Under Night In-Birth/Enkidu

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Enkidu

Introduction

Story

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.

Unique Trait/Health

Health: 10,900
Character Trait: Whenever Enkidu counterhits an opponent or punishes their whiff they enter a special state called "Havoc", lengthening the amount of time they spend in hitstun and allowing for some bizarre combos.
Vorpal Trait: In Vorpal, the effects of Havoc are multiplied by 3.

Gameplay

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

When damage values are listed twice, once in parenthesis that means it's part of a multi-hit move that typically does not hit by itself. The first value is for the damage assuming it did not hit on its own. The second value is its unscaled damage.

Normal Moves

5A
EN 5A 1.jpg
EN 5A 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
190,178(190) 6 -1 Sp,Ex,Cs HL -

Two punches in rapid succession. Good pressure tools, can be canceled on either hit.

2A
EN 2A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
160 6 -4 Se,Sp,Ex,Cs L -

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

5B
EN 5B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
580 9 -7 Sp,Ex,Cs HL -

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

2B
EN 2B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
490 8 -9 Sp,Ex,Cs HL -

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

5C
EN 5C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
690 12 -16 J,Sp,Ex,Cs HL -

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

5[C]
EN 5C Charged 1.jpg
EN 5C Charged 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
690,445,672 29 -19 Sp,Ex,Cs H -

Charged version of 5C - a slow 3-hit overhead, but allows Enkidu to sideswap with his opponents. The animation makes it look like a command grab, but that's a dirty lie.

2C
EN 2C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
700 12 -17 Sp,Ex,Cs L -

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

2[C]
EN 2C Charged 1.jpg
EN 2C Charged 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
850 25 Sp,Ex,Cs L -

Charged version of Enkidu's 2C. Does more damage and moves Enkidu much closer to the opponent.

j.A
EN JA.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
150 7 X+2 Sp,Ex,Cs H/AS -

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 if anything.

j.B
EN JB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 11 X+3 Sp,Ex,Cs H/AS -

Downwards angled kick at about 45 degrees. Good jump in and the least-likely of his aerials to whiff.

j.C
EN JC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
610 12 X+4 Varies Sp,Ex,Cs H/AS -

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
EN 5BB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
567(900) 11 -3 Ex,Cs HL -

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.

5BBB
EN 5BBB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
561 (1100) 11 -8 Ex,Cs HL -

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
EN 5CC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
576 (900) 11 -6 Ex,Cs HL -

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
EN 5CCC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
714, (812) 15 -12 Ex,Cs HL -

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
EN 2CC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
549(900) 7 -11 Ex,Cs HL -

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

2CCC
2CCC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
612(1200) 20~21 -12~-11 Ex,Cs HL -

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

3C
EN 3C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
640 15 -13 Sp,Ex,Cs HL -

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.

3[C]
EN 3C Charge 1.jpg
EN 3C Charged 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
690 30 -15 Sp,Ex,Cs HL -

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.

4C
EN 4C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
710 11 -12 Sp,Ex,Cs HL -

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, but no range to speak of.

6C
EN 6C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
720 18 -4 Sp,Ex,Cs HL -

Overhead kick that creates a small wave on the ground when Enkidu's foot comes down. The wave has its own hitbox and hits mid.

6[C]
EN 6C Charged 1.jpg
EN 6C Charged 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
900 27*29 -10*-8 Sp,Ex,Cs H/HL -

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.

JCC
EN JCC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
480 11 x+4 varies Sp,Ex,Cs HL -

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

Dash Normals

66B
66B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
660 11 -4 Sp,Ex,Cs HL -

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

66C
EN 66C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
980 17~31 -15~-1 Sp,Ex,Cs HL -

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

Universal Mechanics

Force Function
"Convolution"

B+C
EN B+C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1372 22 2 28 -12 Sp,Ex,Cs L -

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

Throw
A+D
EN Throw.jpg
Throw connects.
EN Throw Whiff.jpg
Throw whiff animation.
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1170 4 1 - UNB -

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

Guard Cancel
214D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 Blocked:
Hit:
- HL -

Enkidu spins in place and does his 5B animation. Completely invincible.

Veil Off
A+B+C
EN VEIL OFF.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Special Moves

Three Forbidden Impacts
「三戒衝」

236X 6X 6X
EN 236A 1.jpeg
The starter
EN 236A2.jpg
EN 236A3.jpg
The A variation follow ups
EN 236 B low kick.jpg
EN 236B low kick follow up.jpg
The B variation follow ups
EN 236 EX.jpg
The EX Variation
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 500, 838(900), 624(1250) 14 75 (max) 30 -7 at worst Se,Cs HLA -

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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 500, 828(900), 594(1100) 12 46 (max) 34 -11 at worst Se,Cs HLA -

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).

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1971 11 62 (max) 25 +28 at worst (CS) HLA -

Enkidu dashes forward and does a backhand punch that creates a massive shockwave. Staple combo ender and moves Enkidu forward a good deal. Freezes the screen for 20f.

Chaining Thighs
「連環腿」

623X
EN 623A.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1402 7 -12 EX,Cs HL -

Two rising kicks, standard DP. Necessary for Enkidu's optimized corner combos.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1550 8 -19 EX,Cs HL -

Slightly slower startup and slightly more damage than 623A. Also necessary for optimized combos.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1812 1+6 -38 (CS) HL -

Enkidu does two kicks followed by an axe kick that launches the opponent cleanly across the screen. Wallbounces and freezes the screen for 20f.

Trampling Echo
「踏鳴」

22X
22A.jpg
A/B Variation
EN 22 EX.jpg
EX Variation
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 550 17 -3 Ex,Cs HL -

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

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 650 26 +0 EX,Cs HL -

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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1308 1+8 - Cs HL -

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. Freezes the screen for 20f.

Stance of Circulating Control
「転律之構」

214X
EN Parry A.jpg
A/B Parry start up
EN Parry EX.jpg
EX parry start up
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1015 5 Cs HL -

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

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1319 7 Ex,Cs HL -

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

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1500 1 CS HL -

Enkidu lifts one knee up in the air and looks at his opponent in contempt. 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.

Slashing Air Edge
「斬空尖」

j.236X
EN J236A.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 850 13 -4 EX,Cs HLA -

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

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 850 15 -4 EX, Cs HLA -

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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1400 1+8 -3 CS HLA -

Enkidu hangs in the air again, then slams down with an enhanced kick. Useful for ending juggle combos. Freezes the screen for 20f.

Infinite Worth

Spiraling Twin Palm Strike
「螺旋双掌打」

41236D
EN 4123 1.jpg
EN 4123 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3160 1+7~33 -17~+39 - HL -

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. Freezes the screen for 60 frames.

Infinite Worth EXS

Crest of Hunting Beast: Dark Prison Rending Rush
「狩魔之紋:冥獄破顕衝」

A+B+C+D
EXS.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3750 1+14 3 -25 - HLA -

Enkidu grabs his opponent and turns into a darkened beast with glowing tattoos. He grins like a nutcase and plunges his arm into his opponent's stomach, causing a massive explosion. He then takes a knee and wonders why he did that. Universal reversal option, and optimal combo ender for Enkidu's highest damage combos. Only usable when your health is below 30%, and you have full meter or are in Veil Off.

Strategy

Enkidu has no projectiles in a game filled with them, but he has a god-given right to get in if he really wants to. Since almost everyone in the cast can out-zone Enkidu, by necessity he has to be at close to mid-range. However, with careful timing to take advantage of his special "Havoc" trait, Enkidu can become fairly deadly up close.

Combos

Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted
[ ] = Input is held
/ = Option to choose between multiple actions
+ = Multiple buttons are pressed simultaneously
(x N) = Attack can be repeated N number of times, range provided
(#) = Next action is taken after a certain number of hits
-> = Special is cancelled to add on special
CH = Counter Hit
HC = High Counter
CS = Chain Shift, or 5D 5D

Basic:

2A > 2A > 2B > 5BBB > 5CCC - 2507 (2283)

Advanced:

2A > 2B > 5B > 5C > 3C > jump cancel > j.A > j.B > j.C > land > j.A > j.C > j.CC > 236A > 6A > 6A - 2851 (2596)

Omit the first J.A if you get a better starter for more damage.

5B > 2B > 5C > 3C > jump cancel > j.B > j.C > j.236B > 2A > 236A > 6A > 6A - 3168 (2884)

5[C] > 2B > 2C > 4C > 236A > 6A > 6A - 2927 (2664)

Delay the 2C and 4C slightly to get them to connect properly.

Colors

Seika Kissui Sekishu Kuuken Kyokurin Hakuha Uguisu Shinden Seisou
Kaikatsu Tenkuu Jinrai Furetsu Meimei Hakuhaku Kakou Ryuryoku Netsugan Reitei
 ???  ???  ???  ???  ???
 ???  ???  ???  ???  ???
UNDER NIGHT IN-BIRTH Exe:Late[st]
General

ControlsFAQGlossaryHUDSystem

Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuyaMikaWagnerEnkiduPhonon