Samurai Shodown V Special/Enja

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炎邪, Enja


Enja is a hard hitting powerhouse with extreme mobility issues. His best strategy involves sticking to the other person like glue and putting as much pressure as possible on them. Enja can rarely afford to wait for the opponent to come to him and has to spend 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 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 difficult character to play in general, though the advantages vary wildly in the various matchups.


  • 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


Far Slashes

A very short range elbow that is no different from the near standing version.
A slow poke extending an arm's length forward with decent startup and recoil options, but making him a bigger target-- he has to stand still for a moment and none of his cancels are truly safe. Not that great, but he needs this attack to get hits in sometimes.
A flaming backhand with better range and fantastic damage, but extremely punishable. This is Enja's second strongest move and the best guranteed damage he has. Importantly, you can combo into this beast after landing BC on a crouching opponent.
This quick jab is usually a better option for generic poking as it has some actual reach, unlike the standing version. It is noticeably slower however.
A slower version of the far 5B. Do not use.
A damaging upward flip/swipe that has minimal horizontal but reaches 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 this. This slugger can be decisive in corner mixups.

Near Slashes

See far version.
A fast but weak attack that makes good combo fodder.
Safer and faster than the far 5AB, this move does about as much damage but with less range. It has better odds of connecting than the n.2AB, but can't be cancelled if that's your thing.
See far version.
See far version.
See far version.


A jumping overhead with the unique property of stumbling opponents that are low blocking, while knocking down otherwise. There are a few options after getting a stumble, but the most common followup is 5AB.


A forward stepping knee that is threatening even when blocked, because Enja can quickly cancel into 421+S or go for a grab. A good tool to use up close.
Some kind of fakeout kick that hits low with a delay. Not worth the time as no knockdown and does zero damage.
A weak kick for some safe low damage, but not seen much.
A slow sweep that knocks down and chains into 2BC. If you must have low normal, this is it, although the 66C incarnation is much better.


This move has two versions, depending on whether or not you jump straight up. 8A is an aerial that lasts all day and has amazing priority. You will see pros use it a lot.
The most horizontal of Enja's aerials. Relatively quick and useful in situations where you know you aren't close enough for the j.AB.
This powerhit gives Enja 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, and is still capable of hitting people on the ground. Counter everything with this if you can.
A weak attack that is used to out-prioritize in the air and for its better hitbox on the way down. Pretty good for that if you don't need much damage.


Basically the same as n.5B, this is used to cancel into things-- hopefully into the 236+A.
Split second punish with the same animation as n.5AB but less recovery and damage.
Another great move for Enja that allows him to attack while moving. This low sweep can always be hit-confirmed into 8BC for more considerable damage.




Deflect - 216D:
Weapon Pickup - 5A:
Taunt Disarm - Start Start Start:
Enja has one of the fastest self-disarms in the game.


Rikudou Rekka - 236A 236B 236C:
Enja's strongest move, coloquially known as the 123. This is the hardest move to land in the game.
  • Rikudou Rekka: Jigoku-dou - 236A:
A low-hitting slide kick (unsafe on block) that does one tick of damage and if connected, will instantly set them up for:
  • Rikudou Rekka: Gakidou - 236B:
A quick pound that does 1 damage and slams them into the far wall, eventually sending them flying directly over your head, setting you up for:
  • Rikudou Rekka: Tendou - 236C / r.236C:
Enja goes into a flurry of attacks vertically, and if you had input this on the exact frame where the opponent is directly overhead, Enja will follow up with an extremely damaging finisher. If Enja is enraged, the flurry lasts longer and the damage of the last hit goes even higher. If the opponent isn't perfectly centered when you input this, the last hit won't occur and Enja will slump over on the ground, causing the move to do very minimal damage and leaving him completely open for the opponent's best punish. When done correctly, this move does more than double the damage of anything else Enja has. Do this consistently and you will be a huge threat.
Guren Kyaku - 623S:
This is a DP that doesn't do its job. Enja kicks upward with a long landing and recovery. If hitting them out of the air, this will likely only do one tick of damage and reset to neutral at best. The only real way to get the full damage out of this is to do it ground-to-ground at point blank, which is not a good idea. If you do do this though, you can prolong the upward kicking on hit confirm and follow through with 2BC for a fair amount of damage.
Enmetsu - 421S:
Enja's version of the exploding pants. After exploding, Enja will reappear a few steps farther back. This is a move meant to stuff pokes and punishes and occasionally to generate some pressure. Enja reappears fairly close to where he was and it is heavy punishable on block by many characters. This move chips multiple times and is a nice trick when cancelled into and has some minor anti-jumpin properties (with the right timing), but while unhittable, Enja can still be grabbed out of the startup at point-blank.
Enja Bakunetsu - 236CD - WFT:
Enja forms a tall pillar of fire around him and becomes unhittable for the duration. After this, he will slump down and be open to attack. This super is below average as it telegraphs and is easy to punish on block, but can be anti-air if they are jumping over you for some reason. You can end the fire pillar earlier by hitting ABCD at any point, but the slump will still happen. Most of the time you're better off taking advantage of the rage damage multiplier than attempting this. Note: If you perform the ABCD cancel on the exact frame (almost always the first frame of the attack) that the opponent is hit by this super, Enja will not lose his rage meter while still doing full damage and disarming. This allows you to dish out even more damage than before and remains the attack of choice for confirmed anti-air and confirmed punishes.



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

Time slow


Frame Data

Move Damage Startup Active Total Cancel Weapon
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



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