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

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(touched up some of the wording for his new specials descriptions)
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=== Near Slashes ===
 
=== Near Slashes ===
  
Note: n.2A, n.2B, and n.2AB are exactly the same than their far versions
+
Note: n.5A, n.2A, n.2B, and n.2AB are exactly the same than their far versions
  
  
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  }}
 
  }}
 
}}
 
}}
 
  
 
=== Overheads ===
 
=== Overheads ===
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  |cancel=  
 
  |cancel=  
 
  |invul= 1~9f Upper Body
 
  |invul= 1~9f Upper Body
  |invul2= 16~29 Throw Invencible
+
  |invul2= 16~29 Throw Invincible
 
  |property=
 
  |property=
 
  |level=
 
  |level=
Line 835: Line 834:
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv= -29
 
  |blockAdv= -29
  |description= Start of Enja's Rekka, known as the hardest move to land in the game. If you manage to land it consistently then you will become a big trouble for the opponent due to the exaggerated damage it causes. A slide kick with good range, but 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.
+
  |description= Enja's infamous Rekka. Landing the full sequence is probably the hardest thing to do consistently in the game, because its damage on a successful connect is ridiculous, but messing it up can very easily get you killed.
 +
 
 +
The first step is a slow slide kick with nice range and very punishable recovery. It can low-profile a lot of attacks, but it's a poor method of getting in because of the slow recovery. On hit, it will reset the opponent. You can either stop there and keep the pressure and mixup train going, or continue on to:
 
  }}
 
  }}
 
}}
 
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  |damage= 1
 
  |damage= 1
 
  |guard= Mid
 
  |guard= Mid
  |cancel=
+
  |cancel=13~End (Varies)
 
  |invul=
 
  |invul=
 
  |property=
 
  |property=
Line 854: Line 855:
 
  |active= 2
 
  |active= 2
 
  |recovery=  
 
  |recovery=  
  |hitAdv= 13~End (Varies)
+
  |hitAdv=  
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=
 
  |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 up for the third part of the Rekka.  
+
  |description= The second step of Enja's Rekka. A double fist bash that sends the opponent flying to the wall before bouncing back towards you, setting them up for the third part of the Rekka. There's no extra pressure to be gained from stopping here.
  
Fun Fact: If you land Jigoku-dou at point blank and wait until the last moment to cancel into this move, it can send your opponent to the opposite wall. This does not affect the move's functionality but it's funny. This little trick can be used to land the third part from a corner or to break free from corner pressure.
+
Sometimes this move can send your opponent to the wall behind you if positioned awkwardly enough. You can still complete the full thing off of this, just be wary of it messing with your timing.
 
  }}
 
  }}
 
}}
 
}}
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  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=
 
  |blockAdv=
  |description= Third part of the Rekka and where the problems begin to appear. During this move the opponents hurtbox becomes much more tight, forcing you to time the hits correctly in order to get the big damage reward.  
+
  |description= Third part of the Rekka, with huge damage on success and potentially round-ending risk if you don't do it right. This move has a very bizarre way of fully connecting. The easy way of explaining it is that you need to aim for the center of your opponent, or the move will fail. What this means is that your opponent's hurtbox is much smaller during this attack, and succeeding requires you to hit them with essentially pixel perfect spacing. If you manage to land it consistently then your damage output as a whole will dramatically increase, if you're okay with the idea of dying for not doing it right.
  
This move is separated into 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.  
+
This move is separated into 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. Upon failing any of the three strikes, Enja will slump in disappointment after landing. This of course means your opponent has all the time in the world to think of what big punish they will unload on you. If you mess up the Rekka because they flew too far forward (i.e. they were behind you) they can get a backhit punish.
 
 
If this move fails on any of the 3 strikes, then you 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)
 
 
  }}
 
  }}
 
}}
 
}}
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|data=
 
|data=
 
{{AttackData-SSVSP
 
{{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.
+
  |description= When the second strike connects correctly, this one will occur. If your opponent is directly between the two hitboxes without touching them, the fourth strike will occur.
 
  }}
 
  }}
 
}}
 
}}
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|data=
 
|data=
 
{{AttackData-SSVSP
 
{{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.
+
  |description= The successful rekka connect. Enja does an explosive chop for huge damage, potentially even more if raged. The premier source of dopamine for Enja players.
 
  }}
 
  }}
 
}}
 
}}
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  |backhitAdv= KD
 
  |backhitAdv= KD
 
  |blockAdv= -62
 
  |blockAdv= -62
  |description= This dragon punch is pretty odd. Normally it only does 17 damage, and 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), which is nice if you can get it. You also can use this as a 50-50 against a cornered opponent from 6C, however you must be careful because it is horrible on block.
+
  |description= Flailing upward kick thingy. Not an anti-air. You can wiggle your stick left and right and mash buttons to increase the amount of hits and damage, up to 15 hits. The only real place to land this is a point blank combo, which is not reliable at all.
 
  }}
 
  }}
 
}}
 
}}
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  |backhitAdv= KD
 
  |backhitAdv= KD
 
  |blockAdv= -24
 
  |blockAdv= -24
  |description=Obviously not a recycled move. Enja's version of exploding pants but he only appears a few steps back so it's 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 an anti-air. Despite the invincibility on the startup, Enja can be grabbed out of it and it's horrible on block so you will be punished heavily by almost any character.
+
  |description=Enja's version of exploding pants, where he blows up and reappears some distance back. He doesn't actually move that far with this move, so it's easy to bait and punish, and isn't a good way to escape. He's strike invincible during this (you can still be thrown!), so it lends itself to stuffing most things the opponent tries to hit you with. The damage and chipping potential are also both quite nice. Catching punish attempts on a recoil cancel is this move's other major use, but the characteristic high risk is still there, especially since nothing's stopping the opponent from just throwing you out of this.
 
  }}
 
  }}
 
}}
 
}}
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  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=
 
  |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.
+
  |description=This sounds like a starry eyed Enja main's dream come true. Inputting this bizarre command will result in all of Enja's animations speeding up and generally looking quite silly. Enja players might not see a downside, but the faster animations wind up breaking a lot of interactions and often can result in softlocking the game and generally just making it unplayable. As such, tournaments usually ban this.
  
Here you can read a quick list of examples of what this move does:
+
Here are some of the myriad interactions that are broken by the speedup:
 
*His grab's built-in follow up will miss, turning the grab into an unblockable combo starter.
 
*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.
+
*Enja also gains several backhit infinites as a result of this, and he can easily set them up with a back throw.
 
*If Mizuki's WFT connects, the game will be soft locked until the time runs out.
 
*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 it's not for serious play.
 
 
  }}
 
  }}
 
}}
 
}}
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  |backhitAdv= KD
 
  |backhitAdv= KD
 
  |blockAdv= -68
 
  |blockAdv= -68
  |description= Really big pillar of flames. Enja becomes upper body 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.
+
  |description= Enja becomes upper body invincible and releases this incredibly tall flame move. It can catch opponents jumping over you, but the horizontal reach is really bad so that along with the slow startup makes its usability as an anti-air niche. Thanks to Enja's low patience he can do this move quite often during the match. The main problem outside of it simply being finicky to hit with is that Enja slumps over afterwards, leaving him open to an easy punish if it doesn't connect. Can be canceled at any moment by pressing ABCD, but he still slumps over and can be punished regardless.
  
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.
+
This move has a glitch related to the ABCD cancel. If you cancel the move exactly on the frame where the opponent is hit by this then you will hit once for increased damage, disarm your opponent and keep your POW. If you hit your opponent on the first frame of the attack (this is usually the case), then the super flash makes timing this trick a breeze. If you are serious about your Enja then you'd benefit greatly from learning it.
 
  }}
 
  }}
 
}}
 
}}

Revision as of 12:04, 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.5A, 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 Invincible
- -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
16 14 21 - - -29

Enja's infamous Rekka. Landing the full sequence is probably the hardest thing to do consistently in the game, because its damage on a successful connect is ridiculous, but messing it up can very easily get you killed.

The first step is a slow slide kick with nice range and very punishable recovery. It can low-profile a lot of attacks, but it's a poor method of getting in because of the slow recovery. On hit, it will reset the opponent. You can either stop there and keep the pressure and mixup train going, or continue on to:

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

The second step of Enja's Rekka. A double fist bash that sends the opponent flying to the wall before bouncing back towards you, setting them up for the third part of the Rekka. There's no extra pressure to be gained from stopping here.

Sometimes this move can send your opponent to the wall behind you if positioned awkwardly enough. You can still complete the full thing off of this, just be wary of it messing with your timing.

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, with huge damage on success and potentially round-ending risk if you don't do it right. This move has a very bizarre way of fully connecting. The easy way of explaining it is that you need to aim for the center of your opponent, or the move will fail. What this means is that your opponent's hurtbox is much smaller during this attack, and succeeding requires you to hit them with essentially pixel perfect spacing. If you manage to land it consistently then your damage output as a whole will dramatically increase, if you're okay with the idea of dying for not doing it right.

This move is separated into 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. Upon failing any of the three strikes, Enja will slump in disappointment after landing. This of course means your opponent has all the time in the world to think of what big punish they will unload on you. If you mess up the Rekka because they flew too far forward (i.e. they were behind you) they can get a backhit punish.

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 your opponent is directly between the two hitboxes without touching them, 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
- - - - - -

The successful rekka connect. Enja does an explosive chop for huge damage, potentially even more if raged. The premier source of dopamine for Enja players.


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

Flailing upward kick thingy. Not an anti-air. You can wiggle your stick left and right and mash buttons to increase the amount of hits and damage, up to 15 hits. The only real place to land this is a point blank combo, which is not reliable at all.


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

Enja's version of exploding pants, where he blows up and reappears some distance back. He doesn't actually move that far with this move, so it's easy to bait and punish, and isn't a good way to escape. He's strike invincible during this (you can still be thrown!), so it lends itself to stuffing most things the opponent tries to hit you with. The damage and chipping potential are also both quite nice. Catching punish attempts on a recoil cancel is this move's other major use, but the characteristic high risk is still there, especially since nothing's stopping the opponent from just throwing you out of this.


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

This sounds like a starry eyed Enja main's dream come true. Inputting this bizarre command will result in all of Enja's animations speeding up and generally looking quite silly. Enja players might not see a downside, but the faster animations wind up breaking a lot of interactions and often can result in softlocking the game and generally just making it unplayable. As such, tournaments usually ban this.

Here are some of the myriad interactions that are broken by the speedup:

  • His grab's built-in follow up will miss, turning the grab into an unblockable combo starter.
  • Enja also gains several backhit infinites as a result of this, and he can easily set them up with a back throw.
  • If Mizuki's WFT connects, the game will be soft locked until the time runs out.


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

Enja becomes upper body invincible and releases this incredibly tall flame move. It can catch opponents jumping over you, but the horizontal reach is really bad so that along with the slow startup makes its usability as an anti-air niche. Thanks to Enja's low patience he can do this move quite often during the match. The main problem outside of it simply being finicky to hit with is that Enja slumps over afterwards, leaving him open to an easy punish if it doesn't connect. Can be canceled at any moment by pressing ABCD, but he still slumps over and can be punished regardless.

This move has a glitch related to the ABCD cancel. If you cancel the move exactly on the frame where the opponent is hit by this then you will hit once for increased damage, disarm your opponent and keep your POW. If you hit your opponent on the first frame of the attack (this is usually the case), then the super flash makes timing this trick a breeze. If you are serious about your Enja then you'd benefit greatly from learning it.

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