  • No meterless reversal.
  • Parry can be inconsistent. Parry also does less damage if you parry low attacks.

Character Stats

Health
10900
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
900 -700 4 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
7 2000 150 3500
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
3 23 -35203 1~8 Full
9~10 Throw

Unique Trait

  • Havoc: Whenever Enkidu hits an opponent during an attack, the opponent takes some damage over a short time along with having additional hitstun.
    • This effectively acts as an enhanced counter hit, but it also works against Vatista.

Vorpal Trait

  • Havoc hitstun increased
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
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = 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

5A
UNI Enkidu 5A 1.png
UNI Enkidu 5A 2.png
Damage Guard Cancel Property Cost Attribute
190, 190 HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
6 2(6)2 11 - -1 -

Two punches in rapid succession. Good pressure tools, can be canceled on either hit but cannot be self canceled on block.


2A
UNI Enkidu 2A.png
Damage Guard Cancel Property Cost Attribute
160 L Se,Sp,Ex,Cs - - Foot
Startup Active Recovery Overall Advantage Invul
6 2 14 - -4 -

A crouching low kick. Pretty long for a 2A.


5B
UNI Enkidu 5B.png
Damage Guard Cancel Property Cost Attribute
580 HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
9 3 20 - -7 -

Long-reaching horizontal kick. Decent pushback, good blockstring material/combo starter.


2B
UNI Enkidu 2B.png
Damage Guard Cancel Property Cost Attribute
490 HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
8 4 21 - -9 -

Enkidu tackles his opponent with an elbow. Sadly, not a low.


5C
UNI Enkidu 5C.png
Damage Guard Cancel Property Cost Attribute
690 HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
12 4 30 - -16 -

Far-reaching palm strike, staple of juggle combos and the like. Good blockstring tool.


5[C]
UNI Enkidu 5C.png
Damage Guard Cancel Property Cost Attribute
690,445,672 H Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
29 5 32 - -19 -

Charged version of 5C - a slow 3-hit overhead, but allows Enkidu to sideswap with his opponents. On hit this will become a hit-throw, but don't be fooled, it's just an overhead. At 29f startup it's not going to be a strong mix-up on it's own, but since the uncharged 5C is still cancelable via passing link you can hit people reacting to it by mixing up doing 5[C] and 5C>2C or another low. Because the hit-throw animation isn't special cancelable any special move you buffer will only come out on block, so cancel into something safe or at least a frame trap cause at -19 you're absolutely going to get punished if you just let it recover.


2C
UNI Enkidu 2C.png
Damage Guard Cancel Property Cost Attribute
700 L Sp,Ex,Cs - - Foot
Startup Active Recovery Overall Advantage Invul
12 3 32 - -17 -

Pretty typical sweep. Enkidu gets low and does a rising uppercut. Launches the opponent on hit.


2[C]
UNI Enkidu 2C.png
Damage Guard Cancel Property Cost Attribute
850 L Sp,Ex,Cs - - Foot
Startup Active Recovery Overall Advantage Invul
25 4 37 - -18 -

Charged version of Enkidu's 2C. Does more damage and moves Enkidu much closer to the opponent, can be useful when people are OSing by delaying buttons.


j.A
UNI Enkidu j.A.png
Damage Guard Cancel Property Cost Attribute
150 H/AS Sp,Ex,Cs - - Head
Startup Active Recovery Overall Advantage Invul
7 4 14+2 - - -

Enkidu jumps up and does a two-sided punch, one slightly below and in front of him, and one slightly above and behind him. Staple for juggle combos, but easy to whiff as a jump-in. Better as an air-to-air although it has the most consistent cross-up hitbox.


j.B
UNI Enkidu j.B.png
Damage Guard Cancel Property Cost Attribute
510 H/AS Sp,Ex,Cs - - Head
Startup Active Recovery Overall Advantage Invul
11 3 15+3 - - -

Downwards angled kick at about 45 degrees. Good jump in and the least-likely of his jump normals to whiff. You can do this asap after an assault to get an "instant overhead", you need to chainshift and do a falling j.A in order to combo off it, but it's probably Enkidu's strongest mix-up option.


j.C
UNI Enkidu j.C.png
Damage Guard Cancel Property Cost Attribute
610 H/AS Sp,Ex,Cs - - Head
Startup Active Recovery Overall Advantage Invul
12 4 20+4 - Varies -

Less angled kick than his jB, but does more damage and has a followup in exchange. Used in juggle combos and whacky assault fakeouts.

Command Normals

5BB
UNI Enkidu 5BB.png
Damage Guard Cancel Property Cost Attribute
567(900) HL Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 15 - -3 -

Enkidu jumps forward a little and does a followup spin kick after 5B. Can be slightly delayed after 5B to catch mashers, and a combo staple.

Foot invincible frames 1~14


5BBB
UNI Enkidu 4C.png
Damage Guard Cancel Property Cost Attribute
561 (1100) HL Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
11 3 23 - -8 -

Followup that uses 4C's animation. Can be slightly delayed in order to do a solid 1100 damage, but the window is tight. Cancels into Enkidu's next set of specials. You're gonna see this a lot.


5CC
UNI Enkidu 236XA.png
Damage Guard Cancel Property Cost Attribute
576 (900) HL Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
11 2 29 - -6 -

Swift rising punch to the opponent's face. Can be slightly delayed to reset for extra damage, but the window is tight. Launches the opponent on hit.


5CCC
UNI Enkidu 5CCC.png
Damage Guard Cancel Property Cost Attribute
714, (1400) HL Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
15 4 26 - -12 -

Enkidu hunches down and does a rising shoulder tackle. Depending on where you delay the string, if at all, it does differing amounts of damage. Decent amount of knockback, unsafe on block.


2CC
UNI Enkidu 2CC.png
Damage Guard Cancel Property Cost Attribute
549(900) HL Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
7 4 25 - -11 -

Rising uppercut from a low stance. Launches the opponent even higher into the air.


2CCC
UNI Enkidu j.236X.png
Damage Guard Cancel Property Cost Attribute
612(1200) HL Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
20 5 25 - -12~-10 -

Enkidu jumps up and does a divekick through the opponent. Uses j236A's animation, but sidewaps instead of landing in front of the opponent. Advantage is worse against standing opponents.


3C
UNI Enkidu 3C.png
Damage Guard Cancel Property Cost Attribute
640 HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
15 4 27 - -13 -

Enkidu rolls forward, plants one hand on the ground, and shows his ankles to the world. Launching kick that can be followed with 6C, though the timing is tight. Good anti-air and a good normal to OS with for crouch tech, although the angle doesn't quite cover everything. Useful as a launcher in combos as well.

Projectile invincible frames 4~14
Head invincible frames 8~18


3[C]
UNI Enkidu 3C IC.png
Damage Guard Cancel Property Cost Attribute
690 HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
30 4 29 - -15 -

Enkidu has made it his goal to roll. Rolls about half-fullscreen. Does slightly more damage but is fairly obvious - however, it's projectile invincible.

Projectile invincible frames 4~29
Head invincible frames 8~33


4C
UNI Enkidu 4C.png
Damage Guard Cancel Property Cost Attribute
710 HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
11 5 25 - -12 -

Enkidu stomps on the ground and thrusts both hands forward, making a barrier in the air. Eats projectiles and has a fairly fast start up, because Enkidu steps back when he starts up this is a good counterpoke as well, with Havoc your opponent is in hitstun for ~10 years so confirming this on counterhit is very easy.

Head invincible frames 7~15


6C
UNI Enkidu 6C.png
Damage Guard Cancel Property Cost Attribute
720 HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
18/20 4 24 - -4/-2 -

Enkidu kicks over the opponent's head. Not an overhead. Creates a small wave on the ground when Enkidu's foot comes down. The wave has its own hitbox and hits mid.


6[C]
UNI Enkidu 6C.png
Damage Guard Cancel Property Cost Attribute
900 H/HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
27/29 4 29 - -10/-8 -

Charged version of 6C, with a slightly bigger wave on impact. The kick is now an overhead(!) while the wave still hits mid. Slightly more pushback on the opponent if the wave hits.


j.CC
UNI Enkidu j.CC.png
Damage Guard Cancel Property Cost Attribute
480 HL Sp,Ex,Cs - - Head
Startup Active Recovery Overall Advantage Invul
11 3 27+4 - varies -

Spinning axe kick that launches the opponent significantly backwards on hit. Can be delayed to whiff for mixups - it won't hit Linne outside of combos, since her hurtbox is too small for it to connect after j.C. Primarily used for whacky, damaging combos.

Dash Normals

66B
UNI Enkidu 66B.png
Damage Guard Cancel Property Cost Attribute
660 HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
11 7 9 - -4 -

Enkidu does a bunny hop forwards to knee his opponents. Cancelable into divekick. That's it, really.

Foot invincible frames 9~17


66C
UNI Enkidu 66C.png
Damage Guard Cancel Property Cost Attribute
980 HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
17 15 18 - -15 -

One of Enkidu's longest reaching moves. He jumps forward to come down with a kick made of spinning energy. Goes over most lows.

Foot invincible frames 6~31

Universal Mechanics

Tidal Spin
B+C
UNI Enkidu BC.png
Damage Guard Cancel Property Cost Attribute
1372 (1893) L/HL Sp,Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
10 2(4)2(5)2(6)2 42 - -32 -

Enkidu flips forward and does a series of spinning kicks directly upwards. Primarily an anti-air option or combo tool. () refers to Havoc.

Air normal invincible frames 8~17


Throw
A+D
UNI Enkidu AD.png
Damage Guard Cancel Property Cost Attribute
1610 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 - - -

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

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

First Prohibition
「三戒衝」

236X
UNI Enkidu 236X.png
The starter
The starter
A Damage Guard Cancel Property Cost Attribute
500 HLA Se,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
11 5 20 - -7 -

Enkidu does a backhand punch, an uppercut, and then a dashing tackle into a two-handed palm strike. Staple combo ender into special/IWS/etc. After the first hit, the B version followups can be used instead, allowing for some mixup. A little unsafe on block, but it can be slightly delayed to catch mashers. The rekka components can be slightly delayed for more damage and gimmicky resets.

B Damage Guard Cancel Property Cost Attribute
500 HLA Se,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
14 5 20 - -7 -

Same startup and motion as 236A, but follows with a low kick and then a rising wave of energy. Does slightly less damage than 236A, but can also be delayed for more, as well as having access to the A followups after the first hit (but only the first hit).

[B] Damage Guard Cancel Property Cost Attribute
1400 HLA Se,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
21 5 23 - -10 -
EX Damage Guard Cancel Property Cost Attribute
1971 HLA (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1+7 8 36 - -13 -

Enkidu dashes forward and does a backhand punch that creates a massive shockwave. Staple combo ender and moves Enkidu forward a good deal.

Throw invincible frames 1~3
Projectile invincible frames 3~15

Second Prohibition: Crush
236X>6A
UNI Enkidu 236XA.png
Damage Guard Cancel Property Cost Attribute
900 HL EX,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
11 2 29 - -6 -
Third Prohibition: Pierce
236X>6A>6A
UNI Enkidu 236XAA.png
Damage Guard Cancel Property Cost Attribute
1250 HL EX,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
16 12(6)8 34 - -24 -
Second Prohibition (Secret): Sever
236X>6B/C
UNI Enkidu 236XB.png
Damage Guard Cancel Property Cost Attribute
900 L EX,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
12 2 24 - -8 -
Third Prohibition (Secret): Fierce
236X>6B/C>6B/C
UNI Enkidu 236XBB.png
Damage Guard Cancel Property Cost Attribute
1100 HL EX,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
12 4 38 - -24 -


Chained Limbs
「連環腿」

623X
UNI Enkidu 623X.png
A Damage Guard Cancel Property Cost Attribute
1402 HL EX,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
7 4(8)4 26 - -25/-12 -

Two rising kicks, standard DP. Necessary for Enkidu's optimized corner combos. Advantage is worse if second hit whiffs.

Head and Air Strike invincible frames 5~22

B Damage Guard Cancel Property Cost Attribute
1550 HL EX,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
8 4(8)4 26 - -25/-12 -

Slightly slower startup and slightly more damage than 623A. Also necessary for optimized combos. Advantage is worse if second hit whiffs. Head and Air attack invincible frames 6~23

EX Damage Guard Cancel Property Cost Attribute
1812 HL (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1+6 4(10)3(13)3 23 - -38/-24 -

Enkidu does two kicks followed by an axe kick that launches the opponent cleanly across the screen. Wallbounces. Advantage is worse if second hit whiffs.

Completely invincible frames 1~6
Strike and projectile invincible frames 7~10


Stomp
「踏鳴」

22X
UNI Enkidu 22X.png
A/B Variation
A/B Variation
A Damage Guard Cancel Property Cost Attribute
550 HL Ex,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
17 6 22 - -3 -

Fast startup stomp that creates a shockwave around Enkidu's feet. Hits mid, only -3 on block.

B Damage Guard Cancel Property Cost Attribute
650 HL EX,Cs - - Strike
Startup Active Recovery Overall Advantage Invul
26 6 19 - +0 -

Slower startup than 22A, but does more damage. Guaranteed meaty/oki if you CS in the corner after grab. Whiff cancel into EX Parry to see the rage in your opponent's eyes.

EX Damage Guard Cancel Property Cost Attribute
1308 HL Cs - - Strike
Startup Active Recovery Overall Advantage Invul
1+8 15 20 - +4 -

Enkidu has had enough, and stomps down hard enough to create a pillar of energy. Uses the B version's animation, but the wave is higher and now catches jumping opponents.

Throw invincible frames 1~3


Counter Pose
「転律之構」

214X
UNI Enkidu 214X.png
A/B Parry start up
A/B Parry start up
UNI Enkidu 214C.png
EX parry start up
EX parry start up
A Damage Guard Cancel Property Cost Attribute
1015 HL Cs - - -
Startup Active Recovery Overall Advantage Invul
5 19 8 - -13 -

Enkidu takes a stance and then catches the opponent's attack to throw them behind him. Fast startup, cannot combo after.

B Damage Guard Cancel Property Cost Attribute
1319 HL Cs - - -
Startup Active Recovery Overall Advantage Invul
7 10 23 - -13 -

Slightly slower startup, same animation as 214A, can combo after.

EX Damage Guard Cancel Property Cost Attribute
1500 (1226) HL CS - - -
Startup Active Recovery Overall Advantage Invul
1 27 30 - -6~-2 -

Enkidu takes a stance in preparation for an attack. Causes no super flash until it catches something, then Enkidu does a rising kick that knocks the opponent back. Can be used to react to super flashes, but if Enkidu is too far away the parry will only do two hits instead of three. If you CS then parry it does 2022 damage. Also drains the opponent's GRD.

  • Frame advantage is usually -2. It is only -6 when only 1 hit connects.


Wind Blade
「斬空尖」

j.236X
UNI Enkidu j.236X.png
A Damage Guard Cancel Property Cost Attribute
850 HLA EX,Cs - - Air Strike
Startup Active Recovery Overall Advantage Invul
13 Till L 16 - -4 -

Enkidu jumps up and does a quick divekick. Unlike his followup C string animation, Enkidu does not sideswap.

B Damage Guard Cancel Property Cost Attribute
850 HLA EX, Cs - - Air Strike
Startup Active Recovery Overall Advantage Invul
15 Till L 16 - -4 -

Same jumpkick, but Enkidu hangs in the air for a moment longer before diving down. Can be used to catch mashers or for various combo routes.

EX Damage Guard Cancel Property Cost Attribute
1400 HLA CS - - Air Strike
Startup Active Recovery Overall Advantage Invul
1+8 Till L 16 - -3 -

Enkidu hangs in the air again, then slams down with an enhanced kick. Useful for ending juggle combos.

Throw invincible frames 1~3

Supers

Infinite Worth

Spiral Palm Strike
「螺旋双掌打」

41236D
UNI Enkidu 41236D.png
Damage Guard Cancel Property Cost Attribute
3160 HL - - - Strike
Startup Active Recovery Overall Advantage Invul
1+7 1 5 - -17~+39 -

Energy swirls around Enkidu's palms as he poses and then slams them together on his opponent. When used next to the opponent it catches them in place and ends with a small explosion, but it's really a fullscreen projectile. If used as a projectile, Enkidu's shockwave deals 2112 damage - however, basically every character has a way to get around the projectile, so it's very limited in use.

Completely invincible frames 1~12
Throw invincible frames 13~31

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.

Videos

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

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