Samurai Shodown V Special/Enja

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炎邪, Enja
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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 on as much pressure as possible. Enja can rarely afford to wait for the opponent to come to him and takes 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 bursts of 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 very difficult character to play in general, with advantages varying wildly in matchups. Enja has to tackle most situations in his own unique and usually difficult way, but a solid read or punish has the potential to be round ending - for you or for them. If you want a high risk, high reward character who skews the payoff in his favor the better you get, Enja is the character for you.

Strengths Weaknesses
  • Highest potential damage output in the game.
  • Insane comeback potential.
  • Fast and short jump arc lends itself to constant pestering and a deadly punisher for bigger whiffs - or even blocks.
  • Impressive anti air and air to air options.
  • 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.
  • His most reliable and practical confirms are tied to his greatest source of damage, Rikudou Rekka, which requires ridiculous execution or equally ridiculous luck to land the final hit.
  • Sluggish movement speed and bad jump arc for approaching from a distance, as well as a dash that massively extends his hurtbox forward
  • 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.
  • Sometimes 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
  • Throw recovery: 42 frames
  • Tier placing: D

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 hot elbow with very short range and stubby hitbox that lends itself to being low profiled by a number of crouchers. Useful against hops and the decent active frames can stuff grab attempts, and makes for one of Enja's more niche anti airs.


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 flaming punch extending an arm's length forward with decent startup and a generous recoil cancel window. Enja's main poke and confirm into 236A, with enough active frames and massive cancel window even on block to make it a threat in neutral as a counter poke. It's even pretty safe on block if you don't cancel it. Not something you want to land without confirming into because it's -12 on hit, which also hinders it's usage at max range as it can't confirm into anything at that distance.


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 scorching backhand with better range and fantastic damage, but extremely punishable. This is Enja's second strongest move and the best guaranteed damage he has. Importantly, you can combo into this beast after landing BC on a crouching opponent. However, it being extremely punishable on block and whiff and devoid of recoil makes it one of Enja's riskiest moves.


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 -7

Arguably one of your best pokes and spacing tools. Has better reach and disjoint than 5A, albeit a bit slower, safe when spaced, but be careful about whiffing it as it is vulnerable to hops. Decent for tick throws. Learn to love this move.


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, lower version of far 5B, just as awful and useless as Kazuki's. Outside of any possible practical uses, there's only gimmicks, bad ones.


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 blazing uppercut with minimal horizontal but great vertical reach 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. Outside of a deep j.AB this is Enja's highest damage combo starter with surprisingly low risk. Not recommended as an anti air unless they've already used up their jump because getting hit during this will give them a crouching hit. Interestingly, 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

(Same as)/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

Your main close rekka starter. It can also be a situational anti air but in most cases where it works you have better options - however, it is phenomenal at punishing landing recovery, which is something Enja can benefit immensely from. It's technically better 5B, so you will absolutely use this when in range for it.


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 dunk does slightly less damage with less range. Still super unsafe outside of guaranteed punishes. Also can't be cancelled, yay. What is notable about this move is that it's really good at catching back dashes and hops, but because of it's committal nature only use it for that purpose if you have the read of a lifetime


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 -7

(Same as)/See far version.

Overheads

5BC
Samsho5sp Enja 5BC.png
Damage Guard Cancel Invul Property Level
13 High - 1~27f Throw Invincible - 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, and on hit confirm into 236A or 623S. A good tool to use up close. Even more threatening is the fact that it has a ton of grab invincibility on start up, which gives you an alternative way of dealing with those pesky throws. Quite the move to have in Enja's kit, don't go without it.


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. Fun occasional bully tool in the corner and oki option if you're really feeling it. Not recommended to use anywhere else however. Then again, you're already taking risks as Enja, so what's the harm in one more?


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 as it's generally outdone by 2A. useful for stuffing dashes and sometimes poking, and like 2A it makes good tick throw fodder. Use to break low tam tam skulls to avoid the chip. This is your fastest low, so don't count out it's usefulness.


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. It also chains into 8BC more consistently and for higher damage, though it's much tighter. If you must have another 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 and higher priority j.7/9B. Godly button if the opponent tries to meet you in the air.


8A
Samsho5sp Enja 8A.png
Damage Guard Cancel Invul Property Level
- High - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Now THIS is a move to savor. Extremely fast with active frames to last a life time, this move stuffs almost all air approaches with it's priority and frames on reaction. You will use this move every match and plenty of times within in. Against some characters this serves as an instant overhead, giving a time slow high/low mixup or sometimes as a gimmicky round ender. from a deep hit it even combos into n.5B. Vital part of Enja's denial game if you couldn't tell. Seriously this move is bellissimo~.


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 worst of Enja's officially recognized aerials, though it's far from bad. Relatively quick and useful in situations where you know you aren't close enough for the j.AB. Good to use in shallow jump ins like with j.C. Try to deep hit to confirm 5B afterwards.


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 a bit more damage. Outdone by j.8A in every way. This is by far the worst thing you could ever use or do with this character in any and all situations. To acknowledge the existence of this move is treason.


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 - - -

The move every Enja player loves, this powerhit gives him 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 to make it a stellar air to air, and is still capable of hitting people on the ground. On a deep hit this can lead to Enja's highest damaging combos, so master using this. Sadly it's terrible at out prioritizing on it's way down, which makes it bad when used in reckless jumps. In fact just about anything can deny this move, even lows can reliably. Best used when you know it's gonna land. Still, outstanding move.


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. Still gets beat by a lot on the way down. Great for shallow jump ins though.

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. Doesn't help that it takes forever to come out yet lacks any range. Makes for a gimmicky meaty since it's actually plus on block if it hits late into the active frames, but can still be low profiled by many characters like 5A. Semi decent for tick throws when mixed with 66C.


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. Therefore it's one of Enja's strongest punishes. Has a massive cancel window that starts shortly after it hits, which can save your skin for when it whiffs. However it is very punishable on block and since Enja's recoil options are all unsafe, it's better used when you know it's gonna hit.


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

There it is. An amazing move for Enja that allows him to attack while moving. This low sweep can always be hit-confirmed into 8BC for more considerable damage, or 2BC if you're slow on the draw. Surprisingly safe on block. You will use this more than any other move, but be careful not to get predictable.

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

A bit better 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:
You're gonna need it.
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
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
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
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
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

Waterfall kicks from a fire demon, cute. Not the best anti-air in your arsenal. 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 can be done from 5C or 66B reliably up close, which does give it a decent albeit niche use. Follow up with 2BC!


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. It's certainly a move to use sparingly from genius reads or godlike reactions, as getting predictable means pain in most cases. But still, gives you funny moments and wins when used smart(?)


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
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.

There's a trick to doing this, simply hold CD after performing the WFT then hold AB during the super flash, the WFT will cancel on the first possible frame automatically.

Combos

Normal

  • 236A xx 236B xx 236C
  • 5B/n.5B/2B/2AB/66B xx 236A ...
  • 6C, 5B/n.5B xx 236A ...
  • 66B xx 623S ...
  • 66C xx 2BC/8BC
  • (vs crouching) 5BC, 66B...
  • (vs crouching) 5BC, 66C...
  • (vs crouching) 5BC, 5AB
  • (vs crouching) 5BC, 236A ...
  • (vs crouching) 5BC, 214CD
  • 421C 2BC

Only works if the opponent is behind you or airborne.

  • (vs airborne) 5B/n.5B/2B/5C xx 623S

Doesn't work on some characters.

  • (backhit) 5BC, j.C, 5BC, etc...

Enja's loop (outside of speedup shenanigans) that can be started from either 5BC or j.C. Opponents tend to get pushed out before it kills, which is why it's recommended to end on something like 5AB or rekka.

  • 236A xx (on grounded) 236B, etc...

This might as well be a dream, because trying to land this is a nightmare. Requires you to land 236A almost point blank, and for you to delay the 236B followup as late as possible so it hits while the opponent is grounded. Very oddly enough, this wall bounces while letting Enja move immediately after 236B connects. And the opponent is completely hittable by anything, which lets you land just about anything, even WFT or fatality. Not practical in the slightest, but still, it's the most fun gimmick you can try with Enja that's tournament legal.

Time Slow

With Enja you usually don't meditate at all, and when you do it hardly offers anything useful, but meditating away what rage you have once or twice makes his standard SoN stuff a bit easier, or offers a tiny bit more leeway. There's nothing really flashy or unique Enja gets, but usually goes like this. If they're high in the air, land as many j.AB's as possible, usually only 3 max is possible without meditation. If it doesn't kill, you can end on a j.AB for more damage and a mixup on landing, or end on 623S for a knockdown. If they're low in the air, you can do the same, but if they're too low you can use something like 5AB's or 2AB's, and you should end on Issen if possible. If not, end on a heavy slash for damage or 623S for knockdown. If they're grounded, you can do the standard combo filler into Issen or rekka, or you can start Enja's backhit infinite. However, if they have burst, you may want to either land Issen or 236A so they can't escape.

Strategies

Basic strategy

Enja's gameplan usually revolves around the matchup, but generally the ideal position to be in is in range for high low and grab mixups and being able to counter-poke or punish with 5B or n.5B into 236A. You'll have to know your tools and options as well as the opponent's, or else you'll find yourself in a world of disadvantage.

Hitting the Rekka

When aiming the rekka, the obvious answer is to aim for the middle, but you have to consider the actual startup of the rekka as well as what "middle" is for each character. Generally speaking, the middle is usually a character's waist, except for Kusaregedo where you need to aim for his skull necklace. Every character except Gedo shares the same hurtbox for the rekka. This was proven by recording a successful rekka on the training dummy and succeeding on every character at round start distance using the same timing. The images below highlight the midpoint along with the exact frame when you must input the final rekka.

When they fly in the opposite direction, use the other knee to measure the distance.

Time Slow and Rage Mode

Despite Enja having the worst meditation in the game, he still benefits greatly from his damage output and what Time Slow allows to make using it over Rage Mode a valid option. Having Time Slow gives Enja a checkmate against an airborne opponent, making jumping suicide if he's at the health to use it. However, Rage Mode also has it's pros. It gives you a combo breaker in the form of bursting, which can save you from plenty of round ending mistakes like missing the final hit of rekka. It also makes Enja's damage skyrocket when he's in the mode, and makes his already scary mixups and punishes even scarier, and opens up universal touch of deaths and combos into fatality. Since you can't effectively build towards Time Slow with Enja, you basically decide which mode you want to use when the opportunity arises, since both have their own unique uses.

Matchups

  • vs. Amakusa
  • vs. Basara
  • vs. Charlotte
  • vs. Enja
  • vs. Gaira
  • vs. Galford
  • vs. Gaoh
  • vs. Genjuro
  • vs. Hanzo
  • vs. Haohmaru
  • vs. Jubei
  • vs. Kazuki
  • vs. Kusaregedo
  • vs. Kyoshiro
  • vs. Mina
  • vs. Mizuki
  • vs. Nakoruru
  • vs. Rasetsumaru
  • vs. Rera
  • vs. Rimururu
  • vs. Shizumaru
  • vs. Sogetsu
  • vs. Suija
  • vs. Tam Tam
  • vs. Ukyo
  • vs. Yoshitora
  • vs. Yunfei
  • vs. Zankuro

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

FAQControlsHUD

Characters

AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro

Mechanics

MechanicsTablesHitboxesHidden Moves