EN-Eins Perfektewelt/EN-Eins

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EN-Eins' official profile image


"A mysterious young boy who was standing stock-still above the rubble at the site of a large-scale cave-in incident in the Tibetan Tsangpo Canyon. A user of psychokinesis, he goes after the New Order of Knights Templar."


As the main character of the game, EN-Eins at first may seem like a shoto. However, he's much more rushdown and aggression in terms of playstyle. EN-Eins has good movement and quick frame data, with some of the easiest high damaging combos in the game. In addition, he builds meter very quickly, and has good tools for almost every situation you can think of. His only true weaknesses are his low defense, bad mixups, and lack of zoning capabilities. However, these can be countered with good play and by taking full advantage of his quick movement. This all comes together to create one of the strongest characters in the game, while also being one of the easiest to learn.

  • Armor Ratio = 1.025 (Second lowest armor value)
  • Forward Speed = 6.0 dots/F (Second fastest unbuffed value)
  • Backwards Speed = 5.0 dots/F (Fastest unbuffed value)
  • Jump Startup = 4F (Second slowest value)
  • Backdash Duration = 23F (Fourth shortest value)


  • Good movement, including a double jump that goes full screen
  • Good frame data
  • Builds meter quickly
  • Tools for any situation
  • High damage combos that are easy to combo into
  • Easy to learn
  • Very safe moves
  • Cloned from God


  • Can't outzone zoners
  • Lower defensive values
  • He's a sad boy
  • Bad mix

All damage values below were tested on Akatsuki with 1.000 armor ratio, full life on both sides, and power level 0 (remember about "Health difference", "Guts", and "Power Level" systems)

Normal Moves

Damage Guard Startup Adv Hit Adv Block
450 High/Low 4 +0 +0

A typical 5A in EE. Has ok range, but sometimes will whiff opponents low to the ground.

EE EN-Eins 5AA.png
Damage Guard Startup Adv Hit Adv Block
300 High/Low 4 -3 -3

Typical 5AA, same as 5A but with more recovery.

EE EN-Eins 5AAA.png
Damage Guard Startup Adv Hit Adv Block
300 High/Low 7 -3 -1

An ok 5AAA, has good range and can be converted into a full combo.

EE EN-Eins 5AAAA.png
Damage Guard Startup Adv Hit Adv Block
300 High/Low 7 KD -7

Typical A finisher, knocks down but leads to nothing and has bad damage. Shouldn't be used.

EE EN-Eins 5B.png
Damage Guard Startup Adv Hit Adv Block
950 High/Low 7 -3 -5

An energy wave with good range. Has roughly as much range as Akatsuki's far 5B. Can be used to start combos and is used in a lot of combo filler.

EE EN-Eins 5BB.png
Damage Guard Startup Adv Hit Adv Block
300 High/Low 10 -3 -5

Exclusively used as combo filler.

EE EN-Eins 5BBB.png
Damage Guard Startup Adv Hit Adv Block
300 High/Low 6 KD -8

A better B finisher than most since it knocks down, but still shouldn't be used.

EE EN-Eins 5C.png
Damage Guard Startup Adv Hit Adv Block
1450 High/Low 10 KD -5

A pretty good 5C. Has good range and despite how it looks it will hit low to the ground opponents. Has ok damage, and can be used as a pretty good anti-air. Used in some meterless midscreen combos.

EE EN-Eins 5CC.png
Damage Guard Startup Adv Hit Adv Block
400 High 20 KD -7?

A typical C finisher. Hits overhead like most, but is slower than some other overhead C finishers. Won't really ever be used outside of ending meterless combos.

EE EN-Eins 2A.png
Damage Guard Startup Adv Hit Adv Block
350 High/Low 4 +0 +0

Typical 2A, has ok range. Used in blockstrings after 22+D.

EE EN-Eins 2A.png
Damage Guard Startup Adv Hit Adv Block
200 High/Low 4 -3 -3

Typical 2AA, same as 2A but with more recovery.

EE EN-Eins 2B.png
Damage Guard Startup Adv Hit Adv Block
750 Low 5 -4 -6

Very good move, has good range and is often used to combo into 214+A. Also used as combo filler in some bigger combos, and is one of the more used normals in his kit.

EE EN-Eins 2C.png
Damage Guard Startup Adv Hit Adv Block
1150 Low 10 KD -14

An alright sweep. Has good range and ok startup, but is very unsafe. Won't be used much in favor of 2B or simply going for a safer option on a block string.

EE EN-Eins j.A.png
Damage Guard Startup Adv Hit Adv Block
472.5 High 4 +0 +0

Typical j.A frame data wise, but has a bad hitbox. OK for air to air situations, but almost impossible to land with.

EE EN-Eins j.B.png
Damage Guard Startup Adv Hit Adv Block
997.5 High 6 VB VB

A pretty good move overall. Has good range and can be used as a cross-up aerial. Pretty good for landing too.

EE EN-Eins j.C.png
Damage Guard Startup Adv Hit Adv Block
1522.5 High 9 VB VB

Also a good move. Comes out fairly fast for j.Cs and has good range, as well as being very good for landing. Most used aerial in neutral.

Command Normals

ENテレポートアッパー - EN Teleport Upper
EE EN-Eins 6C 1.png
EE EN-Eins 6C 2.png
EE EN-Eins 6C 3.png
Damage Guard Startup Adv Hit Adv Block
1200 High/Low 40 KD -13

Teleports behind opponent and does a launcher attack. Doesn't teleport behind if opponent is in corner or is far away from opponent. Can lead into some cool combos, but won't see much use overall since an opponent can just autoblock to avoid having to deal with the cross-up. Still worth using occasionally, but not too often.

Special Moves

ENパイロキネシス - EN Pyrokinesis
EE EN-Eins 236A.png
Dab on the haters
EE EN-Eins 236D.png
- - - - -

A ground only spinning projectile. Not great, but can occasionally help with getting in.

Version Damage Guard Startup Adv Hit Adv Block
A 900 High/Low 10 -5 -9
  • The slowest moving version, good for covering an approach.
  • Will see the most use in neutral due to its help with getting in.
B 1000 High/Low 13 -1 -5
  • Faster moving projectile.
  • Can be used to pressure an opponent if they don't have a good projectile, and to counter other projectiles
C 1035 (600 x 2) High/Low 16 KD -10
  • C version launches both the A and B projectile in quick succession.
  • Theoretically provides both functions of the two above, but the large amount of recovery can make it more difficult.
EX 2429~ (1400 + 1400) High/Low 10 KD Safe
  • EN-Eins makes a pillar of fire, then launches it at his opponent
  • 0F of invincibility
  • Wall bounces on hit and can be used for some cool midscreen combos.
ENレヴィスラッシャー - EN Levi-Slasher
EE EN-Eins j.236A.png
Aerial dab
EE EN-Eins j.236D 2.png
- - - - -

A pretty meh move in EN-Eins' kit. EN-Eins creates an energy blade, and flies forward to hit the opponent before flying back. Doesn't have much use, as its not good for landing due to it flying back after flying forward, and when whiffed, EN-Eins is in a counter hit state until he touches the ground and finishes his landing lag, making it even more dangerous. Still, it has its uses, especially the EX version. All versions have 9F of landing lag.

Version Damage Guard Startup Adv Hit Adv Block
A 800 High/Low 11 KD VB
  • Lowest damaging version, jumps forward pretty much no distance
  • May occasionally be used in an aircombo if a heavier version can't hit
B 900 High/Low 13 KD VB
  • Does better damage than A version and goes forward farther.
  • May occasionally be used in neutral, but not much reason to use it over the C version for those scenarios.
C 1000 High/Low 15 KD VB
  • Does the most damage and covers the most distance.
  • Can be hard to punish for some characters, and has good range, but most characters have a way to punish it since he takes so long to fall to the ground.
  • May be used as a finisher for an aircombo.
EX 1864 (800 x 3) High/Low 7 KD VB
  • Bad damage for being an ex move, but completely safe on block
  • 6F of invincibility.
  • Can be used to make an otherwise unsafe 22X safe on block, unless you're in corner.
  • Can be used after a 22C on a grounded opponent to add extra OTG damage
ENテレポートレイダー - EN Teleport Raider
214+A/B/C/D > Same button > Same button
EE EN-Eins 214A.png
A version
EE EN-Eins 214B.png
B version
EE EN-Eins 214C.png
C version
EE EN-Eins 214D 2.png
Welcome to the clone bone
EE EN-Eins 214D 1.png
- - - - -

EN-Eins' main combo tool, and probably the most important move in his kit. Used in all of his combos, sometimes multiple times within one combo. Since any of the attacks within one of the rekkas can be canceled out of, it opens up many combos options for him, and is part of why he's one of the easier characters in the game.

Version Damage Guard Startup Adv Hit Adv Block
A 800 High/Low 11 KD -3
  • Probably one of the best moves in the game. The most used version of the move.
  • Used in most of his combos
  • Used to end blockstrings since its completely safe on block, even from 3F moves since its has a good amount of push back on block.
  • Can link into 2A in corner, making it a central part of EN-Eins' corner combos
Version Damage Guard Startup Adv Hit Adv Block
A > A 600 High/Low VB KD VB
  • Used to cancel into 22D in many meter combos
Version Damage Guard Startup Adv Hit Adv Block
A > A > A 700 High/Low VB KD VB
  • Finisher for meterless combos, won't see use otherwise.
B 700 High/Low 13 KD -17
  • Also a combo tool, although not nearly as good as 214A.
  • Used in meterless midscreen combos for higher damage than 214A.
  • Used in reflector combos for higher damage
B > B 700 High/Low VB KD VB
  • Pure combo filler, sometimes used as an finisher when 214B > B > B doesn't combo
B > B > B 800 High/Low VB KD VB
  • Finisher when 214B > B doesn't drop, can be used to combo into 214BC for a meter combo.
C 800 High 20 KD -18
  • EN-Eins' only overhead besides 5CC.
  • Not great as its very reactable, but it's definitely worth using
  • Doesn't lead to many combos
C > C 800 High/Low VB KD VB
  • Pure combo filler
C > C > C 900 High/Low VB KD VB
  • Can be used to cancel into 22BC when you have meter to burn.
EX 3244 (1200 x 5) High/Low 11 KD -12
  • EN-Eins dash forwards with energy, then teleports around while hitting the opponent.
  • 7F of invincibility.
  • Used as a combo finisher in a few combos, but not as good for it as 22BC.
  • Has very little recovery, so as a result, it can be used after 22C for some cool combos
ENレヴィテイター - EN Levitator
22+A/B/C/D > A/B/C
EE EN-Eins 22A.png
Both a combo tool and a DP
EE EN-Eins 22XA.png
A followup
EE EN-Eins 22XB.png
B followup
EE EN-Eins 22XC.png
C followup
EE EN-Eins 22D 2.png
EX version
- - - - -

EN-Eins' DP. A pretty good reversal, but also finds use in many of EN-Eins' more complicated combos.

A 1000 High/Low 4 KD -25
  • Weakest version. Invincible 3F.
  • Used for extra OTG damage when you don't want to cross-up with the B followup.
B 1100 High/Low 5 KD -36
  • Least used version. Invincible 4F.
  • More recovery so not good to use on OTG without the B followup, but does less damage than 22C.
C 1200 High/Low 6 KD -48
  • Most used version. Invincible 5F.
  • Used for for extra damage on OTG when combined with the B followup to reduce the recovery
  • Used in many combos to launch opponents up before cancelling into 214D or 236D to get bigger combos.
  • Also used in some corner combos when 214A > A would drop.
A/B/C > A 600 High/Low NA NA NA
  • Kicks opponent down into the ground.
  • Only really used when when the move hits and you don't want to cross-up, or when using 22A for the OTG damage.
A/B/C > B 600 High/Low NA NA NA
  • Same as > A but it crosses up
  • Locks onto opponent, meaning if you use it while an opponent is on the ground, EN-Eins will teleport to the ground to hit the opponent. This allows you to greatly reduce the recovery of the move.
  • It will whiff on opponents on the ground unless they're in corner, but will still recover before the opponent does.
  • Also good to use when 22X hits and you're in the corner.
A/B/C > C 600 High/Low NA NA NA
  • Kicks opponent up, sending them flying across the screen
  • Gives most corner carry of EN-Eins' meterless combo moves, so it can be used for that. Also can be used to create space between you and the opponent.
EX 3530 (1200 x 6) High/Low 5 -48 -
  • EN-Eins hits the opponent with a levitator, then unleashes a series of air attacks before hitting them down.
  • Has 7F of invincibility.
  • EN-Eins' main meter finisher, as it does a good amount of damage, and since its a multi-hit, it scales well.
  • The move is untechable, assuring OTG hits when you use the move
  • Has a strange property where it hits opponents into a set animation, meaning as long as the initial hit of the move hits, the entire move will hit. This means that no longer how big the combo is, the move won't drop opponents.

Universal Mechanics


Forward Throw
EE EN-Eins A+B.png
Damage Guard Startup Adv Hit Adv Block
2500 N/A 5 KD N/A

EN-Eins grabs the opponent and shocks them. This throw can be teched. For whatever reason it does 500 more damage than every other grab in the game.

Air Throw
EE EN-Eins Air Throw.png
Damage Guard Startup Adv Hit Adv Block
2000 N/A 3 KD N/A

EN-Eins grabs the opponent and kicks them into the ground. Cannot be teched.


Standing Reflector
EE EN-Eins Standing Reflector.png
Damage Guard Startup Adv Hit Adv Block
800 High/Low - KD -

Typical standing reflector. Mainly used to combo into 214B.

Crouching Reflector
EE EN-Eins Crouching Reflector.png
Damage Guard Startup Adv Hit Adv Block
600 N/A - KD N/A

Typical crouching reflector. Also mainly used to combo into 214B.

Jumping Reflector
EE EN-Eins Jump Reflector.png
Damage Guard Startup Adv Hit Adv Block
700 N/A - KD N/A

Kicks opponent into the ground with a ground bounce. Can be used to go into a full combo.

Dash Attack

EE EN-Eins 66X.png
Damage Guard Startup Adv Hit Adv Block
1000 High/Low 7 KD -9

A fairly average dash attack. Has good range and is pretty active.

Super Moves

ENサイコキネシス - EN Psychokinesis
EE EN-Eins A+B+C 1.png
EE EN-Eins A+B+C 2.png
Sad boy wants to make a perfect world
Damage Guard Startup Adv Hit Adv Block
5040 (1200 + (1000 x 10)) High/Low 12 KD Safe

EN-Eins hits the opponent with a beam, then takes control of their body and lifts them into the air, before exploding(?) them.

  • 14F of invincibility.
  • OK for a level 3, has good range and multiple ways to combo into it.
  • Does good damage and scales well since it's a multi-hit.
  • Won't be used much in favor of just doing a typical combo with 22BC and 236BC.
ENエクスキューショナー - EN Executioner
EE EN-Eins Executioner 1.png
EE EN-Eins Executioner 2.png
When sad boy gets serious, he goes hard
Damage Guard Startup Adv Hit Adv Block
5850 (3000 + 3000) High/Low 10 KD -34

EN-Eins creates a levitator on his hand, and hits the opponent with it twice.

  • Has 11F of invincibility.
  • One of the less good Kanzen Shinsatsus overall, as it has no extra effects, while dealing an average amount of damage. Still unsafe on block.
  • Despite it not being the greatest Kanzen Shinsatsu, he can get more use out of it than others since he's one of the characters who has consistent confirms into it with his 236D.

General Strategy


EN-Eins has a very strong neutral, as his very good movement combined with fast, long ranged normals gives him very good footsies. His best normals in the neutral are 2B, 5B, and '5C', all of which have good range and good frame data. Having a projectile helps him out a lot too, as it allows him to apply pressure and cover an approach. Finally, 214A can be thrown out from time to time, as its completely safe on block, and leads to good damage if it hits. Good neutral with EN-Eins generally requires a good balance of his double jump, 2B, 5B, 214A, and 236X.

Combo Game

EN-Eins has a very strong combo game. EN-Eins has 4K-6K combos from any part of the screen, which normally end with 22D, which is untechable, leading to extra OTG damage and an assured oki situation. Making it even stronger is that, while he has his fair share of hard and complicated combos, you can very easily get by with his easier combos, as they still deal good damage and give an oki situation. His only weakness combo wise is that his meterless combos are relatively low damage. However, because meter builds up so fast in EE and EN-Eins is particularly good at building meter, he rarely doesn't have meter to burn. This gives him some of the best combo game in the cast, only being beaten by a few other characters like Sai and Adler who have good meterless combos.

Offensive Pressure

EN-Eins, while not having great mix, has pretty good offensive pressure. A lot of EN-Eins' pressure comes from the fact that his block strings are completely unpunishable except in specific situations, since he can always end a block string with 214A, which is -3 on block, and he can't be hit by a frame 3 move since it pushes opponents too far away from him. This basically means that once he gets in, he can keep pressuring opponents repeatedly, and while his mix isn't the best, if someone's stuck blocking too long eventually they'll get hit by a 2B or a 214C if he decides to go for a mixup and eat a full combo. This makes his offensive, while certainly not the best, very strong in its own right.


EN-Eins doesn't have the greatest okizeme options, due to his mix not being particularly good. However, he can still mixup 2B and 214C on oki to make the opponent guess low or high, or just like any other character, he can go for a throw. More often though, EN-Eins players will mash 2As and then go into either 2B or 214C from there. Additionally, EN-Eins can just do a regular block string that's safe if he wants. Overall, this means his oki is one of his only weaker aspects, but its still alright.

Reversal Options

EN-Eins has some very good reversal options, mainly due to his DP. EN-Eins' can do 22C on wakeup, and if it hits, he can do 236BC to convert into full combo. However, making this stronger is that if the opponent block the 22C, he can still do 236BC and it will be safe since 236BC is safe on block. Additionally, if you're too slow and you go into the air, then you can do j.236BC which is also safe on block. And if a player wants to, they can do A+B+C as a more risky reversal, although there's no good reason to do this. This all gives EN-Eins very strong and very safe reversal options, which adds to what makes him such a strong character.


Overall, EN-Eins is one of, if not the strongest character in the game, with very good neutral, very strong combos, ok mix, and very stroing reversal options. This makes it so that there's no aspect of gameplay EN-Eins is particularly bad at, and in addition to this, he's not that hard to play either.

Other Resources


On the A+B+D combos, the timing on activating Kanzen Sekai needs to be almost frame perfect in order to get the correct launch angle. Damage numbers are from the minimum required power level.

Midscreen Combos

  • 5A > 5B > 5BB > 214A > A > A (1787)
  • 5A > 5B > 5BB > 214B > B > B (1862)
  • 5A > 5B > 5BB > 214B > B > 236B (1776)
  • 5A > 5B > 5BB > 22C > C (1762)
  • 5A > 5B > 5BB > 214A > A > 22D > 22A > B (for cross-up) (3561)
  • 5A > 5B > 5BB > 214B > B > B > 214D (3383)
  • 214C > C > C > 22BC > 22C > B (3885)
  • 5A > 5B > 5BB > 22C > 236BC > 214A > A > 22D > 22A > B (for cross-up) (5003)
  • 5A > 5B > 5BB > 214B > B > B > A+B+C (4787)
  • 5A > 5B > 5BB > 22C > 236BC > A+B+D > A+B+D (4115)
  • 5A > 5B > 5BB > 214A > A > 236BC > A+B+D > A+B+D (4115)

Corner Combos

  • 5A > 5B > 5BB > 214A > 2A > 5B > 5BB > 214A > A > A (2337)
  • 5A > 5B > 5BB > 214A > 2A > 214B > B (1900)
  • 5A > 5B > 5BB > 214A > 2A > 5B > 5BB > 214A > A > 22D > 22C > B (4066)
  • 5A > 5B > 5BB > 22C > 214BC > 5A > 66X > j.A > j.B > j.C > 5A > 5A > 22C > 22D > 22C > B (when EN-Eins is in corner) (~4715)
  • 5A > 5B > 5BB > 214A > 2A > 5A > 2A > 5AA > 2B > 214A > A > 22BC > 22C > B (4500)
  • 5A > 5B > 5BB > 214A > 2A > 5A > 5BB > 236B > 2A > 2B > 22C > 22BC > 22C > B (4726)
  • 5A > 5B > 5BB > 22C > 214BC > 5A > 5B > 236A > 5A > 5B > 5BB > 214A > A > 22BC > 22C > B (5384)
  • 5A > 5B > 5BB > 22C > 214BC > 5A > j.A > j.B > j.C > 2A > 2A > 2B > 22C > 22BC > 22C > B (5581)
  • 5A > 5B > 5BB > 214A > 2A > 5B > 5BB > 214A > A > A+B+C (5109)
  • 5A > 5B > 5BB > 22C > 236BC > A+B+D > 2A > A+B+D (4115)
  • 5A > 5B > 5BB > 22C > 214BC > 22C > 236BC > A+B+D > 2B > A+B+D (when EN-Eins is in corner) (4867)

Frame Data

KD - Knockdown
VB - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                                |     Frames      |  Frame Advantage  |
                        Attack  | Total | Startup | On Hit | On Block | Notes
        Throws and Reflectors  ---------------------------------------
                    4/5/6+A+B   |  32   |    5    |   KD   |    --    |
                  j.4/5/6+A+B   |  25   |    4    |   KD   |    --    |
                      5+B+C/D   |  36   |    7    |   KD   |    -2    |
                      c.B+C/D   |  36   |    7    |   KD   |    N/A   |
                      j.B+C/D   |  36   |    6    |   KD   |    N/A   |
                      Normals  ---------------------------------------
                          5A    |  15   |    4    |   +0   |    +0    |
                          5AA   |  19   |    4    |   -3   |    -3    |
                          5AAA  |  25   |    7    |   -1   |    -3    |
                          5AAAA |  30   |    7    |   KD   |    -7    |
                          5B    |  26   |    7    |   -3   |    -5    |
                          5BB   |  29   |    10   |   -3   |    -5    |
                          5BBB  |  30   |    6    |   KD   |    -8    |
                          5C    |  31   |    10   |   KD   |    -5    | 
                          5CC   |  54   |    23   |   KD   |    -8    |
                          c.A   |  15   |    4    |   +0   |    +0    |
                          c.B   |  25   |    5    |   -4   |    -6    |
                          c.C   |  40   |    10   |   KD   |    -14   |
                          j.A   |  15   |    4    |   +0   |    +0    |
                          j.B   |  24   |    6    |   VB   |    VB    |
                          j.C   |  21   |    9    |   VB   |    VB    |
                     66+A/B/C   |  32   |    7    |   KD   |    -10   |
              Command Normals  ---------------------------------------
                           6C   |  49   |    20   |   KD   |    -13   |
                     Specials  ---------------------------------------
                        236+A   |  45   |    10   |   -5   |    -9    |
                        236+B   |  44   |    13   |   -1   |    -5    |
                        236+C   |  61   |    16   |   KD   |    -10   |
                      j.236+A   |  42   |    11   |   VB   |    VB    | 6F landing lag
                      j.236+B   |  44   |    13   |   VB   |    VB    | 6F landing lag
                      j.236+C   |  46   |    15   |   VB   |    VB    | 6F landing lag
                        214+A   |  32   |    11   |   KD   |    -3    | 
                    214+A > A   |  VB   |    VB   |   VB   |    VB    | 
                214+A > A > A   |  VB   |    VB   |   VB   |    VB    | 
                        214+B   |  46   |    13   |   KD   |    -17   | 
                    214+B > B   |  VB   |    VB   |   VB   |    VB    | 
                214+B > B > B   |  VB   |    VB   |   VB   |    VB    | 
                        214+C   |  54   |    20   |   KD   |    -18   | 
                         22+A   |  44   |    4    |   KD   |    -25   | 3F invincible
                         22+B   |  56   |    5    |   KD   |    -36   | 4F invincible
                         22+C   |  69   |    6    |   KD   |    -48   | 5F invincible
EX, Level 3, Kanzen Shinsatsu  ---------------------------------------
                      236+D     |  96   |    10   |   KD   |   Safe   | 0F invincible
                    j.236+D     |  VB   |    7    |   KD   |    VB    | 0F invincible, 6F landing lag
                      214+D     |  37   |    11   |   KD   |    -12   | 7F invincible
                       22+D     |  67   |    5    |   KD   |    -48   | 7F invincible
                      A+B+C     |  39   |    12   |   KD   |   Safe   | superflash ?F, 14F invincible
                      A+B+D     |  77   |    10   |   KD   |    -34   | superflash ?F, 11F invincible


  • Stylistically, many of EN-Eins' moves seem to be based off of Iori from the KoF series.

EN-Eins' Story

  • Opening
 In the year 20XX AD in the Tibetan Tsangpo Canyon, there was a large-scale cave-in incident.
 There was only a young boy who stood above the rubble, his name was En-Eins.
 "This voice calling me... I have no choice but to go that place".

  • VS Generic
 Superhuman? (*1) No... We are nothing more than humans like all of you.

  • VS Perfecti, Valkyria
 Isn't it the culmination of isolation?

  • First Interaction
 Energeia Eins (*2), the "Form of God's Reality". How admirable of you to come.
 By taking the place of the legacy that sleeps here you will become God.
 Sorry to disappoint... I won't do as you wish.

  • Second Interaction
 EN-Eins... Why do you oppose the world that is to become yours?
 The archaic humans have certainly fulfilled their role... but that is not a pretext for their obliteration.
 Such failure... well then, you shall be disposed right here together with the archaic humans. (*3)

  • Ending
 The New World, "Neuland"...
 The Gods legacy is sleeping below here.
 I am alone... all my brothers from the experiments are dead...
 At least I can live on with the remaining people.
 EN-Eins crushed the permafrost and the incandescent magma poured underground.
  • Translation Notes
  • (*1) In his victory quote EN-Eins uses 超人 (choujin) (1) superman; (2) Übermensch (Nietzsche's ideal man of the future) [1]. I used superhuman since EN-Eins explains that his kind is not above humanity (they're just an evolved form). But in Japanese there's the added reference to Nietzsche's Übermensch.
  • (*2) Perfecti refers to EN-Eins as Energeia Ein. エネルゲイア = Energeia, from Aristotle's principles of Potentiality (δύναμις, dunamis) and Actuality (ενέργεια, energeia and ἐντελέχεια, entelecheia). [2]
  • (*3) The term Valkyria uses to refer to humanity is 旧人 (kyuujin) paleo-anthropic man (e.g. Neanderthal) I felt it was too technical and used Archaic human as more general term. [3]

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Marilyn Dajie
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