 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Enkidu's character page for the latest version (UNICLR), click here.
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“
|
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.
|
”
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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.
|
”
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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
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- 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.
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- 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.
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Character Stats
Forward Walk Speed
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Backward Walk Speed
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Jump Startup
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Jump Duration
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900
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-700
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4
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41
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Dash Startup
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Initial Dash Speed
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Dash Acceleration
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Max Dash Speed
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7
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2000
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150
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3500
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Backdash Startup
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Backdash Duration
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Backdash Distance
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Backdash Invul
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3
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23
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-35203
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1~8 Full 9~10 Throw
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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
Frame Data Help
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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Guard
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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
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Cancel
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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
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
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The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
5A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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190, 190
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HL
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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2(6)2
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11
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-
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-1
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-
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Two punches in rapid succession. Good pressure tools, can be canceled on either hit but cannot be self canceled on block.
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2A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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160
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L
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Se,Sp,Ex,Cs
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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2
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14
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-
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-4
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-
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A crouching low kick. Pretty long for a 2A.
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5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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580
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HL
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Sp,Ex,Cs
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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3
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20
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-
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-7
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-
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Long-reaching horizontal kick. Decent pushback, good blockstring material/combo starter.
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2B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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490
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HL
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
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4
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21
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-
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-9
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-
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Enkidu tackles his opponent with an elbow. Sadly, not a low.
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5C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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690
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HL
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Sp,Ex,Cs
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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4
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30
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-
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-16
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-
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Far-reaching palm strike, staple of juggle combos and the like. Good blockstring tool.
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5[C]
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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690,445,672
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H
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Sp,Ex,Cs
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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29
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5
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32
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-
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-19
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-
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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.
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2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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700
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L
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Sp,Ex,Cs
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-
|
-
|
Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
|
3
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32
|
-
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-17
|
-
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Pretty typical sweep. Enkidu gets low and does a rising uppercut. Launches the opponent on hit.
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|
2[C]
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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850
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L
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Sp,Ex,Cs
|
-
|
-
|
Foot
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Startup
|
Active
|
Recovery
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Overall
|
Advantage
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Invul
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25
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4
|
37
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-
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-18
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-
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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.
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j.A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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150
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H/AS
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Sp,Ex,Cs
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-
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-
|
Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
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4
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14+2
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-
|
-
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-
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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.
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j.B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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510
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H/AS
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Sp,Ex,Cs
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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11
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3
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15+3
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-
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-
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-
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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.
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j.C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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610
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H/AS
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Sp,Ex,Cs
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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4
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20+4
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-
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Varies
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-
|
Less angled kick than his jB, but does more damage and has a followup in exchange. Used in juggle combos and whacky assault fakeouts.
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Command Normals
5BB
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Damage
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Guard
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Cancel
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Property
|
Cost
|
Attribute
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567(900)
|
HL
|
Ex,Cs
|
-
|
-
|
Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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11
|
4
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15
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-
|
-3
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-
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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
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5BBB
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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561 (1100)
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HL
|
Ex,Cs
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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11
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3
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23
|
-
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-8
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-
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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.
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5CC
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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576 (900)
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HL
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Ex,Cs
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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11
|
2
|
29
|
-
|
-6
|
-
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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.
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|
5CCC
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Damage
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Guard
|
Cancel
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Property
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Cost
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Attribute
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714, (1400)
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HL
|
Ex,Cs
|
-
|
-
|
Strike
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Startup
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Active
|
Recovery
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Overall
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Advantage
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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.
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|
2CC
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Damage
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Guard
|
Cancel
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Property
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Cost
|
Attribute
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549(900)
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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.
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|
2CCC
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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
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Damage
|
Guard
|
Cancel
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Property
|
Cost
|
Attribute
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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
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|
3[C]
|
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
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|
4C
|
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
|
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]
|
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
|
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
|
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
|
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
|
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
|
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
|
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
First Prohibition 「三戒衝」 236X 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
|
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
|
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
|
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
|
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
|
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 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 A/B Parry start up A/B Parry start up 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
|
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
|
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
|
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
Customization Unlocks (2000 IP Each)
External Links