Difference between revisions of "Samurai Shodown V Special/Enja"

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(→‎Normals: Updated to the new template. Redone the normals descriptions. Uploaded Hitboxes.)
Line 44: Line 44:
 
=== Far Slashes ===
 
=== Far Slashes ===
  
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#f0f0f0;"| '''5A:'''
 
:A very short range elbow that is no different from the near standing version.
 
  
|-
+
{{MoveData
| width="" | '''5B:'''
+
|image=Samsho5sp Enja 5A.png
:Properties: Recoil cancel on block. Cancelable. Deflectable.
+
|caption=
:A slow poke extending an arm's length forward with decent startup and recoil options, but making him a bigger target-- he has to stand still for a moment and none of his cancels are truly safe. Not that great, but he needs this attack to get hits in sometimes.
+
|name=5A
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 4
 +
|guard= Mid
 +
|cancel= 1~6 (6)
 +
|invul=
 +
|property=
 +
|level= Weak
 +
<!------------>
 +
|startup= 7
 +
|active= 4
 +
|recovery= 8
 +
|hitAdv= -2
 +
|backhitAdv= -2
 +
|blockAdv= -7
 +
|description=Quick elbow strike but lame range makes it almost useless for poking. No differences between the close version.
 +
}}
 +
}}
  
|-
 
| width="" style="background:#f0f0f0;"| '''5AB:'''
 
:Properties: Deflectable.
 
:A flaming backhand with better range and fantastic damage, but extremely punishable. This is Enja's second strongest move and the best guranteed damage he has. Importantly, you can combo into this beast after landing BC on a crouching opponent.
 
  
|-
+
{{MoveData
| width="" | '''2A:'''
+
|image=Samsho5sp Enja 5B.png
:This quick jab is usually a better option for generic poking as it has some actual reach, unlike the standing version. It is noticeably slower however.
+
|caption=
 +
|name=5B
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 14
 +
|guard= Mid
 +
|cancel= 12~33 (22)
 +
|invul=
 +
|property= Recoil Cancel
 +
|property2= Deflectable (Med)
 +
|property3= Weapon Clash 5~11 (7)
 +
|level= Medium
 +
<!------------>
 +
|startup= 12
 +
|active= 5
 +
|recovery= 25
 +
|hitAdv= -12
 +
|backhitAdv= -4
 +
|blockAdv= -9
 +
|description= Slow poke that extends the Hurtbox forward, making it easier to punish. On block you have decent Recoil options like 421S to bait pokes. Not that good but not terrible either.
 +
}}
 +
}}
  
|-
 
| width="" style="background:#f0f0f0;"| '''2B:'''
 
:Properties: Recoil cancel on block. Cancelable. Deflectable.
 
:A slower version of the far 5B. Do not use.
 
  
|-
+
{{MoveData
| width="" | '''2AB:'''
+
|image=Samsho5sp_Enja_5AB.png
:Properties: Recoil cancel on block. Cancelable. Deflectable.
+
|caption=
:A damaging upward flip/swipe that has minimal horizontal but reaches into the air above him. For a heavy this is much safer on block than whiffed, but in both cases can be cancelled if you think they will try to punish this. This slugger can be decisive in corner mixups to catch/OS jump attempts.
+
|name=5AB
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 32
 +
|guard= Mid
 +
|cancel= 1~11 (11)
 +
|invul=
 +
|property= Deflectable (heavy)
 +
|level= Heavy
 +
<!------------>
 +
|startup= 18
 +
|active= 6
 +
|recovery= 41
 +
|hitAdv= -10
 +
|backhitAdv= +0
 +
|blockAdv= -42
 +
|description= Fiery backfist strike with nice range and monstrous damage, but slow and hella unsafe on block but if you get a punish window then this is the best option. If 5BC connects against an crouching opponent then you can combo into this normal.
 +
}}
 +
}}
  
|}
+
 
 +
{{MoveData
 +
|image=Samsho5sp Enja 2A.png
 +
|caption=
 +
|name=2A
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 4
 +
|guard= Mid
 +
|cancel= 1~4 (4)
 +
|invul=
 +
|property=
 +
|level= Weak
 +
<!------------>
 +
|startup= 8
 +
|active= 3
 +
|recovery= 9
 +
|hitAdv= -2
 +
|backhitAdv= -2
 +
|blockAdv= -2
 +
|description= Same advantage and damage than 5A but better range. Useful for poking despite being slower than the standing version.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_2B.png
 +
|caption=
 +
|name=2B
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 14
 +
|guard= Mid
 +
|cancel= 17~37 (21)
 +
|invul=
 +
|property= Recoil Cancel
 +
|property2= Deflectable (Med)
 +
|level= Medium
 +
<!------------>
 +
|startup= 17
 +
|active= 3
 +
|recovery= 28
 +
|hitAdv= -13
 +
|backhitAdv= -5
 +
|blockAdv= -9
 +
|description= Slower version of Far 5B. Useless normal.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_2AB 1.png
 +
|image2=Samsho5sp_Enja_2AB 2.png
 +
|caption=
 +
|name=2AB
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 29
 +
|guard= Mid
 +
|cancel= 27~46
 +
|invul=
 +
|property= Recoil Cancel
 +
|property2= Deflectable (Heavy)
 +
|level= Heavy
 +
<!------------>
 +
|startup=16
 +
|active= 10
 +
|recovery= 30
 +
|hitAdv= -3
 +
|backhitAdv= +7
 +
|blockAdv= -21
 +
|description= Fiery uppercut with lame horizontal range but pretty good vertical reach above him and has good Recoil options. Extremelly dangerous for a cornered opponent.
 +
}}
 +
}}
  
 
=== Near Slashes ===
 
=== Near Slashes ===
  
{| border="0" cellspacing="5" width="100%"
+
Note: n.2A, n.2B, and n.2AB are exactly the same than their far versions
| width="" style="background:#f0f0f0;"| '''n.5A:'''
+
 
:See far version.
 
  
|-
+
{{MoveData
| width="" | '''n.5B:'''
+
|image=Samsho5sp Enja 5A.png
:Properties: Cancelable. Recoil cancel on block. Deflectable
+
|caption=
:A fast but weak attack that makes good combo fodder.
+
|name=n.5A
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 4
 +
|guard= Mid
 +
|cancel= 1~6 (6)
 +
|invul=
 +
|property=
 +
|level= Weak
 +
<!------------>
 +
|startup= 7
 +
|active= 4
 +
|recovery= 8
 +
|hitAdv= -2
 +
|backhitAdv= -2
 +
|blockAdv= -7
 +
|description=Literally the same than far version.
 +
}}
 +
}}
  
|-
 
| width="" style="background:#f0f0f0;"| '''n.5AB:'''
 
:Deflectable.
 
:Safer and faster than the far 5AB, this move does about as much damage but with less range. Still super unsafe outside of guaranteed punishes. It has better odds of connecting than the n.2AB, but can't be cancelled if that's your thing.
 
  
|-
+
{{MoveData
| width="" | '''n.2A:'''
+
|image=Samsho5sp_Enja_cl.B.png
:See far version.
+
|caption=
 +
|name=n.5B
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage=10
 +
|guard= Mid
 +
|cancel= 9~31 (23)
 +
|invul=
 +
|property= Deflectable (med)
 +
|property2= Recoil Cancel
 +
|property3= Weapon Clash 6
 +
|level=
 +
<!------------>
 +
|startup= 9
 +
|active= 2
 +
|recovery= 23
 +
|hitAdv= -7
 +
|backhitAdv= +1
 +
|blockAdv= -9
 +
|description= Acceptable damage but slow startup and bad recovery if not canceled. Good combo fodder but not much else.
 +
}}
 +
}}
  
|-
 
| width="" style="background:#f0f0f0;"| '''n.2B:'''
 
:See far version.
 
  
|-
+
{{MoveData
| width="" | '''n.2AB:'''
+
|image=Samsho5sp_Enja_cl.AB.png
:See far version.
+
|caption=
 +
|name=n.5AB
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 31
 +
|guard= Mid
 +
|cancel= 1~6 (6)
 +
|invul=
 +
|property= Deflectable (heavy)
 +
|property2= Weapon Clash 13~14 (2)
 +
|level= Heavy
 +
<!------------>
 +
|startup=15
 +
|active= 2
 +
|recovery= 39
 +
|hitAdv= -4
 +
|backhitAdv= +6
 +
|blockAdv= -36
 +
|description= Very heavy double-handed strike, faster than the far version but equally horrible on block and does not have Recoil. Not useful outside of guaranteed punishes.
 +
}}
 +
}}
  
|}
+
 
 +
{{MoveData
 +
|image=Samsho5sp Enja 2A.png
 +
|caption=
 +
|name=n.2A
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 4
 +
|guard= Mid
 +
|cancel= 1~4 (4)
 +
|invul=
 +
|property=
 +
|level= Weak
 +
<!------------>
 +
|startup= 8
 +
|active= 3
 +
|recovery= 9
 +
|hitAdv= -2
 +
|backhitAdv= -2
 +
|blockAdv= -2
 +
|description= Same advantage and damage than 5A but better range. Useful for poking despite being slower than the standing version.
 +
}}
 +
}}
  
 
=== Overheads ===
 
=== Overheads ===
  
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#f0f0f0;"| '''5BC:'''
 
:Properties: Hits high. Stumbles on crouching.
 
:A jumping overhead with the unique property of stumbling opponents that are low blocking, while leaving them standing otherwise. There are a few options after getting a stumble, but the most common followup is 5AB.
 
  
|-
+
{{MoveData
| width="" | '''u.5BC:'''
+
|image=Samsho5sp_Enja_5BC.png
:Properties: Hits high. Knockdown.
+
|caption=
:Not bad for an unarmed overhead, featuring greater active frames than armed 5BC, but bad because it's Enja's regular 5BC without any of the parts that make it any good.
+
|name=5BC
|}
+
|data=
 +
{{AttackData-SSVSP
 +
|damage= 13
 +
|guard= High
 +
|cancel=
 +
|invul=
 +
|property=
 +
|level= Heavy
 +
<!------------>
 +
|startup= 20
 +
|active= 3
 +
|recovery= 17
 +
|hitAdv= -6
 +
|backhitAdv= +36
 +
|blockAdv= -14
 +
|description= Kind of slow overhead but with an unique property of heavily increase the stun if connects against a crouching opponent, allowing you to follow with good options like 5AB for great damage.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_u.5BC.png
 +
|caption=
 +
|name=u.5BC
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 6
 +
|guard= High
 +
|cancel=
 +
|invul=
 +
|property= Knockdown
 +
|level= Medium
 +
<!------------>
 +
|startup= 20
 +
|active= 7
 +
|recovery= 14
 +
|hitAdv= KD
 +
|backhitAdv= KD
 +
|blockAdv= -15
 +
|description= Less damage than 5BC, better active frames but none of the properties that make 5BC so good.
 +
}}
 +
}}
  
 
=== Kicks ===
 
=== Kicks ===
  
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#f0f0f0;"| '''5C:'''
 
:A forward stepping knee that is threatening even when blocked, because Enja can quickly cancel into 421+S or go for a grab. A good tool to use up close.
 
  
|-
+
{{MoveData
| width="" | '''6C:'''
+
|image=Samsho5sp_Enja_5C.png
:Some kind of fakeout kick that hits low with a delay. Links to 5B or Guren Kyaku on hit. Slightly plus on block, too.
+
|caption=
 +
|name=5C
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 6
 +
|guard= Mid
 +
|cancel= 14~27 (14)
 +
|invul= 1~11f Throw Invincible
 +
|invul2= 12~27 Feet Invincible
 +
|property=
 +
|level= Medium
 +
<!------------>
 +
|startup= 14
 +
|active= 4
 +
|recovery= 15
 +
|hitAdv= -1
 +
|backhitAdv= +7
 +
|blockAdv= -14
 +
|description= Hop Kick that is almost neutral on hit, making it perfect for Tick Throws. Even on Block is threatening since Enja can cancel it into 421S.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_6C.png
 +
|caption=
 +
|name=6C
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 6
 +
|guard= Low
 +
|cancel= 1~4 (4)
 +
|invul=
 +
|property=
 +
|level= Medium
 +
<!------------>
 +
|startup= 22
 +
|active= 2
 +
|recovery= 3
 +
|hitAdv= +15
 +
|backhitAdv= +23
 +
|blockAdv= +2
 +
|description= Bad startup but good recovery, hits low and is advantageous on any case. Can be linked into 5B or 623S
 +
}}
 +
}}
 +
 
  
|-
+
{{MoveData
| width="" style="background:#f0f0f0;"| '''2C:'''
+
|image=Samsho5sp_Enja_2C.png
:A weak kick for some safe low damage, but not seen much.
+
|caption=
 +
|name=2C
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 2
 +
|guard= Low
 +
|cancel= 1~2 (2)
 +
|invul=
 +
|property=
 +
|level= Weak
 +
<!------------>
 +
|startup= 6
 +
|active= 3
 +
|recovery= 9
 +
|hitAdv= -2
 +
|backhitAdv= -2
 +
|blockAdv= -7
 +
|description= Quick but very low damage, kind of good for poking but not much else.
 +
}}
 +
}}
  
|-
 
| width="" | '''3C:'''
 
:A slow sweep that knocks down and chains into 2BC. If you must have low normal, this is it, although the 66C incarnation is much better.
 
  
|}
+
{{MoveData
 +
|image=Samsho5sp Enja 3C.png
 +
|caption=
 +
|name=3C
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 6
 +
|guard= Low
 +
|cancel=
 +
|invul=
 +
|property= Knockdown
 +
|level= Medium
 +
<!------------>
 +
|startup= 16
 +
|active= 6
 +
|recovery= 12
 +
|hitAdv= KD
 +
|backhitAdv= KD
 +
|blockAdv= -13
 +
|description= Slow sweep with nice range. Can be chained into 2BC easely but is outclassed by 66C.
 +
}}
 +
}}
  
 
=== Jumping ===
 
=== Jumping ===
  
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#f0f0f0;"| '''j.7/9A:'''
 
:More or less a faster j.7/9B. Good panic button if the opponent tries to meet you in the air.
 
  
|-
+
{{MoveData
| width="" | '''j.8A:'''
+
|image=Samsho5sp_Enja_9A.png
:Stays out all day and has a super good hitbox for stuffing approaches and jumps. You will see pros use it a lot.
+
|caption=
 +
|name=j.A
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 7
 +
|guard= High
 +
|cancel=
 +
|invul=
 +
|property= Deflectable (weak)
 +
|level= Weak
 +
<!------------>
 +
|startup= 4
 +
|active= 18
 +
|recovery= 7
 +
|hitAdv=
 +
|backhitAdv=
 +
|blockAdv=
 +
|description= Good surprise attack if the opponent tries to face you on the air.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_8A.png
 +
|caption=
 +
|name=5A
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage=
 +
|guard= High
 +
|cancel=
 +
|invul=
 +
|property=
 +
|level=
 +
<!------------>
 +
|startup=
 +
|active=
 +
|recovery=
 +
|hitAdv=
 +
|backhitAdv=
 +
|blockAdv=
 +
|description= Really good normal. Great active period and good hitbox, stuffs jumps easely.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_9B.png
 +
|caption=
 +
|name=j.B
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 12
 +
|guard= High
 +
|cancel=
 +
|invul=
 +
|property= Deflectable (med)
 +
|level= Medium
 +
<!------------>
 +
|startup= 14
 +
|active= 4
 +
|recovery= 15
 +
|hitAdv=
 +
|backhitAdv=
 +
|blockAdv=
 +
|description= Good reach normal if you aren't on range for j.AB.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_8B.png
 +
|caption=
 +
|name=8B
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage=
 +
|guard= High
 +
|cancel=
 +
|invul=
 +
|property=
 +
|level=
 +
<!------------>
 +
|startup=
 +
|active=
 +
|recovery=
 +
|hitAdv=
 +
|backhitAdv=
 +
|blockAdv=
 +
|description= Less Damage and active frames than j.8A while also comes out slower. Not worth using.
 +
}}
 +
}}
  
|-
 
| width="" style="background:#f0f0f0;"| '''j.7/9B:'''
 
:The most horizontal of Enja's aerials. Relatively quick and useful in situations where you know you aren't close enough for the j.AB.
 
  
|-
+
{{MoveData
| width="" | '''j.8B:'''
+
|image=Samsho5sp_Enja_9AB 1.png
:Slower j.8A with less active frames and more damage. Generally outdone by j.8A however.
+
|image2=Samsho5sp_Enja_9AB 2.png
 +
|caption2=
 +
|name=j.AB
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 23
 +
|guard= High
 +
|cancel=
 +
|invul=
 +
|property= Deflectable (heavy)
 +
|level= Heavy
 +
<!------------>
 +
|startup= 11
 +
|active= 10
 +
|recovery= 16
 +
|hitAdv=
 +
|backhitAdv=
 +
|blockAdv=
 +
|description= This move defines the Enja's air game. Good reach both vertically and horizontally, good damage and easy to deep hit with it. Mix this with Enja's low jumps and you have a very threatening button.
 +
}}
 +
}}
  
|-
 
| width="" style="background:#f0f0f0;"| '''j.AB:'''
 
:This powerhit gives Enja his air game and allows him to move and attack at the same time. It reaches upward, which fits nicely with Enja's low jumps, and is still capable of hitting people on the ground. Counter everything with this if you can.
 
  
|-
+
{{MoveData
| width="" | '''j.C:'''
+
|image=Samsho5sp_Enja_9C.png
:A weak attack that is used to out-prioritize in the air and for its better hitbox on the way down. Lack of hitstop also makes this a mean tool to open mixups on a jumpin.
+
|caption=
 +
|name=j.C
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 4
 +
|guard= High
 +
|cancel=
 +
|invul=
 +
|property=
 +
|level= Medium
 +
<!------------>
 +
|startup= 6
 +
|active= 6
 +
|recovery= 5
 +
|hitAdv=
 +
|backhitAdv=
 +
|blockAdv=
 +
|description= Used to out-prioritize moves on the air but the lack of hitstop makes it a good option for mixups as well.
 +
}}
 +
}}
  
 
|}
 
|}
Line 167: Line 596:
 
=== Dashing ===
 
=== Dashing ===
  
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#f0f0f0;"| '''66A:'''
 
:Would be fairly useful for tick throws on block/hit. Except 66C leads to better reward on hit and is safer on block.
 
  
|-
+
{{MoveData
| width="" | '''66B:'''
+
|image=Samsho5sp_Enja_66A.png
:Basically the same as n.5B, this is used to cancel into things-- hopefully into the 236+A.
+
|caption=
 +
|name=66A
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 4
 +
|guard= Mid
 +
|cancel= 1~9 (9)
 +
|invul=
 +
|property=
 +
|level= Weak
 +
<!------------>
 +
|startup= 10
 +
|active= 9
 +
|recovery= 3
 +
|hitAdv= -2
 +
|backhitAdv= -2
 +
|blockAdv= -7
 +
|description= Pretty much a dashing 5A. Can be used for tick throws but nothing else. Totally outclassed by 66C.
 +
}}
 +
}}
  
|-
 
| width="" style="background:#f0f0f0;"| '''66AB:'''
 
:Split second punish with the same animation as n.5AB but less recovery and damage.
 
  
|-
+
{{MoveData
| width="" | '''66C:'''
+
|image=Samsho5sp_Enja_66B.png
:Another great move for Enja that allows him to attack while moving. This low sweep can always be hit-confirmed into 8BC for more considerable damage. Surprisingly safe on block.
+
|caption=
 +
|name=66B
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 11
 +
|guard= Mid
 +
|cancel= 10~25 (16)
 +
|invul= 6~9 Throw Invincible
 +
|property= Deflectable (Heavy)
 +
|property2= Weapon Clash 5~7 (3)
 +
|level= Medium
 +
<!------------>
 +
|startup= 8
 +
|active= 2
 +
|recovery= 18
 +
|hitAdv= -2
 +
|backhitAdv= +6
 +
|blockAdv= -21
 +
|description= Same uses than n.5B but with dashing momentum.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_66AB.png
 +
|caption=
 +
|name=66AB
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 18
 +
|guard= Mid
 +
|cancel= 9~12 (4)
 +
|invul=
 +
|property= KD
 +
|level= Heavy
 +
<!------------>
 +
|startup= 17
 +
|active= 4
 +
|recovery= 21
 +
|hitAdv= KD
 +
|backhitAdv= KD
 +
|blockAdv= -21
 +
|description= Less damage than n.5AB and comes out 2 Frames later but recovers way faster, has more active frames and the dashing momentum helps to land it easier.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_3C.png
 +
|caption=
 +
|name=66C
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 6
 +
|guard= Low
 +
|cancel= 1~4 (4)
 +
|invul=
 +
|property= Knockdown
 +
|level= Medium
 +
<!------------>
 +
|startup= 13
 +
|active= 5
 +
|recovery= 6
 +
|hitAdv= KD
 +
|backhitAdv= KD
 +
|blockAdv= -6
 +
|description= 3C but way better. Dashing Momentum allows you to artificially extend his range and can be linked into 8BC for nice damage, also is safe on block so use it freely.
 +
}}
 +
}}
  
 
|}
 
|}
Line 187: Line 697:
 
=== Unarmed ===
 
=== Unarmed ===
  
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#f0f0f0;"| '''u.5S:'''
 
  
|-
+
{{MoveData
| width="" | '''u.2S:'''
+
|image=Samsho5sp_Enja_u.5S.png
 +
|caption=
 +
|name=u.5S
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 4
 +
|guard= Mid
 +
|cancel= 1~6 (6)
 +
|invul=
 +
|property=  
 +
|level= Weak
 +
<!------------>
 +
|startup= 7
 +
|active= 4
 +
|recovery= 8
 +
|hitAdv= -2
 +
|backhitAdv= -2
 +
|blockAdv= -7
 +
|description= Slow and weak. Not useful at all.
 +
}}
 +
}}
  
|-
 
| width="" style="background:#f0f0f0;"| '''ju.S:'''
 
  
|-
+
{{MoveData
| width="" | '''u.66S:'''
+
|image=Samsho5sp_Enja_u.2S.png
 +
|caption=
 +
|name=u.2S
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 4
 +
|guard= Mid
 +
|cancel= 1~4 (4)
 +
|invul=
 +
|property=
 +
|level= Weak
 +
<!------------>
 +
|startup= 8
 +
|active= 3
 +
|recovery= 9
 +
|hitAdv= -2
 +
|backhitAdv= -2
 +
|blockAdv= -7
 +
|description= Worse than u.5S
 +
}}
 +
}}
  
|}
+
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_u.9S.png
 +
|caption=
 +
|name=ju.S
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 6
 +
|guard= High
 +
|cancel=
 +
|invul=
 +
|property=
 +
|level= Weak
 +
<!------------>
 +
|startup= 6
 +
|active= 10
 +
|recovery= 8
 +
|hitAdv=
 +
|backhitAdv=
 +
|blockAdv=
 +
|description= Good active period and comes out kind of fast but hitstop makes it kind of useless.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_u.5S.png
 +
|caption=
 +
|name=u.66S
 +
|data=
 +
{{AttackData-SSVSP
 +
|damage= 8
 +
|guard= Mid
 +
|cancel= 1~8 (8)
 +
|invul=
 +
|property= Knockdown
 +
|level= Medium
 +
<!------------>
 +
|startup= 10
 +
|active= 9
 +
|recovery= 1
 +
|hitAdv= KD
 +
|backhitAdv= KD
 +
|blockAdv= -5
 +
|description= u.5A but added dashing momentum and Knockdowns on hit. Kind of useful but 66C stills better even unarmed.
 +
}}
 +
}}
  
 
== System ==
 
== System ==

Revision as of 21:57, 1 August 2020

炎邪, Enja
Colors

Introduction

"You can't shake hands with a clenched fist." You can't catch hands with shackles that heavy, either.

Enja is a hard hitting powerhouse with extreme mobility issues. His best strategy involves sticking to the other person like glue and putting as much pressure as possible on them. Enja can rarely afford to wait for the opponent to come to him and has to spend a great amount of effort to stay in range of some characters. However, if successful, he has the ability to deal incredible amounts of damage in the blink of an eye. Enja's rage meter charges up faster than anyone else, giving him even more power throughout the match. He has a slow dash, a very low jump, and none of his attacks extend beyond short range. His major problems become painfully apparent if he starts getting outranged or repeatedly knocked out of the air during his chase. He is considered a difficult character to play in general, though the advantages vary wildly in the various matchups.

Strengths Weaknesses
  • High damage. Obviously.
  • Jump arc lends itself to constant pestering with j.AB.
  • Surprisingly versatile close range mixup, with both high and low potentially leading to great reward.
  • Rage fills up incredibly fast, and great defense value to complement it.
  • A few correct guesses can convincingly win you the round.
  • Rikudou Rekka requires ridiculous execution or equally ridiculous luck to actually use.
  • Sluggish movement speed and bad jump arc for approaching from a distance.
  • No real way to combat projectile zoning other than not getting hit.
  • Bad overall approach makes capitalizing on frequent rage periods difficult.
  • Longer range normals are slow and largely unsafe.
  • Meditation holds almost no benefit for his time slow.
  • You either blow the opponent up or they effortlessly shut you down.

Data

  • Damage taken: 95%
  • Rage duration: 8 seconds
  • Amount to rage: 6
  • Walk speed: 400
  • Backwalk speed: 384
  • Dash speed: 1150
  • Jump duration: 40 frames
  • Width: 16
  • Throw range: 16

Normals

Far Slashes

5A
Samsho5sp Enja 5A.png
Damage Guard Cancel Invul Property Level
4 Mid 1~6 (6) - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 4 8 -2 -2 -7

Quick elbow strike but lame range makes it almost useless for poking. No differences between the close version.


5B
Samsho5sp Enja 5B.png
Damage Guard Cancel Invul Property Level
14 Mid 12~33 (22) - Recoil Cancel,
Deflectable (Med),
Weapon Clash 5~11 (7)
Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
12 5 25 -12 -4 -9

Slow poke that extends the Hurtbox forward, making it easier to punish. On block you have decent Recoil options like 421S to bait pokes. Not that good but not terrible either.


5AB
Samsho5sp Enja 5AB.png
Damage Guard Cancel Invul Property Level
32 Mid 1~11 (11) - Deflectable (heavy) Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
18 6 41 -10 +0 -42

Fiery backfist strike with nice range and monstrous damage, but slow and hella unsafe on block but if you get a punish window then this is the best option. If 5BC connects against an crouching opponent then you can combo into this normal.


2A
Samsho5sp Enja 2A.png
Damage Guard Cancel Invul Property Level
4 Mid 1~4 (4) - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
8 3 9 -2 -2 -2

Same advantage and damage than 5A but better range. Useful for poking despite being slower than the standing version.


2B
Samsho5sp Enja 2B.png
Damage Guard Cancel Invul Property Level
14 Mid 17~37 (21) - Recoil Cancel,
Deflectable (Med)
Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
17 3 28 -13 -5 -9

Slower version of Far 5B. Useless normal.


2AB
Samsho5sp Enja 2AB 1.png
Samsho5sp Enja 2AB 2.png
Damage Guard Cancel Invul Property Level
29 Mid 27~46 - Recoil Cancel,
Deflectable (Heavy)
Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
16 10 30 -3 +7 -21

Fiery uppercut with lame horizontal range but pretty good vertical reach above him and has good Recoil options. Extremelly dangerous for a cornered opponent.

Near Slashes

Note: n.2A, n.2B, and n.2AB are exactly the same than their far versions


n.5A
Samsho5sp Enja 5A.png
Damage Guard Cancel Invul Property Level
4 Mid 1~6 (6) - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 4 8 -2 -2 -7

Literally the same than far version.


n.5B
Samsho5sp Enja cl.B.png
Damage Guard Cancel Invul Property Level
10 Mid 9~31 (23) - Deflectable (med),
Recoil Cancel,
Weapon Clash 6
-
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 2 23 -7 +1 -9

Acceptable damage but slow startup and bad recovery if not canceled. Good combo fodder but not much else.


n.5AB
Samsho5sp Enja cl.AB.png
Damage Guard Cancel Invul Property Level
31 Mid 1~6 (6) - Deflectable (heavy),
Weapon Clash 13~14 (2)
Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 2 39 -4 +6 -36

Very heavy double-handed strike, faster than the far version but equally horrible on block and does not have Recoil. Not useful outside of guaranteed punishes.


n.2A
Samsho5sp Enja 2A.png
Damage Guard Cancel Invul Property Level
4 Mid 1~4 (4) - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
8 3 9 -2 -2 -2

Same advantage and damage than 5A but better range. Useful for poking despite being slower than the standing version.

Overheads

5BC
Samsho5sp Enja 5BC.png
Damage Guard Cancel Invul Property Level
13 High - - - Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 3 17 -6 +36 -14

Kind of slow overhead but with an unique property of heavily increase the stun if connects against a crouching opponent, allowing you to follow with good options like 5AB for great damage.


u.5BC
Samsho5sp Enja u.5BC.png
Damage Guard Cancel Invul Property Level
6 High - - Knockdown Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 7 14 KD KD -15

Less damage than 5BC, better active frames but none of the properties that make 5BC so good.

Kicks

5C
Samsho5sp Enja 5C.png
Damage Guard Cancel Invul Property Level
6 Mid 14~27 (14) 1~11f Throw Invincible,
12~27 Feet Invincible
- Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
14 4 15 -1 +7 -14

Hop Kick that is almost neutral on hit, making it perfect for Tick Throws. Even on Block is threatening since Enja can cancel it into 421S.


6C
Samsho5sp Enja 6C.png
Damage Guard Cancel Invul Property Level
6 Low 1~4 (4) - - Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
22 2 3 +15 +23 +2

Bad startup but good recovery, hits low and is advantageous on any case. Can be linked into 5B or 623S


2C
Samsho5sp Enja 2C.png
Damage Guard Cancel Invul Property Level
2 Low 1~2 (2) - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 3 9 -2 -2 -7

Quick but very low damage, kind of good for poking but not much else.


3C
Samsho5sp Enja 3C.png
Damage Guard Cancel Invul Property Level
6 Low - - Knockdown Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
16 6 12 KD KD -13

Slow sweep with nice range. Can be chained into 2BC easely but is outclassed by 66C.

Jumping

j.A
Samsho5sp Enja 9A.png
Damage Guard Cancel Invul Property Level
7 High - - Deflectable (weak) Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
4 18 7 - - -

Good surprise attack if the opponent tries to face you on the air.


5A
Samsho5sp Enja 8A.png
Damage Guard Cancel Invul Property Level
- High - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Really good normal. Great active period and good hitbox, stuffs jumps easely.


j.B
Samsho5sp Enja 9B.png
Damage Guard Cancel Invul Property Level
12 High - - Deflectable (med) Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
14 4 15 - - -

Good reach normal if you aren't on range for j.AB.


8B
Samsho5sp Enja 8B.png
Damage Guard Cancel Invul Property Level
- High - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Less Damage and active frames than j.8A while also comes out slower. Not worth using.


j.AB
Samsho5sp Enja 9AB 1.png
Samsho5sp Enja 9AB 2.png
Damage Guard Cancel Invul Property Level
23 High - - Deflectable (heavy) Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 10 16 - - -

This move defines the Enja's air game. Good reach both vertically and horizontally, good damage and easy to deep hit with it. Mix this with Enja's low jumps and you have a very threatening button.


j.C
Samsho5sp Enja 9C.png
Damage Guard Cancel Invul Property Level
4 High - - - Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 6 5 - - -

Used to out-prioritize moves on the air but the lack of hitstop makes it a good option for mixups as well.

|}

Dashing

66A
Samsho5sp Enja 66A.png
Damage Guard Cancel Invul Property Level
4 Mid 1~9 (9) - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 9 3 -2 -2 -7

Pretty much a dashing 5A. Can be used for tick throws but nothing else. Totally outclassed by 66C.


66B
Samsho5sp Enja 66B.png
Damage Guard Cancel Invul Property Level
11 Mid 10~25 (16) 6~9 Throw Invincible Deflectable (Heavy),
Weapon Clash 5~7 (3)
Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
8 2 18 -2 +6 -21

Same uses than n.5B but with dashing momentum.


66AB
Samsho5sp Enja 66AB.png
Damage Guard Cancel Invul Property Level
18 Mid 9~12 (4) - KD Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
17 4 21 KD KD -21

Less damage than n.5AB and comes out 2 Frames later but recovers way faster, has more active frames and the dashing momentum helps to land it easier.


66C
Samsho5sp Enja 3C.png
Damage Guard Cancel Invul Property Level
6 Low 1~4 (4) - Knockdown Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 5 6 KD KD -6

3C but way better. Dashing Momentum allows you to artificially extend his range and can be linked into 8BC for nice damage, also is safe on block so use it freely.

|}

Unarmed

u.5S
Samsho5sp Enja u.5S.png
Damage Guard Cancel Invul Property Level
4 Mid 1~6 (6) - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 4 8 -2 -2 -7

Slow and weak. Not useful at all.


u.2S
Samsho5sp Enja u.2S.png
Damage Guard Cancel Invul Property Level
4 Mid 1~4 (4) - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
8 3 9 -2 -2 -7

Worse than u.5S


ju.S
Samsho5sp Enja u.9S.png
Damage Guard Cancel Invul Property Level
6 High - - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 10 8 - - -

Good active period and comes out kind of fast but hitstop makes it kind of useless.


u.66S
Samsho5sp Enja u.5S.png
Damage Guard Cancel Invul Property Level
8 Mid 1~8 (8) - Knockdown Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 9 1 KD KD -5

u.5A but added dashing momentum and Knockdowns on hit. Kind of useful but 66C stills better even unarmed.

System

Deflect - 216D:
It's like most of the other deflects, really. Sometimes you might need this to keep opponents honest when they're trying to wall you out.
Weapon Pickup - 5A:
He yells when picking the cuffs back up. Very cool.
Taunt Disarm - Start Start Start:
Enja has one of the fastest self-disarms in the game.

Specials

Rikudou Rekka - 236A 236B 236C:
Enja's strongest move, coloquially known as the 123. This is the hardest move to land in the game.
  • Rikudou Rekka: Jigoku-dou - 236A:
A low-hitting slide kick (unsafe on block) that does one tick of damage and if connected will reset the opponent. You can stop the Rekka here and try to mix up as they land, or go into:
  • Rikudou Rekka: Gakidou - 236B:
A quick pound that does 1 damage and slams them into the far wall, eventually sending them flying directly over your head, setting you up for:
  • Rikudou Rekka: Tendou - 236C / r.236C:
Enja goes into a flurry of attacks vertically, and if the attack connects on the exact frame where the opponent is directly overhead, Enja will follow up with an extremely damaging finisher. If Enja is enraged, the flurry lasts longer and the extended sword gauge will further bolster the last hit's damage to ludicrous territory.
If the opponent isn't perfectly centered when the attack connects, the last hit won't occur, instead dealing a final tick of one damage and harmlessly resetting them. When the attack connects too early, the opponent will be sent to your front, and if done too late they will be sent behind you. Enja will additionally slump over on the ground, leaving him completely open for their juiciest punish.
When done correctly, this move does more than double the damage of anything else you have. Do this consistently and you will be a huge threat.
Guren Kyaku - 623S:
This is a DP that doesn't do its job. Enja kicks upward with a long landing and recovery. If hitting them out of the air, it's a coin toss between doing one tick of damage and resetting to neutral, or doing a bit more damage and knocking down. The only real way to get the full damage out of this is to do it ground-to-ground at point blank, which is not a good idea. If you do do this though, you can mash for more hits and damage and follow through with 2BC afterwards.
Enmetsu - 421S:
Enja's version of the exploding pants. After exploding, Enja will reappear a few steps farther back. This is a move meant to stuff pokes and punishes and occasionally to generate some pressure. Enja reappears fairly close to where he was, not nearly as far back as Kazuki, and it is heavy punishable on block by many characters. This move chips multiple times and is a nice trick when cancelled into and can serve as a nice anti-air with good predictive timing. But while unhittable, Enja can still be grabbed out of the startup fairly easy.
Speedup/Acceleration - 4123632141236ABD:
This sounds like a dream come true for any starry eyed Enja main. A way to freely speed him up and effectively remove one of his biggest weaknesses? Well, no. It does indeed make him super fast and opens up all sorts of fancy new combo opportunities, but it's banned in serious competitive play. Not because it makes Enja "too good," but because it completely breaks numerous interactions from pretty much anything you can think of. His throw animation is sped up to the point where the canned followup will whiff so he can easily combo afterwards, hitting him with Mizuki's WFT will softlock the round until time runs out, etc. It's a neat little thing to know for dumb casual fun this will not fly in a tournament setting.
Enja Bakunetsu - 236CD - WFT:
Enja forms a tall pillar of fire around him for a while, becoming invincible until it ends. After this, he will slump down and be open to attack. The downsides are numerous if not used carefully. It is kind of slow for an invincible option, still loses to lows before the active period, and is easy to punish on block. It can be a fairly nice anti-air if they are jumping over you, though. You can end the fire pillar earlier by hitting ABCD at any point, but the slump will still happen. It may be satisfying to blow through an attack with this, but it only deals fairly okay damage, and you still have to contend with how horribly punishable it is if you mess up.
However, if you perform the ABCD cancel on the exact frame (almost always the first frame of the attack) that the opponent is hit by this super, it will skip to the final hit of the super, dealing increased damage, not spending Enja's POW, and still disarming the opponent as normal. If you know they'll be hit on the first frame of the super, the brief freeze period makes the ABCD timing a breeze. This becomes an incredibly threatening anti-air and punish option, as you no longer have to worry about spending your precious POW unless you mess up the timing. If you're actually serious about your Enja, you want to know exactly when you can get away with this.

Combos

Normal

  • 236A xx 236B xx 236C
  • (5B or n.5B or 2B or n.2B or 2AB or n.2AB or 66B) xx 236A ...
  • 6C 5B xx 236A ...
  • 66B xx 623S ...
  • 66C xx 8BC
  • (vs crouching) 5BC 5AB
  • (vs crouching) 5BC 236A ...
  • (vs crouching) 5BC 214CD

Time slow

Strategies

Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 4 7 4 19 1~6(6) - -2 -2 -7 Mid Weak attack
5B 14 12 5 42 12~33(22) 5~11(7) -12 -4 -9 Mid Medium attack, Deflectable(med)
5AB 32 18 6 65 1~11(11) 12~17(6) -10 +0 -42 Mid Heavy attack, Deflectable(heavy)
2A 4 8 3 20 1~4(4) - -2 -2 -7 Mid Weak attack
2B 14 17 3 48 17~37(21) - -13 -5 -9 Mid Medium attack, Deflectable(med)
2AB 29 16 10 56 27~46(20) - -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
n.5A 4 7 4 19 1~6(6) - -2 -2 -7 Mid Weak attack
n.5B 10 9 2 34 9~31(23) 6 -7 +1 -9 Mid Medium attack, Deflectable(med)
n.5AB 31 15 2 56 1~6(6) 13~14(2) -4 +6 -36 Mid Heavy attack, Deflectable(heavy)
n.2A 4 8 3 20 1~4(4) - -2 -2 -7 Mid Weak attack
n.2B 14 17 3 48 17~37(21) - -13 -5 -9 Mid Medium attack, Deflectable(med)
n.2AB 29 16 10 56 27~46(20) - -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
5C 6 14 4 33 14~27(14) - -1 +7 -14 Mid Medium attack
1-11f throw invincible
12-27f feet invincible
6C 6 22 2 25 1~4(4) - +15 +23 +2 Low Medium attack
2C 2 6 3 18 1~2(2) - -2 -2 -7 Low Weak attack
3C 6 16 6 34 x - KD KD -13 Low Knockdown attack
u.6C 6 20 3 24 1~4(4) - +14 +22 +1 Low Medium attack
j.A 7 4 18 29 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 12 14 4 33 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 23 11 10 37 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 6 6 17 x - -- -- -- High Medium attack
ju.C 4 6 6 17 x - -- -- -- High Medium attack
5BC 13 20 3 40 x - -6 +36 -14 High Heavy attack
u.5BC 6 20 7 41 x - KD KD -15 High Medium attack Knockdown attack
66A 4 10 9 22 1~9(9) - -2 -2 -7 Mid Weak attack
66B 11 8 2 28 10~25(16) 5~7(3) -2 +6 -21 Mid Medium attack, Deflectable(heavy)
8-9f throw invincible
66AB 18 17 4 42 9~12(4) - KD KD -20 Mid Knockdown attack
66C 6 13 5 24 1~4(4 - KD KD -6 Low Knockdown attack
u.5S 4 7 4 19 1~6(6) - -2 -2 -7 Mid Weak attack
u.2S 4 8 3 20 1~4(4) - -2 -2 -7 Mid Weak attack
ju.S 6 6 10 23 x - -- -- -- High Weak attack
u.66S 8 10 9 20 1~8(8) - KD KD -5 Mid Knockdown attack
u.66C 6 13 5 24 1~4(4)/22~24(3) - KD KD -6 Low Knockdown attack
2BC 6 18 3 46 1~4(4) - -- -- -- Mid
u.2BC 6 18 3 46 1~4(4) - -- -- -- Mid
8BC 13 39 2 72 x - -- -- -- Mid
u.8BC 9 39 2 72 x - -- -- -- Mid
Rikudou Rekka - 236A 1 16 14 51 x - KD KD -29 Low Knockdown attack
1-9f upper body invincible
16-29f throw invincible
Rikudou Rekka - ... 236B 1 13 2 x 13~end(varies) - KD KD -- Mid
Rikudou Rekka - ... 236C 3x3, 63 6 x 173 x - KD KD -- Mid Knockdown attack
Rikudou Rekka - ... r.236C 3x2, 0, 2x2, 63 6 x 215 x - KD KD -- Mid Knockdown attack
Guren Kyaku - 623S 18, 1, 1 10 3 83 x - KD KD -62 Mid Knockdown attack
14, 1, 1 unarmed damage
2 damage additional hits, up to 15 times
Enmetsu - 421S 21 27 7 63 x - KD KD -24 Mid Knockdown attack
Enja Bakunetsu - 236CD 2, 2, 2, 2, 30 19 65 156 x - KD KD -68 Mid Knockdown attack
1-17f above knees invulnerable
18-81f hit invincible
Samurai Shodown V Special
General

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Characters

AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro

Mechanics

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