"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.
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.
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
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
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
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
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
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
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
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
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
Damage
Guard
Startup
Total
Adv Hit
Adv Block
350
High/Low
4
-
+0
+0
Typical 2A, has decent range.
2AA
Damage
Guard
Startup
Total
Adv Hit
Adv Block
200
High/Low
4
-
-3
-3
Same as 2A with more recovery.
2B
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
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
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
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
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
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
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
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
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
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
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
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
-
-
-
-
-
-
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
A version
A version
B version
B version
C version
C version
Welcome to the clone zone
Welcome to the clone zone
-
-
-
-
-
-
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
A followup
A followup
B followup
B followup
C followup
C followup
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
-
-
-
-
-
-
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
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
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
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"