Difference between revisions of "Under Night In-Birth/UNIST/Enkidu"
(Added advantage range on 214C)
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|description=Enkidu in . 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
Revision as of 15:40, 20 January 2020
He is tortured. The path he takes. What he wants. All because of his desperation.
- 1 Story
- 2 Gameplay
- 3 Character Stats
- 4 Normal Moves
- 5 Universal Mechanics
- 6 Special Moves
- 7 Supers
- 8 Videos
- 9 Colors
- 10 External Links
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.
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.
|Forward Walk Speed||Backward Walk Speed||Jump Startup||Jump Duration|
|Dash Startup||Initial Dash Speed||Dash Acceleration||Max Dash Speed|
|Backdash Startup||Backdash Duration||Backdash Distance||Backdash Invul|
- 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.
- Havoc hitstun increased
|Frame Data Help|
|Damage||Damage done by this attack.|
(x) denotes combined damage
[x] denotes minimum damage
|Guard||The way this move must be blocked.|
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
|Cancel||Actions this move can be canceled into.|
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
|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
|Second Prohibition: Crush
|Third Prohibition: Pierce
|Second Prohibition (Secret): Sever
|Third Prohibition (Secret): Fierce
|Spiral Palm Strike
Infinite Worth EXS
|Demon Seal: Abyssal Force
Customization Unlocks (2000 IP Each)
- Enkidu Primer by Saikyo