Under Night In-Birth/UNIST/Enkidu

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Enkidu

Introduction

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

Enkidu is a being formed from clay and water by Aruru, the goddess of creation, to rid Gilgamesh of his arrogance. But instead him and Gilgamesh become best buddies and they just kind of hang out. Eventually Enkidu and Gilgamesh accidentally kill a really neat bull and make Ishtar really mad. Ishtar spares Gilgamesh but banishes Enkidu to the world of Under Night In-Birth Exe:late[ST] to repent for his sins.

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. Note that the extra Havoc damage cannot kill, since it technically counts as DOT/Poison damage.
Vorpal Trait: In Vorpal, the effects of Havoc are multiplied by 3.

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.

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, 190 6 2(6)2 11 -1 Sp,Ex,Cs HL -

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


2A
EN 2A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
160 6 2 14 -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 3 20 -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 4 20 -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 4 30 -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 5 32 -19 Sp,Ex,Cs H -

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
EN 2C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
700 12 3 32 -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 4 37 -18 Sp,Ex,Cs L -

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
EN JA.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
150 7 4 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 although it has the most consistent cross-up hitbox.


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

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
EN JC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
610 12 4 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 4 15 -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.

Foot invincible frames 1~14


5BBB
EN 5BBB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
561 (1100) 11 3 23 -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 2 29 -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 4 26 -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 4 25 -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 5 25 -10 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 4 27 -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. 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.


3[C]
EN 3C Charge 1.jpg
EN 3C Charged 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
690 30 4 29 -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 5 25 -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, 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.


6C
EN 6C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
720 18 4 24 -4 Sp,Ex,Cs HL -

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]
EN 6C Charged 1.jpg
EN 6C Charged 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
900 27 4 29 -10 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.


j.CC
EN JCC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
480 11 3 x+4 varies Sp,Ex,Cs HL -

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
66B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
660 11 7 9 -4 Sp,Ex,Cs HL -

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

Foot invincible frames 9~17


66C
EN 66C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
980 17 15 18 -15 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.

Foot invincible frames 6~31

Universal Mechanics

Tidal Spin
B+C
EN B+C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1372 10 2(4)2(5)2(6)2 42 -32 Sp,Ex,Cs L -

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

Air normal invincible frames 8~17


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 Thrust
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

First Prohibition
「三戒衝」

236X
EN 236A 1.jpeg
The starter
EN 236 EX.jpg
The EX Variation
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 500 11 5 20 -7 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 14 5 20 -7 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 1+7 8 36 -13 (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.

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

Second Prohibition: Crush
236X>6A
EN 236A2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
600 11 2 29 -6 EX,Cs HL -
Third Prohibition: Pierce
236X>6A>6A
EN 236A3.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1250 16 12(6)8 34 -24 EX,Cs HL -
Second Prohibition (Secret): Sever
236X>6B/C
EN 236 B low kick.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
900 12 2 24 -8 EX,Cs L -
Third Prohibition (Secret): Fierce
236X>6B/C>6B/C
EN 236B low kick follow up.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1100 12 4 38 -24 EX,Cs HL -


Chained Limbs
「連環腿」

623X
EN 623A.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1402 7 4(8)4 26 -12 EX,Cs HL -

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

Air attack invincible frames 5~22

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1550 8 4(8)4 26 -12 EX,Cs HL -

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

Air attack invincible frames 6~23

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1812 1+6 4(10)3(13)3 23 -8 (CS) HL -

Enkidu does two kicks followed by an axe kick that launches the opponent cleanly across the screen. Wallbounces.

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


Stomp
「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 6 22 -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 6 19 +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 15 20 +3 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.

Throw invincible frames 1~3


Counter Pose
「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 22 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 10 23 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 27 30 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.


Wind Blade
「斬空尖」

j.236X
EN J236A.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 850 13 Till L 16 -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 Till L 16 -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 Till L 16 -3 CS HLA -

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

Throw invincible frames 1~3

Infinite Worth

Spiral 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 1 5 -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 - 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
EXS.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3750 1+14 3 47 -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.

Completely invincible frames 1~26

Strategy

At round start Enkidu's first priority is usually to find a way in. Dash block is usually the universal answer but Enkidu's dash block is kind of terrible, so many characters can keep him out indefinitely if he tries that. Enkidu's counter also seems like strong tool for getting in, but it actually works differently in every match-up, so sometimes it's not. VS most characters the followup will pull in opponents as long as you didn't counter a projectile, but sometimes (for example vs hilda) you just need to be totally point blank. 236[B] is a little slow, but it travels far and fast so it's an option. 3[C] is also pretty slow, but it's projectile invun and cancelable on block so vs fireball characters it's a fairly strong. Jumping and using 236x to alter your jump arc and cover your landing is ~okay~ vs characters or players who can't anti-air it very well, but even if they just block it's not an overhead and it's always negative. Honestly Enkidu's strongest approach option is just to commit to a run for some time and then block manually, rather than using the traditional dash block method, this side-steps his terrible minimum dash distance and while it's still a big risk, especially against many of the dedicated zoning characters, it's not straight suicide.

Once in there's not really anything fancy about Enkidu's pressure and mix-up options. He can delay his normals to catch mash and charge a few of them to delay even more. Charged 5C and 6C are overheads, but they're slow, you'll need to mix them up by chaining into lows like 2C or force function to make them relevant mix-ups. Enkidu's throw is pretty notable for how far it tosses the opponent, if you don't throw them into the corner you'll more or less have to work your way back in, which isn't the kind of reward Enkidu usually wants. This means you largely don't want to go for throws until you have them cornered, but it also means an opponent familiar with Enkidu probably is looking for throws less, so you don't want to remove it from your game plan really. Assault instant j.B is pretty hard to react to, you don't really want to go for it without vorpal for a CS or in round end situations tho since it's negative on hit.

Passing link into 2A works just as well for Enkidu as it does for most characters. Passing link into 5A is a bad idea, since 5A is 2 hits it takes a long time to recover from. Starting pressure with 2A is good, since you can stagger it and it's a low, but if you do just know that whiffing an A normal for advantage is now basically off the table. When canceling into specials on block, the first and second hits of 236A/B(>6A) are sometimes safe, depending on the MU and the spacing. It's not a great go-to but it's okay, and even when it's unsafe you can always go into more hits of the rekka to dissuade punishes. The third hit (of either followup route) is always very punishable, although again it's a rekka so sometimes it's good to keep that option on the table. 22A is the go-to for when you want to be safe, and while 22B is only +0 that's as good as advantage in a lot of MUs, especially ones where an opponent's B normals aren't particularly good. You don't really want to get into the habbit of treating 22B like plus frames, but you don't really want to get into the habbit of treating it like it's negative either, keep an eye out and pay attention to how your opponent responds, enkidu often has a answer that leads to damage if you have a read. Canceling strings into 214x is good when you're fighting a mashy opponent, but you usually don't want to do it too often, 214x is effectively a DP in that if it gets baited you get punished real bad. 22C is really the only ex move worth doing on block, it's plus 3 which is enough room to breath and it's as good as you're gonna get without a CS so you better learn to like it if you don't already. Enkidu doesn't really have a huge need for meter in other areas anyway, so saving meter for extending pressure with 22C isn't a terrible idea.

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

Saika Kissui Sekishu Kuuken Ryokurin Hakuha Uguisu Shiden Seisou
Enkidu-1.png
Enkidu-2.png
Enkidu-3.png
Enkidu-4.png
Enkidu-5.png
Kaikatsu Tenkuu Jinrai Furetsu Meimei Hakuhaku Kakou Ryuryoku Netsugan Reitei
Enkidu-6.png
Enkidu-7.png
Enkidu-8.png
Enkidu-9.png
Enkidu-10.png
Suo Masuhana Hakusha Seisyo Akesumire Nobori Arashi
Enkidu-11.png
Enkidu-12.png
Enkidu-13.png
Enkidu-14.png
Enkidu-15.png
Hanada Kohaku Sakura Mochi Koujin Banjo Awa Chidori Tanpopo
Enkidu-16.png
Enkidu-17.png
Enkidu-18.png
Enkidu-19.png
Enkidu-20.png
Ume Murasaki Seiten Hekireki Raitou Unpon Yama Budo Hanarokusyo
Enkidu-21.png
Enkidu-22.png
Enkidu-23.png
Enkidu-24.png
Enkidu-25.png
Akane Aokachi Kaisei Sanmei Tsuki Some Aoni Fukahi Tansyo Noumatsu
Enkidu-26.png
Enkidu-27.png
Enkidu-28.png
Enkidu-29.png
Enkidu-30.png
UNDER NIGHT IN-BIRTH Exe:Late[st]
General

ControlsFAQGlossaryHUDSystem

Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuyaPhononMikaWagnerEnkidu