EN-Eins Perfektewelt Anastasis/EN-Eins

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Background

"Superhumans? No... We're humans, and you're less than that."

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.

Read the translation of his arcade mode!

Introduction

EN-Eins is the main character of the game and accordingly an all-rounder. Unlike Akatsuki, who's more of an aggressive shoto, EN-Eins is stronger defensively with a great neutral game, although his pressure isn't too weak either. His 214A rekka is one of the best conversion tools in the game, leading into easy high damage while also being safe on block at most ranges. His buttons are also incredibly powerful, with 2B being a huge low that also low-profiles, and his j.C being on of the biggest aerials in then game. EN-Eins is easy to pick up and master while also remaining strong at all levels of play, so if you're unsure of who to start with EN-Eins is a great choice for learning the game.

Archetype: Shoto


Strengths Weaknesses
  • Jack of All Trades: EN-Eins has no glaring flaws in his gameplan and can handle all situations fairly well.
  • Great Conversion Ability: EN-Eins can convert into full combos very safely and consistently thanks to 214A.
  • Consistent HKD: EN-Eins EX specials besides 236D all give hard knockdowns, making it easy for him to get strong okizeme.
  • Fantastic Normals: EN-Eins has one of the strongest assortment of normals in the game between his 2B, j.C, and 5B.
  • Low Damage: While he converts easily, EN-Eins' actual combos aren't amazing damage wise.
  • Weak Mixup: EN-Eins sole overhead is heavily telegraphed and he has no good way to damage the guard gauge, forcing him to rely on hit throw mixups.

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

Character Summary

Move list

Special Moves
236X - EN Pyrokinesis: Grounded fireball.
214X - EN Teleport Raider: Simple rekka move. C version is overhead.
22X - EN Levitator: DP with follow-ups on hit.
j.236X - EN Levi-Slasher: Weird aerial slash move.
Super
ABC - EN Psychokinesis: Long range beam hit grab, scales well at the end of combos.
ABD - EN Executioner: Long range dash forward into two hits.
Command Normals
6C - EN Teleport Upper: EN-Eins teleports with partial invincibility into a launching uppercut.
Stats & vitals

  • Armor Ratio = 1.025
  • Forward Walk Speed = 6.0 dots/f
  • Back Walk Speed = 5.0 dots/f
  • Forward Dash Duration = 20f
  • Back Dash Duration = 23f
  • Jump Startup = 4f
Quick combo reference

2A > 2B > 214A~A > 22D: Basic EN-Eins combo, 2A can be omitted.

Normal Moves

5A
EE EN-Eins 5A.png
Damage Guard Startup Total Adv Hit Adv Block
450 High/Low 4 - +0 +0

Typical jab. Has ok range, but will whiff on some crouching characters and low profile moves. Can be used as an emergency anti-air.

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

Typical 5AA, same as 5A but with more recovery and forward movement. Used in stagger strings and specific corner routes.

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

An ok 5AAA, has good range and can be converted into a full combo but like most lacks a use.

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

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

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

An energy wave with more range than it looks. Makes for a solid poke and combo filler.

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

Typical 5BB for combo filler and confirming hits. Has a decent amount of forward movement.

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

Knocks down but shouldn't be used over better enders.

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

EN-Eins' main anti-air. Despite how it looks, it also hits crouching opponents. Can lead to juggles if it hits high up opponents.

5CC
EE EN-Eins 5CC.png
Damage Guard Startup Total Adv Hit Adv Block
400 High 20 - KD -8

A typical C finisher. Hits overhead like most, but is slower than others. Doesn't have much use since it's a worse ender than rekkas or DP.

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

Typical 2A, has decent range.

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

Same as 2A with more recovery.

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

Incredibly good normal. Hits low while having above-average reach and startup. On top of that, it low profiles for most of its duration. The low profile was nerfed, but it can still worm its way under many moves. Great poke to throw out in neutral, especially since it can be buffered into 214A for a full combo that's also safe on block.

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

Unremarkable sweep. Has slightly more range than 2B but is very unsafe. There aren't many situations you'd want to use it where 2B wouldn't do the job better.

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

OK for air to air situations but almost impossible to land with.

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

EN-Eins' crossup aerial. Outside of that utility, there's not much use for it compared to j.C.

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

One of the best jump-ins in the game. Has a massive hitbox that works great for landing and air to airs. Used often in neutral.

Command Normals

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

EN-Eins teleports with some invincibility during the teleport, then does a huge uppercut launcher. While it has a long startup, he makes no noise during it and the animation isn't obvious. Still, especially with the crossup function removed, it's a hard to use move with it's humongous startup and unsafe advantage.

Universal Mechanics

Throws

Ground Throw
4/5/6+A+B
EE EN-Eins A+B.png
Damage Guard Startup Adv Hit Adv Block
2000 N/A 5 KD N/A

EN-Eins grabs the opponent and shocks them. No longer does 500 extra damage, but still gives decent oki. Important for his mixup since his high/low and guard crush pressure aren't threatening.

Air Throw
j.4/5/6+A+B
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. This throw cannot be ground teched. Can be comboed into OTG 22A if gotten close enough to the ground.

Reflectors

Standing Reflector
4/5/6+B+C/D
EE EN-Eins Standing Reflector.png
Damage Guard Startup Adv Hit Adv Block
800 High/Low - KD -

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

Crouching Reflector
1/2/3+B+C/D
EE EN-Eins Crouching Reflector.png
Damage Guard Startup Adv Hit Adv Block
600 N/A - KD N/A

Relatively big crouching reflector. Also mainly used to combo into 214B.

Jumping Reflector
7/8/9+B+C/D
EE EN-Eins Jump Reflector.png
Damage Guard Startup Adv Hit Adv Block
700 N/A - KD N/A

Relatively big air reflector. Kicks opponent into the ground with a ground bounce. Can be used to go into a full air juggle.

Dash Attack

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

Average dash attack. Has good range and is pretty active, but there's very few situations where this is useful over another option.

Special Moves

ENパイロキネシス - EN Pyrokinesis
236+A/B/C/D
EE EN-Eins 236A.png
EE EN-Eins 236D.png
- - - - - -

An SNK-style ground projectile. Not amazing, but can occasionally help in neutral.

Version Damage Guard Startup Total Adv Hit Adv Block
A 900 High/Low 10 - -5 -9

Slower projectile. Can potentially be followed behind but not easily. NOT a good blockstring ender.

B 1000 High/Low 13 - -1 -5

Faster moving projectile. Can be used as a long range attack but it's not hard to reflect on reaction. More often it's used for ending blockstrings thanks to its safety.

C 1035 (600 x 2) High/Low 16 - KD -10

EN-Eins throws both a slow and fast projectile in quick succession. While sounding good on paper, the move has a huge amount of recovery that limits it to chip and OTG damage. Occasionally can be used to walk behind but EN-Eins doesn't need to follow a projectile to win neutral.

EX 2429~ (1400 + 1400) High/Low 10 - KD Safe

EN-Eins summons a huge geyser of fire, then throws it across the screen. It wall bounces on hit, making it useful for some higher damage midscreen combos. It also can be used after a DP, but this is a knowledge check. The first hit comes out immediately but there's a delay before the second, allowing the opponent to reflect and punish the move.

  • Has 4F of invincibility.
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
A version
EE EN-Eins 214B.png
B version
B version
EE EN-Eins 214C.png
C version
C version
EE EN-Eins 214D 2.png
Welcome to the clone zone
Welcome to the clone zone
EE EN-Eins 214D 1.png
- - - - - -

EN-Eins' rekka. This is EN-Eins' defining special move. It's used in almost all of his confirms and for pressure. Each rekka is unique and has its distinct uses. Any hit on any rekka can be super canceled, allowing for easy confirms. When doing a follow-up rekka on block, it takes significantly longer to come out than on hit. This makes them harder to stagger with since opponents have enough time to whiff a jab and still block a follow-up, although this can still catch heavier buttons. You cannot switch between rekka versions mid rekka, you're locked onto the one you started with.

Version Damage Guard Startup Total Adv Hit Adv Block
A 800 High/Low 11 - KD -6

EN-Eins leaps forward while thrusting his palm. One of EN-Eins best moves, as it's safe from most ranges and leads to an easily confirmed combo on hit. Also a decent poke thanks to the safety and distance it travels.

  • Can juggle into 2A in the corner.
A > A 600 High/Low VB - KD VB

Combo filler. Usually canceled into 22D.

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

EN-Eins leaps forward with a high hitting kick. Has a decent anti-air hitbox but it's on the slower end for that function and is incredibly hard to space. While it leads to better damage combos than 214A, it whiffs on crouching opponents and is incredibly unsafe on block, limiting it to only being used when it can be confirming from a 5BB or Reflector.

B > B 700 High/Low VB - KD VB

Pure combo filler. Untechable for some reason so it's often used for side switch combos.

B > B > B 800 High/Low VB - KD VB

Finisher when 214B > B doesn't drop, normally canceled into 214BC.

C 800 High 20 - KD -18

EN-Eins leaps up and does a slow overhead kick. This is his only grounded overhead and while it sounds fast, the animation is incredibly telegraphed. On top of that it's very unsafe. As of Anastasis, it ground bounces high enough to juggle into 2A.

  • Leads
C > C 800 High/Low VB - KD VB

Mainly combo filler. It wallbounces so maybe it could be used for rekka mixups into a combo?

C > C > C 900 High/Low VB - KD VB

Mainly combo filler. Usually canceled into 22D for ending a combo.

EX 3244 (1200 x 5) High/Low 11 - KD -12

EN-Eins dash forwards with energy, then teleports around while hitting the opponent. Like most of EN-Eins' EX moves it's untechable, but it does less damage than 22D so it's less used. It has very little whiff recovery so it can be used for some inoptimal but cool looking combos after 22C.

  • Has 7F of invincibility.
ENレヴィテイター - EN Levitator
22+A/B/C/D > A/B/C
EE EN-Eins 22A.png
EE EN-Eins 22XA.png
A followup
A followup
EE EN-Eins 22XB.png
B followup
B followup
EE EN-Eins 22XC.png
C followup
C followup
EE EN-Eins 22D 2.png
EX version
EX version
- - - - - -

EN-Eins' DP. One of the few meterless reversals in the game as well as a good combo tool. It has three-followups, but these can only be done on hit.

Version Damage Guard Startup Total Adv Hit Adv Block
A 1000 High/Low 4 - KD -25

EN-Eins flies straight up with psychic energy. The weakest version but the fastest to come out. Great for extra OTG damage off HKDs when 236C won't.

  • Invincible 3F.
B 1100 High/Low 5 - KD -36

EN-Eins slides along the ground a little before flying up with energy. Least used as it has neither the speed of 22A nor the range of 22C.

  • Invincible 4F.
C 1200 High/Low 6 - KD -48

EN-Eins slides along the ground about half the screen before flying upwards. Incredibly big reversal that can catch options other reversals can't, although it's not great at hitting things above it. It can also go through projectiles and punish normally safe blockstring options. Launches really high, allowing it to be canceled into 214D or 236D for combo extensions.

  • Invincible 5F
A/B/C > A 600 High/Low NA - NA NA

Kicks opponent down straight into the ground. Use it when the move hits and you want oki without side switching.

A/B/C > B 600 High/Low NA - NA NA

Same as the A follow-up but it teleports behind the opponent before kicking them down. Useful for switching sides if needed.

A/B/C > C 600 High/Low NA - NA NA

EN-Eins does an aerial spin kick, sending the opponent flying away. Launches opponents far back and wall splats near the corner, making it useful for meterless combos. Also can be used to make space from the opponent.

EX 3530 (1200 x 6) High/Low 5 - -48 -

EN-Eins hits the opponent with a levitator, then unleashes an air combo before slamming them into the ground. Like 214D this is untechable. However, it does more damage making it the preferred combo ender. On top of that, it leaves the opponent right next to EN-Eins, allowing for assured OTG damage or safe jumps.

  • Has 7F of invincibility.
ENレヴィスラッシャー - EN Levi-Slasher
j.236+A/B/C/D
EE EN-Eins j.236A.png
EE EN-Eins j.236D 2.png
- - - - - -

A bizarre move that's hard to find uses for. EN-Eins creates an energy blade, then flies forward to hit the opponent before flying back. Doesn't have much use, as its not good for landing and leaves EN-Eins in a counter hit state for the entire recovery. Most of the time it's minus on hit. It can be used to end air to air confirms but landing and going for an extension or just using j.C is always better. All versions have 9F of landing lag.

Version Damage Guard Startup Total Adv Hit Adv Block
A 800 High/Low 11 - KD VB

Lowest damaging version, has almost no forwards movement.

B 900 High/Low 13 - KD VB

Does better damage than the A version and goes forward farther.

C 1000 High/Low 15 - KD VB

Does the most damage and covers the most distance. It can be hard to punish for a few characters, but not most.

EX 1864 (800 x 3) High/Low 7 - KD VB
  • Hits three times while having extra blockstun, hitstun, and invuln. However, it does terrible damage and doesn't even give a good knockdown. It has niche uses for extra OTG damage after a DP, but this rarely comes up.
  • ?F of invincibility.

Super Move

ENサイコキネシス - EN Psychokinesis
A+B+C
EE EN-Eins A+B+C 1.png
EE EN-Eins A+B+C 2.png
Aye, that's the game's logo
Aye, that's the game's logo
Damage Guard Startup Total 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. It's an OK level 3, it does good damage and he has a lot of ways to confirm into it, but it's more damage efficient to end combos with 22D. It's cool to end games with though.

  • 14F of invincibility.
ENエクスキューショナー - EN Executioner
A+B+D
EE EN-Eins Executioner 1.png
EE EN-Eins Executioner 2.png
Damage Guard Startup Total Adv Hit Adv Block
5850 (3000 + 3000) High/Low 10 - KD -34

EN-Eins creates a levitator in his hand and hits the opponent with it twice. One of the weaker Kanzen Shinsatsus, as it's not particularly fast or safe with an average amount of damage. It can get the job done but he has no particualarly good confirms into it.

  • 11F of invincibility.

Strategy

Neutral

Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.

Offense

Describe how a character runs their offense.

Defense

Describe how a character defends themselves when they're on the receiving end.

Additional Resources

Links to any additional resources, delete category if there are none.

Additional Categories

Add any further categories as needed, just make sure they're worth a whole section.

Combos

Combo terminology

Symbol Meaning
> Cancel from the previous move to the following move
land The player must land
, Link from the previous move to the following move
dl./delay Delay before using the following move
nj.X Neutral Jump
AA Anti-Air, must hit an airborne opponent
[X] Hold the input
(X) Optional input
[X]*N Repeat (sequence) N number of times

Midscreen

Combo Damage Video Notes
5A > 5BB > 5CC X Link

Notes for the combo

5A > 5BB > 5CC X Link

Another combo

Corner

Combo Damage Video Notes
5A > 5BB > 5CC X Link

Notes for the combo

5A > 5BB > 5CC X Link

Another combo

Reflector

Combo Damage Video Notes
5A > 5BB > 5CC X Link

Notes for the combo

5A > 5BB > 5CC X Link

Another combo

Frame Data

Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - 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
                  Normals  ---------------------------------------
                     5A   |       |         |        |          |
                     5B   |       |         |        |          |
                     5C   |       |         |        |          |
                     2A   |       |         |        |          |
                     2B   |       |         |        |          |
                     2C   |       |         |        |          |
                    j.A   |       |         |        |          |
                    j.B   |       |         |        |          |
                    j.C   |       |         |        |          |
          Command Normals  ---------------------------------------
                     6X   |       |         |        |          | 
                 Specials  ---------------------------------------
                      X   |       |         |        |          |
           Super           ---------------------------------------
                    ABC   |       |         |        |          | ?F~?F invincible

Trivia

  • Add any fun facts about the character worth noting.



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