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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 attack 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
{{StrengthsAndWeaknesses
|intro=
|intro=
'''Enja''' is a slow moving, hard hitting powerhouse of a rushdown character that can potentially end rounds with the right hit.
'''Enja''' is a slow moving, hard hitting powerhouse of a rushdown character that has the potential to kill opponents in very few touches.
|pros=
|pros=
*'''Tanky''': 97% damage modifier makes him the 2nd tankiest character in the game tied with [[Samurai Shodown VI/Gaira|Gaira]].
*'''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.
*'''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.
*'''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. 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.
*'''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 a majority of them, the only exception being V Spirit.
*'''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=
|cons=
*'''Bad Approach''': Whilst his movement across the board has been buffed from V Special, Enja still moves very slow. 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]].
*'''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.
*'''Zero Ranged Presence''': To compound his bad approach, Enja probably 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, he does not have much.
*'''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.
*'''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).
*'''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 character and 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).
}}
}}


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==Gameplan==
==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 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) even 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 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, 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 character and 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 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?
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==
==Spirits==


<big>'''I Spirit'''</big>
* 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.


I makes Enja the most damaging character in the game when in Rage. He can kill everyone except [[Samurai Shodown VI/Kusaregedo|Gedo]], [[Samurai Shodown VI/Gaira|Gaira]] and himself with CH jC, 6D, 5B into Rage rekka ender, and against characters who take higher damage like [[Samurai Shodown VI/Ukyo|Ukyo]], he can simply kill them with 2C into Rage rekka ender. Enja already has the highest rage retention, but it becomes even higher in this Spirit. Enja also benefits from Hyper Slash a lot as reading an opponent's poke and dealing a high amount of damage from it gives Enja another alternative to his already high damage. You lose out on WFT, which could be a dealbreaker to some, but if you can consistently land Rekka, this Spirit is by far the best "bang for your buck".
* 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.


<big>'''Pros'''</big>
* 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.
* Insanely high damage, even without good rekka execution.
* Hyper Slash adds to his already high damage output and makes him even scarier on the ground.
* As if Enja didn't Rage quickly enough, he gets raged even quicker in this Spirit.


<big>'''Cons'''</big>
* 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.
* You lose out on WFT.
* Requires good rekka execution to maximize this Spirit's potential.


<big>'''II Spirit'''</big>
* 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.


II is super helpful. Due to constantly going into Rage, Enja benefits a lot from the invincible poses this Spirit brings. With this Spirit you have access to rolls, a solid (albeit one-dimensional) way around zoning, and WFT becomes even scarier as both an anti-air and a combo tool thanks to it's ability to break weapons. Enja also gets access to a once-per-match Secret Move in this spirit, inputted with 623623BC. Think of it as a super version of 623D that nets high reward without having to mash to gain damage. You also have access to Toy Transformation, which Enja benefits a lot from since he can use it to dodge fireballs and potentially punish using 236A. Use this spirit if you want the opponent to second-guess their offense or just want a means around zoning that isn't jumping in and praying jC hits.
* 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.
 
<big>'''Pros'''</big>
* Goes into invincible poses a lot because of his high Rage retention.
* Has ways around zoning with rolls and Toy Transformation.
* WFT becomes even scarier as it breaks weapons.
* Secret Move gives Enja a once-per-match way to go into consistent damage.
 
<big>'''Cons'''</big>
* Invincible poses are so frequent that you have to listen to him scream every time he goes into Rage.
* Secret Move is once-per-match instead of VI having it permanently.
* Enja is not really good at bullying unarmed opponents.
 
<big>'''III Spirit'''</big>
 
III gives Enja the ability to manually charge his Rage, which does not take long given his insanely high rage retention. He gains access to an air parry which can help mix up his jump offense, and you also have a side-step to use instead of 421D as a reversal. Additionally, when your health is low enough, Enja becomes permanently raged, which means you have the chance of making a comeback if you are good with rekka execution. This Spirit is much more dependent on the matchup, specifically against characters who can consistently rival/beat your jump offense.
 
<big>'''Pros'''</big>
* Consistent access to Rage thanks to charging it up not taking very long.
* Air parry adds layers to his already good jumping offense.
* Sidestep functions as a much needed reversal.
* Permanently raged when health is low enough, which heightens his comeback potential.
 
<big>'''Cons'''</big>
* Much more matchup-dependent compared to other Spirits.
* Rage resets at the end of every round, but this is much less notable for Enja because he already builds it up very quickly.
 
<big>'''IV Spirit'''</big>
 
IV is very strong. Not only do you retain III's side-step, you also gain the ability to consistently convert into guaranteed damage thanks to Continuous Slash. In particular, CS 2 > 623D is his most consistent combo that isn't reliant on getting a good hit with jC, being in Rage, or having good rekka execution. You can also use CS 4 to instantly max out your Rage, which only Enja can do because of his high rage retention. Rage Explosion is also very beneficial as he becomes permanently Raged for a period of time and he also gets access to Issen, a powerful punishing tool that travels fullscreen and is safe on block. Enja in Rage is already scary enough as is, but the added threat of Issen makes him terrifying at all ranges, which can make the opponent play much more defensively and allows you to utilize Enja's mixups much more efficiently.
 
<big>'''Pros'''</big>
* Continuous Slash gives Enja consistent damage without having to land Rekka or jC. Because of this, rekka execution is very much an optional thing to learn with this spirit, compared to others where they usually need to have it.
* CS 4 instantly maxes out Enja's Rage.
* Rage Explosion gives Enja another reversal and the added threat of Issen makes him terrifying to contest against whilst he is in it's permanent Rage, which means he can run his mixup game more easily.
 
<big>'''Cons'''</big>
* Enja loses out on Rage if Rage Explosion's timer ends or he uses Issen, which limits his comeback potential after it's used.
 
<big>'''V Spirit'''</big>
 
V is Enja's least useful Spirit by far. This is because it cuts his low Rage time considerably and is focused more around meditation, which is best performed at a range Enja does not want to be in. However, Enja could potentially take advantage of State of Nothingness even without much meditation as he has rewarding mixup options such as his overhead and standing low during slowed time. You also get access to rolls and Rage Explosion in this Spirit, but the spirits they are already on (II and IV respectively) are much more suited for him than V.
 
<big>'''Pros'''</big>
* State of Nothingness allows Enja for multiple chances to mixup his opponent whilst activated, even if it's not built up too much.
* Rolls grant a solid means around zoning.
 
<big>'''Cons'''</big>
* Requires Enja to meditate, which he cannot make use of much because of his high Rage retention making him Rage quickly and not wanting to be in a range where meditating is safe. Even then, he can only build so much of it before starting back at square one.
* Rage duration is cut considerably, and as a whole this Spirit is not meant to be focused around Rage, which hurts it's usability with a character essentially built around it.
* II gives rolls whilst being a much better Spirit for Enja.
* IV gives Rage Explosion whilst being a much better Spirit for Enja.
 
<big>'''VI Spirit'''</big>
 
VI is suitable for Enja. Unlike the other Spirits, you have to build your Rage by attacking instead of getting hit, and your meter does not drain whilst full. Performing WFT will always use your meter, even if it whiffs. You also get access to unlimited Secret Moves with a much easier input that II Spirit, but you have to be at low enough health to use them. You also get Mikiri Dodges which, when successfully performed, give you a bit of meter and raise the health requirement for Secret Moves, allowing them to be used earlier. With this Spirit, you also get access to Hyper Guard, which costs a bit of meter, but it will negate chip damage and push the opponent back, giving Enja another defensive option. Overall, due to keeping Rage until you use WFT, this spirit is centered around landing 236A~236B~236987412AB and 236BC as much as possible.
 
<big>'''Pros'''</big>
* Permanent Rage until WFT is used.
* Secret Move is permanent and gives Enja a safer alternative to rekka in terms of damage.
* Hyper Guard gives Enja a much needed defensive option, even if it costs a bit of meter.
 
<big>'''Cons'''</big>
* You have to build up meter by attacking.
* Requires good usage of Mikiri Dodges to access Secret Moves earlier along with good rekka execution to get full usage out of this Spirit.


==Normal Moves==
==Normal Moves==
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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 maximum range.
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.
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A worse 5B in every regard. Still special cancellable and hits low at the very least.
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]].
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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.
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.
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Enja does a quick elbow. Most consistent close range combo starter into rekka that's also recoil cancellable.
Enja does a short ranged elbow. Most consistent close range combo starter into rekka that's also recoil cancellable.
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Enja swings his cuffs downwards. Less damage but it recoil cancels, which makes it leagues better than 5C.
Enja swings his cuffs downwards. Less damage but it recoil cancels which makes it leagues better than 5C.
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Enja does a low kick. Pretty standard, can be used for tick throws and as mix into jump pressure.
Enja does a low kick. Pretty standard, can be used for tick throws and mix into jump pressure.
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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.
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.
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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, just use njA.
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.
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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.
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.
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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.
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.
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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), ect. You can also go for the full Rekka instead.
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.
}}
}}


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* Same rules about failing the final hit of 236C apply here as well.
* 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 in the middle, 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.
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.
}}
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| description =
| description =
* Mashing 4D and 6D gives you extra hits and more damage, but less time for okizeme. Mashable up to 16 hits total.
* 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.


Enja does waterfall kicks despite being a fire demon. Anti-air with horrid horizontal range but it's his most consistent combo ender.
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.
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| description =
| description =
* Only has strike invincibility, therefore this can be thrown on reaction. As such, do not use this too much.
* 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.


Similar to Kazuki's old exploding pants, but Enja does not travel backwards. This means on hit, you can close the gap easier, but makes it much easier for the opponent to punish on block. Can be used as a chipping tool to close rounds.
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
{{FrameDataCargo-SSVI
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| display = 230x230px
| description =
| description =
* Cancellable early with ABCD, but Enja will still fall into a slump for a while, though not nearly as bad as a failed Rekka.
* 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.
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.
Line 425: Line 355:


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


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*'''5B/n5B/2B/2C > 236A/236AB''' - Basic combos. Starters from the combo above will also work.
*'''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, 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. WFT must be done from a microdash in order to work midscreen.
*'''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, 5D > 623D''' - Corner only overhead combo. Opponent must be hit crouching in order to work. Much easier to perform on counter hit.
*'''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''' - Links from counter hit 6D. 2C is preferred because it combos into 236A, but it will whiff if you aren't close enough.
*'''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.
*'''2C/jC > 41236C''' - Requires a counter hit either way, but jC will deephit against a crouching opponent.


'''Secret Move (II/VI)'''
'''Secret Move (II/VI)'''
*'''5D/66B > SM''' - Since Enja's Secret Move has the same horizontal issues like 623D, it can only combo from these normals regularly.
*'''5D/66B > SM''' - Since Enja's Secret Move has the same horizontal issues as 623D, it can only combo from these normals regularly.
*'''6B, 5D > SM''' - Corner-only overhead confirm, same as the one from before.
*'''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.
*'''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''' - Basic CS 2 combo that leads into kicks or WFT.
*'''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.
*'''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 kicks/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, but it will work in the corner without having to do one.
*'''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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Samurai Shodown VI

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Samurai Shodown VI
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Characters

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

Console Only

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