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==Spirits== | ==Spirits== | ||
* I gives Hyper Slash which Enja benefits from as it gives him a stronger grounded threat, but the real star of the show is that Enja's already great damage output is further heightened in Rage. One good read with jC will do a lot of damage at worst, and at best it can kill most characters if you can land Rage rekka. You lose out on any movement/defensive Spirit Mechanics of any kind and you lose out on WFT, but the sheer damage output of I Enja can be terrifying within the right hands. | |||
* In II, Enja's WFT has the ability to break weapons. Whilst he's alright as an unarmed bully, he really benefits more from the invincible Rage pose as he has constant access to it. Rolls, hops and ducks give him some much needed maneuverability and Toy Transformation is a great anti-fireball tool, provided you can consistently get the motion down. You also get access to Secret Move once-per-game, allowing him to potentially do a non-rage Rekka's worth of damage if combo'd into. | |||
* III's manual Rage charge is beneficial for Enja, he builds it up super fast and it gives opponents a reason to actually approach him. Air parry adds layers to his jumping offense and infintie Rage at low health gives Enja more comeback potential. You are also given dodge and circle step as defensive options, giving Enja some form of a reversal. | |||
* IV having Continuous Slash gives Enja a massive boon: an actual consistently damaging combo ender in the form of CS2 > 623D. Even if it's mashed in the worst way possible, it gives hard knockdown meaning Enja can still apply pressure afterwards. This does so much for him, gambling with Rekka is not as impactful when you have access to Continuous Slash and it's very easy to link after a jC, deephit or not. CS4, whilst not having any hit that is cancellable, instantly puts Enja in Rage if landed. You also retain III's dodge and circle step, whilst also gaining access to Rage Explosion and Issen which further heightens his comeback potential | |||
* V is easily his worst Spirit by a mile. Enja is a character focused around Rage and this is a Spirit focused around meditation and State of Nothingness. Regardless of if it's somehow built up or not, Enja's SoN (while basic) can be very threatening as he has multiple mixup options whilst he's in it. However, he's just ill equipped to be constantly meditating in order to build up SoN due to wanting to be up close and his high retention meaning it's very easy for him to go into Rage. Stick to II or IV if you want rolls/hops/ducks and Rage Explosion/Issen respectively. | |||
* VI is a more unique Spirit. Instead of getting hit to build up Rage, you have to do so by attacking your opponent and your Rage will not drain when full. You get access to Secret Moves, but more importantly you can do them infinitely as long as you are within the green part of your healthbar. You also get access to Mikiri Dodges allowing you to increase the threshold of green life, and Hyper Guard as a pushblock and general get-off-me tool which Enja very much appreciates even if it costs a bit of Rage. | |||
* | |||
==Normal Moves== | ==Normal Moves== |
Revision as of 20:48, 24 June 2024

Introduction
Mash jC like your life depends on it then claim you're good because you can do the rekka sometimes.
Enja has received numerous and important buffs to his mobility and attack speed with a faster run, an overhead which leaps forward and faster medium slashes. WFT is also much better with its faster startup making it more effective as an anti-air and combo ender. Furthermore, Enja has new tools which further boost his damage output such as an armored, delayed heavy slash similar to Haohmaru's 632146AB and a more damaging rekka ender which you can only perform while in Rage. Overall he is in a much better spot than he was in V Special, more or less due to his damage remaining roughly the same and no longer being stuck to V Special's mechanics which favored meditation, which means you can't brag about how weak your gorilla mash character is anymore.
Enja is a slow moving, hard hitting powerhouse of a rushdown character that has the potential to kill opponents in very few touches. | |
Pros | Cons |
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Data
- Dash type: Run
- Damage taken: 97% (2nd Tankiest)
- Rage retention: 600 (Highest in the game)
- Rage duration: 8 seconds (3rd Shortest)
- Miscellaneous: Enja's deflect can not be counter hit.
Gameplan
Enja needs to get in. He works best at close range where he has access to hard-hitting strikes, pressure, mixups and explosive damage potential, but if he's any further out then that he has nothing to threaten the opponent with. Your run is faster than before which helps with this while you still have access to rolls if you pick II/V Spirit. Your low jump is still more suited for rushdown than it is for jumping over fireballs, which means you still have trouble against taller fireballs such as Charlotte's Tri-Slash. Though you don't have any fast long-ranged pokes to harass with from a distance, you have fast whiff punishes with 5B and 2B which combo into your rekka sequence (236A~236B~236C) even at max range, 66D for a great knockdown that can also catch both rolls as well as a slower and riskier but more damaging punish in the form of 5C. Most characters have a button they can use to poke you out of your jumps, but it is around the range of your 5B where you can start applying pressure with your jC, a strong jump-in that also has high vertical reach. A new tool Enja has at this range is 6B, which looks similar to his universal overhead from V Special but now leaps forward a bit, not only giving you an answer against low pokes but also some mixup opportunity even from a distance. If your opponent isn't trying to zone you out with projectiles/pokes, then simply jumping forward and occupying space with jC can be hard for the opponent to stop. As far as anti-airs go, your Feet of Flames (623D) is unreliable and requires you to mash 4D and 6D to maximize its damage, whilst your WFT is much more reliable for its fast startup and tall hitbox if you have access to it. Annihilating Flames (421D) is a strike-invincible reversal which may also be used as a dependable anti-air particularly against slower, floatier jumps like Amakusa's or Ukyo's. For air-to-airs, your go-to is njA thanks to it's quick startup and long active frames. jA can also be used as an air-to-air if you happen to jump forward/backwards instead of neutral jumping.
When he gets close, Enja has strong mixup opportunity with his jC and 6B for overheads (the latter is notable as you can link from it into something damaging if it hits either crouching or as a counter hit), and his 6D, 66D and Hades' Flames (236A) rekka starter for lows. A key aspect of the rekka is that it does pitiful damage except for the final hit, which deals a massive amount of damage (usually around 40%) but requires you to hit the exact middle of the opponent. Not only is this a very small window but it changes depending on the position of where you hit 236A, so there is no rigid timing and you usually have to eyeball it. If you are in Rage, you gain access to an alternative ender in the form of 236987412AB, which doesn't drain your meter upon completion or activation but it will bump up the damage to around 60%. You still have to time it just the same though, and upon failing either version Enja will be vulnerable on the ground in a counterhit state for it's entire recovery. Gambling for explosive damage is not the only use for 236A - upon hit it bounces the opponent, and if you don't cancel into 236B you recover well before they do in time for a high/low/throw mixup. So the choice is yours: do you take a chance on the high damage, or do you use your frame advantage to force a mixup?
Spirits
- I gives Hyper Slash which Enja benefits from as it gives him a stronger grounded threat, but the real star of the show is that Enja's already great damage output is further heightened in Rage. One good read with jC will do a lot of damage at worst, and at best it can kill most characters if you can land Rage rekka. You lose out on any movement/defensive Spirit Mechanics of any kind and you lose out on WFT, but the sheer damage output of I Enja can be terrifying within the right hands.
- In II, Enja's WFT has the ability to break weapons. Whilst he's alright as an unarmed bully, he really benefits more from the invincible Rage pose as he has constant access to it. Rolls, hops and ducks give him some much needed maneuverability and Toy Transformation is a great anti-fireball tool, provided you can consistently get the motion down. You also get access to Secret Move once-per-game, allowing him to potentially do a non-rage Rekka's worth of damage if combo'd into.
- III's manual Rage charge is beneficial for Enja, he builds it up super fast and it gives opponents a reason to actually approach him. Air parry adds layers to his jumping offense and infintie Rage at low health gives Enja more comeback potential. You are also given dodge and circle step as defensive options, giving Enja some form of a reversal.
- IV having Continuous Slash gives Enja a massive boon: an actual consistently damaging combo ender in the form of CS2 > 623D. Even if it's mashed in the worst way possible, it gives hard knockdown meaning Enja can still apply pressure afterwards. This does so much for him, gambling with Rekka is not as impactful when you have access to Continuous Slash and it's very easy to link after a jC, deephit or not. CS4, whilst not having any hit that is cancellable, instantly puts Enja in Rage if landed. You also retain III's dodge and circle step, whilst also gaining access to Rage Explosion and Issen which further heightens his comeback potential
- V is easily his worst Spirit by a mile. Enja is a character focused around Rage and this is a Spirit focused around meditation and State of Nothingness. Regardless of if it's somehow built up or not, Enja's SoN (while basic) can be very threatening as he has multiple mixup options whilst he's in it. However, he's just ill equipped to be constantly meditating in order to build up SoN due to wanting to be up close and his high retention meaning it's very easy for him to go into Rage. Stick to II or IV if you want rolls/hops/ducks and Rage Explosion/Issen respectively.
- VI is a more unique Spirit. Instead of getting hit to build up Rage, you have to do so by attacking your opponent and your Rage will not drain when full. You get access to Secret Moves, but more importantly you can do them infinitely as long as you are within the green part of your healthbar. You also get access to Mikiri Dodges allowing you to increase the threshold of green life, and Hyper Guard as a pushblock and general get-off-me tool which Enja very much appreciates even if it costs a bit of Rage.
Normal Moves
Far Slashes
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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Near Slashes
n5B |
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n5C |
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Kicks
5D |
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6D |
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2D |
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3D |
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Dash Normals
66A |
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66B |
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66C |
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66D |
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Air Normals
njA
A when neutral jumping
A when neutral jumping |
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jA |
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njB
B when neutral jumping
B when neutral jumping |
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jB |
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jC |
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jD |
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Unarmed Normals
u5S |
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u2S |
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u66S |
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ujS |
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Spirit Specific Moves
Hyper Slash
A+B (I Spirit)
A+B (I Spirit) |
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Continuous Slash
A+B (IV Spirit)
A+B (IV Spirit) |
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Command Moves
Triangle Get Off
j3 near a wall
j3 near a wall |
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6B |
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Special Moves
Hades' Flames
236A
236A |
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Demon Path
236B after 236A
236B after 236A |
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Heaven's Glow
236C after 236B
236C after 236B |
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Heaven's Glow (MAX)
236987412AB after 236B while in Rage
236987412AB after 236B while in Rage |
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Feet of Flames
623D
623D |
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Annihilating Flames
421D
421D |
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Absolute Incinerator
41236C
41236C |
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Toy Transformation
6321464E (II Spirit Only)
6321464E (II Spirit Only) |
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Supers
Enja's Bursting Heat
236AB
236AB |
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Hell's Flame and Heat
623623BC (II Spirit), 236BC (VI Spirit)
623623BC (II Spirit), 236BC (VI Spirit) |
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Combos
Footage for most of these combos can be found here.
236A can always be followed up with by the full rekka sequence.
Standard Combos
- 5D/66B > 623D - Only moves which combo into 623D normally.
- 5B/n5B/2B/2C > 236A/236AB - Basic combos. Starters from the combo above will also work.
- 6B, 66B > 236A - Overhead combo. Opponent must be hit crouching in order to work. Difficult on regular hit, but much easier to perform on counter hit.
- 6B, 5C/66C/66D/236AB - Counter hit links from overhead. 5C grants the highest damage but the least amount of time for okizeme and vice versa for 66D. 66C is a middle ground between damage and okizeme, provided they don't roll. WFT must be done from a microdash in order to work midscreen.
- 6B, n5B > 623D - Corner only overhead combo. Opponent must be hit crouching in order to work. Much easier to perform on counter hit.
- 6D, n5B/n5C/623D/236AB - Notable links from regular 6D.
- 6D, 5C/2C - Links from counter hit 6D. 2C is preferred because it combos into 236A, but it will whiff if you aren't close enough.
- 6D, n5B > 623D - Corner only 6D confirm.
- 2C/jC > 41236C - Requires a counter hit either way, but jC will deephit against a crouching opponent.
Secret Move (II/VI)
- 5D/66B > SM - Since Enja's Secret Move has the same horizontal issues as 623D, it can only combo from these normals regularly.
- 6B, n5B > SM - Corner-only overhead confirm, same as the one from before.
- 6D, SM - No real reason to go for this since you can net more damage by other means, just here for the sake of completion.
Continuous Slash (IV)
- A+B BBC > 623D/236AB - Basic CS 2 combo that leads into upkicks or WFT.
- A+B AABBCCC - Not usually worth noting, but Enja's very high Rage retention means that if he lands this he gets Raged instantly. None of these hits are special cancellable, but this gives a roll OS in the corner whilst also giving great okizeme if not rolled.
- 6B/6D, A+B BBC > 623D/236AB - Overhead/low combo leading into upkicks/WFT. One of his best sources of reliable and consistent damage that isn't dependent on rekka or counter hit jC. 6D > A+B works anywhere but you will have to do a microdash if 6D lands at it's max range. For 6B > A+B to work midscreen you have to do a microdash and the spacing is strict, but it will work in the corner without having to do one.
- 6B, A+B AABBCCC - A more reliable alternative to the 6B > A+B route above if you are midscreen. Has more range, grants more corner carry and gives you Rage but does less damage compared to a decently mashed 623D.
Frame Data - Provided by Tekitogate
Attack | Startup | On Hit | On Standing Block | On Crouching Block | Notes |
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5A | 5 | -2 | -6 | -1 | |
2A | 8 | -2 | -6 | -1 | |
66A | 8 | -2 | -6 | -1 | |
j8A | 6 | N/A | N/A | N/A | |
j7A/j9A | 8 | N/A | N/A | N/A | |
n5B | 9 | -6 | -8 | -3 | |
5B | 12 | -11 | -8 | -3 | |
2B | 17 | -12 | -8 | -3 | |
66B | 8 | -2 | -14 | -9 | |
j8B | 16 | N/A | N/A | N/A | |
j7B/j9B | 10 | N/A | N/A | N/A | |
n5C | 15 | -3~-2 | -20 | -15 | |
5C | 18 | -10~-9 | -41 | -36 | |
2C | 16 | -2~-1 | -20 | -15 | |
66C | 17 | KD | -19 | -14 | |
jC | 13 | N/A | N/A | N/A | |
6B | 20 | -11 | -17 | N/A | +14 on crouching opponents |
5D | 14 | -1 | -13 | -8 | |
6D | 20 | +15 | N/A | +8 | |
2D | 6 | -2 | N/A | -1 | |
3D | 16 | KD | N/A | -7 | |
66D | 13 | KD | N/A | 0 | |
jD | 8 | N/A | N/A | N/A | |
Hyper Slash | 28 | KD | -61 | -51 | |
Continuous Slash | 9 | N/A | -20 | -15 |