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EN-Eins Perfektewelt/System Specifics
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Damage
- Health Points
- Every character has a set amount of 14400 HP.
- Armor Ratio
- A character-specific value indicating "toughness" of each fighter. In game real damage the hit does = its default damage x Armor Ratio. AR values acquired from an address listing them:
- 0.500: Dawei (only during his A+B+C power up)
- 0.750: Dawei (only during his 22B / 22D power up)
- 0.925: Blitztank
- 0.950: Dawei
- 0.975: Kanae
- 1.000: Akatsuki, Sai, Fritz, Elektrosoldat, Murakumo
- 1.025: Marilyn Sue, Adler, Anonym Guard, EN-Eins
- 1.050: Tempelritter, Kati, Perfecti
- Combo damage modifiers
- x0.75 - 2nd hit
- x0.50 - 3rd hit
- x0.25 - 4th hit and onward
- Situational damage modifiers
- x0.25 - OTG hits
- x1.25 - Counter hits
- x1.50 - Back Attacks
- Power Level damage modifiers
- Damage dealt by attacks raises by 5% with each power level gained.
- x1.00 - Power Level 0
- x1.05 - Power Level 1
- x1.10 - Power Level 2
- x1.15 - Power Level 3
- x1.20 - During Kanzen Sekai
- Custom damage modifiers
- x1.15 - Dawei's 22C / 22D
- x1.25 - Dawei's A+B+C
- Come Back Mechanic
- The player with more rounds won will have their damage modified x0.975
- Health difference
- Damage dealt and received is impacted by health difference, calculated using this formula: × {1+ (Defender health-Attacker health) / 57600}
- Guts
- Lowers received damage.
- Under 25% life (3600 HP) × (0.5 + defender's health / 7200)
Speed
- Movement Speed
- How fast each character walks forward and back, in dots per frame.
Forward Backwards dots/F | Character dots/F | Character ------------------------------------------------------------ ---------------------------------------------------------- 10.75 | Murakumo 6.0 | Dawei (sped up) 7.0 | Dawei (sped up) 5.0 | Sai, Marilyn, Murakumo, EN-Eins 6.0 | Sai, Marilyn, EN-Eins 4.5 | Soldat, Adler, Tank 5.5 | Soldat, Adler, Tank 4.0 | Akatsuki, Fritz, Tempelritter, Anonym Guard 5.0 | Akatsuki, Fritz, Tempelritter, Anonym Guard 3.75 | Kanae 4.75 | Kanae 3.5 | Kati 4.5 | Kati 3.0 | Dawei, Perfecti 4.0 | Perfecti 3.5 | Dawei
- Reflector Speed
- A whiffed reflector will animate for 36 frames.
Meter Gain
- Modifiers
- The amount of meter gained from an attack varies on a few factors.
- x0.25 - Meter gained on whiff
- x0.5 - Meter gained on block
- x1.0 - Meter gained on hit
- Power Level Modifier
- Similar to damage, the amount of meter gained from an attack changes by 5% each power level, including level 3 despite you not being able to gain any more meter at level 3.
- x1.00 - Power Level 0
- x1.05 - Power Level 1
- x1.10 - Power Level 2
- x1.15 - Power Level 3
Jump
- Double Jumps
- Double jumps are a new mechanic introduced in EN-Eins Perfektewelt. They have multiple uses, whether it's getting across the screen faster, or doing a cross up mix. They have several notable properties as listed below.
- Not all double jumps go the same distance. For example, Tempelritter can go full screen with her double jump, but Blitztank can only go about half the screen.
- During a double jump you can't air block, although you can reflector.
- A character stays facing the same direction from the initial jump even after a double jump after you've gone to the other side of the opponent.
- Backwards double jumps come out slightly slower than neutral or forwards double jumps.
- After a double jump characters fall notably faster than after a single jump.
- Aerial Guarding
- After jumping, you can't air block until 5F after leaving the ground.
- Landing Lag
- After landing, every character has ~4F of landing lag regardless of what they did (excluding moves with additional landing lag). During the landing lag, you cannot move back and forth, dash, or jump. You can however cancel it into a reflector, normal move, special move, or throw. This also applies to other ways a character can land from the air (excluding moves with additional landing lag), the main example being Kanzen Shinsatsu activation.
- Jump startup
- How long does it take before the character is considered airborne after jumping.
Startup | Character ------------------------------------------------------------------- 3F | Tempelritter, Dawei (sped up) 4F | Akatsuki, Fritz, Marilyn, Anonym Guard, Soldat, Adler, Murakumo, EN-Eins, Sai, Kanae, Perfecti, Kati 5F | Dawei, Tank
- Also, during the jump startup, you only have invulnerability against regular throws, not command throws.
- Jump Length
- How long a character's jump lasts, including forward, neutral, and backwards jumps. This doesn't account for double jumps.
- Forward Jump
Length | Character ------------------------------------------------------------------- 31F | Marilyn 33F | Kanae 34F | EN-Eins, Akatsuki, Adler 35F | Marilyn, Anonym Guard 36F | Sai, Dawei 37F | Kati, Elektrosoldat 38F | Tempelritter, Perfecti 39F | Murakumo 43F | Blitztank
- Neutral Jump
Length | Character ------------------------------------------------------------------- 34F | Marilyn 36F | Kanae, Elektrosoldat, Murakumo 37F | EN-Eins, Akatsuki, Adler 38F | Marilyn, Anonym Guard 39F | Kati, Sai, Dawei 40F | Perfecti 41F | Tempelritter 48F | Blitztank
- Back Jump
Length | Character ------------------------------------------------------------------- 33F | Marilyn 34F | Elektrosoldat 35F | Kanae 36F | EN-Eins, Akatsuki, Marilyn, Adler 37F | Anonym Guard, Dawei, Murakumo 38F | Kati 39F | Sai, Perfecti 40F | Tempelritter 46F | Blitztank
Dashes
- Forward dashes have no invulnerability with the exception of Murakumo, but vary in how long they last and how far they travel. Kati can block during her dash making it very safe to use. Anonym Guard's can low profile some moves.
Duration | Character ------------------------------------------------------------------- 12F | Fritz 16F | Akatsuki, Kanae, Marilyn, Dawei 17F | Tempelritter 20F | EN-Eins, Sai, Elektrosoldat, Adler 24F | Anonym Guard, Perfecti 25F | Kati 30F | Blitztank 32F | Murakumo
- Backdashes are invulnerable from frames 1 to 6 except Murakumo's, which is invulnerable on frames 11 to 22. Additionally, Kati's has extra invulnerability and she can block from it when it isn't invulnerable.
Duration | Character ------------------------------------------------------------------- 18F | Fritz 20F | Sai, Dawei, Tempelritter, Kanae, Soldat 22F | Akatsuki 23F | EN-Eins, Kati, Marilyn 24F | Adler, Perfecti 27F | Anonym Guard 30F | Tank 32F | Murakumo
Throw Data
- Throws can be tech-hit (throw-break) by inputting throw command prior to being grabbed. There is no window for tech-hit after you've been grabbed.
- The window to break a throw is 7F for an incoming airthrow from air reset hitstun or blockstun.
- When falling from air reset hitstun you can still input a throw break even though your character will perform no action. The throw break will still occur if it is input within the 7F window prior to getting grabbed.
- Teching on the ground requires you to be in your own throw startup animation, so the actual tech window varies. The window is normally 7F prior to being grabbed, but is reduced to ?F when coming out of blockstun or hitstun (as in, a tick throw).
- There are ? frames of throw invulnerability on wakeup, when leaving blockstun, and leaving hitstun.
- There are ? frames of throw invulnerability on landing from either air reset-hitstun or air-blockstun. There is also a landing recovery that can be canceled by an attack, but can not be canceled by a dash or jump. This makes meaty grabs inescapable? via jump or dash/backdash on landing, unless you reversal or throw break.
- Just to clarify: You can combo throws or command throws during hitstun, but when hitstun ends there's that 3 frames of throw invulnerability before you can be grabbed again. A meaty grab on landing from air reset-hitstun or air-blockstun can only be escaped by reversaling with something invulnerable to throws, or with a throw break.
- Whiffed Reflectors have no throw invulnerability.
Combo System
- Introduction
- Though the combo system in EN-Eins Perfektewelt may not be as complex as newer generation fighting games such as Guilty Gear, understanding how the combo system works can give you an advantage over a less experienced opponent.
- Consecutive Hits
- There is no real significance to this term. Consecutive Hits is simply the name given to any combo that registers on the combo counter. The combo counter is the white number that appears after you have successfully comboed two or more hits.
- Unlike newer games, there is no way to tell if your combo was valid or not. Usually this is only an issue when a character is getting comboed while close to the ground. However, some attacks, like EN-Eins' 22D are untechable, making it harder to know when a combo is truly valid. The only way to test this is to use attacks against an opponent who is making sure to tech every attack they can.
- Chain Combination
- Every character has the ability to chain normal attacks together. This maneuver is known as a Chain Combination. Every character can chain into either an autocombo or a heavier button. Chain Combinations are pretty easy to perform. Simply press the first button in an attack sequence quickly followed by the next. The first attack will hit and the recovery of that hit will be cancelled into the next attack. This can continue so long as you follow the character's Chain Combination. It should also be noted that while some moves can be chained into each other, some may not always combo due to startup and hitstun of various attacks.
- Kanzen Rensa (Perfect Chain)
- A new feature in EN-Eins Perfektewelt, kanzen rensa are when you press the same attack button again after doing an attack. Doing so will cause your character to do a different attack in an autocombo chain. When you do enough attacks in an kanzen rensa chain, you'll do a finisher, although the number of kanzen rensa chains a character has varies. With the exception of Blitztank, if you do part of an A kanzen rensa chain, then do a heavier attack, it'll automatically do the finisher or middle part of the heavier kanzen rensa (ie, if Kati does A three times and B one time, she'll do 5A > 5AA > 5AAA > 5BBB). Every character has kanzen rensa chains, and each character has a different number of attacks in their chain, and each finisher has different properties. Some finishers, like Dawei and Murakumo's B finisher, can be cancelled out of. Others, like Marilyn's 5BB and Sai's C finisher, can be linked out of. It varies on the kanzen rensa, so make sure you know what the properties of your finishers are.
- Special Cancels
- 2-1 ("two in one") is an ancient combo mechanic that has appeared in almost every 2D fighting game. The concept involves cancelling Normal Attacks into a Special Attack or Super Attack. To execute this cancel, attack your opponent with a Normal Attack, then quickly perform the command for a Special or Super Attack before the original attack has completed. If done properly, the Normal Attack will connect and then instantly cancelled into the Special Attack or Super Attack that you executed.
- Logically, it is best to execute Special Cancels as quickly as possible. A beginner may want to start off by executing them off slower Normal Attacks such as 5B because these attacks have a longer duration of hitstun and thus cancelling into a Special or Super Attack will be easier than starting out with A attacks. As you become more familiar with this concept, you will eventually discover that many Normal Attacks are cancellable which will greatly expand your combo options.
- Super Cancels
- Super Cancels work in almost the exact same manner as Special Cancels. It involves cancelling a Special Attack into a Super attack. To execute this cancel, attack your opponent with a Special Attack, and as the attack is hitting the opponent, quickly perform the motion for the Super Attack. If done properly, the Special Attack will connect and will be instantly cancelled into the Super Attack that you chose.
- Practically every Special Attack in the game can be super cancelled provided that the right conditions are met when performing the Super Attack. Implementing super cancels into your combos can greatly increase your damage output.
- Off The Ground (OTG)
- An OTG hit is an attack that hits the opponent after they have hit the ground. If you have knocked the opponent down and you are close and they did not tech roll, you can usually follow up with one or more OTG hits depending on your attack. It is useful to know which of your character's attacks can hit a downed opponent. OTG attacks only do 25% of their normal damage in addition to any other damage scaling factors such as how many hits preceded the OTG hits.
- It is also worthy to note that once a character has hit the ground, your OTG hit will not relaunch them. Relaunches can only be performed if you hit the opponent before they touch the ground.
- Links
- Links are similar to Chain Combinations but they require specific timing to actually combo the attacks that are being used. To link two moves together usually means to perform one attack, let it recover completely, and then perform another attack before the opponent's hit stun has ended. The major difference between a link and a Chain Combination is the fact that links can involve almost every kind of attack, from Normal to Specials and even Super Attacks. Chain Combinations involve Normal Attacks only.
- There is another type of link that can occur after both Special and Super Attacks that leave the opponent in a state in which they are completely vulnerable. Moves such as stuns, sweeps, and launchers usually have the ability to link into other attacks. These combos are classified as links because they are not programmed into the game the way Chain Combinations are. Experiment with different attacks to find good link combos.
- Juggles
- Juggles are combos that are performed after the opponent is launched into the air. This is quite possibly the most popular form of comboing in the game as it can lead to big damage or favorable positions under the right circumstances. In order for a juggle combo to work, the opponent needs to be put into a juggle state first. There are 3 methods in which an opponent can be put into a juggle state in which you can follow up with additional hits for more damage.
- The first method of getting the opponent into a juggle state involves comboing two or more hits against an airborne opponent. Notice that hitting an airborne opponent with certain attacks will cause them to land on their feet. However, if you combo two or more hits against an airborne opponent, they will enter the juggle state and will be unable to land on their feet and will be forced to tech roll. Before they reach the ground it is possible to add extra hits to earn more damage. Certain Special and Super attacks can put the opponent into a juggle state but you will be unable to follow up with additional hits because of your positioning on the screen or the attack's recovery time.
- The second method that forces an opponent into a juggle state is off a reflector. When a non-projectile attack is reflected, the character will automatically counter with a quick attack that forces the opponent into a juggle state. From there, you can use additional attacks to juggle them for more damage before they reach the ground.
- The third method of causing the opponent to enter a juggle state involves using a character's move that automatically puts them into a juggle state. Almost every character has one or more moves that can achieve this effect. The list of moves that instantly cause a juggle state and can be used to combo are as follows:
Character | Attacks ----------------------------------------------------------------------------------- EN-Eins | 6C, 214A, 236D Kati | 5[C], 6C, 214B, j.214D, A+B+C Tempelritter | 5BB, 6B, 6C Akatsuki | 6B, 6C Kanae | j.8C, j.236A/B/C, 214A Sai | 6B, 4C, 5C, 5CC, 236B/C/D Marilyn Dajie | 6C, 5BB, 236+A/B/C(x3), 236A/B/C->B/C Fritz | j.B Anonym Guard | 3C, 6C, A+B+D Dawei | [4]3+A/B/C, [4]6D, j.6C Elektrosoldat | 6C, [4]6D Adler | 214A, 236D, A+B+D Blitztank | Perfecti | 22X, 236C/D Murakumo | 22X, [4]6D
- Juggles play a critical role in performing damaging combos that oftentimes lead to advantageous positions. Learn how to set them up as well as execute them with precision.
- Wall Splats
- A new feature in EN-Eins, wall splats knock an opponent against the wall, where they can be hit for full damage until they finish sliding off the wall. When an opponent is finished falling to the ground, they stand up immediately, with no knockdown. Only specific attacks can start a wall splat, such as dash attacks, and only a few attacks can hit an opponent out of a wall splat. An opponent can be grabbed by a regular grab out of a wall splat. The only moves that can take an opponent out of wall splat besides grabs are command grabs, like Sai's 22X and Kanae's 236X. It's important to know if your character can combo into a wall splat, and how to maximize your damage on a wall splatted opponent. The list of moves that wall splat is as follows (all dash attacks wall splat so they aren't listed):
Character | Attacks ----------------------------------------------------------------------------------- EN-Eins | Kati | 236D Tempelritter | j.214C, A+B+D Akatsuki | 8C, 22D Kanae | A+B+D Sai | 5CC, j.214D Marilyn Dajie | A+B+D Fritz | Anonym Guard | 5BBBB, j.6C, 236C Dawei | 5[C] Elektrosoldat | Adler | Blitztank | 236D Perfecti | Murakumo |
- Many characters like Sai, Perfecti, and Adler can consistently combo into wall splats. With characters like these, it becomes even more important to know what your optimal wall splat combos are and how to setup into your attacks that wall splat.
- Gravity
- Another feature of the combo system is gravity effects. The more hits used after a launcher, the lower the character will be launched. This can either be beneficial or harmful to your combos. Some combos are only possible if the opponent gets launched high while other combos are easier to perform if the character gets launched at a lower hight. Gravity effects also make it impossible to perform infinite combos. Know how many hits can be used in a juggle before ending it in order to maximize damage.
Glitches
- Reflect-Kara
- It is possible to cancel a reflector into a super as a kara-cancel. You will see the first frames of a reflector, canceled immediately into the super. This is due to the fact that the inputs for the moves overlap and there is a window for buffering commands which allows this to occur. It is theoretically possible to use this as an option select for some situations, since you will reflect an incoming hit or perform your super if they blocked. Obviously not every super is ideal for this usage.
- Free-Action Storing
- If you reflect a projectile, you will not perform an auto-counter. Once this occurs, your character will "store" an action since the game expects an auto-counter but did not receive one. Your next attack can be used in any state where your character can attack, even in states where you are normally not allowed to such as post-airblock and air-reset. Only the next attack is affected; being hit does not make you lose your stored action, but whiffing an attack will count.
- Special Fast-Fall
- When landing from a jump (empty or not), specials and super moves can be performed prior to actually landing, which will make the character land faster and perform the move sooner than they would have normally landed. For example: if a jumping attack is reflected by a grounded opponent it is possible to perform a ground-special move faster than you would be able to land and block or reflect. Such as performing a shallow j.C then land and 22C with Akatsuki, where the DP would beat the reflector-counter but he would have otherwise not been able to land and block or reflect the opponent's reflector-counter in time. Or like Kanae j.C reflected, then Kanae does 214B before landing where the j.C was too high for her to land and block or reflect in time, but the 214B causes the fast-fall and it comes out in time.
- To beat this, it's possible to anticipate the fast-fall and reflect twice which beats most specials or super moves. However, there are some moves that beat a second reflector attempt, causing a mixup situation. There are also a few moves that can beat both a second reflector attempt and/or a reflector-counter, such as Sai's A+B+C super and Kanae's 236D super grab.
- Super Camera Bugs
- In EN-Eins Perfektewelt there are several supers that change the camera position, mainly by zooming in on the character doing the super. Most of these zooms last for barely any time, often less than a second, but a few supers have a zoom in that lasts for a relatively long amount of time. Normally if you hit the opponent with it, the super will go as normal, and if they block it, the zoom will not occur. However, if an opponent is in a wallsplatted state where they're touching the ground, or they're just in an OTG state, then some specific supers will still trigger the camera zoom in. This results in the camera being zoomed in way too close to the screen for a few seconds, enough so that characters can go outside of the camera's range. There are only a few supers that cause this, as even in some that have a zoom won't trigger with this setup. It also serves no purpose besides being a funny visual glitch, except maybe bothering your opponent, although having to spend meter to activate this really makes it not worth it.
- Floating Character Bugs
- In some very specific circumstances, it is possible to make a standing character float into the air and do a ground move there. It's not certain what causes this bug to happen, and it's not clear how many ways there are to activate it, but there are some things that are known in order to get it. The opponent must be in an OTG state, they must get hit by a move that can put a character into an aerial state (not certain about this part), and that move must be special or super canceled. A consistent way to do it is to play as EN-Eins, and have any opponent in the corner. Do a combo or something to put them in an OTG state, then do 22X on OTG. Immediately cancel the 22X into either 214D, 236D, or A+B+C and EN-Eins will appear to be floating in the air while doing one of the aforementioned moves. Once again serves no actual purpose besides looking funny.