When he gets close, Enja has strong mixup opportunity with his jC and 6B for overheads (the latter is notable as you can link from it into something damaging if it hits either crouching or as a counter hit), and his 6D, 66D and Hades' Flames (236A) rekka starter for lows. A key aspect of the rekka is that it does pitiful damage except for the final hit, which deals a massive amount of damage (usually around 40%) but requires you to hit the exact middle of the opponent. Not only is this a one-frame window but it changes depending on the position of where you hit it, so there is no rigid timing and you usually have to eyeball it. If you are in Rage, you gain access to an alternative ender in the form of 236987412AB, which doesn't drain your meter upon completion or activation (i.e. it is not a true super) but will bump up the damage to around 60%. You still have to time it just the same though, and upon failing either version Enja will be vulnerable on the ground for a lengthy amount of time. Gambling for explosive damage is not the only use for 236A - upon hit it bounces the opponent, and if you don't cancel into 236B you recover well before they do in time for a high/low/throw mixup. So the choice is yours: do you take a chance on the high damage, or do you use your frame advantage to force a mixup?
When he gets close, Enja has strong mixup opportunity with his jC and 6B for overheads (the latter is notable as you can link from it into something damaging if it hits either crouching or as a counter hit), and his 6D, 66D and Hades' Flames (236A) rekka starter for lows. A key aspect of the rekka is that it does pitiful damage except for the final hit, which deals a massive amount of damage (usually around 40%) but requires you to hit the exact middle of the opponent. Not only is this a one-frame window but it changes depending on the position of where you hit it, so there is no rigid timing and you usually have to eyeball it. If you are in Rage, you gain access to an alternative ender in the form of 236987412AB, which doesn't drain your meter upon completion or activation (i.e. it is not a true super) but will bump up the damage to around 60%. You still have to time it just the same though, and upon failing either version Enja will be vulnerable on the ground for a lengthy amount of time. Gambling for explosive damage is not the only use for 236A - upon hit it bounces the opponent, and if you don't cancel into 236B you recover well before they do in time for a high/low/throw mixup. So the choice is yours: do you take a chance on the high damage, or do you use your frame advantage to force a mixup?
Regarding Spirit selection, Enja has multiple spirits he can choose from. II is a suitable choice, as constant Rage means constant access to invincible poses. Access to rolls grants Enja a solid means around zoning, while his strong WFT is buffed further by its ability to break weapons. Access to 623623BC once per match also gives Enja an enhanced version of 623D which has more of a use as an anti-air. For even more frequent access to WFT, Enja can pick III to manually charge his Rage, which certainly doesn't take long. Additionally he gains access to an air parry, which can add further layers to his jump offense, and a dodge he may use instead of 421D when needs be. IV not only retains this grounded dodge but also grants him the ability to confirm into 623D and another route into WFT in the form of Continuous Slash II. A quirk with this Spirit choice is that completing Continuous Slash IV will immediately max out Enja's Rage even if he had none to start with. I is an immediately appealing choice. Not only does it make his incredibly short retention even shorter but when in Rage, his Weapon Gauge shoots up to a monstrous 180% - in this state Enja can one-shot [[Samurai Shodown VI/Ukyo|Ukyo]] and other low-defense characters with just 2C 236A~236B~236987412AB. However, Enja is restricted from his WFT in this Spirit, which may be a dealbreaker. VI may be considered not just for reliable access to WFT but for the ability to attempt landing 236987412AB as much as possible. V Spirit is easily the least useful for Enja as it cuts his Rage time considerably and is geared more towards meditation which is best performed at a range Enja is not suited to fighting in, however Enja could possibly take advantage of State Of Nothingness as a comeback mechanic even without much meditation as he has rewarding mixup options such as his overhead during slowed time.
Regarding Spirit selection, Enja works with almost all of them, thanks to his high Rage Retention and his already high damage output being further boosted in Rage. II is a suitable choice, as constant Rage means constant access to invincible poses. Access to rolls grants Enja a solid means around zoning, while his strong WFT is buffed further by its ability to break weapons. Access to 623623BC once per match also gives Enja an enhanced version of 623D which has more of a use as an anti-air. For even more frequent access to WFT, Enja can pick III to manually charge his Rage, which certainly doesn't take long. Additionally he gains access to an air parry, which can add further layers to his jump offense, and a dodge he may use instead of 421D when needs be. IV not only retains this grounded dodge but it also grants him the ability to confirm into 623D and another route into WFT in the form of Continuous Slash II. A quirk with this Spirit choice is that completing Continuous Slash IV will immediately max out Enja's Rage even if he had none to start with. I is an immediately appealing choice. Not only does it make his incredibly short retention even shorter but when in Rage, his Weapon Gauge shoots up to a monstrous 180% - in this state Enja can one-shot [[Samurai Shodown VI/Ukyo|Ukyo]] and other low-defense characters with just 2C 236A~236B~236987412AB. However, Enja is restricted from his WFT in this Spirit, which may be a dealbreaker. VI may be considered not just for reliable access to WFT but for the ability to attempt landing 236987412AB as much as possible. V Spirit is easily the least useful for Enja as it cuts his Rage time considerably and is geared more towards meditation which is best performed at a range Enja is not suited to fighting in, however Enja could possibly take advantage of State Of Nothingness as a comeback mechanic even without much meditation as he has rewarding mixup options such as his overhead during slowed time.
Mash jC all game then claim you're good because you can do the rekka sometimes.
Enja has received important buffs to his mobility and speed with a faster run, an overhead which leaps forward and faster medium slashes. Your WFT is also much better, with its faster startup making it more effective as an anti-air and as a combo tool. Furthermore, Enja has new tools which further boost his damage output, such as a delayed heavy slash similar to 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.
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 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 Charlotte's Tri-Slash. Though you don't have any fast long-ranged pokes to harass with from a distance, you have fast whiff punishes with 5B and 2B which combo into your rekka sequence (236A~236B~236C) at max range, 66D for a guaranteed knockdown and a slower punish in the form of 5C. Most characters have a button they can use to poke you out of your jumps, but it is at 5B range where you can start applying pressure with your jC, a strong jump-in which also has high vertical reach. A new tool Enja has at this range is 6B, his overhead from V Special which now leaps forward a bit, not only giving you an answer against low pokes but also some mixup opportunity even from a distance. If your opponent isn't trying to zone you out then simply jumping forward and occupying space with jC can be hard for the opponent to stop. As far as anti-airs go, your Feet of Flames (623D) is unreliable and requires you to mash 4D and 6D to maximise its damage, while your WFT is much more reliable for its fast startup and tall hitbox if you have access to it. Your Annihilating Flames (421D) is a strike-invincible reversal which may also be used as a dependable anti-air, particularly against slower jumps. For air-to-airs your best options are njA, jC and jD.
When he gets close, Enja has strong mixup opportunity with his jC and 6B for overheads (the latter is notable as you can link from it into something damaging if it hits either crouching or as a counter hit), and his 6D, 66D and Hades' Flames (236A) rekka starter for lows. A key aspect of the rekka is that it does pitiful damage except for the final hit, which deals a massive amount of damage (usually around 40%) but requires you to hit the exact middle of the opponent. Not only is this a one-frame window but it changes depending on the position of where you hit it, so there is no rigid timing and you usually have to eyeball it. If you are in Rage, you gain access to an alternative ender in the form of 236987412AB, which doesn't drain your meter upon completion or activation (i.e. it is not a true super) but will bump up the damage to around 60%. You still have to time it just the same though, and upon failing either version Enja will be vulnerable on the ground for a lengthy amount of time. Gambling for explosive damage is not the only use for 236A - upon hit it bounces the opponent, and if you don't cancel into 236B you recover well before they do in time for a high/low/throw mixup. So the choice is yours: do you take a chance on the high damage, or do you use your frame advantage to force a mixup?
Regarding Spirit selection, Enja works with almost all of them, thanks to his high Rage Retention and his already high damage output being further boosted in Rage. II is a suitable choice, as constant Rage means constant access to invincible poses. Access to rolls grants Enja a solid means around zoning, while his strong WFT is buffed further by its ability to break weapons. Access to 623623BC once per match also gives Enja an enhanced version of 623D which has more of a use as an anti-air. For even more frequent access to WFT, Enja can pick III to manually charge his Rage, which certainly doesn't take long. Additionally he gains access to an air parry, which can add further layers to his jump offense, and a dodge he may use instead of 421D when needs be. IV not only retains this grounded dodge but it also grants him the ability to confirm into 623D and another route into WFT in the form of Continuous Slash II. A quirk with this Spirit choice is that completing Continuous Slash IV will immediately max out Enja's Rage even if he had none to start with. I is an immediately appealing choice. Not only does it make his incredibly short retention even shorter but when in Rage, his Weapon Gauge shoots up to a monstrous 180% - in this state Enja can one-shot Ukyo and other low-defense characters with just 2C 236A~236B~236987412AB. However, Enja is restricted from his WFT in this Spirit, which may be a dealbreaker. VI may be considered not just for reliable access to WFT but for the ability to attempt landing 236987412AB as much as possible. V Spirit is easily the least useful for Enja as it cuts his Rage time considerably and is geared more towards meditation which is best performed at a range Enja is not suited to fighting in, however Enja could possibly take advantage of State Of Nothingness as a comeback mechanic even without much meditation as he has rewarding mixup options such as his overhead during slowed time.
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
Enja does a quick elbow. Stubbier and has less priority than 2A, but it's his fastest normal.
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 maximum range.
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 cancel, making it very risky to counterpoke with. Stick with 5B if you want a poke with actual threat behind it.
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.
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, at the very least.
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 ready.
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 quick elbow. Most consistent close range combo starter into rekka that's also recoil cancellable.
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.
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. Immune to throws on frame 1, special cancels, and combos into all specials except 421D and 41236C.
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.
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 as mix into jump pressure.
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.
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 and not much else.
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.
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.
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. Essentially unpunishable on block and allows you to start your pressure on hit. When used in combination with jC, it makes for some disgusting offense.
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.
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.
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, turn it's good traits into bad ones, and you get njB. There is zero reason you should ever use this over njA in a defensive position, and the damage does not make up for the usability njA has on aerial defense. Ignore this move and don't use it in any meaningful context, just use njA.
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.
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.
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.
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.
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.
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, however.
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.
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. Since 5C is already very slow and can't recoil cancel, you might as well consider this a direct upgrade.
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.
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.
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 many moves on crouching hit or counter hit, most notably rekka and IV Spirit's Continuous Slash. Quite punishable on block.
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. Actually hitting it will deal minimal damage, but it resets which allows you to go for a 50/50 with 6B (high) and 6D (low). You can also go into the full sequence.
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. 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 to fish for an attempt at explosive damage.
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.
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 the problem is landing it. 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.
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.
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 you or your opponent.
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 better damage, but less time for okizeme. 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.
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
Kazuki's 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.
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 rather piss poor defense.
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.
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 for a while, though not nearly as bad as 236C's.
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.
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
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No
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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 as 623D apply here.
Combos
236A can always be followed up with by a full rekka sequence.
Standard Combos
5D/66B 623D - Only moves which combo into 623D normally.
5B/n5B/2B/2C 236A/236AB - Standard combos. Starters from the above combo work too.
6D, n5B/n5C/623D/236AB - Notable links from regular 6D.
6D, 5C/2C/236A - Links from counter hit 6D.
2C/jC, 41236C - Requires a counter hit either way, but jC will deephit against a crouching opponent.
Continuous Slash (IV)
A+B BBC 623D/236AB - Basic CS 2 combo that leads into kicks or WFT.
A+B AABBCCC - Not usually worth noting, but Enja's short Rage retention means that if he lands this he gets Raged instantly. None of these hits are special cancellable.
6B/6D, A+B BBC 623D - Overhead/low combo leading into kicks. One of his best sources of reliable and consistent damage that isn't dependent on rekka or counter hit jC. In order for 6B > A+B to work, the opponent has to be either hit crouching or counter hit.