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Samurai Shodown VI/Enja: Difference between revisions
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==Introduction== | ==Introduction== | ||
Mash jC | 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. | 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 | '''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 | *'''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= | ||
*''' | *'''Poor Approach & Zero Ranged Presence''': Whilst his movement across the board has been buffed from V Special, Enja still moves very slow for a character of his archetype. His jump arc, whilst good for applying and maintaining pressure is not good for approaching, especially against characters with tall fireballs like [[Samurai Shodown VI/Charlotte|Charlotte]]. To compound this, Enja arguably has the lowest range out of the entire cast. None of his buttons extend past slightly beyond roundstart range, and utilizing one of his longer ranged normals is risky because they are slow to start up and recover. Usually you'll just have to jump forward a lot and resort to getting into the range of your 5B to make jC have any threat behind it, but against characters who can rival/beat his jump offense or consistently keep him out, he will struggle hard. | ||
*'''Lacking Defensive Options''': His only reversal (disregarding Spirit mechanics) is Exploding Pants (421D) which is only strike invincible and takes a fair bit to come out, meaning opponents with a keen eye can punish this on reaction with throw. Even if not thrown, it is very minus on block and can still lead to you getting punished anyways. | |||
*'''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 | *'''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 | |||
}} | }} | ||
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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 | 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 | 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== | ||
* 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== | ==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 | 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 | 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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| description = | | description = | ||
Enja does a small hop, performing an uppercut whilst backflipping. It's horizontal reach is bad and it's priority could be better, otherwise it's an amazing punish option and a good meaty. The special cancel window for this move is super late | 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 | 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 | 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 | 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 | 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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| description = | | description = | ||
Take njA, take away everything that made it good in the first place, and you get njB. There is zero reason you should ever use this over njA, and the slight damage increase does not make up for the usability njA has that helps Enja intercept air approaches. Ignore this move and don't use it in any meaningful context | 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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| description = | | description = | ||
The god button, one of the main reasons you play Enja. An aerial version of 2C that starts up sightly faster, covers the entire front of Enja | 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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| description = | | description = | ||
All of the other Kazama headswaps got this so Enja has it as well, but he cannot triangle jump. Can be used for some jump pressure in the corner | 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), | 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 | 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, | * 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. | |||
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* Only has strike invincibility, therefore this can be thrown on reaction. As such, do not use this too | * Only has strike invincibility, therefore this can be thrown on reaction. As such, do not use this too often and rely on whatever defensive system mechanics your Spirit has if possible. | ||
Exploding Pants, it's similar to how it worked before but Enja will not disappear and reappear a few steps back. This means on hit you can close the gap easier, but it makes it much easier for the opponent to punish on block. Can be used as a chipping tool to close rounds. | |||
}} | }} | ||
{{FrameDataCargo-SSVI | {{FrameDataCargo-SSVI | ||
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* Cancellable early with ABCD | * 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. | ||
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==Combos== | ==Combos== | ||
[ | 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, | *'''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 | *'''5D/66B > SM''' - Since Enja's Secret Move has the same horizontal issues as 623D, it can only combo from these normals regularly. | ||
*'''6B, | *'''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 | *'''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 | *'''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
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 |
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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 |
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5B |
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5C |
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2A |
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2B |
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2C |
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Near Slashes
n5B |
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n5C |
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Kicks
5D |
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6D |
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2D |
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3D |
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Dash Normals
66A |
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66B |
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66C |
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66D |
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Air Normals
njA
A when neutral jumping
A when neutral jumping |
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jA |
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njB
B when neutral jumping
B when neutral jumping |
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jB |
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jC |
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jD |
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Unarmed Normals
u5S |
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u2S |
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u66S |
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ujS |
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Spirit Specific Moves
Hyper Slash
A+B (I Spirit)
A+B (I Spirit) |
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Continuous Slash
A+B (IV Spirit)
A+B (IV Spirit) |
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Command Moves
Triangle Get Off
j3 near a wall
j3 near a wall |
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6B |
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Special Moves
Hades' Flames
236A
236A |
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Demon Path
236B after 236A
236B after 236A |
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Heaven's Glow
236C after 236B
236C after 236B |
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Heaven's Glow (MAX)
236987412AB after 236B while in Rage
236987412AB after 236B while in Rage |
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Feet of Flames
623D
623D |
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Annihilating Flames
421D
421D |
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Absolute Incinerator
41236C
41236C |
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Toy Transformation
6321464E (II Spirit Only)
6321464E (II Spirit Only) |
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Supers
Enja's Bursting Heat
236AB
236AB |
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Hell's Flame and Heat
623623BC (II Spirit), 236BC (VI Spirit)
623623BC (II Spirit), 236BC (VI Spirit) |
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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 |
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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 |