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

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=== Near Slashes ===
 
=== Near Slashes ===
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 +
  
 
=== Overheads ===
 
=== Overheads ===
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 +
  
 
=== Kicks ===
 
=== Kicks ===
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  }}
 
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 +
  
 
=== Jumping ===
 
=== Jumping ===
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}}
 
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|}
 
  
 
=== Dashing ===
 
=== Dashing ===
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}}
 
}}
  
|}
 
  
 
=== Unarmed ===
 
=== Unarmed ===
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== Specials ==
 
== Specials ==
  
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#f0f0f0;"| '''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:'''
+
{{MoveData
: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:
+
|image=Samsho5sp_Enja_Rikudou Rekka 1 Start.png
 +
|image2=Samsho5sp Enja Rikudou Rekka 1.png
 +
|caption2=
 +
|name=236A
 +
|data=Rikudou Rekka: Jigoku-dou
 +
{{AttackData-SSVSP
 +
|damage= 1
 +
|guard= Low
 +
|cancel=
 +
|invul= 1~9f Upper Body
 +
|invul2= 16~29 Throw Invencible
 +
|property=
 +
|level=
 +
<!------------>
 +
|startup= 16
 +
|active= 14
 +
|recovery= 21
 +
|hitAdv=
 +
|backhitAdv=
 +
|blockAdv= -29
 +
|description= Start of the Enja's Rekka, known as the hardest move to land on the game but if you manage to land it consinstently then you will become a big trouble for the opponent due to the exagerated damage it causes. Slide kick with good range but is slow and unsafe on block. It can go under high-height and some mid-height attacks. You can use it to reset the opponent and go with a mixup instead of continue the Rekka.
 +
}}
 +
}}
 +
{{MoveData
 +
|image=Samsho5sp Enja Rikudou Rekka 2.png
 +
|caption=
 +
|name=236B
 +
|data= Rikudou Rekka: Gakidou
 +
{{AttackData-SSVSP
 +
|damage= 1
 +
|guard= Mid
 +
|cancel=
 +
|invul=
 +
|property=
 +
|level=
 +
<!------------>
 +
|startup= 13
 +
|active= 2
 +
|recovery=
 +
|hitAdv= 13~End (Varies)
 +
|backhitAdv=
 +
|blockAdv=
 +
|description= Second part of Enja's Rekka. A hammer-like strike that sends the opponent flying to the wall and then he bounces back, setting them for the third part of this move.
 +
 
 +
Fun Fact: If you land Jigoku-dou at point blank and wait until the last moment to cancel into this move then it can send your opponent to the opposite wall, this does not affect the move's functionality but is funny. This little trick can be used to land the third part from a corner or to break free from corner pressure.
 +
}}
 +
}}
 +
{{MoveData
 +
|image=Samsho5sp Enja Rikudou Rekka 3.png
 +
|caption= First Strike
 +
|name=236C
 +
|data=Rikudou Rekka: Tendou
 +
{{AttackData-SSVSP
 +
|damage= 3, 3, 3, 63
 +
|guard= Mid
 +
|cancel=
 +
|invul=
 +
|property=
 +
|level=
 +
<!------------>
 +
|startup= 6
 +
|active=
 +
|recovery= 173
 +
|hitAdv=
 +
|backhitAdv=
 +
|blockAdv=
 +
|description= Third part of the Rekka and where the problems appears. During this move the Hurtbox on the opponent becomes much more tight, forcing you to time the hits correctly in order to get the big damage reward.
 +
 
 +
This move is separated on 4 Strikes that will be explained here. If the horizontal hitboxes connect with the opponent he will be reset and the move will fail automatically, you must time it so the opponent gets hit by the vertical hitbox only.
 +
 
 +
If this move fails on any of the 3 Strikes then better have your rage explosion ready because Enja will fall defenseless for almost 3 full seconds (173 Frames) giving the opponent time to land literally any punish on you. This is much worse while Raged because the recovery extends to 3,5 Seconds (215 Frames)
 +
}}
 +
}}
 +
{{MoveData
 +
|image=Samsho5sp Enja Rikudou Rekka 7.png
 +
|caption=Second Strike
 +
|name=
 +
|data=
 +
{{AttackData-SSVSP
 +
|description= If the First Strike connected correctly then this one will attempt to connect automatically.
 +
 
 +
On the image, you can see the opponent's hurtbox during the move
 +
}}
 +
}}
 +
{{MoveData
 +
|image=Samsho5sp Enja RikudouRekka 5.png
 +
|caption=Third Strike
 +
|name=
 +
|data=
 +
{{AttackData-SSVSP
 +
|description= When the Second Strike connects correctly, this one will occur. If the Hitboxes do not connect with the opponent then the Fourth Strike will occur.
 +
}}
 +
}}
 +
{{MoveData
 +
|image=Samsho5sp Enja Rikudou Rekka 8.png
 +
|caption=Fourth Strike connected successfully
 +
|name=
 +
|data=
 +
{{AttackData-SSVSP
 +
|description= Immediately after the third strike misses this move will connect automatically, unleashing a very powerful hit on the opponent. When raged the animation of the uppercut will repeat 2 times for increased damage.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_623S 1.png
 +
|caption=
 +
|image2=Samsho5sp Enja 623S 2.png
 +
|caption2=
 +
|name=623S
 +
|data=Guren Kyaku
 +
{{AttackData-SSVSP
 +
|damage= 16, 1, 15*2
 +
|guard= Mid
 +
|cancel=
 +
|invul=
 +
|property= Knockdown
 +
|level=
 +
<!------------>
 +
|startup= 10
 +
|active= 3
 +
|recovery= 60
 +
|hitAdv= KD
 +
|backhitAdv= KD
 +
|blockAdv= -62
 +
|description= This dragon punch is pretty odd. Normally it only does 17 damage, in order to increase this you must do 4A~6A repeatedly, this can increase the damage to 48 if you did it correctly (15 hits) wich is nice if you can get it. You also can use this as a 50-50 against a cornered opponent, however you must be careful because is horrible on block.
 +
}}
 +
}}
 +
 
 +
 
 +
{{MoveData
 +
|image=Samsho5sp_Enja_421S 1.png
 +
|image2=Samsho5sp Enja 421S 2.png
 +
|image3=Samsho5sp Enja 421S 3.png
 +
|caption=
 +
|name=421
 +
|data=Enmetsu
 +
{{AttackData-SSVSP
 +
|damage=21
 +
|guard=Mid
 +
|cancel=
 +
|invul=1~27 Hit Invincible
 +
|property=
 +
|level=
 +
<!------------>
 +
|startup= 27
 +
|active= 7
 +
|recovery= 63
 +
|hitAdv= KD
 +
|backhitAdv= KD
 +
|blockAdv= -24
 +
|description=Obviously not a recycled move. Enja's version of exploding pants but he appears a few steps back so is not a good escaping tool, invincible during the startup and nice hitbox. You can abuse the Recoil Cancel into this to catch pokes, chips several times so it can be used to kill or use it for Anti-air. Despite the invincibility on the startup, Enja can be grabbed out of it and is horrible on block so you will be punished heavily by almost any character.
 +
}}
 +
}}
  
:*'''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:'''
+
{{MoveData
: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.
+
|image=
: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.
+
|caption=
: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.
+
|name=4123632141236ABD
 +
|data=Speedup/Acceleration
 +
{{AttackData-SSVSP
 +
|damage=
 +
|guard=
 +
|cancel=
 +
|invul=
 +
|property=
 +
|level=
 +
<!------------>
 +
|startup=
 +
|active=
 +
|recovery=
 +
|hitAdv=
 +
|backhitAdv=
 +
|blockAdv=
 +
|description= Don't question about the input, because that is a minor issue. This is one of the few secret moves of the game and the only one that is considered a Glitch. When executed correctly all of Enja's animations will have their frames reduced, essentially speeding him up a lot. This sounds really good on paper since it fixes his most heavy drawback. However... On practice this is all the opposite, cutting the animations breaks a lot of interactions on the game and some cases make it literally unplayable, this caused it to be banned in tournament settings.
  
|-
+
Here you can read a quick list of examples of what this move does:
| width="" | '''Guren Kyaku - 623S:'''
+
*His grab's built-in follow up will miss, turning the grab into an unblockable combo starter.
: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.
+
*Rikudou Rekka: Jigoku-dou becomes part of a very dangerous corner trap mixed with 5C and 5BC where the opponent can't escape from without Rage Explosion.
 +
*If Mizuki's WFT connects, the game will be soft locked until the time runs out.
  
|-
+
For casual sets is nice to see the brokenness and do dumb things with it, but is not for serious play.
| width="" style="background:#f0f0f0;"| '''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.
+
}}
  
|-
 
| width=""| '''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.
 
  
|-
+
{{MoveData
| width="" style="background:#f0f0f0;"| '''Enja Bakunetsu - 236CD - WFT:'''
+
|image=Samsho5sp Enja WFT.png
: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.
+
|caption=The screen is too small to show it full
: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.
+
|name=236CD
 +
|data=Enja Bakunetsu
 +
{{AttackData-SSVSP
 +
|damage= 2, 2, 2, 2, 30
 +
|guard= Mid
 +
|cancel=
 +
|invul= 1~17 Above the knees
 +
|invul2= 18~81 Hit invincible
 +
|property=
 +
|level=
 +
<!------------>
 +
|startup= 19
 +
|active= 65
 +
|recovery= 156
 +
|hitAdv= KD
 +
|backhitAdv= KD
 +
|blockAdv= -68
 +
|description= Really big pillar of flames. Enja becomes Hit invincible and releases this incredibly big flame move that traps the opponents if they touch it. Due to the really long active period and it reaching the ceiling of the stage, is a pretty good anti-air if you know they will land close to you, some characters like Suija, Rimururu or Yunfei can avoid this easily, however, but the rest of the cast will need to control their jumps if they don't want to get disarmed. Thanks to Enja's low patience he can do this move quite often during the match. Can be canceled at any moment by pressing ABCD.
  
|}
+
This move has a little built-in glitch: If you cancel the move exactly on the frame where the opponent is hit by this then you can get increased damage, disarm your opponent and keep your POW. This makes it even more threatening as an anti-air since the hitstop allows you to time the frame pretty easily. If you are serious about your Enja then you really want to learn this.
 +
}}
 +
}}
  
 
== Combos ==
 
== Combos ==

Revision as of 01:03, 2 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

A very short range elbow that is no different from the near standing 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

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.


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

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.


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

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.


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

A slower version of the far 5B. Do not use.


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

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.


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

See 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

A fast but weak attack that makes good combo fodder.


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

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.


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

See far 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

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.


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

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.


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

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.


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

Some kind of fakeout kick that hits low with a delay. Links to 5B or Guren Kyaku on hit. Slightly plus on block, too.


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

A weak kick for some safe low damage, but not seen much.


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

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.


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 - - -

More or less a faster j.7/9B. Good panic button if the opponent tries to meet you in the air.


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

Stays out all day and has a super good hitbox for stuffing approaches and jumps. You will see pros use it a lot.


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 - - -

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.


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

Slower j.8A with less active frames and more damage. Generally outdone by j.8A however


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 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.


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 - - -

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.


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

Would be fairly useful for tick throws on block/hit. Except 66C leads to better reward on hit and is safer on block.


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

Basically the same as n.5B, this is used to cancel into things-- hopefully into the 236+A.


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

Split second punish with the same animation as n.5AB but less recovery and damage.


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

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.


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

236A
Samsho5sp Enja Rikudou Rekka 1 Start.png
Samsho5sp Enja Rikudou Rekka 1.png
Rikudou Rekka: Jigoku-dou
Damage Guard Cancel Invul Property Level
1 Low - 1~9f Upper Body,
16~29 Throw Invencible
- -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
16 14 21 - - -29

Start of the Enja's Rekka, known as the hardest move to land on the game but if you manage to land it consinstently then you will become a big trouble for the opponent due to the exagerated damage it causes. Slide kick with good range but is slow and unsafe on block. It can go under high-height and some mid-height attacks. You can use it to reset the opponent and go with a mixup instead of continue the Rekka.

236B
Samsho5sp Enja Rikudou Rekka 2.png
Rikudou Rekka: Gakidou
Damage Guard Cancel Invul Property Level
1 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 2 - 13~End (Varies) - -

Second part of Enja's Rekka. A hammer-like strike that sends the opponent flying to the wall and then he bounces back, setting them for the third part of this move.

Fun Fact: If you land Jigoku-dou at point blank and wait until the last moment to cancel into this move then it can send your opponent to the opposite wall, this does not affect the move's functionality but is funny. This little trick can be used to land the third part from a corner or to break free from corner pressure.

236C
Samsho5sp Enja Rikudou Rekka 3.png
First Strike
Rikudou Rekka: Tendou
Damage Guard Cancel Invul Property Level
3, 3, 3, 63 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 - 173 - - -

Third part of the Rekka and where the problems appears. During this move the Hurtbox on the opponent becomes much more tight, forcing you to time the hits correctly in order to get the big damage reward.

This move is separated on 4 Strikes that will be explained here. If the horizontal hitboxes connect with the opponent he will be reset and the move will fail automatically, you must time it so the opponent gets hit by the vertical hitbox only.

If this move fails on any of the 3 Strikes then better have your rage explosion ready because Enja will fall defenseless for almost 3 full seconds (173 Frames) giving the opponent time to land literally any punish on you. This is much worse while Raged because the recovery extends to 3,5 Seconds (215 Frames)

Samsho5sp Enja Rikudou Rekka 7.png
Second Strike
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

If the First Strike connected correctly then this one will attempt to connect automatically.

On the image, you can see the opponent's hurtbox during the move

Samsho5sp Enja RikudouRekka 5.png
Third Strike
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

When the Second Strike connects correctly, this one will occur. If the Hitboxes do not connect with the opponent then the Fourth Strike will occur.

Samsho5sp Enja Rikudou Rekka 8.png
Fourth Strike connected successfully
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Immediately after the third strike misses this move will connect automatically, unleashing a very powerful hit on the opponent. When raged the animation of the uppercut will repeat 2 times for increased damage.


623S
Samsho5sp Enja 623S 1.png
Samsho5sp Enja 623S 2.png
Guren Kyaku
Damage Guard Cancel Invul Property Level
16, 1, 15*2 Mid - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 3 60 KD KD -62

This dragon punch is pretty odd. Normally it only does 17 damage, in order to increase this you must do 4A~6A repeatedly, this can increase the damage to 48 if you did it correctly (15 hits) wich is nice if you can get it. You also can use this as a 50-50 against a cornered opponent, however you must be careful because is horrible on block.


421
Samsho5sp Enja 421S 1.png
Samsho5sp Enja 421S 2.png
Samsho5sp Enja 421S 3.png
Enmetsu
Damage Guard Cancel Invul Property Level
21 Mid - 1~27 Hit Invincible - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
27 7 63 KD KD -24

Obviously not a recycled move. Enja's version of exploding pants but he appears a few steps back so is not a good escaping tool, invincible during the startup and nice hitbox. You can abuse the Recoil Cancel into this to catch pokes, chips several times so it can be used to kill or use it for Anti-air. Despite the invincibility on the startup, Enja can be grabbed out of it and is horrible on block so you will be punished heavily by almost any character.


4123632141236ABD
Speedup/Acceleration
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Don't question about the input, because that is a minor issue. This is one of the few secret moves of the game and the only one that is considered a Glitch. When executed correctly all of Enja's animations will have their frames reduced, essentially speeding him up a lot. This sounds really good on paper since it fixes his most heavy drawback. However... On practice this is all the opposite, cutting the animations breaks a lot of interactions on the game and some cases make it literally unplayable, this caused it to be banned in tournament settings.

Here you can read a quick list of examples of what this move does:

  • His grab's built-in follow up will miss, turning the grab into an unblockable combo starter.
  • Rikudou Rekka: Jigoku-dou becomes part of a very dangerous corner trap mixed with 5C and 5BC where the opponent can't escape from without Rage Explosion.
  • If Mizuki's WFT connects, the game will be soft locked until the time runs out.

For casual sets is nice to see the brokenness and do dumb things with it, but is not for serious play.


236CD
Samsho5sp Enja WFT.png
The screen is too small to show it full
Enja Bakunetsu
Damage Guard Cancel Invul Property Level
2, 2, 2, 2, 30 Mid - 1~17 Above the knees,
18~81 Hit invincible
- -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
19 65 156 KD KD -68

Really big pillar of flames. Enja becomes Hit invincible and releases this incredibly big flame move that traps the opponents if they touch it. Due to the really long active period and it reaching the ceiling of the stage, is a pretty good anti-air if you know they will land close to you, some characters like Suija, Rimururu or Yunfei can avoid this easily, however, but the rest of the cast will need to control their jumps if they don't want to get disarmed. Thanks to Enja's low patience he can do this move quite often during the match. Can be canceled at any moment by pressing ABCD.

This move has a little built-in glitch: If you cancel the move exactly on the frame where the opponent is hit by this then you can get increased damage, disarm your opponent and keep your POW. This makes it even more threatening as an anti-air since the hitstop allows you to time the frame pretty easily. If you are serious about your Enja then you really want to learn 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

MechanicsTablesHitboxesHidden Moves