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==Introduction==
==Introduction==
Mash jC all game then claim you're good because you can do the rekka sometimes.
Mash jC like your life depends on it then claim you're good because you can do the rekka sometimes.


Enja has received important buffs to his mobility and speed with a faster run, an overhead which leaps forward and faster medium slashes. Your WFT is also much better, with its faster startup making it more effective as an anti-air and as a combo tool. Furthermore, Enja has new tools which further boost his damage output, such as a delayed heavy slash similar to [[Samurai Shodown VI/Haohmaru|Haohmaru]]'s 632146AB and a more damaging rekka ender which you can only perform while in Rage. Overall, Enja is in a much better spot than he was in V Special, more or less due to his damage remaining roughly the same whilst most other characters got hurt by the universal damage nerf, which means you can't brag about how weak your gorilla mash character is anymore.
Enja has received numerous and important buffs to his mobility and attack speed with a faster run, an overhead which leaps forward and faster medium slashes. WFT is also much better with its faster startup making it more effective as an anti-air and combo ender. Furthermore, Enja has new tools which further boost his damage output such as an armored, delayed heavy slash similar to [[Samurai Shodown VI/Haohmaru|Haohmaru]]'s 632146AB and a more damaging rekka ender which you can only perform while in Rage. Overall he is in a much better spot than he was in V Special, more or less due to his damage remaining roughly the same whilst no longer being stuck to V Special's mechanics which favored meditation, which means you can't brag about how weak your gorilla mash character is anymore.
 
{{StrengthsAndWeaknesses
|intro=
'''Enja''' is a slow moving, hard hitting powerhouse of a rushdown character that has the potential to kill opponents in very few touches.
|pros=
*'''Tanky''': 97% damage modifier makes him the 2nd tankiest character in the game tied with [[Samurai Shodown VI/Gaira|Gaira]]. This gives him more chances to get up close and also allows him to make more mistakes than the average character.
*'''Explosive Damage & Comeback Potential''': If he can get a hit, Enja can potentially do almost half of an opponent's lifebar. This is due to his Rikudou Rekka (236A~236B~236C) which allows him to turn the tide of battle instantly if properly landed. A key factor of how well you perform with this character will be how often you land Rekka, and it can lead to you winning games that would normally be impossible to win with other characters.
*'''Surprisingly Good Buttons''': Whilst he does have some bad normals like 5C and njB, Enja actually has a good suite of buttons, namely 5B, 5D, 66D, njA, and jC. In particular, jC is a very hard button to contest once it's out and 66D is unpunishable on block.
*'''King of Rage''': Enja has the highest Rage retention in the entire game. Not only does this boost his already insane damage output, it also means you will have consistent access to WFT provided you aren't playing I Spirit. On top of this, Rekka becomes even scarier as there's a Rage-only followup that does even more damage than the non-Rage one.
*'''Multiple Spirit Choices''': Compared to most other characters who usually have one or two "viable" Spirits, Enja works well with almost every single spirit in the game with the only exception being V Spirit. This gives him a rather freeform way of choosing which Spirit to use as he benefits from most of the mechanics they provide.
|cons=
*'''Poor Approach & Zero Ranged Presence''': Whilst his movement across the board has been buffed from V Special, Enja still moves very slow for a character of his archetype. His jump arc, whilst good for applying and maintaining pressure is not good for approaching, especially against characters with tall fireballs like [[Samurai Shodown VI/Charlotte|Charlotte]]. To compound this, Enja arguably has the lowest range out of the entire cast. None of his buttons extend past slightly beyond roundstart range, and utilizing one of his longer ranged normals is risky because they are slow to start up and recover. Usually you'll just have to jump forward a lot and resort to getting into the range of your 5B to make jC have any threat behind it, but against characters who can rival/beat his jump offense or consistently keep him out, he will struggle hard.
*'''Lacking Defensive Options''': His only reversal (disregarding Spirit mechanics) is Exploding Pants (421D) which is only strike invincible and takes a fair bit to come out, meaning opponents with a keen eye can punish this on reaction with throw. Even if not thrown, it is very minus on block and can still lead to you getting punished anyways.
*'''Demanding Execution''': Rekka, whilst doing a lot of damage, is tough to land. You have to hit the exact middle of your opponent, which is a very small window and the timing for said window changes depending on the position of where you land 236A, usually meaning you have to eyeball it. Even if you don't decide to go for landing Rekka, Kicks (623D) require mashing 4D and 6D to get more damage out of it. His other options for high damage require either a solid read (41236C, jC, WFT) or a high risk mixup (6B and 6D confirms).
}}


==Data==
==Data==
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==Gameplan==
==Gameplan==
Enja needs to get in. He works best at close range where he has access hard-hitting strikes, pressure, mixups and explosive damage potential, but any further out than that and he has nothing to threaten the opponent with. Your run is faster than before which helps with this, while you still have access to rolls if you pick II/V Spirit. Your low jump is still more suited for rushdown than it is for jumping over fireballs, which means you still have trouble against taller fireballs such as [[Samurai Shodown VI/Charlotte|Charlotte]]'s Tri-Slash. Though you don't have any fast long-ranged pokes to harass with from a distance, you have fast whiff punishes with 5B and 2B which combo into your rekka sequence (236A~236B~236C) at max range, 66D for a guaranteed knockdown and a slower punish in the form of 5C. Most characters have a button they can use to poke you out of your jumps, but it is at 5B range where you can start applying pressure with your jC, a strong jump-in which also has high vertical reach. A new tool Enja has at this range is 6B, his overhead from V Special which now leaps forward a bit, not only giving you an answer against low pokes but also some mixup opportunity even from a distance. If your opponent isn't trying to zone you out then simply jumping forward and occupying space with jC can be hard for the opponent to stop. As far as anti-airs go, your Feet of Flames (623D) is unreliable and requires you to mash 4D and 6D to maximise its damage, while your WFT is much more reliable for its fast startup and tall hitbox if you have access to it. Your Annihilating Flames (421D) is a strike-invincible reversal which may also be used as a dependable anti-air, particularly against slower jumps. For air-to-airs your best options are njA, jC and jD.
Enja '''needs''' to get in. He works best at close range where he has access to hard-hitting strikes, pressure, mixups and explosive damage potential, but if he's any further out then that he has nothing to threaten the opponent with. Your run is faster than before which helps with this while you still have access to rolls if you pick II/V Spirit. Your low jump is still more suited for rushdown than it is for jumping over fireballs, which means you still have trouble against taller fireballs such as [[Samurai Shodown VI/Charlotte|Charlotte]]'s Tri-Slash. Though you don't have any fast long-ranged pokes to harass with from a distance, you have fast whiff punishes with 5B and 2B which combo into your rekka sequence (236A~236B~236C) even at max range, 66D for a great knockdown that can also catch both rolls as well as a slower and riskier but more damaging punish in the form of 5C. Most characters have a button they can use to poke you out of your jumps, but it is around the range of your 5B where you can start applying pressure with your jC, a strong jump-in that also has high vertical reach. A new tool Enja has at this range is 6B, which looks similar to his universal overhead from V Special but now leaps forward a bit, not only giving you an answer against low pokes but also some mixup opportunity even from a distance. If your opponent isn't trying to zone you out with projectiles/pokes, then simply jumping forward and occupying space with jC can be hard for the opponent to stop. As far as anti-airs go, your Feet of Flames (623D) is unreliable and requires you to mash 4D and 6D to maximize its damage, whilst your WFT is much more reliable for its fast startup and tall hitbox if you have access to it. Annihilating Flames (421D) is a strike-invincible reversal which may also be used as a dependable anti-air particularly against slower, floatier jumps like [[Samurai Shodown VI/Amakusa|Amakusa]]'s or [[Samurai Shodown VI/Ukyo|Ukyo]]'s. For air-to-airs, your go-to is njA thanks to it's quick startup and long active frames. jA can also be used as an air-to-air if you happen to jump forward/backwards instead of neutral jumping.
 
When he gets close, Enja has strong mixup opportunity with his jC and 6B for overheads (the latter is notable as you can link from it into something damaging if it hits either crouching or as a counter hit), and his 6D, 66D and Hades' Flames (236A) rekka starter for lows. A key aspect of the rekka is that it does pitiful damage except for the final hit, which deals a massive amount of damage (usually around 40%) but requires you to hit the exact middle of the opponent. Not only is this a very small window but it changes depending on the position of where you hit 236A, so there is no rigid timing and you usually have to eyeball it. If you are in Rage, you gain access to an alternative ender in the form of 236987412AB, which doesn't drain your meter upon completion or activation but it will bump up the damage to around 60%. You still have to time it just the same though, and upon failing either version Enja will be vulnerable on the ground in a counterhit state for it's entire recovery. Gambling for explosive damage is not the only use for 236A - upon hit it bounces the opponent, and if you don't cancel into 236B you recover well before they do in time for a high/low/throw mixup. So the choice is yours: do you take a chance on the high damage, or do you use your frame advantage to force a mixup?
 
==Spirits==
 
* I gives Hyper Slash which Enja benefits from as it gives him a stronger grounded threat, but the real star of the show is that Enja's already great damage output is further heightened in Rage. One good read with jC will do a lot of damage at worst, and at best it can kill most characters if you can land Rage rekka. You lose out on movement/defensive Spirit Mechanics of any kind as well as WFT, but the sheer damage output of I Enja can be terrifying within the right hands.
 
* In II, Enja's WFT has the ability to break weapons. Whilst he's alright as an unarmed bully, he really benefits more from the invincible Rage pose as he has constant access to it. Rolls, hops and ducks give him some much needed maneuverability and Toy Transformation is a great anti-fireball tool, provided you can consistently get the motion down. You also get access to Secret Move once-per-game, allowing him to potentially do a non-rage Rekka's worth of damage if combo'd into.
 
* III's manual Rage charge is beneficial for Enja, he builds it up super fast and it gives opponents a reason to actually approach him. Air parry adds layers to his already good jumping offense and infintie Rage at low health gives Enja more comeback potential. You are also given dodge and circle step as defensive options, giving Enja some form of a fast reversal even if it's only strike invincible.


When he gets close, Enja has strong mixup opportunity with his jC and 6B for overheads (the latter is notable as you can link from it into something damaging if it hits either crouching or as a counter hit), and his 6D, 66D and Hades' Flames (236A) rekka starter for lows. A key aspect of the rekka is that it does pitiful damage except for the final hit, which deals a massive amount of damage (usually around 40%) but requires you to hit the exact middle of the opponent. Not only is this a one-frame window but it changes depending on the position of where you hit it, so there is no rigid timing and you usually have to eyeball it. If you are in Rage, you gain access to an alternative ender in the form of 236987412AB, which doesn't drain your meter upon completion or activation (i.e. it is not a true super) but will bump up the damage to around 60%. You still have to time it just the same though, and upon failing either version Enja will be vulnerable on the ground for a lengthy amount of time. Gambling for explosive damage is not the only use for 236A - upon hit it bounces the opponent, and if you don't cancel into 236B you recover well before they do in time for a high/low/throw mixup. So the choice is yours: do you take a chance on the high damage, or do you use your frame advantage to force a mixup?
* IV having Continuous Slash gives Enja a massive boon: an actual consistently damaging combo ender in the form of CS2 > 623D. Even if it's mashed in the worst way possible, it gives hard knockdown meaning Enja can still apply pressure afterwards. This does so much for him, gambling with Rekka is not nearly as important compared to other Spirits when you have access to Continuous Slash and it's very easy to link after a jC, deephit or not. CS4, whilst not having any hit that is cancellable, instantly puts Enja in Rage if landed. You also retain III's dodge and circle step, whilst also gaining access to Rage Explosion and Issen which further heightens his comeback potential.


Regarding Spirit selection, Enja has multiple spirits he can choose from. II is a suitable choice, as constant Rage means constant access to invincible poses. Access to rolls grants Enja a solid means around zoning, while his strong WFT is buffed further by its ability to break weapons. Access to 623623BC once per match also gives Enja an enhanced version of 623D which has more of a use as an anti-air. For even more frequent access to WFT, Enja can pick III to manually charge his Rage, which certainly doesn't take long. Additionally he gains access to an air parry, which can add further layers to his jump offense, and a dodge he may use instead of 421D when needs be. IV not only retains this grounded dodge but also grants him the ability to confirm into 623D and another route into WFT in the form of Continuous Slash II. A quirk with this Spirit choice is that completing Continuous Slash IV will immediately max out Enja's Rage even if he had none to start with. I is an immediately appealing choice. Not only does it make his incredibly short retention even shorter but when in Rage, his Weapon Gauge shoots up to a monstrous 180% - in this state Enja can one-shot [[Samurai Shodown VI/Ukyo|Ukyo]] and other low-defense characters with just 2C 236A~236B~236987412AB. However, Enja is restricted from his WFT in this Spirit, which may be a dealbreaker. VI may be considered not just for reliable access to WFT but for the ability to attempt landing 236987412AB as much as possible. V Spirit is easily the least useful for Enja as it cuts his Rage time considerably and is geared more towards meditation which is best performed at a range Enja is not suited to fighting in, however Enja could possibly take advantage of State Of Nothingness as a comeback mechanic even without much meditation as he has rewarding mixup options such as his overhead during slowed time.
* V is easily his worst Spirit by a mile. Enja is a character focused around Rage and this is a Spirit focused around meditation and State of Nothingness. Regardless of if it's somehow built up or not, Enja's SoN (while basic and burstable) can be very threatening as he has multiple mixup options whilst he's in it. However, he's just ill equipped to be constantly meditating in order to build up SoN due to wanting to be up close and his high retention making him only build up blue life by very small amounts, and that isn't even taking into account the fact that you can accidentally enter Rage. Stick to II or IV if you want rolls/hops/ducks and Rage Explosion/Issen respectively.
 
* VI is a more unique Spirit. Instead of getting hit to build up Rage, you have to do so by attacking your opponent and your Rage will not drain when full. You get access to Secret Moves, but more importantly you can do them infinitely as long as you are within the green part of your healthbar. You also get access to Mikiri Dodges allowing you to increase the threshold of green life, and Hyper Guard as a pushblock and general get-off-me tool which Enja very much appreciates even if it costs a bit of Rage.


==Normal Moves==
==Normal Moves==
===Far Slashes===
===Far Slashes===
*'''5A''' - Short elbow. Worse priority than 2A but it's a frame faster.
{{FrameDataCargo-SSVI
*'''5B''' - A forward-reaching poke with your cuff. Special cancellable and will combo into 236A even at max range. Recoils on block.
| moveId = enja_5a
*'''5C''' - Has the highest range of his far slashes, but still doesn't recoil.
| display = 230x230px
*'''2A''' - Kazama jab. Useful for its short startup, great priority and quick recovery.
| description =
*'''2B''' - A crouching version of 5B with slower startup, so there's no reason to ever use it in favor of 5B. Special cancellable but will push back too far for you to land 623D. Recoils on block.
Short ranged elbow. Stubbier and has less priority than 2A, but it's his fastest normal.
*'''2C''' - Crouching anti-air with poor horizontal reach and sub-par priority, but otherwise a strong punish tool and a fine choice for a meaty. Special cancellable but the window is late.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_5b
| display = 230x230px
| description =
Enja puts his left fist out, making for a solid low-ranged poke. Special cancellable on hit, allowing you to go into rekka even at it's maximum range.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_5c
| display = 230x230px
| description =
Enja performs a slow backhand as fire comes out from his cuffs. Has the highest range and damage of his far slashes, but it is ultimately too slow to use reliably and doesn't recoil, making it very risky to counterpoke with. Still usable as a slow punish tool and combo ender, but stick with 5B if you want a poke with actual threat behind it.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_2a
| display = 230x230px
| description =
The Kazama jab. It's quick recovery and high priority make this a great button to mash out of your opponent's pressure or to otherwise stuff things.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_2b
| display = 230x230px
| description =
A worse 5B in every regard. Still special cancellable and it will hit some lower profile hurtboxes that 5B can't, such as crouching [[Samurai Shodown VI/Nicotine|Nicotine]] and [[Samurai Shodown VI/Cham Cham|Cham Cham]].
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_2c
| display = 230x300px
| description =
Enja does a small hop, performing an uppercut whilst backflipping. It's horizontal reach is bad and it's priority could be better, otherwise it's an amazing punish option and a good meaty. The special cancel window for this move is super late making it hard to confirm off of if you aren't accustomed to it.
}}


===Near Slashes===
===Near Slashes===
*'''n5A''' - Same as far version.
{{FrameDataCargo-SSVI
*'''n5B''' - Most consistent punish/rekka starter at close range. Special cancellable but will push back too far for you to land 623D.
| moveId = enja_n5b
*'''n5C''' - Recoils unlike the heavy version, which makes it much more useful.
| display = 230x230px
*'''n2A''' - Same as far version.
| description =
*'''n2B''' - Same as far version.
Enja does a short ranged elbow. Most consistent close range combo starter into rekka that's also recoil cancellable.
*'''n2C''' - Same as far version.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_n5c
| display = 230x230px
| description =
Enja swings his cuffs downwards. Less damage but it recoil cancels which makes it leagues better than 5C.
}}


===Kicks===
===Kicks===
*'''5D''' - A hopping knee attack. Immune to throws on frame 1. Special cancels and combos into your ground specials.
{{FrameDataCargo-SSVI
*'''6D''' - Standing low of great frame advantage. Slow startup but quick recovery and medium strength allows you to combo into n5C, 623D and 236AB without a counter hit. With a counter hit you get even more possibilities.
| moveId = enja_5d
*'''2D''' - Your fastest low and an option for tick throws. Something you can mix into your jump pressure.
| display = 230x230px
*'''3D''' - A low-hitting sweep.  
| description =
Enja performs a hopping knee, moving forwards. Amazing normal that is immune to throws on frame 1, special cancels, and combos into all specials except 421D and 41236C.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_6d
| display = 230x230px
| description =
Standard Kazama 6D. Slow startup, but quick recovery and great frame advantage allows you to combo into one of his specials on hit or force a mixup on block.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_2d
| display = 230x230px
| description =
Enja does a low kick. Pretty standard, can be used for tick throws and mix into jump pressure.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_3d
| display = 230x230px
| description =
Enja tries to sweep the opponent off of their feet. Notably difficult to punish on block, but otherwise pretty standard.
}}


===Dash Normals===
===Dash Normals===
*'''66A''' - Running 5A. Useful for tick throws.
{{FrameDataCargo-SSVI
*'''66B''' - Running n5B. Doesn't recoil cancel, but the dash momentum will allow you to combo into 623D.
| moveId = enja_66a
*'''66C''' - Running n5C which most certainly does not recoil cancel, but at least it knocks down. Rather short range.
| display = 230x230px
*'''66D''' - Running 3D. Very hard to punish on block.
| description =
Running 5A. Useful for tick throws but not much else.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_66b
| display = 230x230px
| description =
Running n5B that doesn't recoil cancel but it's your most consistent combo starter that doesn't require you to be up in the opponent's face. Combos into 623D, unlike n5B.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_66c
| display = 230x230px
| description =
Running n5C that doesn't recoil but knocks down. Generally not worth going for as 66B is a bit safer and nets you more reward than landing this.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_66d
| display = 230x230px
| description =
Running 3D, one of Enja's best buttons. Essentially unpunishable on block and allows you to start your pressure on hit. When used in combination with jC, it can make for some disgusting offense.
}}


===Air Normals===
===Air Normals===
*'''njA''' - Enja puts his fists down, occupying the area in front of him for a long amount of time. Fast startup as well means this is a reliable defensive tool if you need it.
{{FrameDataCargo-SSVI
*'''jA''' - Jumping Kazama jab and a solid air-to-air.
| moveId = enja_njA
*'''njB''' - Has less active frames than njA, but does a bit more damage. The best part about njA is precisely its active frames, however. Ignore this move.
| display = 230x230px
*'''jB''' - Another air-to-air but with worse priority than jA. Use if you aren't close enough for jC.
| description =
*'''jC''' - Vertical attack which covers a fat area in front of you and above you. Swats opponents out of the air while you work your way in. Can be combo'd from easily if it hits low enough.
Enja puts his fists out. Stays active for a long time, and combined with it's quick startup, makes for a very good defensive aerial tool.
*'''jD''' - Weak air-to-air. May be used as a tick throw or lead into some other mixup due to its low hitstop and good priority.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_jA
| display = 230x230px
| description =
Jumping Kazama jab. Still has good priority and arguably his least committal air-to air.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_njB
| display = 230x230px
| description =
Take njA, take away everything that made it good in the first place, and you get njB. There is zero reason you should ever use this over njA, and the slight damage increase does not make up for the usability njA has that helps Enja intercept air approaches. Ignore this move and don't use it in any meaningful context.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_jB
| display = 230x230px
| description =
A slower, worse priority, but higher damage air-to-air compared to jA.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_jC
| display = 230x230px
| description =
The god button, one of the main reasons you play Enja. An aerial version of 2C that starts up sightly faster, covers the entire front of Enja and almost unpunishable unless you get hit out of startup. Be prepared to see it, use it, and watch as your opponents cry in terror.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_jD
| display = 230x230px
| description =
Can be used as a tick throw or a way to go into one of your mixups, but generally you have better options.
}}


===Unarmed Normals===
===Unarmed Normals===
*'''u5S''' - Same as 5A.
{{FrameDataCargo-SSVI
*'''u2S''' - Same as 2A. Generally better than u5S in almost every regard.
| moveId = enja_u5s
*'''u66S''' - Same as 66A but it knocks down and pushes back a fair distance. Usually better to just use 66D, though.
| display = 230x230px
*'''juS''' - Same as jA.
| description =
Same as 5A.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_u2s
| display = 230x230px
| description =
Same as 2A.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_u66s
| display = 230x230px
| description =
Same as 66A but it knocks down and pushes back a fair distance. Generally better to use 66D as it's safe on block compared to this.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_ujs
| display = 230x230px
| description =
Same as jA.
}}
 
===Spirit Specific Moves===
{{FrameDataCargo-SSVI
| moveId = enja_hs
| display = 230x230px
| description =
A beefed up version of 5C that's even slower but does more damage and has one hit of armor. Since 5C is already very slow and doesn't recoil, you might as well consider this a direct upgrade.
}}


===Hyper Slash (I)===
{{FrameDataCargo-SSVI
*'''A+B''' - Essentially a beefed up version of 5C. Since Enja's 5C is already slow and can't recoil cancel you might as well consider this a direct upgrade.
| moveId = enja_cs
| display = 230x230px
| description =
Weird animation that looks similar to 5B. 3rd fastest in the game and allows you to consistently combo into kicks or WFT.
}}


===Command Moves===
===Command Moves===
'''Triangle Get Off''' - j3 near wall
{{FrameDataCargo-SSVI
*All the other Kazama headswaps got this so Enja has this too. Enja can not triangle jump, however. This could possibly see use if you're trying to apply some type of jump pressure in the corner, but usually jC won't come out in time and it will not cross up.
| moveId = enja_tgo
| display = 230x230px
| description =
All of the other Kazama headswaps got this so Enja has it as well, but he cannot triangle jump. Can be used for some jump pressure in the corner but jC usually won't come out in time and it won't cross up.
}}


'''6B''', can be done unarmed
{{FrameDataCargo-SSVI
*An overhead that links into many moves, most notably rekka or IV Spirit's Continuous Slash. A source of mixup and damage for Enja, especially when combined with good rekka execution or kicks when using IV Spirit. This move is easily punished on block so don't believe your mixup is free.
| moveId = enja_6b
| display = 230x230px
| description =
A hopping overhead that goes over lows and allows you to link into moves on crouching hit or counter hit, most notably rekka and IV Spirit's Continuous Slash. Quite punishable on block, don't go using this thinking your mixup is free.
}}


==Special Moves==
==Special Moves==
'''Hades' Flames''' - 236A
{{FrameDataCargo-SSVI
*A low-hitting slide which does pitiful damage on its own. On hit it causes a reset which leaves you advantageous enough to go for a 50/50 using 6B and 6D. You can also go into the full rekka sequence if you can consistently land the full sequence.
| moveId = enja_236a
*'''Demon Path''' - 236B after 236A (Samurai Drive)
| display = 230x230px
**A launcher which also does barely any damage. This will cause a wall bounce and then your opponent will sail above you. If you do nothing you'll recover at around the same time and your opponent. If you are cornered and land 236A, you can go into this to swap sides, or go for the full rekka.
| description =
**'''Heaven's Glow''' - 236C after 236B
Enja slides across the ground, going a fair distance. The first part of the Rekka. Actually hitting it will deal minimal damage, but it resets which allows you to go for a mixup with 6B (same side high), 6D (same side low), Throw, dash under 66D (low), etc. You can also go for the full Rekka instead.
***This bad boy will shave off around 40% of their health, but only if you hit the exact middle of your opponent. If you don't, you'll chip off a few measly pixels at best, then slowly fall to the ground and into a slump. This is by far one of the most punishable moves in the game as the opponent has enough time to circle step or even jump behind you and go for a backhit combo. It's not a question of if you'll be punished - it's how you'll be punished.
}}
***You can't input 214C as an alternative, nor is the input changed when the opponent crosses over Enja. You must input the whole sequence in the same direction you started it.
 
**'''Heaven's Glow (MAX)''' - 236987412AB after 236B when in Rage
{{FrameDataCargo-SSVI
***This technically isn't a super move because it doesn't use any resources; it just requires that you have to be in Rage. This is basically 236C but it deals about 50% more damage. More punishable than 236C if you don't land it.
| moveId = enja_236b
| display = 230x230px
| description =
Enja slams his opponent to the wall, then the opponent bounces back. The second part of the Rekka. Also does minimal damage but can help with positioning, particularly if you are in the corner and land 236A. You recover around the same time as your opponent. You can also go into 236C for an attempt at the big explosive damage this character is known for.
}}


'''Feet of Flames''' - 623D, mash 4D and 6D for extra hits, can be done unarmed
{{FrameDataCargo-SSVI
*Anti-air kick that, when mashed properly, will shave off over a fifth of their health. The most you can get is up to 16 hits total but the minimum is three, however less hits will give you more oki because it will take less time for you to land. The reach is so short even a cancel from n5B will push you out of range to land this.
| moveId = enja_236c
| display = 230x230px
| description =
* You can't input 214C as an alternative, nor is the input changed when the opponent crosses over Enja. You must input the whole sequence in the same direction you started it.
* If you fail the third hit, you can tell if you got the timing early or late depending on which side the opponent falls. If the opponent falls in front of Enja, you did it too early. If the opponent falls behind him, you did it too late. This is a key factor for knowing how to time the last hit.


'''Annihilating Flames''' - 421D (Samurai Drive)
Behold, the dopamine dispenser, and probably the reason you are playing this character in the first place. If landed, this can deal up to 40% of the opponent's health, but you have to hit the exact middle of your opponent in order to go into the last hit, as shown on the second picture. If you fail, you will slowly fall and enter a fully counter-hittable slump that you cannot action out of until the animation is over, as shown in the 3rd image. The slump animation takes a while, enough that your opponent has enough time to circle step/jump behind you to get a full backhit combo. Gambling with this move can either save you or kill you, as it is one of the most punishable moves in the game.
*This is a strike-invincible reversal (i.e. you can still be thrown out of it) where Enja explodes in place. Unlike in V Special, Enja doesn't teleport a distance back after the explosion - he just keeps his pose while staying in place for a little. This makes it much easier to punish, but at the same time if it hits or if the opponent somehow doesn't punish you for it then you've just stood your ground and it will be easier to close the gap.
}}


'''Absolute Incinerator''' - 41236C (Samurai Drive)
{{FrameDataCargo-SSVI
*This is a delayed heavy slash similar to [[Samurai Shodown VI/Haohmaru|Haohmaru]]'s 632146AB, but it lunges forward a bit and causes a wall bounce on hit. If you suspect your opponent will short roll after a sweep then cancelling the tail end of its recovery into this will catch them, furthermore if they long roll they'll be safe but they usually won't be able to punish with anything good. If they didn't tech at all then you've just wasted your turn. It can also reflect projectiles if timed correctly, but combined with it's slow startup makes it easy for an opponent to react to, so it's mostly just a gimmick.
| moveId = enja_236987412ab
| display = 230x230px
| description =
* Doesn't use any resources and doesn't take you out of Rage when properly landed.
* Same rules about failing the final hit of 236C apply here as well.


'''Toy Transformation''' - 6321464E (II)
If 236C was a dopamine dispenser, then this move is an entire factory of dopamine creation. Imagine 236C, but instead of dealing 40% of your opponent's health, you deal 60%. You still have to hit the opponent with the same timing and the recovery on the slump is even WORSE than before, but the reward for landing this can be entirely game-changing and round-ending, for either you or your opponent.
}}


[[File:enja-6321464E.png]]
{{FrameDataCargo-SSVI
| moveId = enja_623d
| display = 230x230px
| description =
* Mashing 4D and 6D gives you extra hits and more damage. Not mashing at all will give a soft knockdown whilst even the worst possible mashed 623D will give a hard knockdown, so it's better to just mash. Mashable up to 16 hits total.
 
Upkicks. If you are playing IV spirit, this will be your most important combo tool as CS2 > 623D is his most reliable form of consistent damage. If not, then it's a very lackluster anti-air with terrible horizontal range but it still combos from 5D/66B so it shouldn't be discredited.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_421d
| display = 230x230px
| description =
* Only has strike invincibility, therefore this can be thrown on reaction. As such, do not use this too often and rely on whatever defensive system mechanics your Spirit has if possible.
 
Exploding Pants, it's similar to how it worked before but Enja will not disappear and reappear a few steps back. This means on hit you can close the gap easier, but it makes it much easier for the opponent to punish on block. Can be used as a chipping tool to close rounds.
}}
{{FrameDataCargo-SSVI
| moveId = enja_41236c
| display = 230x230px
| description =
* Has one hit of armor.
* Can reflect projectiles if timed properly. Due to the long startup of this move, however, makes it only a gimmick as the opponent can easily react to it and punish.
 
A delayed heavy slash similar to Haohmaru's 632146AB, but it lunges forward and causes a wallbounce on hit. Useful againt rolls after 3D/66D as this catches short rolls and long rolls usually can't punish in time. If they don't tech, congrats, you've lost your turn on a character with zero neutral and poor defense.
}}
 
{{FrameDataCargo-SSVI
| moveId = enja_toy
| display = 230x230px
| description =
Due to being invincible for it's entire duration, Enja can actually get a lot of mileage from this in neutral to dodge fireballs and punish them using 236A.
}}


==Supers==
==Supers==
'''Enja's Bursting Heat''' - 236AB, cancellable with ABCD
{{FrameDataCargo-SSVI
*Improved version of his old WFT with faster startup, allowing it to combo from more starters while still retaining its upper body invincibility. The decreased startup furthermore makes it a dependable anti-air. You can cancel it early with ABCD but either way Enja will fall into a slump for a moment. To not look the exact same as [[Samurai Shodown VI/Kazuki|Kazuki]]'s WFT in this game, it uses visuals from his Overkill in V Special.
| moveId = enja_236ab
| display = 230x230px
| description =
* Cancellable early with ABCD but Enja will still fall into a slump, though not nearly as bad as a failed Rekka. Due to this, if you land the final hit and you cancel it, you get more time for okizeme compared to not cancelling it at all.
 
Enja's WFT has been buffed with faster startup, allowing it to combo from more starters whilst still being useful as an anti-air with it's upper body invincibility. To not look the same as Kazuki's WFT in this game, it uses sprites from his Overkill in V Special.
}}


'''Hell's Flame and Heat''' - 623623BC (II), 236BC (VI), can be done unarmed
{{FrameDataCargo-SSVI
*A souped-up version of 623D with an explosive finisher if the first few hits catch the opponent, in which case it will always deal full damage. If it whiffs during the catch period and you only land the last kick then you'll still get a decent fraction of the damage. Has the same godawful reach as regular 623D.
| moveId = enja_sm
| display = 230x230px
| description =
A more damaging version of 623D with a unique animation if the first couple hits catch the opponent. If the catch whiffs, you'll land the last kick and deal lower, but still decent damage. Same horizontal issues with 623D also apply to this move.
}}


==Combos==
==Combos==
[[File:Enja Overhead Combo.webm|thumb|right|Overhead CS link]]
Footage for most of these combos can be found [https://www.youtube.com/watch?v=w6nEDaSkHeo here.]
236A can always be followed up with by a full rekka sequence.
 
236A can always be followed up with by the full rekka sequence.


'''Standard Combos'''
'''Standard Combos'''
*'''5D/66B 623D''' - Only moves which combo into 623D normally.
*'''5D/66B > 623D''' - Only moves which combo into 623D normally.
*'''5B/n5B/2B/2C 236A/236AB''' - Standard combos. Starters from the above combo work too.
*'''5B/n5B/2B/2C > 236A/236AB''' - Basic combos. Starters from the combo above will also work.
*'''6B, 66B > 236A''' - Overhead combo. Opponent must be hit crouching in order to work. Difficult on regular hit, but much easier to perform on counter hit.
*'''6B, 5C/66C/66D/236AB ''' - Counter hit links from overhead. 5C grants the highest damage but the least amount of time for okizeme and vice versa for 66D. 66C is a middle ground between damage and okizeme, provided they don't roll. WFT must be done from a microdash in order to work midscreen.
*'''6B, n5B > 623D''' - Corner only overhead combo. Opponent must be hit crouching in order to work. Much easier to perform on counter hit.
*'''6D, n5B/n5C/623D/236AB''' - Notable links from regular 6D.
*'''6D, n5B/n5C/623D/236AB''' - Notable links from regular 6D.
*'''6D, 5C/2C/236A''' - Links from counter hit 6D.
*'''6D, 5C/2C''' - Links from counter hit 6D. 2C is preferred because it combos into 236A, but it will whiff if you aren't close enough.
*'''2C/jC, 41236C''' - Requires a counter hit either way, but jC will deephit against a crouching opponent.
*'''6D, n5B > 623D''' - Corner only 6D confirm.
*'''2C/jC > 41236C''' - Requires a counter hit either way, but jC will deephit against a crouching opponent.
 
'''Secret Move (II/VI)'''
*'''5D/66B > SM''' - Since Enja's Secret Move has the same horizontal issues as 623D, it can only combo from these normals regularly.
*'''6B, n5B > SM''' - Corner-only overhead confirm, same as the one from before.
*'''6D, SM''' - No real reason to go for this since you can net more damage by other means, just here for the sake of completion.


'''Continuous Slash (IV)'''
'''Continuous Slash (IV)'''
*'''A+B BBC 623D/236AB''' - If you're good at mashing 623D then go for it.
*'''A+B BBC > 623D/236AB''' - Basic CS 2 combo that leads into upkicks or WFT.
*'''A+B AABBCCC''' - Not usually worth noting, but Enja's short Rage retention means that if he lands this he gets Raged instantly. None of these hits are special cancellable.
*'''A+B AABBCCC''' - Not usually worth noting, but Enja's very high Rage retention means that if he lands this he gets Raged instantly. None of these hits are special cancellable, but this gives a roll OS in the corner whilst also giving great okizeme if not rolled.
*'''6B/6D, A+B BBC 623D''' - Overhead/low combo leading into kicks. One of his best sources of consistent damage that isn't dependent on rekka.
*'''6B/6D, A+B BBC > 623D/236AB''' - Overhead/low combo leading into upkicks/WFT. One of his best sources of reliable and consistent damage that isn't dependent on rekka or counter hit jC. 6D > A+B works anywhere but you will have to do a microdash if 6D lands at it's max range. For 6B > A+B to work midscreen you have to do a microdash and the spacing is strict, but it will work in the corner without having to do one.
*'''6B, A+B AABBCCC''' - A more reliable alternative to the 6B > A+B route above if you are midscreen. Has more range, grants more corner carry and gives you Rage but does less damage compared to a decently mashed 623D.


==Frame Data - Provided by Tekitogate==
==Frame Data - Provided by Tekitogate==

Latest revision as of 14:44, 22 September 2024

Samurai Shodown VI

OverviewDataReplays

Introduction

Mash jC like your life depends on it then claim you're good because you can do the rekka sometimes.

Enja has received numerous and important buffs to his mobility and attack speed with a faster run, an overhead which leaps forward and faster medium slashes. WFT is also much better with its faster startup making it more effective as an anti-air and combo ender. Furthermore, Enja has new tools which further boost his damage output such as an armored, delayed heavy slash similar to Haohmaru's 632146AB and a more damaging rekka ender which you can only perform while in Rage. Overall he is in a much better spot than he was in V Special, more or less due to his damage remaining roughly the same whilst no longer being stuck to V Special's mechanics which favored meditation, which means you can't brag about how weak your gorilla mash character is anymore.

Enja is a slow moving, hard hitting powerhouse of a rushdown character that has the potential to kill opponents in very few touches.
Pros Cons
  • Tanky: 97% damage modifier makes him the 2nd tankiest character in the game tied with Gaira. This gives him more chances to get up close and also allows him to make more mistakes than the average character.
  • Explosive Damage & Comeback Potential: If he can get a hit, Enja can potentially do almost half of an opponent's lifebar. This is due to his Rikudou Rekka (236A~236B~236C) which allows him to turn the tide of battle instantly if properly landed. A key factor of how well you perform with this character will be how often you land Rekka, and it can lead to you winning games that would normally be impossible to win with other characters.
  • Surprisingly Good Buttons: Whilst he does have some bad normals like 5C and njB, Enja actually has a good suite of buttons, namely 5B, 5D, 66D, njA, and jC. In particular, jC is a very hard button to contest once it's out and 66D is unpunishable on block.
  • King of Rage: Enja has the highest Rage retention in the entire game. Not only does this boost his already insane damage output, it also means you will have consistent access to WFT provided you aren't playing I Spirit. On top of this, Rekka becomes even scarier as there's a Rage-only followup that does even more damage than the non-Rage one.
  • Multiple Spirit Choices: Compared to most other characters who usually have one or two "viable" Spirits, Enja works well with almost every single spirit in the game with the only exception being V Spirit. This gives him a rather freeform way of choosing which Spirit to use as he benefits from most of the mechanics they provide.
  • Poor Approach & Zero Ranged Presence: Whilst his movement across the board has been buffed from V Special, Enja still moves very slow for a character of his archetype. His jump arc, whilst good for applying and maintaining pressure is not good for approaching, especially against characters with tall fireballs like Charlotte. To compound this, Enja arguably has the lowest range out of the entire cast. None of his buttons extend past slightly beyond roundstart range, and utilizing one of his longer ranged normals is risky because they are slow to start up and recover. Usually you'll just have to jump forward a lot and resort to getting into the range of your 5B to make jC have any threat behind it, but against characters who can rival/beat his jump offense or consistently keep him out, he will struggle hard.
  • Lacking Defensive Options: His only reversal (disregarding Spirit mechanics) is Exploding Pants (421D) which is only strike invincible and takes a fair bit to come out, meaning opponents with a keen eye can punish this on reaction with throw. Even if not thrown, it is very minus on block and can still lead to you getting punished anyways.
  • Demanding Execution: Rekka, whilst doing a lot of damage, is tough to land. You have to hit the exact middle of your opponent, which is a very small window and the timing for said window changes depending on the position of where you land 236A, usually meaning you have to eyeball it. Even if you don't decide to go for landing Rekka, Kicks (623D) require mashing 4D and 6D to get more damage out of it. His other options for high damage require either a solid read (41236C, jC, WFT) or a high risk mixup (6B and 6D confirms).


Data

  • Dash type: Run
  • Damage taken: 97% (2nd Tankiest)
  • Rage retention: 600 (Highest in the game)
  • Rage duration: 8 seconds (3rd Shortest)
  • Miscellaneous: Enja's deflect can not be counter hit.

Gameplan

Enja needs to get in. He works best at close range where he has access to hard-hitting strikes, pressure, mixups and explosive damage potential, but if he's any further out then that he has nothing to threaten the opponent with. Your run is faster than before which helps with this while you still have access to rolls if you pick II/V Spirit. Your low jump is still more suited for rushdown than it is for jumping over fireballs, which means you still have trouble against taller fireballs such as Charlotte's Tri-Slash. Though you don't have any fast long-ranged pokes to harass with from a distance, you have fast whiff punishes with 5B and 2B which combo into your rekka sequence (236A~236B~236C) even at max range, 66D for a great knockdown that can also catch both rolls as well as a slower and riskier but more damaging punish in the form of 5C. Most characters have a button they can use to poke you out of your jumps, but it is around the range of your 5B where you can start applying pressure with your jC, a strong jump-in that also has high vertical reach. A new tool Enja has at this range is 6B, which looks similar to his universal overhead from V Special but now leaps forward a bit, not only giving you an answer against low pokes but also some mixup opportunity even from a distance. If your opponent isn't trying to zone you out with projectiles/pokes, then simply jumping forward and occupying space with jC can be hard for the opponent to stop. As far as anti-airs go, your Feet of Flames (623D) is unreliable and requires you to mash 4D and 6D to maximize its damage, whilst your WFT is much more reliable for its fast startup and tall hitbox if you have access to it. Annihilating Flames (421D) is a strike-invincible reversal which may also be used as a dependable anti-air particularly against slower, floatier jumps like Amakusa's or Ukyo's. For air-to-airs, your go-to is njA thanks to it's quick startup and long active frames. jA can also be used as an air-to-air if you happen to jump forward/backwards instead of neutral jumping.

When he gets close, Enja has strong mixup opportunity with his jC and 6B for overheads (the latter is notable as you can link from it into something damaging if it hits either crouching or as a counter hit), and his 6D, 66D and Hades' Flames (236A) rekka starter for lows. A key aspect of the rekka is that it does pitiful damage except for the final hit, which deals a massive amount of damage (usually around 40%) but requires you to hit the exact middle of the opponent. Not only is this a very small window but it changes depending on the position of where you hit 236A, so there is no rigid timing and you usually have to eyeball it. If you are in Rage, you gain access to an alternative ender in the form of 236987412AB, which doesn't drain your meter upon completion or activation but it will bump up the damage to around 60%. You still have to time it just the same though, and upon failing either version Enja will be vulnerable on the ground in a counterhit state for it's entire recovery. Gambling for explosive damage is not the only use for 236A - upon hit it bounces the opponent, and if you don't cancel into 236B you recover well before they do in time for a high/low/throw mixup. So the choice is yours: do you take a chance on the high damage, or do you use your frame advantage to force a mixup?

Spirits

  • I gives Hyper Slash which Enja benefits from as it gives him a stronger grounded threat, but the real star of the show is that Enja's already great damage output is further heightened in Rage. One good read with jC will do a lot of damage at worst, and at best it can kill most characters if you can land Rage rekka. You lose out on movement/defensive Spirit Mechanics of any kind as well as WFT, but the sheer damage output of I Enja can be terrifying within the right hands.
  • In II, Enja's WFT has the ability to break weapons. Whilst he's alright as an unarmed bully, he really benefits more from the invincible Rage pose as he has constant access to it. Rolls, hops and ducks give him some much needed maneuverability and Toy Transformation is a great anti-fireball tool, provided you can consistently get the motion down. You also get access to Secret Move once-per-game, allowing him to potentially do a non-rage Rekka's worth of damage if combo'd into.
  • III's manual Rage charge is beneficial for Enja, he builds it up super fast and it gives opponents a reason to actually approach him. Air parry adds layers to his already good jumping offense and infintie Rage at low health gives Enja more comeback potential. You are also given dodge and circle step as defensive options, giving Enja some form of a fast reversal even if it's only strike invincible.
  • IV having Continuous Slash gives Enja a massive boon: an actual consistently damaging combo ender in the form of CS2 > 623D. Even if it's mashed in the worst way possible, it gives hard knockdown meaning Enja can still apply pressure afterwards. This does so much for him, gambling with Rekka is not nearly as important compared to other Spirits when you have access to Continuous Slash and it's very easy to link after a jC, deephit or not. CS4, whilst not having any hit that is cancellable, instantly puts Enja in Rage if landed. You also retain III's dodge and circle step, whilst also gaining access to Rage Explosion and Issen which further heightens his comeback potential.
  • V is easily his worst Spirit by a mile. Enja is a character focused around Rage and this is a Spirit focused around meditation and State of Nothingness. Regardless of if it's somehow built up or not, Enja's SoN (while basic and burstable) can be very threatening as he has multiple mixup options whilst he's in it. However, he's just ill equipped to be constantly meditating in order to build up SoN due to wanting to be up close and his high retention making him only build up blue life by very small amounts, and that isn't even taking into account the fact that you can accidentally enter Rage. Stick to II or IV if you want rolls/hops/ducks and Rage Explosion/Issen respectively.
  • VI is a more unique Spirit. Instead of getting hit to build up Rage, you have to do so by attacking your opponent and your Rage will not drain when full. You get access to Secret Moves, but more importantly you can do them infinitely as long as you are within the green part of your healthbar. You also get access to Mikiri Dodges allowing you to increase the threshold of green life, and Hyper Guard as a pushblock and general get-off-me tool which Enja very much appreciates even if it costs a bit of Rage.

Normal Moves

Far Slashes

5A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 Mid 5 -2 -6 -1 - No - No

Short ranged elbow. Stubbier and has less priority than 2A, but it's his fastest normal.

5B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
24 Mid 12 -11 -8 -3 Recoil, Special Yes - No

Enja puts his left fist out, making for a solid low-ranged poke. Special cancellable on hit, allowing you to go into rekka even at it's maximum range.

5C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
50 Mid 18 -10~-9 -41 -36 - Yes - No

Enja performs a slow backhand as fire comes out from his cuffs. Has the highest range and damage of his far slashes, but it is ultimately too slow to use reliably and doesn't recoil, making it very risky to counterpoke with. Still usable as a slow punish tool and combo ender, but stick with 5B if you want a poke with actual threat behind it.

2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 Mid 8 -2 -6 -1 - No - No

The Kazama jab. It's quick recovery and high priority make this a great button to mash out of your opponent's pressure or to otherwise stuff things.

2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
24 Mid 17 -12 -8 -3 Recoil, Special Yes - No

A worse 5B in every regard. Still special cancellable and it will hit some lower profile hurtboxes that 5B can't, such as crouching Nicotine and Cham Cham.

2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
45 Mid 16 -2~-1 -20 -15 Recoil, Special Yes - No

Enja does a small hop, performing an uppercut whilst backflipping. It's horizontal reach is bad and it's priority could be better, otherwise it's an amazing punish option and a good meaty. The special cancel window for this move is super late making it hard to confirm off of if you aren't accustomed to it.

Near Slashes

n5B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
17 Mid 12 -11 -8 -3 Recoil, Special Yes - No

Enja does a short ranged elbow. Most consistent close range combo starter into rekka that's also recoil cancellable.

n5C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
48 Mid 15 -3~-2 -20 -15 Recoil Yes - No

Enja swings his cuffs downwards. Less damage but it recoil cancels which makes it leagues better than 5C.

Kicks

5D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Mid 7 -1 -13 -8 Special No - Both

Enja performs a hopping knee, moving forwards. Amazing normal that is immune to throws on frame 1, special cancels, and combos into all specials except 421D and 41236C.

6D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Low 20 +15 - +8 No No - Both

Standard Kazama 6D. Slow startup, but quick recovery and great frame advantage allows you to combo into one of his specials on hit or force a mixup on block.

2D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
3 Low 6 -2 - -1 No No - Both

Enja does a low kick. Pretty standard, can be used for tick throws and mix into jump pressure.

3D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Low 16 SKD - -7 No No - Both

Enja tries to sweep the opponent off of their feet. Notably difficult to punish on block, but otherwise pretty standard.

Dash Normals

66A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 Mid 8 -2 -6 -1 No No - No

Running 5A. Useful for tick throws but not much else.

66B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
19 Mid 8 -2 -14 -9 Special Yes - No

Running n5B that doesn't recoil cancel but it's your most consistent combo starter that doesn't require you to be up in the opponent's face. Combos into 623D, unlike n5B.

66C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
31 Mid 17 SKD -19 -14 No Yes - No

Running n5C that doesn't recoil but knocks down. Generally not worth going for as 66B is a bit safer and nets you more reward than landing this.

66D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Low 13 SKD - 0 No No - Both

Running 3D, one of Enja's best buttons. Essentially unpunishable on block and allows you to start your pressure on hit. When used in combination with jC, it can make for some disgusting offense.

Air Normals

njA
A when neutral jumping
A when neutral jumping
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
12 High 6 - - - No No - No

Enja puts his fists out. Stays active for a long time, and combined with it's quick startup, makes for a very good defensive aerial tool.

jA
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
12 High 8 - - - No No - No

Jumping Kazama jab. Still has good priority and arguably his least committal air-to air.

njB
B when neutral jumping
B when neutral jumping
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
21 High 16 - - - No No - No

Take njA, take away everything that made it good in the first place, and you get njB. There is zero reason you should ever use this over njA, and the slight damage increase does not make up for the usability njA has that helps Enja intercept air approaches. Ignore this move and don't use it in any meaningful context.

jB
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
21 High 10 - - - No No - No

A slower, worse priority, but higher damage air-to-air compared to jA.

jC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
38 High 13 - - - No No - No

The god button, one of the main reasons you play Enja. An aerial version of 2C that starts up sightly faster, covers the entire front of Enja and almost unpunishable unless you get hit out of startup. Be prepared to see it, use it, and watch as your opponents cry in terror.

jD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 High 8 - - - No No - Both

Can be used as a tick throw or a way to go into one of your mixups, but generally you have better options.

Unarmed Normals

u5S
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 Mid - - - - No No - Yes

Same as 5A.

u2S
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 Mid - - - - No No - Yes

Same as 2A.

u66S
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
14 Mid - SKD - - No No - Yes

Same as 66A but it knocks down and pushes back a fair distance. Generally better to use 66D as it's safe on block compared to this.

ujS
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 High - - - - No No - Yes

Same as jA.

Spirit Specific Moves

Hyper Slash
A+B (I Spirit)
A+B (I Spirit)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
91 Mid 28 SKD -61 -51 No Disarm - No

A beefed up version of 5C that's even slower but does more damage and has one hit of armor. Since 5C is already very slow and doesn't recoil, you might as well consider this a direct upgrade.

Continuous Slash
A+B (IV Spirit)
A+B (IV Spirit)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6, 23 (CS1-3), 42 (CS4) Mid 9 - -20 -15 CS2 Yes - No

Weird animation that looks similar to 5B. 3rd fastest in the game and allows you to consistently combo into kicks or WFT.

Command Moves

Triangle Get Off
j3 near a wall
j3 near a wall
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- - - - - - - - - Both

All of the other Kazama headswaps got this so Enja has it as well, but he cannot triangle jump. Can be used for some jump pressure in the corner but jC usually won't come out in time and it won't cross up.

6B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
22 High 20 -11 (+14 on crouching opponents) -17 - No No - No

A hopping overhead that goes over lows and allows you to link into moves on crouching hit or counter hit, most notably rekka and IV Spirit's Continuous Slash. Quite punishable on block, don't go using this thinking your mixup is free.

Special Moves

Hades' Flames
236A
236A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
2 Low - - - - 236B No - No

Enja slides across the ground, going a fair distance. The first part of the Rekka. Actually hitting it will deal minimal damage, but it resets which allows you to go for a mixup with 6B (same side high), 6D (same side low), Throw, dash under 66D (low), etc. You can also go for the full Rekka instead.

Demon Path
236B after 236A
236B after 236A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
1 - - - - - Samurai Drive, 236C, 236987412AB (Rage Only) No - No

Enja slams his opponent to the wall, then the opponent bounces back. The second part of the Rekka. Also does minimal damage but can help with positioning, particularly if you are in the corner and land 236A. You recover around the same time as your opponent. You can also go into 236C for an attempt at the big explosive damage this character is known for.

Heaven's Glow
236C after 236B
236C after 236B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
81 - - - - - No No - No
  • You can't input 214C as an alternative, nor is the input changed when the opponent crosses over Enja. You must input the whole sequence in the same direction you started it.
  • If you fail the third hit, you can tell if you got the timing early or late depending on which side the opponent falls. If the opponent falls in front of Enja, you did it too early. If the opponent falls behind him, you did it too late. This is a key factor for knowing how to time the last hit.

Behold, the dopamine dispenser, and probably the reason you are playing this character in the first place. If landed, this can deal up to 40% of the opponent's health, but you have to hit the exact middle of your opponent in order to go into the last hit, as shown on the second picture. If you fail, you will slowly fall and enter a fully counter-hittable slump that you cannot action out of until the animation is over, as shown in the 3rd image. The slump animation takes a while, enough that your opponent has enough time to circle step/jump behind you to get a full backhit combo. Gambling with this move can either save you or kill you, as it is one of the most punishable moves in the game.

Heaven's Glow (MAX)
236987412AB after 236B while in Rage
236987412AB after 236B while in Rage
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
3x2, 5, 123 - - - - - No Yes - No
  • Doesn't use any resources and doesn't take you out of Rage when properly landed.
  • Same rules about failing the final hit of 236C apply here as well.

If 236C was a dopamine dispenser, then this move is an entire factory of dopamine creation. Imagine 236C, but instead of dealing 40% of your opponent's health, you deal 60%. You still have to hit the opponent with the same timing and the recovery on the slump is even WORSE than before, but the reward for landing this can be entirely game-changing and round-ending, for either you or your opponent.

Feet of Flames
623D
623D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
17, 1x2 Mid - - - - - No - Both
  • Mashing 4D and 6D gives you extra hits and more damage. Not mashing at all will give a soft knockdown whilst even the worst possible mashed 623D will give a hard knockdown, so it's better to just mash. Mashable up to 16 hits total.

Upkicks. If you are playing IV spirit, this will be your most important combo tool as CS2 > 623D is his most reliable form of consistent damage. If not, then it's a very lackluster anti-air with terrible horizontal range but it still combos from 5D/66B so it shouldn't be discredited.

Annihilating Flames
421D
421D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
26 Mid - - - - Samurai Drive No Hit No
  • Only has strike invincibility, therefore this can be thrown on reaction. As such, do not use this too often and rely on whatever defensive system mechanics your Spirit has if possible.

Exploding Pants, it's similar to how it worked before but Enja will not disappear and reappear a few steps back. This means on hit you can close the gap easier, but it makes it much easier for the opponent to punish on block. Can be used as a chipping tool to close rounds.

Absolute Incinerator
41236C
41236C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
51 Mid - - - - Samurai Drive No - No
  • Has one hit of armor.
  • Can reflect projectiles if timed properly. Due to the long startup of this move, however, makes it only a gimmick as the opponent can easily react to it and punish.

A delayed heavy slash similar to Haohmaru's 632146AB, but it lunges forward and causes a wallbounce on hit. Useful againt rolls after 3D/66D as this catches short rolls and long rolls usually can't punish in time. If they don't tech, congrats, you've lost your turn on a character with zero neutral and poor defense.

Toy Transformation
6321464E (II Spirit Only)
6321464E (II Spirit Only)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- - - - - - Special No Yes No

Due to being invincible for it's entire duration, Enja can actually get a lot of mileage from this in neutral to dodge fireballs and punish them using 236A.

Supers

Enja's Bursting Heat
236AB
236AB
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
3x7, 34 Mid - - - - No No - No
  • Cancellable early with ABCD but Enja will still fall into a slump, though not nearly as bad as a failed Rekka. Due to this, if you land the final hit and you cancel it, you get more time for okizeme compared to not cancelling it at all.

Enja's WFT has been buffed with faster startup, allowing it to combo from more starters whilst still being useful as an anti-air with it's upper body invincibility. To not look the same as Kazuki's WFT in this game, it uses sprites from his Overkill in V Special.

Hell's Flame and Heat
623623BC (II Spirit), 236BC (VI Spirit)
623623BC (II Spirit), 236BC (VI Spirit)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
2, 1x9, 45 (Catch), 26 (Catch Whiff) Mid - - - - - No - Both

A more damaging version of 623D with a unique animation if the first couple hits catch the opponent. If the catch whiffs, you'll land the last kick and deal lower, but still decent damage. Same horizontal issues with 623D also apply to this move.

Combos

Footage for most of these combos can be found here.

236A can always be followed up with by the full rekka sequence.

Standard Combos

  • 5D/66B > 623D - Only moves which combo into 623D normally.
  • 5B/n5B/2B/2C > 236A/236AB - Basic combos. Starters from the combo above will also work.
  • 6B, 66B > 236A - Overhead combo. Opponent must be hit crouching in order to work. Difficult on regular hit, but much easier to perform on counter hit.
  • 6B, 5C/66C/66D/236AB - Counter hit links from overhead. 5C grants the highest damage but the least amount of time for okizeme and vice versa for 66D. 66C is a middle ground between damage and okizeme, provided they don't roll. WFT must be done from a microdash in order to work midscreen.
  • 6B, n5B > 623D - Corner only overhead combo. Opponent must be hit crouching in order to work. Much easier to perform on counter hit.
  • 6D, n5B/n5C/623D/236AB - Notable links from regular 6D.
  • 6D, 5C/2C - Links from counter hit 6D. 2C is preferred because it combos into 236A, but it will whiff if you aren't close enough.
  • 6D, n5B > 623D - Corner only 6D confirm.
  • 2C/jC > 41236C - Requires a counter hit either way, but jC will deephit against a crouching opponent.

Secret Move (II/VI)

  • 5D/66B > SM - Since Enja's Secret Move has the same horizontal issues as 623D, it can only combo from these normals regularly.
  • 6B, n5B > SM - Corner-only overhead confirm, same as the one from before.
  • 6D, SM - No real reason to go for this since you can net more damage by other means, just here for the sake of completion.

Continuous Slash (IV)

  • A+B BBC > 623D/236AB - Basic CS 2 combo that leads into upkicks or WFT.
  • A+B AABBCCC - Not usually worth noting, but Enja's very high Rage retention means that if he lands this he gets Raged instantly. None of these hits are special cancellable, but this gives a roll OS in the corner whilst also giving great okizeme if not rolled.
  • 6B/6D, A+B BBC > 623D/236AB - Overhead/low combo leading into upkicks/WFT. One of his best sources of reliable and consistent damage that isn't dependent on rekka or counter hit jC. 6D > A+B works anywhere but you will have to do a microdash if 6D lands at it's max range. For 6B > A+B to work midscreen you have to do a microdash and the spacing is strict, but it will work in the corner without having to do one.
  • 6B, A+B AABBCCC - A more reliable alternative to the 6B > A+B route above if you are midscreen. Has more range, grants more corner carry and gives you Rage but does less damage compared to a decently mashed 623D.

Frame Data - Provided by Tekitogate

Attack Startup On Hit On Standing Block On Crouching Block Notes
5A 5 -2 -6 -1
2A 8 -2 -6 -1
66A 8 -2 -6 -1
j8A 6 N/A N/A N/A
j7A/j9A 8 N/A N/A N/A
n5B 9 -6 -8 -3
5B 12 -11 -8 -3
2B 17 -12 -8 -3
66B 8 -2 -14 -9
j8B 16 N/A N/A N/A
j7B/j9B 10 N/A N/A N/A
n5C 15 -3~-2 -20 -15
5C 18 -10~-9 -41 -36
2C 16 -2~-1 -20 -15
66C 17 KD -19 -14
jC 13 N/A N/A N/A
6B 20 -11 -17 N/A +14 on crouching opponents
5D 14 -1 -13 -8
6D 20 +15 N/A +8
2D 6 -2 N/A -1
3D 16 KD N/A -7
66D 13 KD N/A 0
jD 8 N/A N/A N/A
Hyper Slash 28 KD -61 -51
Continuous Slash 9 N/A -20 -15

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External Links

Samurai Shodown VI

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Samurai Shodown VI
General

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Characters

AmakusaAndrewBasaraCham ChamCharlotteEarthquakeEnjaGairaGalfordGaohGen-AnGenjuroHanzoHaohmaruIrohaJubeiKazukiKusaregedoKyoshiroMinaMizuki(Murasaki) NakoruruNicotineOcha-MaroRasetsumaruReraRimururuSankuroShizumaruSiegerSogetsuSugorokuSuijaTam TamUkyoWan-FuYoshitoraYumejiYunfeiZankuroMakai Gaoh

Console Only

ChampleKim Ung CheKurokoPak PakPoppyRasetsu GalfordShikuru Mamahaha